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 | GetDynamicDespawnExcluded () |
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) |
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. | |
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 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_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. |
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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.
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.GetDynamicDespawnExcluded | ( | ) |
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 |
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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.
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.
void SCR_ScenarioFrameworkLayerBase.RestoreToDefault | ( | bool | includeChildren = false , |
bool | reinitAfterRestoration = false , |
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bool | affectRandomization = true |
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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.SetDynamicDespawnExcluded | ( | bool | excluded | ) |
[in] | excluded | Excludes layer from 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. |
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_bEnableRepeatedSpawn |
bool SCR_ScenarioFrameworkLayerBase.m_bExcludeFromDynamicDespawn |
bool SCR_ScenarioFrameworkLayerBase.m_bInitiated |
bool SCR_ScenarioFrameworkLayerBase.m_bIsTerminated |
bool SCR_ScenarioFrameworkLayerBase.m_bShowDebugShapesDuringRuntime |
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, 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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