Arma Reforger Script API
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Public Member Functions | |
void | StoreLayerState (notnull SCR_ScenarioFrameworkLayerBase layer) |
Stores layer state data into structs, cleans empty structs, and inserts non-empty ones into list. | |
void | StoreActivationTypeStatus (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
Updates layer's activation type in scenario structure if it differs from default, otherwise removes it from structure. | |
void | StoreTerminationStatus (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
Updates termination status in scenario layer structure based on current termination status in scenario layer. | |
void | StoreRepeatedSpawn (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
Updates scenario layer's repeated spawn settings from layer struct. | |
void | StoreLayerTask (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
Updates layer task state in scenario layer structure if it exists, otherwise removes it. | |
void | StoreChildren (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
Stores children layers, handles random spawning, and updates layer states in scenario framework layer structure. | |
void | StoreLogic (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
Stores logic states for scenario framework layer. | |
void | StoreSlotAndRandomObject (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
Stores AI prefab removal list and random object from scenario layer to scenario layer struct. | |
void | CleanEmptyStoredLayers (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
Removes empty layer structs from scenario layer. | |
void | CleanEmptyStoredLogic (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct) |
Clears empty logic structs from scenario layer. | |
void | CleanEmptyStructs () |
Clears empty layer and logic structs in the object. | |
void | StoreLogicState (notnull SCR_ScenarioFrameworkLogic logic) |
Stores scenario logic state, handles counter and struct variables, and adds to list if struct count is more than 1. | |
void | StoreLogicCounterValue (notnull SCR_ScenarioFrameworkLogicCounter logicCounter, notnull SCR_ScenarioFrameworkLogicStruct logicStruct) |
Updates logic struct with counter value if non-zero, otherwise unregisters it. | |
void | StoreLogicCounterTermination (notnull SCR_ScenarioFrameworkLogicCounter logicCounter, notnull SCR_ScenarioFrameworkLogicStruct logicStruct) |
Checks if counter is terminated, increments struct var count if terminated, sets termination flag in struct if not. | |
void | ClearEmptyLayerStructs (notnull array< ref SCR_ScenarioFrameworkLayerStruct > layerStructsToClear) |
Removes empty layer structs from an array by recursively checking their contents. | |
void | ClearEmptyLogicStructs (notnull array< ref SCR_ScenarioFrameworkLogicStruct > logicStructsToClear) |
Clears empty logic structs from an array by copying them into another array, then removing those with less than 2. | |
void | IncreaseStructVarCount () |
Increases struct variable count by 1. | |
void | DecreaseStructVarCount () |
Decreases struct variable count by 1. | |
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) |
Adds child to randomly spawned children list. | |
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 () |
Registers variables for scenario framework layer structure. | |
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 | ( | ) |
Registers variables for scenario framework layer structure.
void SCR_ScenarioFrameworkLayerStruct.CleanEmptyStoredLayers | ( | notnull SCR_ScenarioFrameworkLayerBase | layer, |
notnull SCR_ScenarioFrameworkLayerStruct | layerStruct | ||
) |
Removes empty layer structs from scenario layer.
[in] | layer | Removes empty layer structs from scenario framework layer. |
[in] | layerStruct | Represents a container for storing layers in scenario framework. |
void SCR_ScenarioFrameworkLayerStruct.CleanEmptyStoredLogic | ( | notnull SCR_ScenarioFrameworkLayerBase | layer, |
notnull SCR_ScenarioFrameworkLayerStruct | layerStruct | ||
) |
Clears empty logic structs from scenario layer.
[in] | layer | Clears empty logic structs from scenario layer. |
[in] | layerStruct | Represents scenario framework layer structure with logic structs. |
void SCR_ScenarioFrameworkLayerStruct.CleanEmptyStructs | ( | ) |
Clears empty layer and logic structs in the object.
void SCR_ScenarioFrameworkLayerStruct.ClearEmptyLayerStructs | ( | notnull array< ref SCR_ScenarioFrameworkLayerStruct > | layerStructsToClear | ) |
Removes empty layer structs from an array by recursively checking their contents.
[in] | layerStructsToClear | Array of layer structs to clear empty structures from. |
void SCR_ScenarioFrameworkLayerStruct.ClearEmptyLogicStructs | ( | notnull array< ref SCR_ScenarioFrameworkLogicStruct > | logicStructsToClear | ) |
Clears empty logic structs from an array by copying them into another array, then removing those with less than 2.
[in] | logicStructsToClear | Array of scenario framework logic structures to clear empty ones from. |
void SCR_ScenarioFrameworkLayerStruct.DecreaseStructVarCount | ( | ) |
Decreases struct variable count by 1.
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 | ( | ) |
Increases struct variable count by 1.
void SCR_ScenarioFrameworkLayerStruct.InsertRandomlySpawnedChildren | ( | string | child | ) |
Adds child to randomly spawned children list.
[in] | child | Randomly spawned child entity added to list. |
void SCR_ScenarioFrameworkLayerStruct.SetActivationType | ( | SCR_ScenarioFrameworkEActivationType | type | ) |
[in] | type | Sets the activation type for the scenario event action. |
void SCR_ScenarioFrameworkLayerStruct.SetAIPrefabsForRemoval | ( | array< ResourceName > | arrayForRemoval | ) |
[in] | arrayForRemoval | Array of resource names for AI prefab removal. |
void SCR_ScenarioFrameworkLayerStruct.SetEnableRepeatedSpawn | ( | bool | value | ) |
[in] | value | Enables or disables repeated spawning of units in the mission. |
void SCR_ScenarioFrameworkLayerStruct.SetIsTerminated | ( | bool | state | ) |
[in] | state | indicating termination status. |
void SCR_ScenarioFrameworkLayerStruct.SetLayerTaskState | ( | int | state | ) |
[in] | state | Sets layer task state, controls layer visibility and functionality. |
void SCR_ScenarioFrameworkLayerStruct.SetName | ( | string | name | ) |
[in] | name | Sets layer name. |
void SCR_ScenarioFrameworkLayerStruct.SetRandomlySpawnedObject | ( | ResourceName | name | ) |
[in] | name | Represents an object to spawn randomly in the world. |
void SCR_ScenarioFrameworkLayerStruct.SetRepeatedSpawnNumber | ( | int | number | ) |
[in] | number | Represents the number of repeated spawns for an entity in the game. |
void SCR_ScenarioFrameworkLayerStruct.StoreActivationTypeStatus | ( | notnull SCR_ScenarioFrameworkLayerBase | layer, |
notnull SCR_ScenarioFrameworkLayerStruct | layerStruct | ||
) |
Updates layer's activation type in scenario structure if it differs from default, otherwise removes it from structure.
[in] | layer | Represents scenario layer's activation type status in the scenario framework. |
[in] | layerStruct | Represents the scenario framework layer structure where activation type changes are stored. |
void SCR_ScenarioFrameworkLayerStruct.StoreChildren | ( | notnull SCR_ScenarioFrameworkLayerBase | layer, |
notnull SCR_ScenarioFrameworkLayerStruct | layerStruct | ||
) |
Stores children layers, handles random spawning, and updates layer states in scenario framework layer structure.
[in] | layer | Stores children layers and their states, updates struct variables count based on conditions. |
[in] | layerStruct | Stores layer's children and their states, updates struct variables count based on conditions. |
void SCR_ScenarioFrameworkLayerStruct.StoreLayerState | ( | notnull SCR_ScenarioFrameworkLayerBase | layer | ) |
Stores layer state data into structs, cleans empty structs, and inserts non-empty ones into list.
[in] | layer | Stores layer state data for further processing in the scenario framework. |
void SCR_ScenarioFrameworkLayerStruct.StoreLayerTask | ( | notnull SCR_ScenarioFrameworkLayerBase | layer, |
notnull SCR_ScenarioFrameworkLayerStruct | layerStruct | ||
) |
Updates layer task state in scenario layer structure if it exists, otherwise removes it.
[in] | layer | Updates layer state in scenario framework layer structure. |
[in] | layerStruct | Represents layer's state data structure in scenario framework. |
void SCR_ScenarioFrameworkLayerStruct.StoreLogic | ( | notnull SCR_ScenarioFrameworkLayerBase | layer, |
notnull SCR_ScenarioFrameworkLayerStruct | layerStruct | ||
) |
Stores logic states for scenario framework layer.
[in] | layer | Stores logic data for scenario layer. |
[in] | layerStruct | Stores logic state for scenario framework layer structures. |
void SCR_ScenarioFrameworkLayerStruct.StoreLogicCounterTermination | ( | notnull SCR_ScenarioFrameworkLogicCounter | logicCounter, |
notnull SCR_ScenarioFrameworkLogicStruct | logicStruct | ||
) |
Checks if counter is terminated, increments struct var count if terminated, sets termination flag in struct if not.
[in] | logicCounter | represents a scenario counter with termination status, used for incrementing struct's termination count if it's terminated |
[in] | logicStruct | Represents scenario framework logic structure, tracks termination state. |
void SCR_ScenarioFrameworkLayerStruct.StoreLogicCounterValue | ( | notnull SCR_ScenarioFrameworkLogicCounter | logicCounter, |
notnull SCR_ScenarioFrameworkLogicStruct | logicStruct | ||
) |
Updates logic struct with counter value if non-zero, otherwise unregisters it.
[in] | logicCounter | Represents a counter value in the scenario logic. |
[in] | logicStruct | Represents a struct containing variables and counter value for scenario logic. |
void SCR_ScenarioFrameworkLayerStruct.StoreLogicState | ( | notnull SCR_ScenarioFrameworkLogic | logic | ) |
Stores scenario logic state, handles counter and struct variables, and adds to list if struct count is more than 1.
[in] | logic | Stores scenario framework logic state, handles counter values, names, and adds to list if multiple variables exist. |
void SCR_ScenarioFrameworkLayerStruct.StoreRepeatedSpawn | ( | notnull SCR_ScenarioFrameworkLayerBase | layer, |
notnull SCR_ScenarioFrameworkLayerStruct | layerStruct | ||
) |
Updates scenario layer's repeated spawn settings from layer struct.
[in] | layer | Stores repeated spawn settings from layer to layer struct. |
[in] | layerStruct | Represents scenario layer structure with repeated spawn settings. |
void SCR_ScenarioFrameworkLayerStruct.StoreSlotAndRandomObject | ( | notnull SCR_ScenarioFrameworkLayerBase | layer, |
notnull SCR_ScenarioFrameworkLayerStruct | layerStruct | ||
) |
Stores AI prefab removal list and random object from scenario layer to scenario layer struct.
[in] | layer | Stores AI prefab removal list and random object for scenario layer. |
[in] | layerStruct | Stores AI prefab removal list and random object for scenario layer. |
void SCR_ScenarioFrameworkLayerStruct.StoreTerminationStatus | ( | notnull SCR_ScenarioFrameworkLayerBase | layer, |
notnull SCR_ScenarioFrameworkLayerStruct | layerStruct | ||
) |
Updates termination status in scenario layer structure based on current termination status in scenario layer.
[in] | layer | Represents scenario layer's termination status in the method, updates termination flag in layer struct. |
[in] | layerStruct | Represents scenario termination status data structure. |
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