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bool | GetDynamicDespawnEnabled () |
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void | SetDynamicDespawnEnabled (bool enabled) |
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int | GetDynamicDespawnRange () |
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void | SetDynamicDespawnRange (int range) |
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SCR_BaseTask | GetTask () |
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SCR_ScenarioFrameworkSlotTask | GetSlotTask () |
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void | SetSlotTask (SCR_ScenarioFrameworkSlotTask slotTask) |
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override SCR_ScenarioFrameworkLayerTask | GetLayerTask () |
| Get layer task the object is nested into if there is some.
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void | SetLayerTask (SCR_ScenarioFrameworkLayerTask layerTask) |
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string | GetLayerTaskName () |
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SCR_ESFTaskType | GetLayerTaskType () |
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string | GetDeliveryPointName () |
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void | StoreDeliveryPoint (string sDeliveryPointName) |
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void | StoreTaskToArea (SCR_BaseTask task) |
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SCR_ScenarioFrameworkLayerTask | Create () |
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SCR_ScenarioFrameworkLayerTask | Create (SCR_ESFTaskType eTaskType) |
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void | Create (SCR_ScenarioFrameworkLayerTask layerTask) |
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SCR_BaseTriggerEntity | GetTrigger () |
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void | SpawnTrigger () |
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void | MoveTaskIconToArea (notnull SCR_BaseTask task) |
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bool | GetIsTaskSuitableForArea (SCR_ESFTaskType eTaskType) |
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void | GetAvailableTaskTypes (out array< SCR_ESFTaskType > aTaskTypes) |
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void | GetSuitableLayersForTaskType (out notnull array< SCR_ScenarioFrameworkLayerBase > aSlotsOut, SCR_ESFTaskType eTaskType) |
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void | GetAllSlots (out array< SCR_ScenarioFrameworkLayerBase > aSlots) |
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void | GetAllLayerTasks (out notnull array< SCR_ScenarioFrameworkLayerTask > aLayerTasks) |
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void | SetAreaSelected (bool bSet) |
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bool | GetIsAreaSelected () |
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void | OnAreaTriggerActivated (IEntity entity) |
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ScriptInvoker | GetOnAreaTriggerActivated () |
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ScriptInvoker | GetOnAreaInit () |
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override void | RestoreToDefault (bool includeChildren=false, bool reinitAfterRestoration=false) |
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override void | DynamicReinit () |
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override void | DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer) |
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override bool | InitParentLayer () |
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override void | Init (SCR_ScenarioFrameworkArea area=null, SCR_ScenarioFrameworkEActivationType activation=SCR_ScenarioFrameworkEActivationType.SAME_AS_PARENT) |
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override void | EOnInit (IEntity owner) |
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override void | OnPostInit (IEntity owner) |
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override void | _WB_AfterWorldUpdate (IEntity owner, float timeSlice) |
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override bool | _WB_OnKeyChanged (IEntity owner, BaseContainer src, string key, BaseContainerList ownerContainers, IEntity parent) |
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void | SCR_ScenarioFrameworkArea (IEntityComponentSource src, IEntity ent, IEntity parent) |
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string | GetName () |
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void | SetEntity (IEntity entity) |
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bool | GetIsTerminated () |
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void | SetIsTerminated (bool state) |
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void | SetRandomlySpawnedChildren (array< string > randomlySpawnedChildren) |
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array< SCR_ScenarioFrameworkLayerBase > | GetRandomlySpawnedChildren () |
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int | GetPlayersCount (FactionKey factionName="") |
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int | GetMaxPlayersForGameMode (FactionKey factionName="") |
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SCR_ScenarioFrameworkArea | GetParentArea () |
| Get parent area the object is nested into.
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SCR_ScenarioFrameworkLayerTask | GetLayerTask () |
| Get layer task the object is nested into if there is some.
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SCR_ScenarioFrameworkSlotTask | GetSlotTask (array< SCR_ScenarioFrameworkLayerBase > aLayers) |
| Get SlotTask from array of LayerBases if there is any.
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void | SetParentLayer (SCR_ScenarioFrameworkLayerBase parentLayer) |
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SCR_ScenarioFrameworkLayerBase | GetParentLayer () |
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SCR_EScenarioFrameworkSpawnChildrenType | GetSpawnChildrenType () |
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bool | GetEnableRepeatedSpawn () |
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void | SetEnableRepeatedSpawn (bool value) |
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SCR_ScenarioFrameworkEActivationType | GetActivationType () |
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void | SetActivationType (SCR_ScenarioFrameworkEActivationType activationType) |
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bool | GetIsInitiated () |
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bool | GetDynamicDespawnExcluded () |
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void | SetDynamicDespawnExcluded (bool excluded) |
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array< IEntity > | GetSpawnedEntities () |
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array< SCR_ScenarioFrameworkLayerBase > | GetChildrenEntities () |
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SCR_ScenarioFrameworkLayerBase | GetRandomChildren () |
| Returns the random Slot.
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void | GetChildren (out array< SCR_ScenarioFrameworkLayerBase > children) |
| Goes through the hierarchy and returns all the child entities of LayerBase type.
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void | GetLogics (out array< SCR_ScenarioFrameworkLogic > logics) |
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array< SCR_ScenarioFrameworkLogic > | GetSpawnedLogics () |
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array< ref SCR_ScenarioFrameworkPlugin > | GetSpawnedPlugins () |
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int | GetRepeatedSpawnNumber () |
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void | SetRepeatedSpawnNumber (int number) |
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ScriptInvokerScenarioFrameworkLayer | GetOnAllChildrenSpawned () |
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void | InvokeAllChildrenSpawned () |
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void | CheckAllChildrenSpawned (SCR_ScenarioFrameworkLayerBase layer=null) |
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void | SpawnChildren (bool previouslyRandomized=false) |
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void | SpawnPreviouslyRandomizedChildren () |
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void | SpawnRandomOneChild (bool previouslyRandomized=false) |
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void | SpawnRandomMultipleChildren (bool previouslyRandomized=false) |
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void | InitChild (SCR_ScenarioFrameworkLayerBase child) |
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IEntity | GetSpawnedEntity () |
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void | RestoreToDefault (bool includeChildren=false, bool reinitAfterRestoration=false) |
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void | DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer) |
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void | DynamicReinit () |
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bool | InitAlreadyHappened () |
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bool | InitParentLayer () |
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bool | InitNotTerminated () |
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bool | InitDynDespawnAndActivation (SCR_ScenarioFrameworkEActivationType activation) |
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bool | InitActivationConditions () |
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bool | InitArea (SCR_ScenarioFrameworkArea area) |
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void | InitFactionSettings () |
| Handles inheritance of faction settings from parents.
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bool | InitOtherThings () |
| For situations where some other logic is to be appended in these checks and is to be performed before FinishInit.
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void | FinishInitChildrenInsert () |
| For situations where some other logic is needed to be performed before or after this Insert.
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void | FinishInit () |
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void | Init (SCR_ScenarioFrameworkArea area=null, SCR_ScenarioFrameworkEActivationType activation=SCR_ScenarioFrameworkEActivationType.SAME_AS_PARENT) |
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void | AfterAllChildrenSpawned (SCR_ScenarioFrameworkLayerBase layer) |
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override void | EOnFrame (IEntity owner, float timeSlice) |
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override void | OnPostInit (IEntity owner) |
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void | SetDebugShapeSize (float fSize) |
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override void | _WB_OnCreate (IEntity owner, IEntitySource src) |
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void | RenameOwnerEntity (IEntity owner) |
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void | SCR_ScenarioFrameworkLayerBase (IEntityComponentSource src, IEntity ent, IEntity parent) |
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void | ~SCR_ScenarioFrameworkLayerBase () |
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Class is managing the area including the Slots (prefab Slot.et).
The Slots should be placed in its hierarchy. GameModePatrolManager will select one instance of this type and will start to populate it based on the selected task