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) |
array< SCR_ScenarioFrameworkLayerBase > | GetRandomlySpawnedChildren () |
int | GetPlayersCount (FactionKey factionName="") |
int | GetMaxPlayersForGameMode (FactionKey factionName="") |
SCR_ScenarioFrameworkArea | GetParentArea () |
Get parent area the object is nested into. | |
SCR_ScenarioFrameworkLayerTask | GetLayerTask () |
Get layer task the object is nested into if there is some. | |
SCR_ScenarioFrameworkSlotTask | GetSlotTask (array< SCR_ScenarioFrameworkLayerBase > aLayers) |
Get SlotTask from array of LayerBases if there is any. | |
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_ScenarioFrameworkLayerBase > | GetChildrenEntities () |
SCR_ScenarioFrameworkLayerBase | GetRandomChildren () |
Returns the random Slot. | |
void | GetChildren (out array< SCR_ScenarioFrameworkLayerBase > children) |
Goes through the hierarchy and returns all the child entities of LayerBase type. | |
void | GetLogics (out array< SCR_ScenarioFrameworkLogic > logics) |
array< SCR_ScenarioFrameworkLogic > | GetSpawnedLogics () |
array< ref SCR_ScenarioFrameworkPlugin > | GetSpawnedPlugins () |
int | GetRepeatedSpawnNumber () |
void | SetRepeatedSpawnNumber (int number) |
ScriptInvokerScenarioFrameworkLayer | GetOnAllChildrenSpawned () |
void | InvokeAllChildrenSpawned () |
void | CheckAllChildrenSpawned (SCR_ScenarioFrameworkLayerBase layer=null) |
void | SpawnChildren (bool previouslyRandomized=false) |
void | SpawnPreviouslyRandomizedChildren () |
void | SpawnRandomOneChild (bool previouslyRandomized=false) |
void | SpawnRandomMultipleChildren (bool previouslyRandomized=false) |
void | InitChild (SCR_ScenarioFrameworkLayerBase child) |
IEntity | GetSpawnedEntity () |
void | RestoreToDefault (bool includeChildren=false, bool reinitAfterRestoration=false) |
void | DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer) |
void | DynamicReinit () |
bool | InitAlreadyHappened () |
bool | InitParentLayer () |
bool | InitNotTerminated () |
bool | InitDynDespawnAndActivation (SCR_ScenarioFrameworkEActivationType activation) |
bool | InitActivationConditions () |
bool | InitArea (SCR_ScenarioFrameworkArea area) |
void | 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 () |
void | Init (SCR_ScenarioFrameworkArea area=null, SCR_ScenarioFrameworkEActivationType activation=SCR_ScenarioFrameworkEActivationType.SAME_AS_PARENT) |
void | AfterAllChildrenSpawned (SCR_ScenarioFrameworkLayerBase layer) |
override void | EOnFrame (IEntity owner, float timeSlice) |
override void | OnPostInit (IEntity owner) |
void | SetDebugShapeSize (float fSize) |
override void | _WB_OnCreate (IEntity owner, IEntitySource src) |
void | RenameOwnerEntity (IEntity owner) |
void | SCR_ScenarioFrameworkLayerBase (IEntityComponentSource src, IEntity ent, IEntity parent) |
void | ~SCR_ScenarioFrameworkLayerBase () |
Static Public Attributes | |
static const int | SPAWN_DELAY = 200 |
Protected Member Functions | |
void | SetFactionKey (FactionKey factionKey) |
FactionKey | GetFactionKey () |
void | RepeatedSpawn () |
void | RepeatedSpawnCalled () |
void | ActivateLogic () |
void | DrawDebugShape (bool draw) |
void SCR_ScenarioFrameworkLayerBase.SCR_ScenarioFrameworkLayerBase | ( | IEntityComponentSource | src, |
IEntity | ent, | ||
IEntity | parent | ||
) |
[in] | src | |
[in] | ent | |
[in] | parent |
void SCR_ScenarioFrameworkLayerBase.~SCR_ScenarioFrameworkLayerBase | ( | ) |
override void SCR_ScenarioFrameworkLayerBase._WB_OnCreate | ( | IEntity | owner, |
IEntitySource | src | ||
) |
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protected |
void SCR_ScenarioFrameworkLayerBase.AfterAllChildrenSpawned | ( | SCR_ScenarioFrameworkLayerBase | layer | ) |
void SCR_ScenarioFrameworkLayerBase.CheckAllChildrenSpawned | ( | SCR_ScenarioFrameworkLayerBase | layer = null | ) |
[in] | layer |
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protected |
Implemented in SCR_ScenarioFrameworkArea, and SCR_ScenarioFrameworkSlotWaypoint.
void SCR_ScenarioFrameworkLayerBase.DynamicDespawn | ( | SCR_ScenarioFrameworkLayerBase | layer | ) |
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 | ( | ) |
Implemented in SCR_ScenarioFrameworkArea, SCR_ScenarioFrameworkLayerTask, and SCR_ScenarioFrameworkSlotTask.
override void SCR_ScenarioFrameworkLayerBase.EOnFrame | ( | IEntity | owner, |
float | timeSlice | ||
) |
Implemented in SCR_ScenarioFrameworkLayerTaskDefend.
void SCR_ScenarioFrameworkLayerBase.FinishInit | ( | ) |
void SCR_ScenarioFrameworkLayerBase.FinishInitChildrenInsert | ( | ) |
For situations where some other logic is needed to be performed before or after this Insert.
Implemented in SCR_ScenarioFrameworkSlotDelivery.
SCR_ScenarioFrameworkEActivationType SCR_ScenarioFrameworkLayerBase.GetActivationType | ( | ) |
void SCR_ScenarioFrameworkLayerBase.GetChildren | ( | out array< SCR_ScenarioFrameworkLayerBase > | children | ) |
Goes through the hierarchy and returns all the child entities of LayerBase type.
[out] | children |
array< SCR_ScenarioFrameworkLayerBase > SCR_ScenarioFrameworkLayerBase.GetChildrenEntities | ( | ) |
bool SCR_ScenarioFrameworkLayerBase.GetDynamicDespawnExcluded | ( | ) |
bool SCR_ScenarioFrameworkLayerBase.GetEnableRepeatedSpawn | ( | ) |
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protected |
bool SCR_ScenarioFrameworkLayerBase.GetIsInitiated | ( | ) |
bool SCR_ScenarioFrameworkLayerBase.GetIsTerminated | ( | ) |
SCR_ScenarioFrameworkLayerTask SCR_ScenarioFrameworkLayerBase.GetLayerTask | ( | ) |
Get layer task the object is nested into if there is some.
Implemented in SCR_ScenarioFrameworkArea.
void SCR_ScenarioFrameworkLayerBase.GetLogics | ( | out array< SCR_ScenarioFrameworkLogic > | logics | ) |
int SCR_ScenarioFrameworkLayerBase.GetMaxPlayersForGameMode | ( | FactionKey | factionName = "" | ) |
string SCR_ScenarioFrameworkLayerBase.GetName | ( | ) |
ScriptInvokerScenarioFrameworkLayer SCR_ScenarioFrameworkLayerBase.GetOnAllChildrenSpawned | ( | ) |
SCR_ScenarioFrameworkArea SCR_ScenarioFrameworkLayerBase.GetParentArea | ( | ) |
Get parent area the object is nested into.
SCR_ScenarioFrameworkLayerBase SCR_ScenarioFrameworkLayerBase.GetParentLayer | ( | ) |
int SCR_ScenarioFrameworkLayerBase.GetPlayersCount | ( | FactionKey | factionName = "" | ) |
SCR_ScenarioFrameworkLayerBase SCR_ScenarioFrameworkLayerBase.GetRandomChildren | ( | ) |
Returns the random Slot.
array< SCR_ScenarioFrameworkLayerBase > SCR_ScenarioFrameworkLayerBase.GetRandomlySpawnedChildren | ( | ) |
int SCR_ScenarioFrameworkLayerBase.GetRepeatedSpawnNumber | ( | ) |
SCR_ScenarioFrameworkSlotTask SCR_ScenarioFrameworkLayerBase.GetSlotTask | ( | array< SCR_ScenarioFrameworkLayerBase > | aLayers | ) |
Get SlotTask from array of LayerBases if there is any.
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 |
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[in] | area | |
[in] | activation |
Implemented in SCR_ScenarioFrameworkArea, SCR_ScenarioFrameworkInventoryLoader, SCR_ScenarioFrameworkQRFSlotAI, SCR_ScenarioFrameworkSlotAI, SCR_ScenarioFrameworkSlotBase, SCR_ScenarioFrameworkSlotTask, and SCR_ScenarioFrameworkSlotTaskAI.
bool SCR_ScenarioFrameworkLayerBase.InitActivationConditions | ( | ) |
bool SCR_ScenarioFrameworkLayerBase.InitAlreadyHappened | ( | ) |
Implemented in SCR_ScenarioFrameworkSlotBase.
bool SCR_ScenarioFrameworkLayerBase.InitArea | ( | SCR_ScenarioFrameworkArea | area | ) |
void SCR_ScenarioFrameworkLayerBase.InitChild | ( | SCR_ScenarioFrameworkLayerBase | child | ) |
[in] | child |
bool SCR_ScenarioFrameworkLayerBase.InitDynDespawnAndActivation | ( | SCR_ScenarioFrameworkEActivationType | activation | ) |
void SCR_ScenarioFrameworkLayerBase.InitFactionSettings | ( | ) |
Handles inheritance of faction settings from parents.
bool SCR_ScenarioFrameworkLayerBase.InitNotTerminated | ( | ) |
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_ScenarioFrameworkSlotBase.
bool SCR_ScenarioFrameworkLayerBase.InitParentLayer | ( | ) |
Implemented in SCR_ScenarioFrameworkArea.
void SCR_ScenarioFrameworkLayerBase.InvokeAllChildrenSpawned | ( | ) |
override void SCR_ScenarioFrameworkLayerBase.OnPostInit | ( | IEntity | owner | ) |
Implemented in SCR_ScenarioFrameworkArea, and SCR_ScenarioFrameworkLayerTaskDefend.
void SCR_ScenarioFrameworkLayerBase.RenameOwnerEntity | ( | IEntity | owner | ) |
[in] | owner |
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protected |
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void SCR_ScenarioFrameworkLayerBase.RestoreToDefault | ( | bool | includeChildren = false , |
bool | reinitAfterRestoration = false |
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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 |
void SCR_ScenarioFrameworkLayerBase.SetDebugShapeSize | ( | float | fSize | ) |
[in] | fSize |
void SCR_ScenarioFrameworkLayerBase.SetDynamicDespawnExcluded | ( | bool | excluded | ) |
[in] | excluded |
void SCR_ScenarioFrameworkLayerBase.SetEnableRepeatedSpawn | ( | bool | value | ) |
[in] | value |
void SCR_ScenarioFrameworkLayerBase.SetEntity | ( | IEntity | entity | ) |
[in] | entity |
Implemented in SCR_ScenarioFrameworkLayerTaskDeliver.
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protected |
void SCR_ScenarioFrameworkLayerBase.SetIsTerminated | ( | bool | state | ) |
[in] | state |
void SCR_ScenarioFrameworkLayerBase.SetParentLayer | ( | SCR_ScenarioFrameworkLayerBase | parentLayer | ) |
[in] | parentLayer |
void SCR_ScenarioFrameworkLayerBase.SetRandomlySpawnedChildren | ( | array< string > | randomlySpawnedChildren | ) |
[in] | randomlySpawnedChildren |
void SCR_ScenarioFrameworkLayerBase.SetRepeatedSpawnNumber | ( | int | number | ) |
[in] | number |
void SCR_ScenarioFrameworkLayerBase.SpawnChildren | ( | bool | previouslyRandomized = false | ) |
[in] | previouslyRandomized |
Implemented in SCR_ScenarioFrameworkSlotBase.
void SCR_ScenarioFrameworkLayerBase.SpawnPreviouslyRandomizedChildren | ( | ) |
void SCR_ScenarioFrameworkLayerBase.SpawnRandomMultipleChildren | ( | bool | previouslyRandomized = false | ) |
[in] | previouslyRandomized |
void SCR_ScenarioFrameworkLayerBase.SpawnRandomOneChild | ( | bool | previouslyRandomized = false | ) |
[in] | previouslyRandomized |
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_bEnableRepeatedSpawn |
bool SCR_ScenarioFrameworkLayerBase.m_bExcludeFromDynamicDespawn |
bool SCR_ScenarioFrameworkLayerBase.m_bInitiated |
bool SCR_ScenarioFrameworkLayerBase.m_bIsRegistered |
bool SCR_ScenarioFrameworkLayerBase.m_bIsTerminated |
bool SCR_ScenarioFrameworkLayerBase.m_bShowDebugShapesDuringRuntime |
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, 0xFF, 0x00, 0x12) |
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 |
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