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    Arma Reforger Script API
    
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Public Member Functions | |
| override bool | SetSupportEntity () | 
| Sets support entity for scenario framework task move if found in world.   | |
  Public Member Functions inherited from SCR_ScenarioFrameworkLayerTask | |
| SCR_TaskState | GetLayerTaskState () | 
| bool | GetLayerTaskResolvedBeforeLoad () | 
| void | SetLayerTaskState (SCR_TaskState state) | 
| SCR_ScenarioFrameworkTask | GetTask () | 
| ResourceName | GetTaskPrefab () | 
| string | GetOverridenObjectDisplayName () | 
| void | SetOverridenObjectDisplayName (string name) | 
| string | GetTaskTitle () | 
| string | GetOriginalTaskDescription () | 
| string | GetTaskDescription () | 
| SCR_ESFTaskType | GetTaskType () | 
| override void | RestoreToDefault (bool includeChildren=false, bool reinitAfterRestoration=false, bool affectRandomization=true) | 
| Restores default settings, clears children, removes spawned entities, optionally reinitializes after restoration.   | |
| override void | DynamicReinit () | 
| Initializes layer with same activation type as parent.   | |
| override void | DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer) | 
| Dynamically despawns this layer.   | |
| override void | FinishInit () | 
| Initializes tasks after all children spawned, logs error if task manager not found.   | |
| void | OnTaskStateChanged (SCR_TaskState previousState, SCR_TaskState newState) | 
| Triggers actions on task finish if not resolved before load.   | |
| void | SetSlotTask (SCR_ScenarioFrameworkSlotTask slotTask) | 
| SCR_ScenarioFrameworkSlotTask | GetSlotTask () | 
| void | InitTask (SCR_ScenarioFrameworkLayerBase layer) | 
| Initializes task, sets up support entity, and handles task state changes based on scenario framework layer.   | |
| void | ~SCR_ScenarioFrameworkLayerTask () | 
| Removes task from support entity and despawns if in edit mode or task is cancelled.   | |
  Public Member Functions inherited from SCR_ScenarioFrameworkLayerBase | |
| 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 | GetDynamicDespawnEnabled () | 
| void | SetDynamicDespawnEnabled (bool enabled) | 
| bool | GetDynamicDespawnExcluded () | 
| int | GetDynamicDespawnRange () | 
| void | SetDynamicDespawnRange (int range) | 
| 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 () | 
| 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 | 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) | 
| array< ref SCR_ScenarioFrameworkActionBase > | GetActions () | 
| override int | _WB_GetAfterWorldUpdateSpecs (IEntity owner, IEntitySource src) | 
| override void | _WB_AfterWorldUpdate (IEntity owner, float timeSlice) | 
| Draws debug shape based on m_bShowDebugShapesInWorkbench setting in Workbench after world update.   | |
| override void | _WB_OnCreate (IEntity owner, IEntitySource src) | 
| Renames all entities in the owner's children hierarchy.   | |
| override bool | _WB_OnKeyChanged (IEntity owner, BaseContainer src, string key, BaseContainerList ownerContainers, IEntity parent) | 
| Controls debug shape visibility in Workbench based on user input.   | |
| 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.   | |
| override bool SCR_ScenarioFrameworkLayerTaskMove.SetSupportEntity | ( | ) | 
Sets support entity for scenario framework task move if found in world.
Implements SCR_ScenarioFrameworkLayerTask.