Arma Reforger Script API
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Public Member Functions | Public Attributes | Protected Member Functions | Protected Attributes | List of all members
SCR_ScenarioFrameworkArea Interface Reference

Class is managing the area including the Slots (prefab Slot.et). More...

Inheritance diagram for SCR_ScenarioFrameworkArea:
[legend]

Public Member Functions

bool GetDynamicDespawnEnabled ()
 
void SetDynamicDespawnEnabled (bool enabled)
 
int GetDynamicDespawnRange ()
 
void SetDynamicDespawnRange (int range)
 
SCR_BaseTask GetTask ()
 
SCR_ScenarioFrameworkSlotTask GetSlotTask ()
 
void SetSlotTask (SCR_ScenarioFrameworkSlotTask slotTask)
 
override SCR_ScenarioFrameworkLayerTask GetLayerTask ()
 
void SetLayerTask (SCR_ScenarioFrameworkLayerTask layerTask)
 
string GetLayerTaskName ()
 
SCR_ESFTaskType GetLayerTaskType ()
 
string GetDeliveryPointName ()
 
void StoreDeliveryPoint (string sDeliveryPointName)
 Sets delivery point name for task delivery and triggers it with given name.
 
void StoreTaskToArea (SCR_BaseTask task)
 Store Task in area.
 
SCR_ScenarioFrameworkLayerTask Create ()
 Randomly selects an available scenario layer from all available slots and initializes it.
 
SCR_ScenarioFrameworkLayerTask Create (SCR_ESFTaskType eTaskType)
 Creates a suitable layer for a given task type, initializes it, and returns it.
 
void Create (SCR_ScenarioFrameworkLayerTask layerTask, SCR_ScenarioFrameworkSlotTask slotTask=null)
 Initializes layer task with random spawned child slot task on tasks init.
 
SCR_BaseTriggerEntity GetTrigger ()
 
void SpawnTrigger ()
 Spawns a trigger entity with specified resource, sets its radius, and attaches an activation event.
 
void MoveTaskIconToArea (notnull SCR_BaseTask task)
 Moves task icon to area position.
 
bool GetIsTaskSuitableForArea (SCR_ESFTaskType eTaskType)
 Checks if given task type is suitable for current area by checking if it's in available task types list.
 
void GetAvailableTaskTypes (out array< SCR_ESFTaskType > aTaskTypes)
 Gets available task types from scenario layers and adds them to an array.
 
void GetSuitableLayersForTaskType (out notnull array< SCR_ScenarioFrameworkLayerBase > aSlotsOut, SCR_ESFTaskType eTaskType)
 Filters suitable layers for given task type, populates output array with matching layers.
 
void SetAreaSelected (bool bSet)
 
bool GetIsAreaSelected ()
 
void OnAreaTriggerActivated (IEntity entity)
 
ScriptInvoker GetOnAreaTriggerActivated ()
 
ScriptInvoker GetOnAreaInit ()
 
override void RestoreToDefault (bool includeChildren=false, bool reinitAfterRestoration=false, bool affectRandomization=true)
 Restores default settings, deselects area, nullifies triggers, resets item delivery point, and calls base class.
 
override void DynamicReinit ()
 Initializes dynamic reinitialization by calling Init() method.
 
override void DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer)
 Removes all children layers from the scenario framework layer and despawns itself if not excluded from dynamic despawning.
 
override bool InitParentLayer ()
 Initializes parent layer with true value.
 
override void Init (SCR_ScenarioFrameworkArea area=null, SCR_ScenarioFrameworkEActivationType activation=SCR_ScenarioFrameworkEActivationType.SAME_AS_PARENT)
 Initializes area, spawns trigger if not already spawned, initializes trigger actions if trigger is present, and sets activation type.
 
override void AfterAllChildrenSpawned (SCR_ScenarioFrameworkLayerBase layer)
 Initializes Trigger.
 
override void EOnInit (IEntity owner)
 Initializes area registration with ScenarioFrameworkSystem when game mode is valid.
 
override void OnPostInit (IEntity owner)
 
override void _WB_AfterWorldUpdate (IEntity owner, float timeSlice)
 Draws debug shape based on m_bShowDebugShapeInWorkbench setting in Workbench after world update.
 
override bool _WB_OnKeyChanged (IEntity owner, BaseContainer src, string key, BaseContainerList ownerContainers, IEntity parent)
 Controls debug shape visibility in Workbench based on user input.
 
void SCR_ScenarioFrameworkArea (IEntityComponentSource src, IEntity ent, IEntity parent)
 
- Public Member Functions inherited from SCR_ScenarioFrameworkLayerBase
string GetName ()
 
void SetEntity (IEntity entity)
 
bool GetIsTerminated ()
 
void SetIsTerminated (bool state)
 
void SetRandomlySpawnedChildren (array< string > randomlySpawnedChildren)
 
void AddRandomlySpawnedChild (SCR_ScenarioFrameworkLayerBase child)
 Adds child to list if not already present, ensuring uniqueness.
 
array< SCR_ScenarioFrameworkLayerBaseGetRandomlySpawnedChildren ()
 
int GetPlayersCount (FactionKey factionName="")
 Counts players in specified faction.
 
int GetMaxPlayersForGameMode (FactionKey factionName="")
 Determines maximum players for a mission based on its mode, returns 4 if mission header is invalid.
 
SCR_ScenarioFrameworkArea GetParentArea ()
 
void GetAllLayers (out notnull array< SCR_ScenarioFrameworkLayerBase > layers)
 Gathers all layers from child entities and their siblings, adding them to the provided array.
 
void GetAllLayers (out notnull array< SCR_ScenarioFrameworkLayerBase > layers, SCR_ScenarioFrameworkEActivationType activationType)
 Gathers all layers from child entities and their siblings, adding them to the provided array, filtered by activation type.
 
void GetAllLayerTasks (out notnull array< SCR_ScenarioFrameworkLayerTask > layerTasks)
 Gathers all layer tasks from child entities and their siblings, adding them to the provided array.
 
void GetAllSlotTasks (out notnull array< SCR_ScenarioFrameworkSlotTask > slotTasks)
 Gets all slot tasks from all layers in the hierarchy of the owner entity, including sibling layers' tasks.
 
SCR_ScenarioFrameworkLayerTask GetLayerTask ()
 
SCR_ScenarioFrameworkSlotTask GetSlotTask (array< SCR_ScenarioFrameworkLayerBase > aLayers)
 Retrieves slot task from layer child entities.
 
void SetParentLayer (SCR_ScenarioFrameworkLayerBase parentLayer)
 
SCR_ScenarioFrameworkLayerBase GetParentLayer ()
 
SCR_EScenarioFrameworkSpawnChildrenType GetSpawnChildrenType ()
 
bool GetEnableRepeatedSpawn ()
 
void SetEnableRepeatedSpawn (bool value)
 
SCR_ScenarioFrameworkEActivationType GetActivationType ()
 
void SetActivationType (SCR_ScenarioFrameworkEActivationType activationType)
 
bool GetIsInitiated ()
 
bool GetDynamicDespawnExcluded ()
 
void SetDynamicDespawnExcluded (bool excluded)
 
array< IEntity > GetSpawnedEntities ()
 
array< SCR_ScenarioFrameworkLayerBaseGetChildrenEntities ()
 
SCR_ScenarioFrameworkLayerBase GetRandomChildren ()
 
void GetChildren (out array< SCR_ScenarioFrameworkLayerBase > children)
 Reverses and inserts children layers into an array.
 
void GetChildren (out array< SCR_ScenarioFrameworkLayerBase > children, SCR_ScenarioFrameworkEActivationType activationType)
 Reverses and inserts children layers into an array, filtered by activation type.
 
void GetLogics (out array< SCR_ScenarioFrameworkLogic > logics)
 Retrieves all child scenario framework logic entities from owner entity and adds them to logics array if not already present.
 
array< SCR_ScenarioFrameworkLogicGetSpawnedLogics ()
 
array< ref SCR_ScenarioFrameworkPluginGetSpawnedPlugins ()
 
int GetRepeatedSpawnNumber ()
 
void SetRepeatedSpawnNumber (int number)
 
ScriptInvokerScenarioFrameworkLayer GetOnAllChildrenSpawned ()
 
void InvokeAllChildrenSpawned ()
 Spawns all children and triggers invoker on completion.
 
void CalculateSupposedSpawnedChildren (bool previouslyRandomized=false)
 Calculates supposed spawned children based on activation type, termination, initiation, and conditions.
 
void CheckAllChildrenSpawned (SCR_ScenarioFrameworkLayerBase layer=null)
 Checks if all children layers have spawned or spawns one randomly if specified.
 
void SpawnChildren (bool previouslyRandomized=false)
 Spawns children based on scenario settings, either all at once or randomly.
 
void SpawnPreviouslyRandomizedChildren ()
 Spawns children with delay based on their index.
 
void SpawnRandomOneChild (bool previouslyRandomized=false)
 Spawns random child object if not previously randomized, else spawns previously randomized children.
 
void SpawnRandomMultipleChildren (bool previouslyRandomized=false)
 Spawns random children based on player count, if previously randomized, uses previous children, otherwise selects from available children.
 
void InitChild (SCR_ScenarioFrameworkLayerBase child)
 Initializes child layer, sets parent layer, and initializes child with parent area and action type.
 
IEntity GetSpawnedEntity ()
 
void RestoreToDefault (bool includeChildren=false, bool reinitAfterRestoration=false, bool affectRandomization=true)
 Restores default settings, clears children, removes spawned entities, optionally reinitializes after restoration.
 
void DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer)
 Dynamically despawns this layer.
 
void DynamicReinit ()
 Reinitializes this layer.
 
bool InitAlreadyHappened ()
 Initialization check if already happened.
 
bool InitParentLayer ()
 Initializes parent layer.
 
bool InitNotTerminated ()
 Checks if layer is not terminated, spawns children if parent exists, returns false if terminated or children not spawnned.
 
bool InitDynDespawnAndActivation (SCR_ScenarioFrameworkEActivationType activation)
 Checks if object is not dynamically despawned, then verifies if activation type matches, spawns all children if.
 
bool InitActivationConditions (bool calledFromInit=false)
 Checks activation conditions for scenario layer, sets condition status based on logic operator, checks parent layer if needed.
 
bool InitArea (SCR_ScenarioFrameworkArea area)
 Initializes area for scenario framework layer.
 
bool InitFactionSettings ()
 Handles inheritance of faction settings from parents.
 
bool InitOtherThings ()
 For situations where some other logic is to be appended in these checks and is to be performed before FinishInit.
 
void FinishInitChildrenInsert ()
 For situations where some other logic is needed to be performed before or after this Insert.
 
void FinishInit ()
 Initializes children, retrieves them, and spawns them.
 
void Init (SCR_ScenarioFrameworkArea area=null, SCR_ScenarioFrameworkEActivationType activation=SCR_ScenarioFrameworkEActivationType.SAME_AS_PARENT)
 Initializes scenario framework layer.
 
void AfterAllChildrenSpawned (SCR_ScenarioFrameworkLayerBase layer)
 Initializes logic, plugins and actions.
 
override void EOnFrame (IEntity owner, float timeSlice)
 Draws debug shapes during runtime if enabled.
 
override void OnPostInit (IEntity owner)
 
void SetDebugShapeSize (float fSize)
 
override void _WB_OnCreate (IEntity owner, IEntitySource src)
 Renames all entities in the owner's children hierarchy.
 
void RenameOwnerEntity (IEntity owner)
 Rename entity owner with default name if not restoring undo/redo.
 
void SCR_ScenarioFrameworkLayerBase (IEntityComponentSource src, IEntity ent, IEntity parent)
 
void ~SCR_ScenarioFrameworkLayerBase ()
 Removes object in edit mode or despawns it if not in edit mode.
 

Public Attributes

ResourceName m_sTriggerResource
 
float m_fAreaRadius
 
bool m_bOnce
 
ref array< ref SCR_ScenarioFrameworkActionBasem_aTriggerActions
 
bool m_bDynamicDespawn
 
int m_iDynamicDespawnRange
 
SCR_BaseTriggerEntity m_Trigger
 
ref ScriptInvoker< SCR_ScenarioFrameworkArea, SCR_ScenarioFrameworkEActivationType > m_OnTriggerActivated
 
ref ScriptInvoker m_OnAreaInit = new ScriptInvoker()
 
bool m_bAreaSelected
 
SCR_BaseTask m_Task
 
string m_sItemDeliveryPointName
 
SCR_ScenarioFrameworkLayerTask m_LayerTask
 
SCR_ScenarioFrameworkSlotTask m_SlotTask
 
- Public Attributes inherited from SCR_ScenarioFrameworkLayerBase
SCR_EScenarioFrameworkSpawnChildrenType m_SpawnChildren
 
FactionKey m_sFactionKey
 
int m_iRandomPercent
 
bool m_bEnableRepeatedSpawn
 
int m_iRepeatedSpawnNumber
 
float m_fRepeatedSpawnTimer
 
bool m_bShowDebugShapesDuringRuntime
 
SCR_ScenarioFrameworkEActivationType m_eActivationType
 
ref array< ref SCR_ScenarioFrameworkActivationConditionBasem_aActivationConditions
 
SCR_EScenarioFrameworkLogicOperators m_eActivationConditionLogic
 
ref array< ref SCR_ScenarioFrameworkActionBasem_aActivationActions
 
bool m_bExcludeFromDynamicDespawn
 
ref array< ref SCR_ScenarioFrameworkPluginm_aPlugins
 
ref array< SCR_ScenarioFrameworkLayerBasem_aChildren = {}
 
ref array< SCR_ScenarioFrameworkLayerBasem_aRandomlySpawnedChildren = {}
 
ref array< SCR_ScenarioFrameworkLogicm_aLogic = {}
 
ref ScriptInvokerBase< ScriptInvokerScenarioFrameworkLayerMethod > m_OnAllChildrenSpawned
 
ref array< IEntity > m_aSpawnedEntities = {}
 
IEntity m_Entity
 
SCR_ScenarioFrameworkArea m_Area
 
SCR_ScenarioFrameworkLayerBase m_ParentLayer
 
float m_fDebugShapeRadius = 0.25
 
WorldTimestamp m_fRepeatSpawnTimeStart
 
WorldTimestamp m_fRepeatSpawnTimeEnd
 
int m_iDebugShapeColor = ARGB(32, 0xFF, 0x00, 0x12)
 
int m_iCurrentlySpawnedChildren
 
int m_iSupposedSpawnedChildren
 
bool m_bInitiated
 
bool m_bDynamicallyDespawned
 
bool m_bIsTerminated
 
int m_iRepeatedSpawnNumberDefault = m_iRepeatedSpawnNumber
 
SCR_ScenarioFrameworkEActivationType m_eActivationTypeDefault = m_eActivationType
 

Protected Member Functions

override void DrawDebugShape (bool draw)
 Draws debug shapes for debugging.
 
- Protected Member Functions inherited from SCR_ScenarioFrameworkLayerBase
void SetFactionKey (FactionKey factionKey)
 
FactionKey GetFactionKey ()
 
FactionKey GetParentFactionKeyRecursive ()
 Climbs the hierarchy tree to find a defined FactionKey.
 
void RepeatedSpawn ()
 Repetitive spawning with timer.
 
void RepeatedSpawnCalled ()
 Repetitive spawning logic with countdown and condition checks.
 
void ActivateLogic ()
 Initializes all logic components.
 
void DrawDebugShape (bool draw)
 Draws debug shape if draw flag is true, creates sphere shape with specified color, flags, position, and radius.
 

Protected Attributes

bool m_bShowDebugShapesInWorkbench
 

Additional Inherited Members

- Static Public Attributes inherited from SCR_ScenarioFrameworkLayerBase
static const int SPAWN_DELAY = 200
 

Detailed Description

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

Constructor & Destructor Documentation

◆ SCR_ScenarioFrameworkArea()

void SCR_ScenarioFrameworkArea.SCR_ScenarioFrameworkArea ( IEntityComponentSource  src,
IEntity  ent,
IEntity  parent 
)
Parameters
[in]src
[in]ent
[in]parent

Member Function Documentation

◆ _WB_AfterWorldUpdate()

override void SCR_ScenarioFrameworkArea._WB_AfterWorldUpdate ( IEntity  owner,
float  timeSlice 
)

Draws debug shape based on m_bShowDebugShapeInWorkbench setting in Workbench after world update.

Parameters
[in]ownerThe owner represents the entity (object) calling the method.
[in]timeSlicerepresents the time interval for which the method is called during each frame update.

◆ _WB_OnKeyChanged()

override bool SCR_ScenarioFrameworkArea._WB_OnKeyChanged ( IEntity  owner,
BaseContainer  src,
string  key,
BaseContainerList  ownerContainers,
IEntity  parent 
)

Controls debug shape visibility in Workbench based on user input.

Parameters
[in]ownerThe owner represents the entity (object) in the game world that triggers the method when its key value changes.
[in]srcBaseContainer src represents input parameter containing key-value pairs related to the key changes in the Workbench.
[in]keyControls whether debug shapes are drawn in Workbench.
[in]ownerContainersRepresents a list of containers related to the owner entity in the method.
[in]parentParent represents the entity that owns the key change event, used for context in the method.
Returns
: Controls whether debug shapes are drawn in Workbench.

◆ AfterAllChildrenSpawned()

override void SCR_ScenarioFrameworkArea.AfterAllChildrenSpawned ( SCR_ScenarioFrameworkLayerBase  layer)

Initializes Trigger.

Parameters
[in]layerfor which this method is called.

Implements SCR_ScenarioFrameworkLayerBase.

◆ Create() [1/3]

SCR_ScenarioFrameworkLayerTask SCR_ScenarioFrameworkArea.Create ( )

Randomly selects an available scenario layer from all available slots and initializes it.

Returns
Randomly selected Layer Task

◆ Create() [2/3]

SCR_ScenarioFrameworkLayerTask SCR_ScenarioFrameworkArea.Create ( SCR_ESFTaskType  eTaskType)

Creates a suitable layer for a given task type, initializes it, and returns it.

Parameters
[in]eTaskTypeeTaskType represents the type of task for which suitable layers are searched in the method.
Returns
a random suitable layer task for the given task type.

◆ Create() [3/3]

void SCR_ScenarioFrameworkArea.Create ( SCR_ScenarioFrameworkLayerTask  layerTask,
SCR_ScenarioFrameworkSlotTask  slotTask = null 
)

Initializes layer task with random spawned child slot task on tasks init.

Parameters
[in]layerTaskLayerTask represents the parent task for spawning child tasks randomly in the scenario.
[in]slotTaskSlotTask represents a task within a layer, which can be added randomly to the layer by the method.

◆ DrawDebugShape()

override void SCR_ScenarioFrameworkArea.DrawDebugShape ( bool  draw)
protected

Draws debug shapes for debugging.

Parameters
[in]drawdebug shape for the object if draw parameter is true, otherwise does not draw anything.

Implements SCR_ScenarioFrameworkLayerBase.

◆ DynamicDespawn()

override void SCR_ScenarioFrameworkArea.DynamicDespawn ( SCR_ScenarioFrameworkLayerBase  layer)

Removes all children layers from the scenario framework layer and despawns itself if not excluded from dynamic despawning.

Parameters
[in]layerRemoves layer from dynamic despawning, clears children layers.

Implements SCR_ScenarioFrameworkLayerBase.

◆ DynamicReinit()

override void SCR_ScenarioFrameworkArea.DynamicReinit ( )

Initializes dynamic reinitialization by calling Init() method.

Implements SCR_ScenarioFrameworkLayerBase.

◆ EOnInit()

override void SCR_ScenarioFrameworkArea.EOnInit ( IEntity  owner)

Initializes area registration with ScenarioFrameworkSystem when game mode is valid.

Parameters
[in]ownerThe owner represents the entity that initializes this script on its EOnInit event.

◆ GetAvailableTaskTypes()

void SCR_ScenarioFrameworkArea.GetAvailableTaskTypes ( out array< SCR_ESFTaskType >  aTaskTypes)

Gets available task types from scenario layers and adds them to an array.

Parameters
[out]aTaskTypesThe array of available task types for the scenario framework layer.

◆ GetDeliveryPointName()

string SCR_ScenarioFrameworkArea.GetDeliveryPointName ( )
Returns
the name of the delivery point for an item.

◆ GetDynamicDespawnEnabled()

bool SCR_ScenarioFrameworkArea.GetDynamicDespawnEnabled ( )
Returns
Indicates whether dynamic despawn is enabled or not.

◆ GetDynamicDespawnRange()

int SCR_ScenarioFrameworkArea.GetDynamicDespawnRange ( )
Returns
Represents dynamic despawn range.

◆ GetIsAreaSelected()

bool SCR_ScenarioFrameworkArea.GetIsAreaSelected ( )
Returns
whether an area is selected or not.

◆ GetIsTaskSuitableForArea()

bool SCR_ScenarioFrameworkArea.GetIsTaskSuitableForArea ( SCR_ESFTaskType  eTaskType)

Checks if given task type is suitable for current area by checking if it's in available task types list.

Parameters
[in]eTaskTypeTask type enum representing possible tasks in the area.
Returns
true if the given task type is suitable for the current area, false otherwise.

◆ GetLayerTask()

override SCR_ScenarioFrameworkLayerTask SCR_ScenarioFrameworkArea.GetLayerTask ( )
Returns
the layer task associated with this scenario framework area.

Implements SCR_ScenarioFrameworkLayerBase.

◆ GetLayerTaskName()

string SCR_ScenarioFrameworkArea.GetLayerTaskName ( )
Returns
the name of the owner entity of the layer task.

◆ GetLayerTaskType()

SCR_ESFTaskType SCR_ScenarioFrameworkArea.GetLayerTaskType ( )
Returns
the task type associated with the layer task.

◆ GetOnAreaInit()

ScriptInvoker SCR_ScenarioFrameworkArea.GetOnAreaInit ( )
Returns
the event handler for area initialization.

◆ GetOnAreaTriggerActivated()

ScriptInvoker SCR_ScenarioFrameworkArea.GetOnAreaTriggerActivated ( )
Returns
a ScriptInvoker object for handling area trigger activation events.

◆ GetSlotTask()

SCR_ScenarioFrameworkSlotTask SCR_ScenarioFrameworkArea.GetSlotTask ( )
Returns
slot task associated with this scenario framework area.

◆ GetSuitableLayersForTaskType()

void SCR_ScenarioFrameworkArea.GetSuitableLayersForTaskType ( out notnull array< SCR_ScenarioFrameworkLayerBase aSlotsOut,
SCR_ESFTaskType  eTaskType 
)

Filters suitable layers for given task type, populates output array with matching layers.

Parameters
[out]aSlotsOutArray of suitable layers for given task type.
[in]eTaskTypeeTaskType is the task type parameter used to filter suitable layers for the given task type in the scenario framework.

◆ GetTask()

SCR_BaseTask SCR_ScenarioFrameworkArea.GetTask ( )
Returns
the current task assigned to the area.

◆ GetTrigger()

SCR_BaseTriggerEntity SCR_ScenarioFrameworkArea.GetTrigger ( )
Returns
Represents the trigger entity associated with this area.

◆ Init()

override void SCR_ScenarioFrameworkArea.Init ( SCR_ScenarioFrameworkArea  area = null,
SCR_ScenarioFrameworkEActivationType  activation = SCR_ScenarioFrameworkEActivationType::SAME_AS_PARENT 
)

Initializes area, spawns trigger if not already spawned, initializes trigger actions if trigger is present, and sets activation type.

Parameters
[in]areaparent
[in]activationActivation type determines how scenario area is initiated, either on init or based on specific conditions.

Implements SCR_ScenarioFrameworkLayerBase.

◆ InitParentLayer()

override bool SCR_ScenarioFrameworkArea.InitParentLayer ( )

Initializes parent layer with true value.

Returns
true if parent layer initialization is successful.

Implements SCR_ScenarioFrameworkLayerBase.

◆ MoveTaskIconToArea()

void SCR_ScenarioFrameworkArea.MoveTaskIconToArea ( notnull SCR_BaseTask  task)

Moves task icon to area position.

Parameters
[in]task

◆ OnAreaTriggerActivated()

void SCR_ScenarioFrameworkArea.OnAreaTriggerActivated ( IEntity  entity)
Parameters
[in]entityTriggers area activation event for scenario framework, enabling periodic queries if not already done once.

◆ OnPostInit()

override void SCR_ScenarioFrameworkArea.OnPostInit ( IEntity  owner)
Parameters
[in]ownerThe owner represents the entity being initialized in the method.

Implements SCR_ScenarioFrameworkLayerBase.

◆ RestoreToDefault()

override void SCR_ScenarioFrameworkArea.RestoreToDefault ( bool  includeChildren = false,
bool  reinitAfterRestoration = false,
bool  affectRandomization = true 
)

Restores default settings, deselects area, nullifies triggers, resets item delivery point, and calls base class.

Parameters
[in]includeChildrenRestores default settings, optionally including children objects.
[in]reinitAfterRestorationRestores object state, optionally reinitializes after restoration.
[in]affectRandomizationAffects randomization settings during restoration.

Implements SCR_ScenarioFrameworkLayerBase.

◆ SetAreaSelected()

void SCR_ScenarioFrameworkArea.SetAreaSelected ( bool  bSet)
Parameters
[in]bSetis a boolean parameter indicating whether to set or unset the area selection.

◆ SetDynamicDespawnEnabled()

void SCR_ScenarioFrameworkArea.SetDynamicDespawnEnabled ( bool  enabled)
Parameters
[in]enabledEnables or disables dynamic despawning.

◆ SetDynamicDespawnRange()

void SCR_ScenarioFrameworkArea.SetDynamicDespawnRange ( int  range)
Parameters
[in]rangeRepresents distance in meters for dynamic despawning.

◆ SetLayerTask()

void SCR_ScenarioFrameworkArea.SetLayerTask ( SCR_ScenarioFrameworkLayerTask  layerTask)
Parameters
[in]layerTaskassociated with this scenario framework area.

◆ SetSlotTask()

void SCR_ScenarioFrameworkArea.SetSlotTask ( SCR_ScenarioFrameworkSlotTask  slotTask)
Parameters
[in]slotTaskassociated with this scenario framework area.

◆ SpawnTrigger()

void SCR_ScenarioFrameworkArea.SpawnTrigger ( )

Spawns a trigger entity with specified resource, sets its radius, and attaches an activation event.

◆ StoreDeliveryPoint()

void SCR_ScenarioFrameworkArea.StoreDeliveryPoint ( string  sDeliveryPointName)

Sets delivery point name for task delivery and triggers it with given name.

Parameters
[in]sDeliveryPointNameRepresents the name of the delivery point for an item in the mission.

◆ StoreTaskToArea()

void SCR_ScenarioFrameworkArea.StoreTaskToArea ( SCR_BaseTask  task)

Store Task in area.

Parameters
[in]task

Member Data Documentation

◆ m_aTriggerActions

ref array<ref SCR_ScenarioFrameworkActionBase> SCR_ScenarioFrameworkArea.m_aTriggerActions

◆ m_bAreaSelected

bool SCR_ScenarioFrameworkArea.m_bAreaSelected

◆ m_bDynamicDespawn

bool SCR_ScenarioFrameworkArea.m_bDynamicDespawn

◆ m_bOnce

bool SCR_ScenarioFrameworkArea.m_bOnce

◆ m_bShowDebugShapesInWorkbench

bool SCR_ScenarioFrameworkArea.m_bShowDebugShapesInWorkbench
protected

◆ m_fAreaRadius

float SCR_ScenarioFrameworkArea.m_fAreaRadius

◆ m_iDynamicDespawnRange

int SCR_ScenarioFrameworkArea.m_iDynamicDespawnRange

◆ m_LayerTask

SCR_ScenarioFrameworkLayerTask SCR_ScenarioFrameworkArea.m_LayerTask

◆ m_OnAreaInit

ref ScriptInvoker SCR_ScenarioFrameworkArea.m_OnAreaInit = new ScriptInvoker()

◆ m_OnTriggerActivated

ref ScriptInvoker<SCR_ScenarioFrameworkArea, SCR_ScenarioFrameworkEActivationType> SCR_ScenarioFrameworkArea.m_OnTriggerActivated

◆ m_sItemDeliveryPointName

string SCR_ScenarioFrameworkArea.m_sItemDeliveryPointName

◆ m_SlotTask

SCR_ScenarioFrameworkSlotTask SCR_ScenarioFrameworkArea.m_SlotTask

◆ m_sTriggerResource

ResourceName SCR_ScenarioFrameworkArea.m_sTriggerResource

◆ m_Task

SCR_BaseTask SCR_ScenarioFrameworkArea.m_Task

◆ m_Trigger

SCR_BaseTriggerEntity SCR_ScenarioFrameworkArea.m_Trigger

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