Arma Reforger Script API
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Public Member Functions | Protected Member Functions | Protected Attributes | List of all members
SCR_ScenarioFrameworkActionQRFDispacher Interface Reference
Inheritance diagram for SCR_ScenarioFrameworkActionQRFDispacher:
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Public Member Functions

SCR_AIGroup GetAIGroup (IEntity entity)
 Retrieves AI group from entity even when it is an AI agent or SCR_ChimeraCharacter.
 
override void Init (IEntity entity)
 
override void OnActivate (IEntity object)
 
- Public Member Functions inherited from SCR_ScenarioFrameworkActionBase
void Init (IEntity entity)
 
bool CanActivate ()
 
bool ValidateInputEntity (IEntity object, SCR_ScenarioFrameworkGet getter, out IEntity entity)
 \out entity
 
void OnActivate (IEntity object)
 
void SpawnObjects (notnull array< string > aObjectsNames, SCR_ScenarioFrameworkEActivationType eActivationType)
 

Protected Member Functions

bool WatchAIGroup (IEntity entities)
 Will tap into AI groups and monitor their numbers Will return true if there was at least one grou00p which we now observe.
 
bool WatchAIGroup (array< IEntity > entities)
 Will tap into AI groups and monitor their numbers Will return true if there was at least one group which we now observe.
 
void OnDelayedGroupMembersSpawned (SCR_AIGroup group)
 
void OnGroupCompositionChanged (SCR_AIGroup group, AIAgent agent)
 
void ThresholdValidation (IEntity killedEntity=null)
 
void ThresholdHandling ()
 
void StartQRFProcedure (IEntity killedEntity)
 
SCR_QRFGroupConfig SelectRandomGroup (int maxCost)
 
SCR_ScenarioFrameworkQRFSlotAI SelectRandomSpawnpoint (array< SCR_ScenarioFrameworkQRFSlotAI > aListOfSpawnPoints, SCR_EQRFGroupType searchedType)
 
bool CheckSpawnPointSafeZones (vector spawnPointPosition, array< ref SCR_QRFSpawnSafeZone > spawnSafeZones, SCR_EQRFGroupType searchedType)
 Returns true when there are no observers (players) within specified distance for given group type.
 
float GetMaxDistanceForUnitType (SCR_EQRFGroupType unitType)
 
void OnFinishedSpawningVehicleOccupants (SCR_BaseCompartmentManagerComponent compartmentManager, array< IEntity > occupants, bool wasCanceled)
 Meant to be invked when vehicle finishes spawning its occupants so we can get the group of those occupants.
 
void DoPlaySoundOnEntityPosition (IEntity entity, string soundFileName, string soundEventName)
 Requests game mode to broadcast sound event on the position of provided entity.
 
void CheckForAIToWatch (IEntity entity)
 Recursive check for AI slot withing entity hierarchy.
 

Protected Attributes

string m_sQRFLayerName
 
SCR_EQRFThresholdType m_eThresholdType
 
int m_iThreshold
 
int m_iNumberOfAvailableQRFWaves
 
float m_fThreatLevelEscalation
 
float m_fQRFSpawnDelay
 
float m_fQRFNextWaveDelay
 
ref array< ref SCR_QRFGroupConfigm_aGroupList
 
ref array< ref SCR_QRFTypeMaxDistancem_aQRFMaxDistanceConfig
 
ref array< ref SCR_QRFWaypointConfigm_aWPConfig
 
string m_sQRFRequestedSoundEventName
 
string m_sQRFSentSoundEventName
 
ResourceName m_sSoundProjectFile
 
ref array< SCR_ScenarioFrameworkQRFSlotAIm_aQRFSpawnPoints = {}
 
SCR_ScenarioFrameworkArea m_AreaFramework
 
SCR_ScenarioFrameworkLayerBase m_QRFLayer
 
int m_iNumberOfSoldiersInTheArea
 
int m_iRemovedSoldier
 
float m_fNextWaveDelayClock
 
float m_fThreatLevel = 1
 
int m_iSpawnTickets
 
bool m_bWaitingForDelayedSpawn
 
bool m_bWaitingForNextWave
 
vector m_vTargetPosition
 
ref array< ref SCR_QRFVehicleSpawnConfigm_aVehicleSpawnQueueConfig = {}
 

Additional Inherited Members

- Public Attributes inherited from SCR_ScenarioFrameworkActionBase
int m_iMaxNumberOfActivations
 
IEntity m_Entity
 
int m_iNumberOfActivations
 

Member Function Documentation

◆ CheckForAIToWatch()

void SCR_ScenarioFrameworkActionQRFDispacher.CheckForAIToWatch ( IEntity  entity)
protected

Recursive check for AI slot withing entity hierarchy.

◆ CheckSpawnPointSafeZones()

bool SCR_ScenarioFrameworkActionQRFDispacher.CheckSpawnPointSafeZones ( vector  spawnPointPosition,
array< ref SCR_QRFSpawnSafeZone spawnSafeZones,
SCR_EQRFGroupType  searchedType 
)
protected

Returns true when there are no observers (players) within specified distance for given group type.

◆ DoPlaySoundOnEntityPosition()

void SCR_ScenarioFrameworkActionQRFDispacher.DoPlaySoundOnEntityPosition ( IEntity  entity,
string  soundFileName,
string  soundEventName 
)
protected

Requests game mode to broadcast sound event on the position of provided entity.

◆ GetAIGroup()

SCR_AIGroup SCR_ScenarioFrameworkActionQRFDispacher.GetAIGroup ( IEntity  entity)

Retrieves AI group from entity even when it is an AI agent or SCR_ChimeraCharacter.

◆ GetMaxDistanceForUnitType()

float SCR_ScenarioFrameworkActionQRFDispacher.GetMaxDistanceForUnitType ( SCR_EQRFGroupType  unitType)
protected

◆ Init()

override void SCR_ScenarioFrameworkActionQRFDispacher.Init ( IEntity  entity)
Parameters
[in]entity

Implements SCR_ScenarioFrameworkActionBase.

◆ OnActivate()

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

Implements SCR_ScenarioFrameworkActionBase.

◆ OnDelayedGroupMembersSpawned()

void SCR_ScenarioFrameworkActionQRFDispacher.OnDelayedGroupMembersSpawned ( SCR_AIGroup  group)
protected

◆ OnFinishedSpawningVehicleOccupants()

void SCR_ScenarioFrameworkActionQRFDispacher.OnFinishedSpawningVehicleOccupants ( SCR_BaseCompartmentManagerComponent  compartmentManager,
array< IEntity >  occupants,
bool  wasCanceled 
)
protected

Meant to be invked when vehicle finishes spawning its occupants so we can get the group of those occupants.

◆ OnGroupCompositionChanged()

void SCR_ScenarioFrameworkActionQRFDispacher.OnGroupCompositionChanged ( SCR_AIGroup  group,
AIAgent  agent 
)
protected

◆ SelectRandomGroup()

SCR_QRFGroupConfig SCR_ScenarioFrameworkActionQRFDispacher.SelectRandomGroup ( int  maxCost)
protected

◆ SelectRandomSpawnpoint()

SCR_ScenarioFrameworkQRFSlotAI SCR_ScenarioFrameworkActionQRFDispacher.SelectRandomSpawnpoint ( array< SCR_ScenarioFrameworkQRFSlotAI aListOfSpawnPoints,
SCR_EQRFGroupType  searchedType 
)
protected

◆ StartQRFProcedure()

void SCR_ScenarioFrameworkActionQRFDispacher.StartQRFProcedure ( IEntity  killedEntity)
protected

◆ ThresholdHandling()

void SCR_ScenarioFrameworkActionQRFDispacher.ThresholdHandling ( )
protected

◆ ThresholdValidation()

void SCR_ScenarioFrameworkActionQRFDispacher.ThresholdValidation ( IEntity  killedEntity = null)
protected

◆ WatchAIGroup() [1/2]

bool SCR_ScenarioFrameworkActionQRFDispacher.WatchAIGroup ( array< IEntity >  entities)
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)
protected

Will tap into AI groups and monitor their numbers Will return true if there was at least one grou00p which we now observe.

Member Data Documentation

◆ m_aGroupList

ref array<ref SCR_QRFGroupConfig> SCR_ScenarioFrameworkActionQRFDispacher.m_aGroupList
protected

◆ m_aQRFMaxDistanceConfig

ref array<ref SCR_QRFTypeMaxDistance> SCR_ScenarioFrameworkActionQRFDispacher.m_aQRFMaxDistanceConfig
protected

◆ m_aQRFSpawnPoints

ref array<SCR_ScenarioFrameworkQRFSlotAI> SCR_ScenarioFrameworkActionQRFDispacher.m_aQRFSpawnPoints = {}
protected

◆ m_AreaFramework

SCR_ScenarioFrameworkArea SCR_ScenarioFrameworkActionQRFDispacher.m_AreaFramework
protected

◆ m_aVehicleSpawnQueueConfig

ref array<ref SCR_QRFVehicleSpawnConfig> SCR_ScenarioFrameworkActionQRFDispacher.m_aVehicleSpawnQueueConfig = {}
protected

◆ m_aWPConfig

ref array<ref SCR_QRFWaypointConfig> SCR_ScenarioFrameworkActionQRFDispacher.m_aWPConfig
protected

◆ m_bWaitingForDelayedSpawn

bool SCR_ScenarioFrameworkActionQRFDispacher.m_bWaitingForDelayedSpawn
protected

◆ m_bWaitingForNextWave

bool SCR_ScenarioFrameworkActionQRFDispacher.m_bWaitingForNextWave
protected

◆ m_eThresholdType

SCR_EQRFThresholdType SCR_ScenarioFrameworkActionQRFDispacher.m_eThresholdType
protected

◆ m_fNextWaveDelayClock

float SCR_ScenarioFrameworkActionQRFDispacher.m_fNextWaveDelayClock
protected

◆ m_fQRFNextWaveDelay

float SCR_ScenarioFrameworkActionQRFDispacher.m_fQRFNextWaveDelay
protected

◆ m_fQRFSpawnDelay

float SCR_ScenarioFrameworkActionQRFDispacher.m_fQRFSpawnDelay
protected

◆ m_fThreatLevel

float SCR_ScenarioFrameworkActionQRFDispacher.m_fThreatLevel = 1
protected

◆ m_fThreatLevelEscalation

float SCR_ScenarioFrameworkActionQRFDispacher.m_fThreatLevelEscalation
protected

◆ m_iNumberOfAvailableQRFWaves

int SCR_ScenarioFrameworkActionQRFDispacher.m_iNumberOfAvailableQRFWaves
protected

◆ m_iNumberOfSoldiersInTheArea

int SCR_ScenarioFrameworkActionQRFDispacher.m_iNumberOfSoldiersInTheArea
protected

◆ m_iRemovedSoldier

int SCR_ScenarioFrameworkActionQRFDispacher.m_iRemovedSoldier
protected

◆ m_iSpawnTickets

int SCR_ScenarioFrameworkActionQRFDispacher.m_iSpawnTickets
protected

◆ m_iThreshold

int SCR_ScenarioFrameworkActionQRFDispacher.m_iThreshold
protected

◆ m_QRFLayer

SCR_ScenarioFrameworkLayerBase SCR_ScenarioFrameworkActionQRFDispacher.m_QRFLayer
protected

◆ m_sQRFLayerName

string SCR_ScenarioFrameworkActionQRFDispacher.m_sQRFLayerName
protected

◆ m_sQRFRequestedSoundEventName

string SCR_ScenarioFrameworkActionQRFDispacher.m_sQRFRequestedSoundEventName
protected

◆ m_sQRFSentSoundEventName

string SCR_ScenarioFrameworkActionQRFDispacher.m_sQRFSentSoundEventName
protected

◆ m_sSoundProjectFile

ResourceName SCR_ScenarioFrameworkActionQRFDispacher.m_sSoundProjectFile
protected

◆ m_vTargetPosition

vector SCR_ScenarioFrameworkActionQRFDispacher.m_vTargetPosition
protected

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