Arma Reforger Script API
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SCR_ScenarioFrameworkDebug Interface Reference
Inheritance diagram for SCR_ScenarioFrameworkDebug:

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.
 

Member Function Documentation

◆ ActionInspector()

static void SCR_ScenarioFrameworkDebug.ActionInspector ( string inputLayerName = "")
static

The method displays actions associated with a specified scenario layer in an inspector interface.

Parameters
[in]inputLayerNameInput Layer Name represents the name of the scenario layer to inspect for its actions in the ScenarioFramework.

◆ AddNewDebugArea() [1/2]

static void SCR_ScenarioFrameworkDebug.AddNewDebugArea ( SCR_ScenarioFrameworkDebugArea newDebugArea)
static

Adds new debug area to scenario framework system, checks for forced area duplicates, inserts if not present.

Parameters
[in]newDebugArea

◆ AddNewDebugArea() [2/2]

static void SCR_ScenarioFrameworkDebug.AddNewDebugArea ( string newDebugArea,
string newDebugLayerTask,
string newDebugSlotTask )
static

Adds new debug area with specified parameters to scenario framework system.

Parameters
[in]newDebugAreaRepresents the rea for new debug area in scenario framework system.
[in]newDebugLayerTaskRepresents the layer task for new debug area in scenario framework system.
[in]newDebugSlotTaskRepresents the specific task within the debug layer for the new debug area.

◆ ConditionInspector()

static void SCR_ScenarioFrameworkDebug.ConditionInspector ( string inputLayerName = "")
static

Inspects scenario framework conditions for specified layer entity.

Parameters
[in]inputLayerNameInput Layer Name represents the name of the scenario layer to inspect for its conditions in the ScenarioFramework.

◆ DebugAreas()

static void SCR_ScenarioFrameworkDebug.DebugAreas ( )
static

Debugs areas UI for managing scenario framework debug areas, including adding, removing, and clearing them.

◆ GetDebugAreaPresets()

static array< ref array< ref SCR_ScenarioFrameworkDebugArea > > SCR_ScenarioFrameworkDebug.GetDebugAreaPresets ( )
static
Returns
an array of debug area presets for scenario framework debug areas.

◆ LayerInspector()

static void SCR_ScenarioFrameworkDebug.LayerInspector ( string inputLayerName = "")
static

Allows inspection of layer details.

Parameters
[in]inputLayerNameSpecifies the name of the scenario framework layer to inspect.

◆ LogicInspector()

static void SCR_ScenarioFrameworkDebug.LogicInspector ( string inputLogicName = "")
static

Logic inspector for scenario framework logic entities with debug, termination status, and counter interaction.

Parameters
[in]inputLogicNameInput Logic Name is a string parameter representing the name of the logic entity to inspect in the ScenarioFramework Logic In

◆ OnDiag()

static void SCR_ScenarioFrameworkDebug.OnDiag ( )
static

Shows debug menus depending on what is enabled.

◆ PluginInspector()

static void SCR_ScenarioFrameworkDebug.PluginInspector ( string inputLayerName = "")
static

Inspects Plugins for input layer.

Parameters
[in]inputLayerNameInput Layer Name is the name of the scenario layer to inspect in the ScenarioFramework Plugin Inspector.

◆ PrepareActionStrings() [1/3]

static void SCR_ScenarioFrameworkDebug.PrepareActionStrings ( array< ref SCR_ScenarioFrameworkActionBase > actions,
IEntity activationEntity,
string categoryName )
static

Prepares action strings for category, lists them, and processes selected action if chosen.

Parameters
[in]actionsTarget actions.
[in]activationEntityActivation entity represents the entity triggering the action selection process in the scenario framework.
[in]categoryNameCategoryName represents the name of the action category for which actions are being prepared for selection in the debug UI list.

◆ PrepareActionStrings() [2/3]

static void SCR_ScenarioFrameworkDebug.PrepareActionStrings ( array< ref SCR_ScenarioFrameworkAIAction > actions,
IEntity activationEntity,
string categoryName )
static

Prepares action strings for category, lists them, and processes selected action if chosen.

Parameters
[in]actionsTarget actions.
[in]activationEntityActivation entity represents the entity triggering the action selection process in the scenario framework.
[in]categoryNameCategoryName represents the name of the action category for which actions are being prepared for selection in the debug UI list.

◆ PrepareActionStrings() [3/3]

static void SCR_ScenarioFrameworkDebug.PrepareActionStrings ( array< ref SCR_ScenarioFrameworkMedicalAction > actions,
IEntity activationEntity,
string categoryName )
static

Prepares action strings for medical actions, lists them, and processes selected action if chosen.

Parameters
[in]actionsTarget actions.
[in]activationEntityActivation Entity represents the entity triggering the medical action selection process in the scenario.
[in]categoryNameCategoryName represents the name of the medical action category for which actions are being prepared for selection in the debug UI list.

◆ PrepareConditionStrings()

static void SCR_ScenarioFrameworkDebug.PrepareConditionStrings ( array< ref SCR_ScenarioFrameworkActivationConditionBase > conditions,
IEntity activationEntity,
string categoryName )
static

Prepares condition strings for scenario activation conditions, displays them in list, allows user to select one and perform manipulations and display details.

Parameters
[in]conditions
[in]activationEntityActivationEntity represents an entity in the game world that triggers scenario conditions.
[in]categoryNameCategoryName represents the name of the category for displaying condition strings in the debug UI hierarchy.

◆ PreparePluginStrings()

static void SCR_ScenarioFrameworkDebug.PreparePluginStrings ( array< ref SCR_ScenarioFrameworkPlugin > plugins,
IEntity activationEntity,
string categoryName )
static

Prepares plugin strings for selection in category, lists them, and processes selected one if valid index.

Parameters
[in]plugins
[in]activationEntityActivation entity represents an in-game object that triggers the plugin selection process in the method.
[in]categoryNameCategoryName represents the name of the category for displaying plugin hierarchy in debug UI list.

◆ ProcessAction() [1/3]

static void SCR_ScenarioFrameworkDebug.ProcessAction ( SCR_ScenarioFrameworkActionBase action,
IEntity layerEntity,
string categoryName )
static

This method displays debug information about an action and allows certain manipulations.

Parameters
[in]actionTarget action.
[in]layerEntityLayer entity represents an in-game object or entity that is associated with the action being processed in the method.
[in]categoryNameCategoryName represents the name of the action being debugged or inspected in the method.

◆ ProcessAction() [2/3]

static void SCR_ScenarioFrameworkDebug.ProcessAction ( SCR_ScenarioFrameworkAIAction action,
IEntity layerEntity,
string categoryName )
static

Enables/disables debugging for an action, provides buttons for action activation, and checks for sub-actions.

Parameters
[in]actionTarget action.
[in]layerEntityLayerEntity represents an in-game object or entity that is used as a reference for processing actions within the scenario framework.
[in]categoryNameCategoryName represents the name of the action category for debugging purposes in the method.

◆ ProcessAction() [3/3]

static void SCR_ScenarioFrameworkDebug.ProcessAction ( SCR_ScenarioFrameworkMedicalAction action,
IEntity layerEntity,
string categoryName )
static

Enables/disables debugging for medical actions, provides buttons for action activation, and checks for sub-actions.

Parameters
[in]actionTarget action.
[in]layerEntityLayerEntity represents an in-game object or entity that interacts with the medical action being processed.
[in]categoryNameCategoryName represents the name of the medical action being processed, used for debugging and enabling/disabling action debugging.

◆ ProcessCondition()

static void SCR_ScenarioFrameworkDebug.ProcessCondition ( SCR_ScenarioFrameworkActivationConditionBase condition,
IEntity layerEntity )
static

Debugs condition status and allows toggling debug mode for condition.

Parameters
[in]conditionTarget Condition.
[in]layerEntityLayerEntity represents the entity in the scenario for which the condition is being processed.

◆ ProcessLayerHierarchy()

static void SCR_ScenarioFrameworkDebug.ProcessLayerHierarchy ( SCR_ScenarioFrameworkLayerBase layerBase,
inout array< string > childrenLayerElements,
int level = 0 )
static

Processes layer hierarchy by recursively calling itself with children layers, adding their names with indentation.

Parameters
[in]layerBaseProcesses child layers of given layerBase
[in,out]childrenLayerElementsContainins names of child layers in the hierarchy.
[in]levelIndentation based on level.

◆ ProcessPlugin()

static void SCR_ScenarioFrameworkDebug.ProcessPlugin ( SCR_ScenarioFrameworkPlugin plugin,
IEntity layerEntity )
static

The method enables or disables debugging for a plugin and checks for various plugin types.

Parameters
[in]pluginTarget Plugin.
[in]layerEntityLayer entity represents an in-game object or entity within the scenario for which the plugin is being processed.

◆ ProcessPluginOnDestroyEvent()

static void SCR_ScenarioFrameworkDebug.ProcessPluginOnDestroyEvent ( SCR_ScenarioFrameworkPluginOnDestroyEvent pluginOnDestroyEvent,
IEntity layerEntity )
static

Processes plugin's actions on destroy event for given layer entity.

Parameters
[in]pluginOnDestroyEventTarget Plugin.
[in]layerEntityLayerEntity represents an in-game object in the scenario being processed by the method.

◆ ProcessPluginOnInventoryChange()

static void SCR_ScenarioFrameworkDebug.ProcessPluginOnInventoryChange ( SCR_ScenarioFrameworkPluginOnInventoryChange pluginOnInventoryChange,
IEntity layerEntity )
static

Prepares action strings for added/removed items in inventory layer entity.

Parameters
[in]pluginOnInventoryChangeTarget Plugin.
[in]layerEntityLayerEntity represents an in-game object or entity in the scenario where inventory changes occur.

◆ ProcessPluginSpawnPoint()

static void SCR_ScenarioFrameworkDebug.ProcessPluginSpawnPoint ( SCR_ScenarioFrameworkPluginSpawnPoint pluginSpawnPoint,
IEntity layerEntity )
static

Processes a spawn point plugin, assigning actions on spawn point used to an entity.

Parameters
[in]pluginSpawnPointTarget Plugin.
[in]layerEntityLayerEntity represents an in-game object or entity used in the scenario.

◆ ProcessPluginTrigger()

static void SCR_ScenarioFrameworkDebug.ProcessPluginTrigger ( SCR_ScenarioFrameworkPluginTrigger pluginTrigger)
static

Controls periodic queries and forces trigger finish for an entity based on user input in debug UI.

Parameters
[in]pluginTriggerProcessPluginTrigger handles interaction with scenario triggers, enabling or disabling periodic queries and optionally finishing it.

◆ ProcessSlotTask()

static void SCR_ScenarioFrameworkDebug.ProcessSlotTask ( SCR_ScenarioFrameworkSlotTask slotTask)
static

Processes slot tasks, checks their state, finishes tasks if not finished, finished, or cancelled, and handles spawned entities.

Parameters
[in]slotTaskRepresents a slot task in the scenario framework, used for managing tasks within the scenario.

◆ ProcessSubActions() [1/5]

static void SCR_ScenarioFrameworkDebug.ProcessSubActions ( SCR_ScenarioFrameworkActionAI action,
IEntity layerEntity )
static

Processes sub-actions of an AI action, iterates through sub-actions, prepares action strings, and displays their list.

Parameters
[in]actionTarget action.
[in]layerEntityLayerEntity represents an in-game object or entity used as a target for sub-actions in the scenario action.

◆ ProcessSubActions() [2/5]

static void SCR_ScenarioFrameworkDebug.ProcessSubActions ( SCR_ScenarioFrameworkActionBase action,
IEntity layerEntity )
static

Processes sub-actions of an action, iterates through sub-actions, prepares action strings, and displays their list.

Parameters
[in]actionTarget action.
[in]layerEntityLayer entity represents an in-game object or entity that is used as a reference for processing sub-actions within the given

◆ ProcessSubActions() [3/5]

static void SCR_ScenarioFrameworkDebug.ProcessSubActions ( SCR_ScenarioFrameworkActionMedical action,
IEntity layerEntity )
static

Processes sub-actions of a medical action, displays them in debug UI.

Parameters
[in]actionTarget action.
[in]layerEntityLayerEntity represents the entity on which sub-actions of a medical action are processed.

◆ ProcessSubActions() [4/5]

static void SCR_ScenarioFrameworkDebug.ProcessSubActions ( SCR_ScenarioFrameworkAIAction action,
IEntity layerEntity )
static

Processes sub-actions of an action, iterates through sub-actions, prepares action strings, and displays their list.

Parameters
[in]actionTarget action.
[in]layerEntityLayer entity represents an in-game object or entity that is used as a target or reference for the sub-actions within

◆ ProcessSubActions() [5/5]

static void SCR_ScenarioFrameworkDebug.ProcessSubActions ( SCR_ScenarioFrameworkMedicalAction action,
IEntity layerEntity )
static

Processes sub-actions of a medical action, iterates through sub-actions, prepares action strings for sub-actions and lists them.

Parameters
[in]actionTarget action.
[in]layerEntityLayer entity represents the entity on which sub-actions of the given medical action are processed.

◆ ProcessTeleport()

static void SCR_ScenarioFrameworkDebug.ProcessTeleport ( vector destination,
string buttonName )
static

Processes teleportation for local player character when button is pressed, setting destination origin.

Parameters
[in]destinationDestination is the target location for teleportation.
[in]buttonNameButtonName is the name of the button used to trigger teleportation action.

◆ RegisteredAreas()

static void SCR_ScenarioFrameworkDebug.RegisteredAreas ( )
static

Registers scenario areas, lists them, allows inspection.

◆ ReinitScenarioFramework()

static void SCR_ScenarioFrameworkDebug.ReinitScenarioFramework ( SCR_ScenarioFrameworkSystem scenarioFrameworkSystem)
static

Resets scenario framework, clears all data, restores default for non-core areas, then initializes it again.

Parameters
[in]scenarioFrameworkSystem

◆ RemoveDebugArea()

static void SCR_ScenarioFrameworkDebug.RemoveDebugArea ( string toRemoveDebugArea)
static

Removes debug area with specified name from scenario framework system.

Parameters
[in]toRemoveDebugAreaTarget Area.

◆ Tasks()

static void SCR_ScenarioFrameworkDebug.Tasks ( )
static

The method displays active scenario framework tasks, allows inspection of areas, layer tasks, slot tasks, and provides options manipulating with them further.


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