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| override bool  | SetSupportEntity () | 
|   | Sets support entity for scenario framework task clear area if found in world.  
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| void  | SCR_ScenarioFrameworkLayerTaskClearArea (IEntityComponentSource src, IEntity ent, IEntity parent) | 
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| SCR_TaskState  | GetLayerTaskState () | 
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| bool  | GetLayerTaskResolvedBeforeLoad () | 
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| void  | SetLayerTaskState (SCR_TaskState state) | 
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| SCR_ScenarioFrameworkTask  | GetTask () | 
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| ResourceName  | GetTaskPrefab () | 
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| string  | GetOverridenObjectDisplayName () | 
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| void  | SetOverridenObjectDisplayName (string name) | 
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| string  | GetTaskTitle () | 
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| string  | GetOriginalTaskDescription () | 
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| string  | GetTaskDescription () | 
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| SCR_ESFTaskType  | GetTaskType () | 
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| override void  | RestoreToDefault (bool includeChildren=false, bool reinitAfterRestoration=false, bool affectRandomization=true) | 
|   | Restores default settings, clears children, removes spawned entities, optionally reinitializes after restoration.  
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| override void  | DynamicReinit () | 
|   | Initializes layer with same activation type as parent.  
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| override void  | DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer) | 
|   | Dynamically despawns this layer.  
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| override void  | FinishInit () | 
|   | Initializes tasks after all children spawned, logs error if task manager not found.  
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| void  | OnTaskStateChanged (SCR_TaskState previousState, SCR_TaskState newState) | 
|   | Triggers actions on task finish if not resolved before load.  
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| void  | SetSlotTask (SCR_ScenarioFrameworkSlotTask slotTask) | 
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| SCR_ScenarioFrameworkSlotTask  | GetSlotTask () | 
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| void  | InitTask (SCR_ScenarioFrameworkLayerBase layer) | 
|   | Initializes task, sets up support entity, and handles task state changes based on scenario framework layer.  
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| void  | ~SCR_ScenarioFrameworkLayerTask () | 
|   | Removes task from support entity and despawns if in edit mode or task is cancelled.  
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| string  | GetName () | 
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| void  | SetEntity (IEntity entity) | 
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| bool  | GetIsTerminated () | 
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| void  | SetIsTerminated (bool state) | 
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| void  | SetRandomlySpawnedChildren (array< string > randomlySpawnedChildren) | 
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| void  | AddRandomlySpawnedChild (SCR_ScenarioFrameworkLayerBase child) | 
|   | Adds child to list if not already present, ensuring uniqueness.  
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| array< SCR_ScenarioFrameworkLayerBase >  | GetRandomlySpawnedChildren () | 
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| int  | GetPlayersCount (FactionKey factionName="") | 
|   | Counts players in specified faction.  
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| int  | GetMaxPlayersForGameMode (FactionKey factionName="") | 
|   | Determines maximum players for a mission based on its mode, returns 4 if mission header is invalid.  
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| SCR_ScenarioFrameworkArea  | GetParentArea () | 
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| void  | GetAllLayers (out notnull array< SCR_ScenarioFrameworkLayerBase > layers) | 
|   | Gathers all layers from child entities and their siblings, adding them to the provided array.  
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| 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.  
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| void  | GetAllLayerTasks (out notnull array< SCR_ScenarioFrameworkLayerTask > layerTasks) | 
|   | Gathers all layer tasks from child entities and their siblings, adding them to the provided array.  
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| 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.  
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| SCR_ScenarioFrameworkLayerTask  | GetLayerTask () | 
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| SCR_ScenarioFrameworkSlotTask  | GetSlotTask (array< SCR_ScenarioFrameworkLayerBase > aLayers) | 
|   | Retrieves slot task from layer child entities.  
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| void  | SetParentLayer (SCR_ScenarioFrameworkLayerBase parentLayer) | 
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| SCR_ScenarioFrameworkLayerBase  | GetParentLayer () | 
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| SCR_EScenarioFrameworkSpawnChildrenType  | GetSpawnChildrenType () | 
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| bool  | GetEnableRepeatedSpawn () | 
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| void  | SetEnableRepeatedSpawn (bool value) | 
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| SCR_ScenarioFrameworkEActivationType  | GetActivationType () | 
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| void  | SetActivationType (SCR_ScenarioFrameworkEActivationType activationType) | 
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| bool  | GetIsInitiated () | 
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| bool  | GetDynamicDespawnEnabled () | 
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| void  | SetDynamicDespawnEnabled (bool enabled) | 
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| bool  | GetDynamicDespawnExcluded () | 
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| int  | GetDynamicDespawnRange () | 
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| void  | SetDynamicDespawnRange (int range) | 
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| void  | SetDynamicDespawnExcluded (bool excluded) | 
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| array< IEntity >  | GetSpawnedEntities () | 
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| array< SCR_ScenarioFrameworkLayerBase >  | GetChildrenEntities () | 
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| SCR_ScenarioFrameworkLayerBase  | GetRandomChildren () | 
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| void  | GetChildren (out array< SCR_ScenarioFrameworkLayerBase > children) | 
|   | Reverses and inserts children layers into an array.  
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| void  | GetChildren (out array< SCR_ScenarioFrameworkLayerBase > children, SCR_ScenarioFrameworkEActivationType activationType) | 
|   | Reverses and inserts children layers into an array, filtered by activation type.  
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| 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.  
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| array< SCR_ScenarioFrameworkLogic >  | GetSpawnedLogics () | 
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| array< ref SCR_ScenarioFrameworkPlugin >  | GetSpawnedPlugins () | 
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| int  | GetRepeatedSpawnNumber () | 
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| void  | SetRepeatedSpawnNumber (int number) | 
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| ScriptInvokerScenarioFrameworkLayer  | GetOnAllChildrenSpawned () | 
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| void  | InvokeAllChildrenSpawned () | 
|   | Spawns all children and triggers invoker on completion.  
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| void  | CalculateSupposedSpawnedChildren (bool previouslyRandomized=false) | 
|   | Calculates supposed spawned children based on activation type, termination, initiation, and conditions.  
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| void  | CheckAllChildrenSpawned (SCR_ScenarioFrameworkLayerBase layer=null) | 
|   | Checks if all children layers have spawned or spawns one randomly if specified.  
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| void  | SpawnChildren (bool previouslyRandomized=false) | 
|   | Spawns children based on scenario settings, either all at once or randomly.  
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| void  | SpawnPreviouslyRandomizedChildren () | 
|   | Spawns children with delay based on their index.  
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| void  | SpawnRandomOneChild (bool previouslyRandomized=false) | 
|   | Spawns random child object if not previously randomized, else spawns previously randomized children.  
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| void  | SpawnRandomMultipleChildren (bool previouslyRandomized=false) | 
|   | Spawns random children based on player count, if previously randomized, uses previous children, otherwise selects from available children.  
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| void  | InitChild (SCR_ScenarioFrameworkLayerBase child) | 
|   | Initializes child layer, sets parent layer, and initializes child with parent area and action type.  
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| IEntity  | GetSpawnedEntity () | 
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| bool  | InitAlreadyHappened () | 
|   | Initialization check if already happened.  
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| bool  | InitParentLayer () | 
|   | Initializes parent layer.  
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| bool  | InitNotTerminated () | 
|   | Checks if layer is not terminated, spawns children if parent exists, returns false if terminated or children not spawnned.  
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| bool  | InitDynDespawnAndActivation (SCR_ScenarioFrameworkEActivationType activation) | 
|   | Checks if object is not dynamically despawned, then verifies if activation type matches, spawns all children if.  
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| bool  | InitActivationConditions (bool calledFromInit=false) | 
|   | Checks activation conditions for scenario layer, sets condition status based on logic operator, checks parent layer if needed.  
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| bool  | InitArea (SCR_ScenarioFrameworkArea area) | 
|   | Initializes area for scenario framework layer.  
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| bool  | InitFactionSettings () | 
|   | Handles inheritance of faction settings from parents.  
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| bool  | InitOtherThings () | 
|   | For situations where some other logic is to be appended in these checks and is to be performed before FinishInit.  
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| void  | FinishInitChildrenInsert () | 
|   | For situations where some other logic is needed to be performed before or after this Insert.  
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| void  | Init (SCR_ScenarioFrameworkArea area=null, SCR_ScenarioFrameworkEActivationType activation=SCR_ScenarioFrameworkEActivationType.SAME_AS_PARENT) | 
|   | Initializes scenario framework layer.  
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| void  | AfterAllChildrenSpawned (SCR_ScenarioFrameworkLayerBase layer) | 
|   | Initializes logic, plugins and actions.  
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| override void  | EOnFrame (IEntity owner, float timeSlice) | 
|   | Draws debug shapes during runtime if enabled.  
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| override void  | OnPostInit (IEntity owner) | 
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| void  | SetDebugShapeSize (float fSize) | 
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| array< ref SCR_ScenarioFrameworkActionBase >  | GetActions () | 
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| override int  | _WB_GetAfterWorldUpdateSpecs (IEntity owner, IEntitySource src) | 
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| override void  | _WB_AfterWorldUpdate (IEntity owner, float timeSlice) | 
|   | Draws debug shape based on m_bShowDebugShapesInWorkbench setting in Workbench after world update.  
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| override void  | _WB_OnCreate (IEntity owner, IEntitySource src) | 
|   | Renames all entities in the owner's children hierarchy.  
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| override bool  | _WB_OnKeyChanged (IEntity owner, BaseContainer src, string key, BaseContainerList ownerContainers, IEntity parent) | 
|   | Controls debug shape visibility in Workbench based on user input.  
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| void  | RenameOwnerEntity (IEntity owner) | 
|   | Rename entity owner with default name if not restoring undo/redo.  
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| void  | SCR_ScenarioFrameworkLayerBase (IEntityComponentSource src, IEntity ent, IEntity parent) | 
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| void  | ~SCR_ScenarioFrameworkLayerBase () | 
|   | Removes object in edit mode or despawns it if not in edit mode.  
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| string  | m_sTaskTitle | 
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| string  | m_sTaskDescription | 
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| SCR_ESFTaskType  | m_eTypeOfTask = SCR_ESFTaskType.DEFAULT | 
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| ResourceName  | m_sTaskPrefab | 
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| bool  | m_bPlaceMarkerOnSubjectSlot | 
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| string  | m_sOverrideObjectDisplayName | 
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| ref array< ref SCR_ScenarioFrameworkActionBase >  | m_aTriggerActionsOnFinish | 
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| SCR_ScenarioFrameworkSlotTask  | m_SlotTask | 
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| SCR_ScenarioFrameworkTask  | m_Task | 
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| SCR_ScenarioFrameworkTaskSupportEntity  | m_SupportEntity | 
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| SCR_TaskState  | m_eLayerTaskState | 
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| bool  | m_bTaskResolvedBeforeLoad | 
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| SCR_EScenarioFrameworkSpawnChildrenType  | m_SpawnChildren | 
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| FactionKey  | m_sFactionKey | 
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| int  | m_iRandomPercent | 
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| bool  | m_bEnableRepeatedSpawn | 
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| int  | m_iRepeatedSpawnNumber | 
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| float  | m_fRepeatedSpawnTimer | 
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| bool  | m_bShowDebugShapesDuringRuntime | 
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| bool  | m_bShowDebugShapesInWorkbench | 
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| SCR_ScenarioFrameworkEActivationType  | m_eActivationType | 
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| ref array< ref SCR_ScenarioFrameworkActivationConditionBase >  | m_aActivationConditions | 
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| SCR_EScenarioFrameworkLogicOperators  | m_eActivationConditionLogic | 
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| ref array< ref SCR_ScenarioFrameworkActionBase >  | m_aActivationActions | 
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| bool  | m_bDynamicDespawn | 
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| int  | m_iDynamicDespawnRange | 
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| bool  | m_bExcludeFromDynamicDespawn | 
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| ref array< ref SCR_ScenarioFrameworkPlugin >  | m_aPlugins | 
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| ref array< SCR_ScenarioFrameworkLayerBase >  | m_aChildren = {} | 
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| ref array< SCR_ScenarioFrameworkLayerBase >  | m_aRandomlySpawnedChildren = {} | 
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| ref array< SCR_ScenarioFrameworkLogic >  | m_aLogic = {} | 
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| ref ScriptInvokerBase< ScriptInvokerScenarioFrameworkLayerMethod >  | m_OnAllChildrenSpawned | 
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| ref array< IEntity >  | m_aSpawnedEntities = {} | 
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| IEntity  | m_Entity | 
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| SCR_ScenarioFrameworkArea  | m_Area | 
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| SCR_ScenarioFrameworkLayerBase  | m_ParentLayer | 
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| float  | m_fDebugShapeRadius = 0.25 | 
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| WorldTimestamp  | m_fRepeatSpawnTimeStart | 
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| WorldTimestamp  | m_fRepeatSpawnTimeEnd | 
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| int  | m_iDebugShapeColor = ARGB(32, 255, 255, 255) | 
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| int  | m_iCurrentlySpawnedChildren | 
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| int  | m_iSupposedSpawnedChildren | 
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| bool  | m_bInitiated | 
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| bool  | m_bDynamicallyDespawned | 
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| bool  | m_bIsTerminated | 
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| int  | m_iRepeatedSpawnNumberDefault = m_iRepeatedSpawnNumber | 
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| SCR_ScenarioFrameworkEActivationType  | m_eActivationTypeDefault = m_eActivationType | 
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| static const ref ScriptInvoker  | s_OnTaskSetup = new ScriptInvoker() | 
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| static const int  | SPAWN_DELAY = 200 | 
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| bool  | SetTaskPrefab () | 
|   | Sets task prefab for support entity.  
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| bool  | CreateTask () | 
|   | Creates a task for the support entity, sets its target faction, and moves it to the specified location.  
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| void  | SetupTask () | 
|   | Sets up a task with optional title, description, and spawned entity name from a slot task, or prints an error message.  
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| void  | SetFactionKey (FactionKey factionKey) | 
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| FactionKey  | GetFactionKey () | 
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| FactionKey  | GetParentFactionKeyRecursive () | 
|   | Climbs the hierarchy tree to find a defined FactionKey.  
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| void  | RepeatedSpawn () | 
|   | Repetitive spawning with timer.  
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| void  | RepeatedSpawnCalled () | 
|   | Repetitive spawning logic with countdown and condition checks.  
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| void  | ActivateLogic () | 
|   | Initializes all logic components.  
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| void  | DrawDebugShape (bool draw) | 
|   | Draws debug shape if draw flag is true, creates sphere shape with specified color, flags, position, and radius.  
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