Arma Reforger Script API
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SCR_ScenarioFrameworkActionEventOnProjectileShot Interface Reference
Inheritance diagram for SCR_ScenarioFrameworkActionEventOnProjectileShot:
SCR_ScenarioFrameworkActionBase BaseContainerObject

Public Member Functions

override void OnActivate (IEntity object)
 
bool EvaluateConditions (int playerID, BaseWeaponComponent weapon, IEntity entity)
 
bool EvaluateConditionsAND (int playerID, BaseWeaponComponent weapon, IEntity entity)
 
bool EvaluateConditionsOR (int playerID, BaseWeaponComponent weapon, IEntity entity)
 
bool EvaluateConditionsNAND (int playerID, BaseWeaponComponent weapon, IEntity entity)
 
bool EvaluateConditionsXOR (int playerID, BaseWeaponComponent weapon, IEntity entity)
 
override array< ref SCR_ScenarioFrameworkActionBaseGetSubActions ()
 
- Public Member Functions inherited from SCR_ScenarioFrameworkActionBase
void Init (IEntity entity)
 Initializes entity, sets OnActivate and OnDeactivate event handlers for SCR_BaseTriggerEntity.
 
bool CanActivate ()
 Checks if action can be activated, handles maximum activation limit, increments activation count if possible.
 
bool ValidateInputEntity (IEntity object, SCR_ScenarioFrameworkGet getter, out IEntity entity)
 Validates input entity for ScenarioFramework Action, checks if it's from layer or getter, returns true if valid.
 
void RestoreToDefault ()
 Restores default settings for action and resets number of activations.
 
void SpawnObjects (notnull array< string > aObjectsNames, SCR_ScenarioFrameworkEActivationType eActivationType)
 Spawns objects from an array, checks for existence, activation type, and initializes them with specified activation type.
 
- Public Member Functions inherited from BaseContainerObject
proto external string GetStoreName ()
 Retrieve the store name, usually just a GUID.
 

Public Attributes

ref SCR_ScenarioFrameworkGet m_Getter
 
SCR_EScenarioFrameworkLogicOperators m_eActivationConditionLogic
 
ref array< ref SCR_ScenarioFrameworkOnProjectileShotConditionBasem_aProjectileConditions
 
ref array< ref SCR_ScenarioFrameworkActionBasem_aActions
 
- Public Attributes inherited from SCR_ScenarioFrameworkActionBase
bool m_bDebug
 
int m_iMaxNumberOfActivations
 
IEntity m_Entity
 
int m_iNumberOfActivations
 

Protected Member Functions

void OnWeaponFired (int playerID, BaseWeaponComponent weapon, IEntity entity)
 

Protected Attributes

CharacterWeaponManagerComponent characterWeaponManager
 

Member Function Documentation

◆ EvaluateConditions()

bool SCR_ScenarioFrameworkActionEventOnProjectileShot.EvaluateConditions ( int playerID,
BaseWeaponComponent weapon,
IEntity entity )

◆ EvaluateConditionsAND()

bool SCR_ScenarioFrameworkActionEventOnProjectileShot.EvaluateConditionsAND ( int playerID,
BaseWeaponComponent weapon,
IEntity entity )

◆ EvaluateConditionsNAND()

bool SCR_ScenarioFrameworkActionEventOnProjectileShot.EvaluateConditionsNAND ( int playerID,
BaseWeaponComponent weapon,
IEntity entity )

◆ EvaluateConditionsOR()

bool SCR_ScenarioFrameworkActionEventOnProjectileShot.EvaluateConditionsOR ( int playerID,
BaseWeaponComponent weapon,
IEntity entity )

◆ EvaluateConditionsXOR()

bool SCR_ScenarioFrameworkActionEventOnProjectileShot.EvaluateConditionsXOR ( int playerID,
BaseWeaponComponent weapon,
IEntity entity )

◆ GetSubActions()

override array< ref SCR_ScenarioFrameworkActionBase > SCR_ScenarioFrameworkActionEventOnProjectileShot.GetSubActions ( )
Parameters
[out]subActions

Implements SCR_ScenarioFrameworkActionBase.

◆ OnActivate()

override void SCR_ScenarioFrameworkActionEventOnProjectileShot.OnActivate ( IEntity object)
Parameters
[in]object

Implements SCR_ScenarioFrameworkActionBase.

◆ OnWeaponFired()

void SCR_ScenarioFrameworkActionEventOnProjectileShot.OnWeaponFired ( int playerID,
BaseWeaponComponent weapon,
IEntity entity )
protected

Member Data Documentation

◆ characterWeaponManager

CharacterWeaponManagerComponent SCR_ScenarioFrameworkActionEventOnProjectileShot.characterWeaponManager
protected

◆ m_aActions

ref array<ref SCR_ScenarioFrameworkActionBase> SCR_ScenarioFrameworkActionEventOnProjectileShot.m_aActions

◆ m_aProjectileConditions

ref array<ref SCR_ScenarioFrameworkOnProjectileShotConditionBase> SCR_ScenarioFrameworkActionEventOnProjectileShot.m_aProjectileConditions

◆ m_eActivationConditionLogic

SCR_EScenarioFrameworkLogicOperators SCR_ScenarioFrameworkActionEventOnProjectileShot.m_eActivationConditionLogic

◆ m_Getter

ref SCR_ScenarioFrameworkGet SCR_ScenarioFrameworkActionEventOnProjectileShot.m_Getter

The documentation for this interface was generated from the following file: