Arma Reforger Script API
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Static Public Member Functions | |
static void | OnDiag () |
Shows debug menus depending on what is enabled. | |
static void | Tasks () |
The method displays active scenario framework tasks, allows inspection of areas, layer tasks, slot tasks, and provides options manipulating with them further. | |
static void | RegisteredAreas () |
Registers scenario areas, lists them, allows inspection. | |
static void | DebugAreas () |
Debugs areas UI for managing scenario framework debug areas, including adding, removing, and clearing them. | |
static void | ReinitScenarioFramework (SCR_ScenarioFrameworkSystem scenarioFrameworkSystem) |
Resets scenario framework, clears all data, restores default for non-core areas, then initializes it again. | |
static void | AddNewDebugArea (string newDebugArea, string newDebugLayerTask, string newDebugSlotTask) |
Adds new debug area with specified parameters to scenario framework system. | |
static void | AddNewDebugArea (SCR_ScenarioFrameworkDebugArea newDebugArea) |
Adds new debug area to scenario framework system, checks for forced area duplicates, inserts if not present. | |
static void | RemoveDebugArea (string toRemoveDebugArea) |
Removes debug area with specified name from scenario framework system. | |
static array< ref array< ref SCR_ScenarioFrameworkDebugArea > > | GetDebugAreaPresets () |
static void | LayerInspector (string inputLayerName="") |
Allows inspection of layer details. | |
static void | ProcessLayerHierarchy (SCR_ScenarioFrameworkLayerBase layerBase, inout array< string > childrenLayerElements, int level=0) |
Processes layer hierarchy by recursively calling itself with children layers, adding their names with indentation. | |
static void | ProcessSlotTask (SCR_ScenarioFrameworkSlotTask slotTask) |
Processes slot tasks, checks their state, finishes tasks if not finished, finished, or cancelled, and handles spawned entities. | |
static void | ProcessTeleport (vector destination, string buttonName) |
Processes teleportation for local player character when button is pressed, setting destination origin. | |
static void | ActionInspector (string inputLayerName="") |
The method displays actions associated with a specified scenario layer in an inspector interface. | |
static void | ProcessAction (SCR_ScenarioFrameworkActionBase action, IEntity layerEntity, string categoryName) |
This method displays debug information about an action and allows certain manipulations. | |
static void | ProcessAction (SCR_ScenarioFrameworkAIAction action, IEntity layerEntity, string categoryName) |
Enables/disables debugging for an action, provides buttons for action activation, and checks for sub-actions. | |
static void | ProcessAction (SCR_ScenarioFrameworkMedicalAction action, IEntity layerEntity, string categoryName) |
Enables/disables debugging for medical actions, provides buttons for action activation, and checks for sub-actions. | |
static void | ProcessSubActions (SCR_ScenarioFrameworkActionBase action, IEntity layerEntity) |
Processes sub-actions of an action, iterates through sub-actions, prepares action strings, and displays their list. | |
static void | ProcessSubActions (SCR_ScenarioFrameworkActionAI action, IEntity layerEntity) |
Processes sub-actions of an AI action, iterates through sub-actions, prepares action strings, and displays their list. | |
static void | ProcessSubActions (SCR_ScenarioFrameworkAIAction action, IEntity layerEntity) |
Processes sub-actions of an action, iterates through sub-actions, prepares action strings, and displays their list. | |
static void | ProcessSubActions (SCR_ScenarioFrameworkActionMedical action, IEntity layerEntity) |
Processes sub-actions of a medical action, displays them in debug UI. | |
static void | ProcessSubActions (SCR_ScenarioFrameworkMedicalAction action, IEntity layerEntity) |
Processes sub-actions of a medical action, iterates through sub-actions, prepares action strings for sub-actions and lists them. | |
static void | PrepareActionStrings (array< ref SCR_ScenarioFrameworkActionBase > actions, IEntity activationEntity, string categoryName) |
Prepares action strings for category, lists them, and processes selected action if chosen. | |
static void | PrepareActionStrings (array< ref SCR_ScenarioFrameworkAIAction > actions, IEntity activationEntity, string categoryName) |
Prepares action strings for category, lists them, and processes selected action if chosen. | |
static void | PrepareActionStrings (array< ref SCR_ScenarioFrameworkMedicalAction > actions, IEntity activationEntity, string categoryName) |
Prepares action strings for medical actions, lists them, and processes selected action if chosen. | |
static void | LogicInspector (string inputLogicName="") |
Logic inspector for scenario framework logic entities with debug, termination status, and counter interaction. | |
static void | PluginInspector (string inputLayerName="") |
Inspects Plugins for input layer. | |
static void | PreparePluginStrings (array< ref SCR_ScenarioFrameworkPlugin > plugins, IEntity activationEntity, string categoryName) |
Prepares plugin strings for selection in category, lists them, and processes selected one if valid index. | |
static void | ProcessPlugin (SCR_ScenarioFrameworkPlugin plugin, IEntity layerEntity) |
The method enables or disables debugging for a plugin and checks for various plugin types. | |
static void | ProcessPluginTrigger (SCR_ScenarioFrameworkPluginTrigger pluginTrigger) |
Controls periodic queries and forces trigger finish for an entity based on user input in debug UI. | |
static void | ProcessPluginOnInventoryChange (SCR_ScenarioFrameworkPluginOnInventoryChange pluginOnInventoryChange, IEntity layerEntity) |
Prepares action strings for added/removed items in inventory layer entity. | |
static void | ProcessPluginSpawnPoint (SCR_ScenarioFrameworkPluginSpawnPoint pluginSpawnPoint, IEntity layerEntity) |
Processes a spawn point plugin, assigning actions on spawn point used to an entity. | |
static void | ProcessPluginOnDestroyEvent (SCR_ScenarioFrameworkPluginOnDestroyEvent pluginOnDestroyEvent, IEntity layerEntity) |
Processes plugin's actions on destroy event for given layer entity. | |
static void | ConditionInspector (string inputLayerName="") |
Inspects scenario framework conditions for specified layer entity. | |
static void | PrepareConditionStrings (array< ref SCR_ScenarioFrameworkActivationConditionBase > conditions, IEntity activationEntity, string categoryName) |
Prepares condition strings for scenario activation conditions, displays them in list, allows user to select one and perform manipulations and display details. | |
static void | ProcessCondition (SCR_ScenarioFrameworkActivationConditionBase condition, IEntity layerEntity) |
Debugs condition status and allows toggling debug mode for condition. | |
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The method displays actions associated with a specified scenario layer in an inspector interface.
[in] | inputLayerName | Input Layer Name represents the name of the scenario layer to inspect for its actions in the ScenarioFramework. |
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Adds new debug area to scenario framework system, checks for forced area duplicates, inserts if not present.
[in] | newDebugArea |
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Adds new debug area with specified parameters to scenario framework system.
[in] | newDebugArea | Represents the rea for new debug area in scenario framework system. |
[in] | newDebugLayerTask | Represents the layer task for new debug area in scenario framework system. |
[in] | newDebugSlotTask | Represents the specific task within the debug layer for the new debug area. |
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Inspects scenario framework conditions for specified layer entity.
[in] | inputLayerName | Input Layer Name represents the name of the scenario layer to inspect for its conditions in the ScenarioFramework. |
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Debugs areas UI for managing scenario framework debug areas, including adding, removing, and clearing them.
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Allows inspection of layer details.
[in] | inputLayerName | Specifies the name of the scenario framework layer to inspect. |
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Logic inspector for scenario framework logic entities with debug, termination status, and counter interaction.
[in] | inputLogicName | Input Logic Name is a string parameter representing the name of the logic entity to inspect in the ScenarioFramework Logic In |
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Shows debug menus depending on what is enabled.
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Inspects Plugins for input layer.
[in] | inputLayerName | Input Layer Name is the name of the scenario layer to inspect in the ScenarioFramework Plugin Inspector. |
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Prepares action strings for category, lists them, and processes selected action if chosen.
[in] | actions | Target actions. |
[in] | activationEntity | Activation entity represents the entity triggering the action selection process in the scenario framework. |
[in] | categoryName | CategoryName represents the name of the action category for which actions are being prepared for selection in the debug UI list. |
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Prepares action strings for category, lists them, and processes selected action if chosen.
[in] | actions | Target actions. |
[in] | activationEntity | Activation entity represents the entity triggering the action selection process in the scenario framework. |
[in] | categoryName | CategoryName represents the name of the action category for which actions are being prepared for selection in the debug UI list. |
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Prepares action strings for medical actions, lists them, and processes selected action if chosen.
[in] | actions | Target actions. |
[in] | activationEntity | Activation Entity represents the entity triggering the medical action selection process in the scenario. |
[in] | categoryName | CategoryName represents the name of the medical action category for which actions are being prepared for selection in the debug UI list. |
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Prepares condition strings for scenario activation conditions, displays them in list, allows user to select one and perform manipulations and display details.
[in] | conditions | |
[in] | activationEntity | ActivationEntity represents an entity in the game world that triggers scenario conditions. |
[in] | categoryName | CategoryName represents the name of the category for displaying condition strings in the debug UI hierarchy. |
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Prepares plugin strings for selection in category, lists them, and processes selected one if valid index.
[in] | plugins | |
[in] | activationEntity | Activation entity represents an in-game object that triggers the plugin selection process in the method. |
[in] | categoryName | CategoryName represents the name of the category for displaying plugin hierarchy in debug UI list. |
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This method displays debug information about an action and allows certain manipulations.
[in] | action | Target action. |
[in] | layerEntity | Layer entity represents an in-game object or entity that is associated with the action being processed in the method. |
[in] | categoryName | CategoryName represents the name of the action being debugged or inspected in the method. |
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Enables/disables debugging for an action, provides buttons for action activation, and checks for sub-actions.
[in] | action | Target action. |
[in] | layerEntity | LayerEntity represents an in-game object or entity that is used as a reference for processing actions within the scenario framework. |
[in] | categoryName | CategoryName represents the name of the action category for debugging purposes in the method. |
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Enables/disables debugging for medical actions, provides buttons for action activation, and checks for sub-actions.
[in] | action | Target action. |
[in] | layerEntity | LayerEntity represents an in-game object or entity that interacts with the medical action being processed. |
[in] | categoryName | CategoryName represents the name of the medical action being processed, used for debugging and enabling/disabling action debugging. |
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Debugs condition status and allows toggling debug mode for condition.
[in] | condition | Target Condition. |
[in] | layerEntity | LayerEntity represents the entity in the scenario for which the condition is being processed. |
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Processes layer hierarchy by recursively calling itself with children layers, adding their names with indentation.
[in] | layerBase | Processes child layers of given layerBase |
[in,out] | childrenLayerElements | Containins names of child layers in the hierarchy. |
[in] | level | Indentation based on level. |
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The method enables or disables debugging for a plugin and checks for various plugin types.
[in] | plugin | Target Plugin. |
[in] | layerEntity | Layer entity represents an in-game object or entity within the scenario for which the plugin is being processed. |
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Processes plugin's actions on destroy event for given layer entity.
[in] | pluginOnDestroyEvent | Target Plugin. |
[in] | layerEntity | LayerEntity represents an in-game object in the scenario being processed by the method. |
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Prepares action strings for added/removed items in inventory layer entity.
[in] | pluginOnInventoryChange | Target Plugin. |
[in] | layerEntity | LayerEntity represents an in-game object or entity in the scenario where inventory changes occur. |
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Processes a spawn point plugin, assigning actions on spawn point used to an entity.
[in] | pluginSpawnPoint | Target Plugin. |
[in] | layerEntity | LayerEntity represents an in-game object or entity used in the scenario. |
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Controls periodic queries and forces trigger finish for an entity based on user input in debug UI.
[in] | pluginTrigger | ProcessPluginTrigger handles interaction with scenario triggers, enabling or disabling periodic queries and optionally finishing it. |
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Processes slot tasks, checks their state, finishes tasks if not finished, finished, or cancelled, and handles spawned entities.
[in] | slotTask | Represents a slot task in the scenario framework, used for managing tasks within the scenario. |
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Processes sub-actions of an AI action, iterates through sub-actions, prepares action strings, and displays their list.
[in] | action | Target action. |
[in] | layerEntity | LayerEntity represents an in-game object or entity used as a target for sub-actions in the scenario action. |
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Processes sub-actions of an action, iterates through sub-actions, prepares action strings, and displays their list.
[in] | action | Target action. |
[in] | layerEntity | Layer entity represents an in-game object or entity that is used as a reference for processing sub-actions within the given |
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Processes sub-actions of a medical action, displays them in debug UI.
[in] | action | Target action. |
[in] | layerEntity | LayerEntity represents the entity on which sub-actions of a medical action are processed. |
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Processes sub-actions of an action, iterates through sub-actions, prepares action strings, and displays their list.
[in] | action | Target action. |
[in] | layerEntity | Layer entity represents an in-game object or entity that is used as a target or reference for the sub-actions within |
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Processes sub-actions of a medical action, iterates through sub-actions, prepares action strings for sub-actions and lists them.
[in] | action | Target action. |
[in] | layerEntity | Layer entity represents the entity on which sub-actions of the given medical action are processed. |
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Processes teleportation for local player character when button is pressed, setting destination origin.
[in] | destination | Destination is the target location for teleportation. |
[in] | buttonName | ButtonName is the name of the button used to trigger teleportation action. |
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Registers scenario areas, lists them, allows inspection.
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Resets scenario framework, clears all data, restores default for non-core areas, then initializes it again.
[in] | scenarioFrameworkSystem |
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Removes debug area with specified name from scenario framework system.
[in] | toRemoveDebugArea | Target Area. |
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The method displays active scenario framework tasks, allows inspection of areas, layer tasks, slot tasks, and provides options manipulating with them further.