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SCR_AIGroup | GetAIGroup (IEntity entity) |
| Retrieves AI group from entity even when it is an AI agent or SCR_ChimeraCharacter.
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override void | Init (IEntity entity) |
| Initializes entity, sets OnActivate and OnDeactivate event handlers for SCR_BaseTriggerEntity.
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override void | OnActivate (IEntity object) |
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void | Init (IEntity entity) |
| Initializes entity, sets OnActivate and OnDeactivate event handlers for SCR_BaseTriggerEntity.
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bool | CanActivate () |
| Checks if action can be activated, handles maximum activation limit, increments activation count if possible.
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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.
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void | OnActivate (IEntity object) |
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array< ref SCR_ScenarioFrameworkActionBase > | GetSubActions () |
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void | RestoreToDefault () |
| Restores default settings for action and resets number of activations.
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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.
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◆ CheckForAIToWatch()
void SCR_ScenarioFrameworkActionQRFDispacher.CheckForAIToWatch |
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IEntity |
entity | ) |
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protected |
Recursive check for AI slot withing entity hierarchy.
◆ CheckSpawnPointSafeZones()
bool SCR_ScenarioFrameworkActionQRFDispacher.CheckSpawnPointSafeZones |
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vector |
spawnPointPosition, |
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array< ref SCR_QRFSpawnSafeZone > |
spawnSafeZones, |
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SCR_EQRFGroupType |
searchedType |
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) |
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Returns true when there are no observers (players) within specified distance for given group type.
◆ DoPlaySoundOnEntityPosition()
void SCR_ScenarioFrameworkActionQRFDispacher.DoPlaySoundOnEntityPosition |
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IEntity |
entity, |
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string |
soundFileName, |
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string |
soundEventName |
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) |
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Requests game mode to broadcast sound event on the position of provided entity.
◆ GetAIGroup()
SCR_AIGroup SCR_ScenarioFrameworkActionQRFDispacher.GetAIGroup |
( |
IEntity |
entity | ) |
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◆ GetMaxDistanceForUnitType()
float SCR_ScenarioFrameworkActionQRFDispacher.GetMaxDistanceForUnitType |
( |
SCR_EQRFGroupType |
unitType | ) |
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◆ Init()
override void SCR_ScenarioFrameworkActionQRFDispacher.Init |
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IEntity |
entity | ) |
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◆ OnActivate()
override void SCR_ScenarioFrameworkActionQRFDispacher.OnActivate |
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IEntity |
object | ) |
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◆ OnDelayedGroupMembersSpawned()
void SCR_ScenarioFrameworkActionQRFDispacher.OnDelayedGroupMembersSpawned |
( |
SCR_AIGroup |
group | ) |
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protected |
◆ OnFinishedSpawningVehicleOccupants()
void SCR_ScenarioFrameworkActionQRFDispacher.OnFinishedSpawningVehicleOccupants |
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SCR_BaseCompartmentManagerComponent |
compartmentManager, |
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array< IEntity > |
occupants, |
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bool |
wasCanceled |
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) |
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Meant to be invked when vehicle finishes spawning its occupants so we can get the group of those occupants.
◆ OnGroupCompositionChanged()
void SCR_ScenarioFrameworkActionQRFDispacher.OnGroupCompositionChanged |
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SCR_AIGroup |
group, |
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AIAgent |
agent |
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) |
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◆ SelectRandomGroup()
SCR_QRFGroupConfig SCR_ScenarioFrameworkActionQRFDispacher.SelectRandomGroup |
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int |
maxCost | ) |
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◆ SelectRandomSpawnpoint()
◆ StartQRFProcedure()
void SCR_ScenarioFrameworkActionQRFDispacher.StartQRFProcedure |
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IEntity |
killedEntity | ) |
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◆ ThresholdHandling()
void SCR_ScenarioFrameworkActionQRFDispacher.ThresholdHandling |
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◆ ThresholdValidation()
void SCR_ScenarioFrameworkActionQRFDispacher.ThresholdValidation |
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IEntity |
killedEntity = null | ) |
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◆ WatchAIGroup() [1/2]
bool SCR_ScenarioFrameworkActionQRFDispacher.WatchAIGroup |
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array< IEntity > |
entities | ) |
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protected |
Will tap into AI groups and monitor their numbers Will return true if there was at least one group which we now observe.
◆ WatchAIGroup() [2/2]
bool SCR_ScenarioFrameworkActionQRFDispacher.WatchAIGroup |
( |
IEntity |
entities | ) |
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protected |
Will tap into AI groups and monitor their numbers Will return true if there was at least one grou00p which we now observe.
◆ m_aGroupList
◆ m_aQRFMaxDistanceConfig
◆ m_aQRFSpawnPoints
◆ m_AreaFramework
◆ m_aVehicleSpawnQueueConfig
◆ m_aWPConfig
◆ m_bWaitingForDelayedSpawn
bool SCR_ScenarioFrameworkActionQRFDispacher.m_bWaitingForDelayedSpawn |
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◆ m_bWaitingForNextWave
bool SCR_ScenarioFrameworkActionQRFDispacher.m_bWaitingForNextWave |
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◆ m_eThresholdType
SCR_EQRFThresholdType SCR_ScenarioFrameworkActionQRFDispacher.m_eThresholdType |
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◆ m_fNextWaveDelayClock
float SCR_ScenarioFrameworkActionQRFDispacher.m_fNextWaveDelayClock |
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◆ m_fQRFNextWaveDelay
float SCR_ScenarioFrameworkActionQRFDispacher.m_fQRFNextWaveDelay |
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◆ m_fQRFSpawnDelay
float SCR_ScenarioFrameworkActionQRFDispacher.m_fQRFSpawnDelay |
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◆ m_fThreatLevel
float SCR_ScenarioFrameworkActionQRFDispacher.m_fThreatLevel = 1 |
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◆ m_fThreatLevelEscalation
float SCR_ScenarioFrameworkActionQRFDispacher.m_fThreatLevelEscalation |
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◆ m_iNumberOfAvailableQRFWaves
int SCR_ScenarioFrameworkActionQRFDispacher.m_iNumberOfAvailableQRFWaves |
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◆ m_iNumberOfSoldiersInTheArea
int SCR_ScenarioFrameworkActionQRFDispacher.m_iNumberOfSoldiersInTheArea |
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◆ m_iRemovedSoldier
int SCR_ScenarioFrameworkActionQRFDispacher.m_iRemovedSoldier |
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◆ m_iSpawnTickets
int SCR_ScenarioFrameworkActionQRFDispacher.m_iSpawnTickets |
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◆ m_iThreshold
int SCR_ScenarioFrameworkActionQRFDispacher.m_iThreshold |
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◆ m_QRFLayer
◆ m_sQRFLayerName
string SCR_ScenarioFrameworkActionQRFDispacher.m_sQRFLayerName |
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◆ m_sQRFRequestedSoundEventName
string SCR_ScenarioFrameworkActionQRFDispacher.m_sQRFRequestedSoundEventName |
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◆ m_sQRFSentSoundEventName
string SCR_ScenarioFrameworkActionQRFDispacher.m_sQRFSentSoundEventName |
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◆ m_sSoundProjectFile
ResourceName SCR_ScenarioFrameworkActionQRFDispacher.m_sSoundProjectFile |
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◆ m_vTargetPosition
vector SCR_ScenarioFrameworkActionQRFDispacher.m_vTargetPosition |
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The documentation for this interface was generated from the following file:
- Game/ScenarioFramework/Components/SCR_ScenarioFrameworkActionQRFDispacher.c