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Arma Reforger Script API
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Public Member Functions | |
| 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_ScenarioFrameworkLayerBase > | GetRandomlySpawnedChildren () |
| 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 | GetDynamicDespawnEnabled () |
| void | SetDynamicDespawnEnabled (bool enabled) |
| bool | GetDynamicDespawnExcluded () |
| int | GetDynamicDespawnRange () |
| void | SetDynamicDespawnRange (int range) |
| void | SetDynamicDespawnExcluded (bool excluded) |
| array< IEntity > | GetSpawnedEntities () |
| array< SCR_ScenarioFrameworkLayerBase > | GetChildrenEntities () |
| 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_ScenarioFrameworkLogic > | GetSpawnedLogics () |
| array< ref SCR_ScenarioFrameworkPlugin > | GetSpawnedPlugins () |
| 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) |
| array< ref SCR_ScenarioFrameworkActionBase > | GetActivationActions () |
| override int | _WB_GetAfterWorldUpdateSpecs (IEntity owner, IEntitySource src) |
| override void | _WB_AfterWorldUpdate (IEntity owner, float timeSlice) |
| Draws debug shape based on m_bShowDebugShapesInWorkbench setting in Workbench after world update. | |
| override void | _WB_OnCreate (IEntity owner, IEntitySource src) |
| Renames all entities in the owner's children hierarchy. | |
| 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 | 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. | |
Static Public Attributes | |
| static const int | SPAWN_DELAY = 200 |
Protected Member Functions | |
| 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. | |
| void | InitActivationActions () |
| void | RestoreActionsToDefault () |
| void SCR_ScenarioFrameworkLayerBase.SCR_ScenarioFrameworkLayerBase | ( | IEntityComponentSource | src, |
| IEntity | ent, | ||
| IEntity | parent ) |
| [in] | src | |
| [in] | ent | |
| [in] | parent |
| void SCR_ScenarioFrameworkLayerBase.~SCR_ScenarioFrameworkLayerBase | ( | ) |
Removes object in edit mode or despawns it if not in edit mode.
| override void SCR_ScenarioFrameworkLayerBase._WB_AfterWorldUpdate | ( | IEntity | owner, |
| float | timeSlice ) |
Draws debug shape based on m_bShowDebugShapesInWorkbench setting in Workbench after world update.
| [in] | owner | The owner represents the entity (object) calling the method. |
| [in] | timeSlice | TimeSlice represents the time interval for which the method is called during each frame update. |
| override int SCR_ScenarioFrameworkLayerBase._WB_GetAfterWorldUpdateSpecs | ( | IEntity | owner, |
| IEntitySource | src ) |
| override void SCR_ScenarioFrameworkLayerBase._WB_OnCreate | ( | IEntity | owner, |
| IEntitySource | src ) |
Renames all entities in the owner's children hierarchy.
| [in] | owner | Renames owner entity and its children in hierarchy. |
| [in] | src | Source entity representing the parent object creating this scripted object. |
| override bool SCR_ScenarioFrameworkLayerBase._WB_OnKeyChanged | ( | IEntity | owner, |
| BaseContainer | src, | ||
| string | key, | ||
| BaseContainerList | ownerContainers, | ||
| IEntity | parent ) |
Controls debug shape visibility in Workbench based on user input.
| [in] | owner | The owner represents the entity (object) in the game world that triggers the method when its key value changes. |
| [in] | src | BaseContainer src represents input parameter containing key-value pairs related to the key changes in the Workbench. |
| [in] | key | Controls whether debug shapes are drawn in Workbench. |
| [in] | ownerContainers | Represents a list of containers related to the owner entity in the method. |
| [in] | parent | Parent represents the entity that owns the key change event, used for context in the method. |
Implemented in SCR_ScenarioFrameworkSlotBase, and SCR_ScenarioFrameworkSlotWaypoint.
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Initializes all logic components.
| void SCR_ScenarioFrameworkLayerBase.AddRandomlySpawnedChild | ( | SCR_ScenarioFrameworkLayerBase | child | ) |
Adds child to list if not already present, ensuring uniqueness.
| [in] | child | Adds child object to list of randomly spawned children if it's not already in the list. |
| void SCR_ScenarioFrameworkLayerBase.AfterAllChildrenSpawned | ( | SCR_ScenarioFrameworkLayerBase | layer | ) |
Initializes logic, plugins and actions.
| [in] | layer | for which this method is called. |
Implemented in SCR_ScenarioFrameworkArea, SCR_ScenarioFrameworkLayerTaskDefend, SCR_ScenarioFrameworkSlotAI, SCR_ScenarioFrameworkSlotBase, SCR_ScenarioFrameworkSlotClearArea, SCR_ScenarioFrameworkSlotMarker, SCR_ScenarioFrameworkSlotPick, SCR_ScenarioFrameworkSlotTaskAI, and SCR_ScenarioFrameworkSlotTrigger.
| void SCR_ScenarioFrameworkLayerBase.CalculateSupposedSpawnedChildren | ( | bool | previouslyRandomized = false | ) |
Calculates supposed spawned children based on activation type, termination, initiation, and conditions.
| [in] | previouslyRandomized | indicates whether children layers were spawned randomly previously. |
| void SCR_ScenarioFrameworkLayerBase.CheckAllChildrenSpawned | ( | SCR_ScenarioFrameworkLayerBase | layer = null | ) |
Checks if all children layers have spawned or spawns one randomly if specified.
| [in] | layer | for which this check is invoked. |
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Draws debug shape if draw flag is true, creates sphere shape with specified color, flags, position, and radius.
| [in] | draw | debug shape if draw is true, otherwise does nothing. |
Implemented in SCR_ScenarioFrameworkArea, and SCR_ScenarioFrameworkSlotWaypoint.
| void SCR_ScenarioFrameworkLayerBase.DynamicDespawn | ( | SCR_ScenarioFrameworkLayerBase | layer | ) |
Dynamically despawns this layer.
| [in] | layer | for which this is called. |
Implemented in SCR_ScenarioFrameworkArea, SCR_ScenarioFrameworkLayerTask, SCR_ScenarioFrameworkLayerTaskDefend, SCR_ScenarioFrameworkSlotAI, SCR_ScenarioFrameworkSlotBase, SCR_ScenarioFrameworkSlotDefend, SCR_ScenarioFrameworkSlotPick, SCR_ScenarioFrameworkSlotTask, and SCR_ScenarioFrameworkSlotTaskAI.
| void SCR_ScenarioFrameworkLayerBase.DynamicReinit | ( | ) |
Reinitializes this layer.
Implemented in SCR_ScenarioFrameworkArea, SCR_ScenarioFrameworkLayerTask, and SCR_ScenarioFrameworkSlotTask.
| override void SCR_ScenarioFrameworkLayerBase.EOnFrame | ( | IEntity | owner, |
| float | timeSlice ) |
Draws debug shapes during runtime if enabled.
| [in] | owner | represents the owner entity of this layer. |
| [in] | timeSlice | represents the time interval for which the method is called during each frame. |
Implemented in SCR_ScenarioFrameworkLayerTaskDefend.
| void SCR_ScenarioFrameworkLayerBase.FinishInit | ( | ) |
Initializes children, retrieves them, and spawns them.
Implemented in SCR_ScenarioFrameworkLayerTask, SCR_ScenarioFrameworkSlotBase, SCR_ScenarioFrameworkSlotClearArea, SCR_ScenarioFrameworkSlotExtraction, SCR_ScenarioFrameworkSlotTask, and SCR_ScenarioFrameworkSlotTrigger.
| void SCR_ScenarioFrameworkLayerBase.FinishInitChildrenInsert | ( | ) |
For situations where some other logic is needed to be performed before or after this Insert.
Implemented in SCR_ScenarioFrameworkSlotDelivery.
| array< ref SCR_ScenarioFrameworkActionBase > SCR_ScenarioFrameworkLayerBase.GetActivationActions | ( | ) |
| SCR_ScenarioFrameworkEActivationType SCR_ScenarioFrameworkLayerBase.GetActivationType | ( | ) |
| void SCR_ScenarioFrameworkLayerBase.GetAllLayers | ( | out notnull array< SCR_ScenarioFrameworkLayerBase > | layers | ) |
Gathers all layers from child entities and their siblings, adding them to the provided array.
| [out] | layers | Represents all layers in this layer hierarchy. |
| void SCR_ScenarioFrameworkLayerBase.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.
| [out] | layers | Represents all layers in this layer hierarchy. |
| [in] | activationType | that will filter output layers. |
| void SCR_ScenarioFrameworkLayerBase.GetAllLayerTasks | ( | out notnull array< SCR_ScenarioFrameworkLayerTask > | layerTasks | ) |
Gathers all layer tasks from child entities and their siblings, adding them to the provided array.
| [out] | layerTasks | Represents all tasks associated with layers in the scenario hierarchy. |
| void SCR_ScenarioFrameworkLayerBase.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.
| [out] | slotTasks | Represents all slot tasks from the current entity and its siblings in the hierarchy. |
| void SCR_ScenarioFrameworkLayerBase.GetChildren | ( | out array< SCR_ScenarioFrameworkLayerBase > | children | ) |
Reverses and inserts children layers into an array.
| [out] | children | Returns an array of child entities with SCR_ScenarioFrameworkLayerBase component, reversed and then inserted into the main |
| void SCR_ScenarioFrameworkLayerBase.GetChildren | ( | out array< SCR_ScenarioFrameworkLayerBase > | children, |
| SCR_ScenarioFrameworkEActivationType | activationType ) |
Reverses and inserts children layers into an array, filtered by activation type.
| [out] | children | Returns an array of child entities with SCR_ScenarioFrameworkLayerBase component, reversed and then inserted into the main |
| array< SCR_ScenarioFrameworkLayerBase > SCR_ScenarioFrameworkLayerBase.GetChildrenEntities | ( | ) |
| bool SCR_ScenarioFrameworkLayerBase.GetDynamicDespawnEnabled | ( | ) |
| bool SCR_ScenarioFrameworkLayerBase.GetDynamicDespawnExcluded | ( | ) |
| int SCR_ScenarioFrameworkLayerBase.GetDynamicDespawnRange | ( | ) |
| bool SCR_ScenarioFrameworkLayerBase.GetEnableRepeatedSpawn | ( | ) |
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| bool SCR_ScenarioFrameworkLayerBase.GetIsInitiated | ( | ) |
| bool SCR_ScenarioFrameworkLayerBase.GetIsTerminated | ( | ) |
| SCR_ScenarioFrameworkLayerTask SCR_ScenarioFrameworkLayerBase.GetLayerTask | ( | ) |
Implemented in SCR_ScenarioFrameworkArea.
| void SCR_ScenarioFrameworkLayerBase.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.
| [out] | logics | Retrieves all child scenario framework logic entities from owner entity and adds them to logics array if not already present. |
| int SCR_ScenarioFrameworkLayerBase.GetMaxPlayersForGameMode | ( | FactionKey | factionName = "" | ) |
Determines maximum players for a mission based on its mode, returns 4 if mission header is invalid.
| [in] | factionName | Faction name is the identifier for the faction in the game mode, used to determine the maximum number of players allowed in |
| string SCR_ScenarioFrameworkLayerBase.GetName | ( | ) |
| ScriptInvokerScenarioFrameworkLayer SCR_ScenarioFrameworkLayerBase.GetOnAllChildrenSpawned | ( | ) |
| SCR_ScenarioFrameworkArea SCR_ScenarioFrameworkLayerBase.GetParentArea | ( | ) |
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Climbs the hierarchy tree to find a defined FactionKey.
Only reccomended to use in Workbench for object preview. When the Game is running, directly reference m_sFactionKey or GetFactionKey().
| SCR_ScenarioFrameworkLayerBase SCR_ScenarioFrameworkLayerBase.GetParentLayer | ( | ) |
| int SCR_ScenarioFrameworkLayerBase.GetPlayersCount | ( | FactionKey | factionName = "" | ) |
Counts players in specified faction.
| [in] | factionName | FactionName is the key identifier for a faction in the game, used to determine player count within that faction. |
| SCR_ScenarioFrameworkLayerBase SCR_ScenarioFrameworkLayerBase.GetRandomChildren | ( | ) |
| array< SCR_ScenarioFrameworkLayerBase > SCR_ScenarioFrameworkLayerBase.GetRandomlySpawnedChildren | ( | ) |
| int SCR_ScenarioFrameworkLayerBase.GetRepeatedSpawnNumber | ( | ) |
| SCR_ScenarioFrameworkSlotTask SCR_ScenarioFrameworkLayerBase.GetSlotTask | ( | array< SCR_ScenarioFrameworkLayerBase > | aLayers | ) |
Retrieves slot task from layer child entities.
| [in] | aLayers | is an array of ScenarioFrameworkLayerBase objects representing layers in the scenario. |
| SCR_EScenarioFrameworkSpawnChildrenType SCR_ScenarioFrameworkLayerBase.GetSpawnChildrenType | ( | ) |
| array< IEntity > SCR_ScenarioFrameworkLayerBase.GetSpawnedEntities | ( | ) |
| IEntity SCR_ScenarioFrameworkLayerBase.GetSpawnedEntity | ( | ) |
| array< SCR_ScenarioFrameworkLogic > SCR_ScenarioFrameworkLayerBase.GetSpawnedLogics | ( | ) |
| array< ref SCR_ScenarioFrameworkPlugin > SCR_ScenarioFrameworkLayerBase.GetSpawnedPlugins | ( | ) |
| void SCR_ScenarioFrameworkLayerBase.Init | ( | SCR_ScenarioFrameworkArea | area = null, |
| SCR_ScenarioFrameworkEActivationType | activation = SCR_ScenarioFrameworkEActivationType::SAME_AS_PARENT ) |
Initializes scenario framework layer.
| [in] | area | that this layer is nested into |
| [in] | activation | Activation type for scenario framework activation. |
Implemented in SCR_ScenarioFrameworkArea, and SCR_ScenarioFrameworkSlotBase.
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| bool SCR_ScenarioFrameworkLayerBase.InitActivationConditions | ( | bool | calledFromInit = false | ) |
Checks activation conditions for scenario layer, sets condition status based on logic operator, checks parent layer if needed.
| bool SCR_ScenarioFrameworkLayerBase.InitAlreadyHappened | ( | ) |
Initialization check if already happened.
Implemented in SCR_ScenarioFrameworkSlotBase.
| bool SCR_ScenarioFrameworkLayerBase.InitArea | ( | SCR_ScenarioFrameworkArea | area | ) |
Initializes area for scenario framework layer.
| [in] | area | sets parent area if provided or gets parent area if not provided |
| void SCR_ScenarioFrameworkLayerBase.InitChild | ( | SCR_ScenarioFrameworkLayerBase | child | ) |
Initializes child layer, sets parent layer, and initializes child with parent area and action type.
| [in] | child | that is to be initialized. |
| bool SCR_ScenarioFrameworkLayerBase.InitDynDespawnAndActivation | ( | SCR_ScenarioFrameworkEActivationType | activation | ) |
Checks if object is not dynamically despawned, then verifies if activation type matches, spawns all children if.
| [in] | activation | Activation type determines if scenario object should spawn or despawn based on conditions. |
| bool SCR_ScenarioFrameworkLayerBase.InitFactionSettings | ( | ) |
Handles inheritance of faction settings from parents.
| bool SCR_ScenarioFrameworkLayerBase.InitNotTerminated | ( | ) |
Checks if layer is not terminated, spawns children if parent exists, returns false if terminated or children not spawnned.
Implemented in SCR_ScenarioFrameworkSlotTask.
| bool SCR_ScenarioFrameworkLayerBase.InitOtherThings | ( | ) |
For situations where some other logic is to be appended in these checks and is to be performed before FinishInit.
Implemented in SCR_ScenarioFrameworkQRFSlotAI, SCR_ScenarioFrameworkSlotAI, SCR_ScenarioFrameworkSlotBase, and SCR_ScenarioFrameworkSlotTaskAI.
| bool SCR_ScenarioFrameworkLayerBase.InitParentLayer | ( | ) |
Initializes parent layer.
Implemented in SCR_ScenarioFrameworkArea.
| void SCR_ScenarioFrameworkLayerBase.InvokeAllChildrenSpawned | ( | ) |
Spawns all children and triggers invoker on completion.
| override void SCR_ScenarioFrameworkLayerBase.OnPostInit | ( | IEntity | owner | ) |
| [in] | owner | represents the entity being processed by the method, which is used for managing debug shapes during runtime based on certain conditions. |
Implemented in SCR_ScenarioFrameworkArea, and SCR_ScenarioFrameworkLayerTaskDefend.
| void SCR_ScenarioFrameworkLayerBase.RenameOwnerEntity | ( | IEntity | owner | ) |
Rename entity owner with default name if not restoring undo/redo.
| [in] | owner | Represents the entity whose name is being changed by the method. |
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Repetitive spawning with timer.
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Repetitive spawning logic with countdown and condition checks.
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| void SCR_ScenarioFrameworkLayerBase.RestoreToDefault | ( | bool | includeChildren = false, |
| bool | reinitAfterRestoration = false, | ||
| bool | affectRandomization = true ) |
Restores default settings, clears children, removes spawned entities, optionally reinitializes after restoration.
| [in] | includeChildren | Restores default settings for this entity and its children if includeChildren is true. |
| [in] | reinitAfterRestoration | Restores entity to default state, optionally reinitializes after restoration. |
| [in] | affectRandomization | determines whether to clear all randomly spawned children entities after restoring default settings. |
Implemented in SCR_ScenarioFrameworkArea, SCR_ScenarioFrameworkLayerTask, SCR_ScenarioFrameworkLayerTaskDefend, SCR_ScenarioFrameworkLayerTaskDeliver, SCR_ScenarioFrameworkSlotAI, SCR_ScenarioFrameworkSlotBase, SCR_ScenarioFrameworkSlotMarker, SCR_ScenarioFrameworkSlotTask, SCR_ScenarioFrameworkSlotTaskAI, and SCR_ScenarioFrameworkSlotTrigger.
| void SCR_ScenarioFrameworkLayerBase.SetActivationType | ( | SCR_ScenarioFrameworkEActivationType | activationType | ) |
| [in] | activationType | Sets the activation type |
| void SCR_ScenarioFrameworkLayerBase.SetDebugShapeSize | ( | float | fSize | ) |
| [in] | fSize | is the radius for debug shape visualization. |
| void SCR_ScenarioFrameworkLayerBase.SetDynamicDespawnEnabled | ( | bool | enabled | ) |
| [in] | enabled | Enables or disables dynamic despawning. |
| void SCR_ScenarioFrameworkLayerBase.SetDynamicDespawnExcluded | ( | bool | excluded | ) |
| [in] | excluded | Excludes layer from dynamic despawning. |
| void SCR_ScenarioFrameworkLayerBase.SetDynamicDespawnRange | ( | int | range | ) |
| [in] | range | Represents distance in meters for dynamic despawning. |
| void SCR_ScenarioFrameworkLayerBase.SetEnableRepeatedSpawn | ( | bool | value | ) |
| [in] | value | Enables or disables repeated spawning of units for this layer. |
| void SCR_ScenarioFrameworkLayerBase.SetEntity | ( | IEntity | entity | ) |
| [in] | entity | Sets the entity reference for further manipulation. |
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| [in] | factionKey | Sets the faction key for the layer. |
| void SCR_ScenarioFrameworkLayerBase.SetIsTerminated | ( | bool | state | ) |
| [in] | state | termination of this layer. |
Implemented in SCR_ScenarioFrameworkSlotMarker.
| void SCR_ScenarioFrameworkLayerBase.SetParentLayer | ( | SCR_ScenarioFrameworkLayerBase | parentLayer | ) |
| [in] | layer | base that will be set as parentLayer. |
| void SCR_ScenarioFrameworkLayerBase.SetRandomlySpawnedChildren | ( | array< string > | randomlySpawnedChildren | ) |
| [in] | randomlySpawnedChildren | A list of child entities to randomly spawn |
| void SCR_ScenarioFrameworkLayerBase.SetRepeatedSpawnNumber | ( | int | number | ) |
| [in] | number | Represents the number of repeated spawns for an entity in the game. |
| void SCR_ScenarioFrameworkLayerBase.SpawnChildren | ( | bool | previouslyRandomized = false | ) |
Spawns children based on scenario settings, either all at once or randomly.
| [in] | previouslyRandomized | bool indicates whether children were spawned randomly before. |
Implemented in SCR_ScenarioFrameworkSlotBase.
| void SCR_ScenarioFrameworkLayerBase.SpawnPreviouslyRandomizedChildren | ( | ) |
Spawns children with delay based on their index.
| void SCR_ScenarioFrameworkLayerBase.SpawnRandomMultipleChildren | ( | bool | previouslyRandomized = false | ) |
Spawns random children based on player count, if previously randomized, uses previous children, otherwise selects from available children.
| [in] | previouslyRandomized | state is stored, used for spawning them again in the same positions. |
| void SCR_ScenarioFrameworkLayerBase.SpawnRandomOneChild | ( | bool | previouslyRandomized = false | ) |
Spawns random child object if not previously randomized, else spawns previously randomized children.
| [in] | previouslyRandomized | indicates if children were spawned randomly before. |
| ref array<ref SCR_ScenarioFrameworkActionBase> SCR_ScenarioFrameworkLayerBase.m_aActivationActions |
| ref array<ref SCR_ScenarioFrameworkActivationConditionBase> SCR_ScenarioFrameworkLayerBase.m_aActivationConditions |
| ref array<SCR_ScenarioFrameworkLayerBase> SCR_ScenarioFrameworkLayerBase.m_aChildren = {} |
| ref array<SCR_ScenarioFrameworkLogic> SCR_ScenarioFrameworkLayerBase.m_aLogic = {} |
| ref array<ref SCR_ScenarioFrameworkPlugin> SCR_ScenarioFrameworkLayerBase.m_aPlugins |
| ref array<SCR_ScenarioFrameworkLayerBase> SCR_ScenarioFrameworkLayerBase.m_aRandomlySpawnedChildren = {} |
| SCR_ScenarioFrameworkArea SCR_ScenarioFrameworkLayerBase.m_Area |
| ref array<IEntity> SCR_ScenarioFrameworkLayerBase.m_aSpawnedEntities = {} |
| bool SCR_ScenarioFrameworkLayerBase.m_bDynamicallyDespawned |
| bool SCR_ScenarioFrameworkLayerBase.m_bDynamicDespawn |
| bool SCR_ScenarioFrameworkLayerBase.m_bEnableRepeatedSpawn |
| bool SCR_ScenarioFrameworkLayerBase.m_bExcludeFromDynamicDespawn |
| bool SCR_ScenarioFrameworkLayerBase.m_bInitiated |
| bool SCR_ScenarioFrameworkLayerBase.m_bIsTerminated |
| bool SCR_ScenarioFrameworkLayerBase.m_bShowDebugShapesDuringRuntime |
| bool SCR_ScenarioFrameworkLayerBase.m_bShowDebugShapesInWorkbench |
| SCR_EScenarioFrameworkLogicOperators SCR_ScenarioFrameworkLayerBase.m_eActivationConditionLogic |
| SCR_ScenarioFrameworkEActivationType SCR_ScenarioFrameworkLayerBase.m_eActivationType |
| SCR_ScenarioFrameworkEActivationType SCR_ScenarioFrameworkLayerBase.m_eActivationTypeDefault = m_eActivationType |
| IEntity SCR_ScenarioFrameworkLayerBase.m_Entity |
| float SCR_ScenarioFrameworkLayerBase.m_fDebugShapeRadius = 0.25 |
| float SCR_ScenarioFrameworkLayerBase.m_fRepeatedSpawnTimer |
| WorldTimestamp SCR_ScenarioFrameworkLayerBase.m_fRepeatSpawnTimeEnd |
| WorldTimestamp SCR_ScenarioFrameworkLayerBase.m_fRepeatSpawnTimeStart |
| int SCR_ScenarioFrameworkLayerBase.m_iCurrentlySpawnedChildren |
| int SCR_ScenarioFrameworkLayerBase.m_iDebugShapeColor = ARGB(32, 255, 255, 255) |
| int SCR_ScenarioFrameworkLayerBase.m_iDynamicDespawnRange |
| int SCR_ScenarioFrameworkLayerBase.m_iRandomPercent |
| int SCR_ScenarioFrameworkLayerBase.m_iRepeatedSpawnNumber |
| int SCR_ScenarioFrameworkLayerBase.m_iRepeatedSpawnNumberDefault = m_iRepeatedSpawnNumber |
| int SCR_ScenarioFrameworkLayerBase.m_iSupposedSpawnedChildren |
| ref ScriptInvokerBase<ScriptInvokerScenarioFrameworkLayerMethod> SCR_ScenarioFrameworkLayerBase.m_OnAllChildrenSpawned |
| SCR_ScenarioFrameworkLayerBase SCR_ScenarioFrameworkLayerBase.m_ParentLayer |
| FactionKey SCR_ScenarioFrameworkLayerBase.m_sFactionKey |
| SCR_EScenarioFrameworkSpawnChildrenType SCR_ScenarioFrameworkLayerBase.m_SpawnChildren |
|
static |