Arma Reforger Script API
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Public Member Functions | |
void | StoreLayerState (notnull SCR_ScenarioFrameworkLayerBase layer) |
void | StoreActivationTypeStatus (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
Marks if this was terminated - either by death or deletion. | |
void | StoreTerminationStatus (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
Marks if this was terminated - either by death or deletion. | |
void | StoreRepeatedSpawn (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
Repeated spawn handling. | |
void | StoreLayerTask (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
Layer Task handling. | |
void | StoreChildren (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
Children handling. | |
void | StoreLogic (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
Logics handling. | |
void | StoreSlotAndRandomObject (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
Logics handling. | |
void | CleanEmptyStoredLayers (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
//Cleaning empty layers | |
void | CleanEmptyStoredLogic (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
//Cleaning empty Logic | |
void | CleanEmptyStructs () |
void | StoreLogicState (notnull SCR_ScenarioFrameworkLogic logic) |
void | StoreLogicCounterValue (notnull SCR_ScenarioFrameworkLogicCounter logicCounter, notnull SCR_ScenarioFrameworkLogicStruct logicStruct) |
Handling logic counter value. | |
void | StoreLogicCounterTermination (notnull SCR_ScenarioFrameworkLogicCounter logicCounter, notnull SCR_ScenarioFrameworkLogicStruct logicStruct) |
Marks if this was terminated - either by death or deletion. | |
void | ClearEmptyLayerStructs (notnull array< ref SCR_ScenarioFrameworkLayerStruct > layerStructsToClear) |
void | ClearEmptyLogicStructs (notnull array< ref SCR_ScenarioFrameworkLogicStruct > logicStructsToClear) |
void | IncreaseStructVarCount () |
void | DecreaseStructVarCount () |
array< ref SCR_ScenarioFrameworkLayerStruct > | GetLayerStructs () |
array< ref SCR_ScenarioFrameworkLogicStruct > | GetLogicStructs () |
array< string > | GetRandomlySpawnedChildren () |
int | GetStructVarCount () |
SCR_ScenarioFrameworkEActivationType | GetActivationType () |
bool | GetIsTerminated () |
ref array< ResourceName > | GetAIPrefabsForRemoval () |
string | GetName () |
int | GetLayerTaskState () |
ResourceName | GetRandomlySpawnedObject () |
int | GetRepeatedSpawnNumber () |
bool | GetEnableRepeatedSpawn () |
void | InsertRandomlySpawnedChildren (string child) |
void | SetActivationType (SCR_ScenarioFrameworkEActivationType type) |
void | SetIsTerminated (bool state) |
void | SetName (string name) |
void | SetLayerTaskState (int state) |
void | SetAIPrefabsForRemoval (array< ResourceName > arrayForRemoval) |
void | SetRandomlySpawnedObject (ResourceName name) |
void | SetRepeatedSpawnNumber (int number) |
void | SetEnableRepeatedSpawn (bool value) |
void | SCR_ScenarioFrameworkLayerStruct () |
Public Member Functions inherited from SCR_JsonApiStruct | |
bool | Serialize () |
Write world data into the struct. | |
bool | Deserialize () |
Read data from the struct and apply them in the world. | |
void | ClearCache () |
Clear struct's data. | |
void | Log () |
Log struct's data. | |
Protected Attributes | |
string | m_sName |
ResourceName | m_sRandomlySpawnedObject |
ref array< ref SCR_ScenarioFrameworkLayerStruct > | m_aLayersStructs = {} |
ref array< ref SCR_ScenarioFrameworkLogicStruct > | m_aLogicStructs = {} |
ref array< SCR_ScenarioFrameworkLayerBase > | m_aChildren = {} |
ref array< SCR_ScenarioFrameworkLogic > | m_aLogic = {} |
ref array< ResourceName > | m_aAIPrefabsForRemoval = {} |
ref array< string > | m_aRandomlySpawnedChildren = {} |
int | m_iLayerTaskState |
SCR_ScenarioFrameworkEActivationType | m_eActivationType = -1 |
bool | m_bIsTerminated |
int | m_iRepeatedSpawnNumber |
bool | m_bEnableRepeatedSpawn |
int | m_iStructVarCount |
void SCR_ScenarioFrameworkLayerStruct.SCR_ScenarioFrameworkLayerStruct | ( | ) |
void SCR_ScenarioFrameworkLayerStruct.CleanEmptyStoredLayers | ( | notnull SCR_ScenarioFrameworkLayerBase | layer, |
notnull SCR_ScenarioFrameworkLayerStruct | layerStruct | ||
) |
//Cleaning empty layers
void SCR_ScenarioFrameworkLayerStruct.CleanEmptyStoredLogic | ( | notnull SCR_ScenarioFrameworkLayerBase | layer, |
notnull SCR_ScenarioFrameworkLayerStruct | layerStruct | ||
) |
//Cleaning empty Logic
void SCR_ScenarioFrameworkLayerStruct.CleanEmptyStructs | ( | ) |
void SCR_ScenarioFrameworkLayerStruct.ClearEmptyLayerStructs | ( | notnull array< ref SCR_ScenarioFrameworkLayerStruct > | layerStructsToClear | ) |
void SCR_ScenarioFrameworkLayerStruct.ClearEmptyLogicStructs | ( | notnull array< ref SCR_ScenarioFrameworkLogicStruct > | logicStructsToClear | ) |
void SCR_ScenarioFrameworkLayerStruct.DecreaseStructVarCount | ( | ) |
SCR_ScenarioFrameworkEActivationType SCR_ScenarioFrameworkLayerStruct.GetActivationType | ( | ) |
ref array< ResourceName > SCR_ScenarioFrameworkLayerStruct.GetAIPrefabsForRemoval | ( | ) |
bool SCR_ScenarioFrameworkLayerStruct.GetEnableRepeatedSpawn | ( | ) |
bool SCR_ScenarioFrameworkLayerStruct.GetIsTerminated | ( | ) |
array< ref SCR_ScenarioFrameworkLayerStruct > SCR_ScenarioFrameworkLayerStruct.GetLayerStructs | ( | ) |
int SCR_ScenarioFrameworkLayerStruct.GetLayerTaskState | ( | ) |
array< ref SCR_ScenarioFrameworkLogicStruct > SCR_ScenarioFrameworkLayerStruct.GetLogicStructs | ( | ) |
string SCR_ScenarioFrameworkLayerStruct.GetName | ( | ) |
array< string > SCR_ScenarioFrameworkLayerStruct.GetRandomlySpawnedChildren | ( | ) |
ResourceName SCR_ScenarioFrameworkLayerStruct.GetRandomlySpawnedObject | ( | ) |
int SCR_ScenarioFrameworkLayerStruct.GetRepeatedSpawnNumber | ( | ) |
int SCR_ScenarioFrameworkLayerStruct.GetStructVarCount | ( | ) |
void SCR_ScenarioFrameworkLayerStruct.IncreaseStructVarCount | ( | ) |
void SCR_ScenarioFrameworkLayerStruct.InsertRandomlySpawnedChildren | ( | string | child | ) |
void SCR_ScenarioFrameworkLayerStruct.SetActivationType | ( | SCR_ScenarioFrameworkEActivationType | type | ) |
void SCR_ScenarioFrameworkLayerStruct.SetAIPrefabsForRemoval | ( | array< ResourceName > | arrayForRemoval | ) |
void SCR_ScenarioFrameworkLayerStruct.SetEnableRepeatedSpawn | ( | bool | value | ) |
void SCR_ScenarioFrameworkLayerStruct.SetIsTerminated | ( | bool | state | ) |
void SCR_ScenarioFrameworkLayerStruct.SetLayerTaskState | ( | int | state | ) |
void SCR_ScenarioFrameworkLayerStruct.SetName | ( | string | name | ) |
void SCR_ScenarioFrameworkLayerStruct.SetRandomlySpawnedObject | ( | ResourceName | name | ) |
void SCR_ScenarioFrameworkLayerStruct.SetRepeatedSpawnNumber | ( | int | number | ) |
void SCR_ScenarioFrameworkLayerStruct.StoreActivationTypeStatus | ( | notnull SCR_ScenarioFrameworkLayerBase | layer, |
notnull SCR_ScenarioFrameworkLayerStruct | layerStruct | ||
) |
Marks if this was terminated - either by death or deletion.
void SCR_ScenarioFrameworkLayerStruct.StoreChildren | ( | notnull SCR_ScenarioFrameworkLayerBase | layer, |
notnull SCR_ScenarioFrameworkLayerStruct | layerStruct | ||
) |
Children handling.
void SCR_ScenarioFrameworkLayerStruct.StoreLayerState | ( | notnull SCR_ScenarioFrameworkLayerBase | layer | ) |
void SCR_ScenarioFrameworkLayerStruct.StoreLayerTask | ( | notnull SCR_ScenarioFrameworkLayerBase | layer, |
notnull SCR_ScenarioFrameworkLayerStruct | layerStruct | ||
) |
Layer Task handling.
void SCR_ScenarioFrameworkLayerStruct.StoreLogic | ( | notnull SCR_ScenarioFrameworkLayerBase | layer, |
notnull SCR_ScenarioFrameworkLayerStruct | layerStruct | ||
) |
Logics handling.
void SCR_ScenarioFrameworkLayerStruct.StoreLogicCounterTermination | ( | notnull SCR_ScenarioFrameworkLogicCounter | logicCounter, |
notnull SCR_ScenarioFrameworkLogicStruct | logicStruct | ||
) |
Marks if this was terminated - either by death or deletion.
void SCR_ScenarioFrameworkLayerStruct.StoreLogicCounterValue | ( | notnull SCR_ScenarioFrameworkLogicCounter | logicCounter, |
notnull SCR_ScenarioFrameworkLogicStruct | logicStruct | ||
) |
Handling logic counter value.
void SCR_ScenarioFrameworkLayerStruct.StoreLogicState | ( | notnull SCR_ScenarioFrameworkLogic | logic | ) |
void SCR_ScenarioFrameworkLayerStruct.StoreRepeatedSpawn | ( | notnull SCR_ScenarioFrameworkLayerBase | layer, |
notnull SCR_ScenarioFrameworkLayerStruct | layerStruct | ||
) |
Repeated spawn handling.
void SCR_ScenarioFrameworkLayerStruct.StoreSlotAndRandomObject | ( | notnull SCR_ScenarioFrameworkLayerBase | layer, |
notnull SCR_ScenarioFrameworkLayerStruct | layerStruct | ||
) |
Logics handling.
void SCR_ScenarioFrameworkLayerStruct.StoreTerminationStatus | ( | notnull SCR_ScenarioFrameworkLayerBase | layer, |
notnull SCR_ScenarioFrameworkLayerStruct | layerStruct | ||
) |
Marks if this was terminated - either by death or deletion.
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