Arma Reforger Script API
Loading...
Searching...
No Matches
Public Member Functions | Public Attributes | List of all members
SCR_ScenarioFrameworkLogicOR Interface Reference
Inheritance diagram for SCR_ScenarioFrameworkLogicOR:
[legend]

Public Member Functions

override void OnInput (bool pSignal=true, IEntity entity=null)
 Controls input activation count.
 
- Public Member Functions inherited from SCR_ScenarioFrameworkLogic
void Init ()
 Initializes scenario framework logic and inputs.
 
void SetIsTerminated (bool state)
 
bool GetIsTerminated ()
 
void OnInput (bool pSignal=true, IEntity entity=null)
 
void OnActivate (IEntity entity)
 
void RestoreToDefault ()
 
override void _WB_OnCreate (IEntitySource src)
 Rename entity with default name on creation in World Editor.
 

Public Attributes

int m_iActivations = 0
 
- Public Attributes inherited from SCR_ScenarioFrameworkLogic
bool m_bDebug
 
ref array< ref SCR_ScenarioFrameworkLogicInputm_aInputs
 
ref array< ref SCR_ScenarioFrameworkActionBasem_aActions
 
bool m_bIsTerminated
 

Member Function Documentation

◆ OnInput()

override void SCR_ScenarioFrameworkLogicOR.OnInput ( bool  pSignal = true,
IEntity  entity = null 
)

Controls input activation count.

Parameters
[in]pSignalpSignal is a boolean parameter indicating whether an input signal is received or not. If true, it increments activation count;
[in]entityInput entity represents an optional parameter in the method, which can be an instance of any entity in the game world. It is

Implements SCR_ScenarioFrameworkLogic.

Member Data Documentation

◆ m_iActivations

int SCR_ScenarioFrameworkLogicOR.m_iActivations = 0

The documentation for this interface was generated from the following file: