Arma Reforger Script API
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Public Member Functions | |
void | OnObjectDamage (EDamageState state) |
void | OnInventoryParentChanged (InventoryStorageSlot oldSlot, InventoryStorageSlot newSlot) |
Method changes inventory parent slot and sets dynamic despawn exclusion for an entity. | |
void | OnCompartmentEntered (IEntity vehicle, BaseCompartmentManagerComponent mgr, IEntity occupant, int managerId, int slotID) |
Excludes vehicle from dynamic despawning when entering a component. | |
string | GetOverriddenObjectDisplayName () |
void | SetOverriddenObjectDisplayName (string name) |
string | GetSpawnedEntityDisplayName () |
SCR_ScenarioFrameworkArea | GetAreaWB () |
string | GetSpawnedObjectName () |
ResourceName | GetObjectToSpawn () |
ResourceName | GetSelectedObjectToSpawn () |
First attempts to get get teh Fction Switched Object for the provided faciton key, then falls back to m_sObjectToSpawn. | |
ResourceName | GetRandomlySpawnedObject () |
void | SetRandomlySpawnedObject (ResourceName name) |
override void | RestoreToDefault (bool includeChildren=false, bool reinitAfterRestoration=false, bool affectRandomization=true) |
Restores default settings, clears random object, resets position, calls superclass method. | |
override void | DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer) |
//! Dynamically despawns this layer. | |
override bool | InitAlreadyHappened () |
Initializes whether an init has already happened, but for slots it always returns false. | |
bool | InitRepeatableSpawn () |
Checks if object already exists, disables repetition and logs error. | |
bool | InitEntitySpawnCheck () |
Checks if entity is spawned, if not, waits for all children to spawn then checks again. | |
bool | InitEntitySpawn () |
Spawns entity if not existing or queries objects in range, checks initiation success. | |
override bool | InitOtherThings () |
Initializes selected object, repeatable spawn, and entity spawn. | |
override void | FinishInit () |
Finishes initialization, assigns unique ID, sets up damage manager, event handlers, inventory, and garbage system if applicable. | |
override void | Init (SCR_ScenarioFrameworkArea area=null, SCR_ScenarioFrameworkEActivationType activation=SCR_ScenarioFrameworkEActivationType.SAME_AS_PARENT) |
Initializes scenario framework slot. | |
override void | AfterAllChildrenSpawned (SCR_ScenarioFrameworkLayerBase layer) |
Initializes plugins, actions, and checks if parent layer has all children spawned after all children have spawned in scenario framework. | |
override void | SpawnChildren (bool previouslyRandomized=false) |
Slot cannot have children. | |
ResourceName | GetRandomAsset (out ResourceName prefab) |
Randomly selects an entity from a catalog based on provided parameters, handles error cases, and returns the prefab of the. | |
IEntity | SpawnAsset () |
Spawns random asset, sets position, ignores terrain orientation, requests navmesh rebuild, adds to spawned entities. | |
override void | _WB_AfterWorldUpdate (IEntity owner, float timeSlice) |
Draws debug shape based on m_bShowDebugShapesInWorkbench setting in Workbench after world update. | |
override void | _WB_SetTransform (IEntity owner, inout vector mat[4], IEntitySource src) |
Sets preview entity's transform or teleports it if it's a BaseGameEntity. | |
void | SpawnEntityPreview (IEntity owner, Resource resource) |
Spawns preview entity for given resource at owner's position. | |
override void | _WB_OnInit (IEntity owner, inout vector mat[4], IEntitySource src) |
Initializes preview entity, deletes previous one, loads resource, and spawns entity preview if resource is valid. | |
override bool | _WB_OnKeyChanged (IEntity owner, BaseContainer src, string key, BaseContainerList ownerContainers, IEntity parent) |
Manages key changes for debug shapes, object spawning, and entity deletion in Workbench. | |
void | SCR_ScenarioFrameworkSlotBase (IEntityComponentSource src, IEntity ent, IEntity parent) |
void | ~SCR_ScenarioFrameworkSlotBase () |
Deletes preview entity in workbench mode, returns if in edit mode, otherwise despawns scenario slot base. | |
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 | GetDynamicDespawnExcluded () |
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 () |
void | RestoreToDefault (bool includeChildren=false, bool reinitAfterRestoration=false, bool affectRandomization=true) |
Restores default settings, clears children, removes spawned entities, optionally reinitializes after restoration. | |
void | DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer) |
Dynamically despawns this layer. | |
void | DynamicReinit () |
Reinitializes this layer. | |
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 | FinishInit () |
Initializes children, retrieves them, and spawns them. | |
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) |
override void | _WB_OnCreate (IEntity owner, IEntitySource src) |
Renames all entities in the owner's children hierarchy. | |
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. | |
Protected Member Functions | |
void | QueryObjectsInRange (float fRange=2.5) |
Queries nearby objects within range for the owner entity. | |
bool | GetEntity (notnull IEntity entity) |
Checks if entity matches prefab data, if not, checks if it matches object to spawn, if not, returns true. | |
void | InitSelectedObjectToSpawn () |
If m_bRandomizePerFaction, then catalog system will ignore m_sObjectToSpawn if it has a catalog match. Otherwise it falls back to m_sObjectToSpawn. | |
void | InitSelectedObjectToPreview () |
If m_bRandomizePerFaction, then it will set m_sObjectToSpawn to empty because the the catalog system has not been initialised. | |
Protected Member Functions inherited from SCR_ScenarioFrameworkLayerBase | |
void | SetFactionKey (FactionKey factionKey) |
FactionKey | GetFactionKey () |
FactionKey | GetParentFactionKeyRecursive () |
Climbs the hierarchy tree to find a defined FactionKey. | |
void | RepeatedSpawn () |
Repetitive spawning with timer. | |
void | RepeatedSpawnCalled () |
Repetitive spawning logic with countdown and condition checks. | |
void | ActivateLogic () |
Initializes all logic components. | |
void | DrawDebugShape (bool draw) |
Draws debug shape if draw flag is true, creates sphere shape with specified color, flags, position, and radius. | |
Protected Attributes | |
IEntity | m_PreviewEntity |
Additional Inherited Members | |
Static Public Attributes inherited from SCR_ScenarioFrameworkLayerBase | |
static const int | SPAWN_DELAY = 200 |
void SCR_ScenarioFrameworkSlotBase.SCR_ScenarioFrameworkSlotBase | ( | IEntityComponentSource | src, |
IEntity | ent, | ||
IEntity | parent | ||
) |
[in] | src | |
[in] | ent | |
[in] | parent |
void SCR_ScenarioFrameworkSlotBase.~SCR_ScenarioFrameworkSlotBase | ( | ) |
Deletes preview entity in workbench mode, returns if in edit mode, otherwise despawns scenario slot base.
override void SCR_ScenarioFrameworkSlotBase._WB_AfterWorldUpdate | ( | IEntity | owner, |
float | timeSlice | ||
) |
Draws debug shape based on m_bShowDebugShapesInWorkbench setting in Workbench after world update.
[in] | owner | The owner represents the entity (object) calling the method. |
[in] | timeSlice | TimeSlice represents the time interval for which the method is called during each frame update. |
override void SCR_ScenarioFrameworkSlotBase._WB_OnInit | ( | IEntity | owner, |
inout vector | mat[4], | ||
IEntitySource | src | ||
) |
Initializes preview entity, deletes previous one, loads resource, and spawns entity preview if resource is valid.
[in] | owner | The owner represents the entity initiating the method call, typically an object in the game world. |
[in,out] | mat | Mat represents the world space transformation matrix for the object owner in the method. |
[in] | src | Source entity represents the object that triggers the initialization of the preview process in the method. |
override bool SCR_ScenarioFrameworkSlotBase._WB_OnKeyChanged | ( | IEntity | owner, |
BaseContainer | src, | ||
string | key, | ||
BaseContainerList | ownerContainers, | ||
IEntity | parent | ||
) |
Manages key changes for debug shapes, object spawning, and entity deletion in Workbench.
[in] | owner | The owner represents the entity invoking the method. |
[in] | src | represents the source container for key changes in the method. |
[in] | key | represents the workbench attribute |
Implemented in SCR_ScenarioFrameworkSlotWaypoint.
override void SCR_ScenarioFrameworkSlotBase._WB_SetTransform | ( | IEntity | owner, |
inout vector | mat[4], | ||
IEntitySource | src | ||
) |
Sets preview entity's transform or teleports it if it's a BaseGameEntity.
[in] | owner | The owner represents the entity controlling the transformation changes in the method. |
[in,out] | mat | Represents transformation matrix for object's position, rotation, and scale. |
[in] | src | Source entity representing the object whose transform is being set. |
override void SCR_ScenarioFrameworkSlotBase.AfterAllChildrenSpawned | ( | SCR_ScenarioFrameworkLayerBase | layer | ) |
Initializes plugins, actions, and checks if parent layer has all children spawned after all children have spawned in scenario framework.
[in] | layer | Initializes layer, sets up plugins, actions, and checks parent layer spawning status. |
Implements SCR_ScenarioFrameworkLayerBase.
Implemented in SCR_ScenarioFrameworkSlotAI, SCR_ScenarioFrameworkSlotClearArea, SCR_ScenarioFrameworkSlotMarker, SCR_ScenarioFrameworkSlotPick, SCR_ScenarioFrameworkSlotTaskAI, and SCR_ScenarioFrameworkSlotTrigger.
override void SCR_ScenarioFrameworkSlotBase.DynamicDespawn | ( | SCR_ScenarioFrameworkLayerBase | layer | ) |
//! Dynamically despawns this layer.
[in] | layer | Layer represents the scenario framework layer where dynamic despawning occurs. |
Implements SCR_ScenarioFrameworkLayerBase.
Implemented in SCR_ScenarioFrameworkSlotAI, SCR_ScenarioFrameworkSlotDefend, SCR_ScenarioFrameworkSlotPick, SCR_ScenarioFrameworkSlotTask, and SCR_ScenarioFrameworkSlotTaskAI.
override void SCR_ScenarioFrameworkSlotBase.FinishInit | ( | ) |
Finishes initialization, assigns unique ID, sets up damage manager, event handlers, inventory, and garbage system if applicable.
Implements SCR_ScenarioFrameworkLayerBase.
Implemented in SCR_ScenarioFrameworkSlotClearArea, SCR_ScenarioFrameworkSlotExtraction, SCR_ScenarioFrameworkSlotTask, and SCR_ScenarioFrameworkSlotTrigger.
SCR_ScenarioFrameworkArea SCR_ScenarioFrameworkSlotBase.GetAreaWB | ( | ) |
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protected |
Checks if entity matches prefab data, if not, checks if it matches object to spawn, if not, returns true.
[in] | entity | to be outed |
ResourceName SCR_ScenarioFrameworkSlotBase.GetObjectToSpawn | ( | ) |
string SCR_ScenarioFrameworkSlotBase.GetOverriddenObjectDisplayName | ( | ) |
ResourceName SCR_ScenarioFrameworkSlotBase.GetRandomAsset | ( | out ResourceName | prefab | ) |
Randomly selects an entity from a catalog based on provided parameters, handles error cases, and returns the prefab of the.
[out] | prefab | Randomly selected prefab from entity catalog for randomized spawning. |
ResourceName SCR_ScenarioFrameworkSlotBase.GetRandomlySpawnedObject | ( | ) |
ResourceName SCR_ScenarioFrameworkSlotBase.GetSelectedObjectToSpawn | ( | ) |
First attempts to get get teh Fction Switched Object for the provided faciton key, then falls back to m_sObjectToSpawn.
Init does not include Catalog entities as the catalog manager has not been initialised yet. If m_bRandomizePerFaction, then catalog system will ignore m_sObjectToSpawn if it has a catalog match. Otherwise it falls back to m_sObjectToSpawn.
string SCR_ScenarioFrameworkSlotBase.GetSpawnedEntityDisplayName | ( | ) |
string SCR_ScenarioFrameworkSlotBase.GetSpawnedObjectName | ( | ) |
override void SCR_ScenarioFrameworkSlotBase.Init | ( | SCR_ScenarioFrameworkArea | area = null , |
SCR_ScenarioFrameworkEActivationType | activation = SCR_ScenarioFrameworkEActivationType::SAME_AS_PARENT |
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) |
Initializes scenario framework slot.
[in] | area | that this slot is nested into. |
[in] | activation | Activates scenario framework action type, sets up for children spawning. |
Implements SCR_ScenarioFrameworkLayerBase.
override bool SCR_ScenarioFrameworkSlotBase.InitAlreadyHappened | ( | ) |
Initializes whether an init has already happened, but for slots it always returns false.
Implements SCR_ScenarioFrameworkLayerBase.
bool SCR_ScenarioFrameworkSlotBase.InitEntitySpawn | ( | ) |
Spawns entity if not existing or queries objects in range, checks initiation success.
bool SCR_ScenarioFrameworkSlotBase.InitEntitySpawnCheck | ( | ) |
Checks if entity is spawned, if not, waits for all children to spawn then checks again.
Implemented in SCR_ScenarioFrameworkSlotTask.
override bool SCR_ScenarioFrameworkSlotBase.InitOtherThings | ( | ) |
Initializes selected object, repeatable spawn, and entity spawn.
Implements SCR_ScenarioFrameworkLayerBase.
Implemented in SCR_ScenarioFrameworkQRFSlotAI, SCR_ScenarioFrameworkSlotAI, and SCR_ScenarioFrameworkSlotTaskAI.
bool SCR_ScenarioFrameworkSlotBase.InitRepeatableSpawn | ( | ) |
Checks if object already exists, disables repetition and logs error.
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If m_bRandomizePerFaction, then it will set m_sObjectToSpawn to empty because the the catalog system has not been initialised.
It would be incorect to show the manually set object or the faction switched object because the catalog will take preference at runtime.
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protected |
If m_bRandomizePerFaction, then catalog system will ignore m_sObjectToSpawn if it has a catalog match. Otherwise it falls back to m_sObjectToSpawn.
void SCR_ScenarioFrameworkSlotBase.OnCompartmentEntered | ( | IEntity | vehicle, |
BaseCompartmentManagerComponent | mgr, | ||
IEntity | occupant, | ||
int | managerId, | ||
int | slotID | ||
) |
Excludes vehicle from dynamic despawning when entering a component.
[in] | vehicle | Excludes vehicle from dynamic despawning when entering a component. |
[in] | mgr | BaseCompartmentManagerComponent represents an entity component managing cargo, passengers, and other objects in a vehicle. |
[in] | occupant | Occupant represents the entity currently inside the vehicle when the method is called. |
[in] | managerId | ManagerId represents the unique identifier for the comparment manager in the vehicle. |
[in] | slotID | SlotID represents the specific seat. |
void SCR_ScenarioFrameworkSlotBase.OnInventoryParentChanged | ( | InventoryStorageSlot | oldSlot, |
InventoryStorageSlot | newSlot | ||
) |
Method changes inventory parent slot and sets dynamic despawn exclusion for an entity.
[in] | oldSlot | Represents previous inventory slot where item was before being moved. |
[in] | newSlot | Represents new inventory slot for item transfer. |
void SCR_ScenarioFrameworkSlotBase.OnObjectDamage | ( | EDamageState | state | ) |
[in] | state | Checks if object is destroyed, removes damage state change listener, and terminates object if repeated spawn is not enabled and run out of numbers |
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Queries nearby objects within range for the owner entity.
[in] | fRange | Represents search radius for objects in range query. |
override void SCR_ScenarioFrameworkSlotBase.RestoreToDefault | ( | bool | includeChildren = false , |
bool | reinitAfterRestoration = false , |
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bool | affectRandomization = true |
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) |
Restores default settings, clears random object, resets position, calls superclass method.
[in] | includeChildren | Includes children objects in default restoration process. |
[in] | reinitAfterRestoration | Restores object state after restoration, resetting internal variables. |
[in] | affectRandomization | Affects randomization during object restoration. |
Implements SCR_ScenarioFrameworkLayerBase.
Implemented in SCR_ScenarioFrameworkSlotAI, SCR_ScenarioFrameworkSlotMarker, SCR_ScenarioFrameworkSlotTask, SCR_ScenarioFrameworkSlotTaskAI, and SCR_ScenarioFrameworkSlotTrigger.
void SCR_ScenarioFrameworkSlotBase.SetOverriddenObjectDisplayName | ( | string | name | ) |
[in] | name | Sets object display name override. |
void SCR_ScenarioFrameworkSlotBase.SetRandomlySpawnedObject | ( | ResourceName | name | ) |
[in] | name | Represents an object to spawn randomly in the world. |
IEntity SCR_ScenarioFrameworkSlotBase.SpawnAsset | ( | ) |
Spawns random asset, sets position, ignores terrain orientation, requests navmesh rebuild, adds to spawned entities.
Implemented in SCR_ScenarioFrameworkSlotWaypoint.
override void SCR_ScenarioFrameworkSlotBase.SpawnChildren | ( | bool | previouslyRandomized = false | ) |
Slot cannot have children.
[in] | previouslyRandomized | PreviouslyRandomized: Boolean indicating if children were previously randomized before spawning. |
Implements SCR_ScenarioFrameworkLayerBase.
void SCR_ScenarioFrameworkSlotBase.SpawnEntityPreview | ( | IEntity | owner, |
Resource | resource | ||
) |
Spawns preview entity for given resource at owner's position.
[in] | owner | The owner represents the entity that spawns the preview entity in the method. |
[in] | resource | Resource represents an object or entity prefab to spawn as preview for the owner entity. |
ref array<EEditableEntityLabel> SCR_ScenarioFrameworkSlotBase.m_aExcludedEditableEntityLabels |
ref array<ref SCR_ScenarioFrameworkFactionSwitchedObject> SCR_ScenarioFrameworkSlotBase.m_aFactionSwitchedObjects |
ref array<EEditableEntityLabel> SCR_ScenarioFrameworkSlotBase.m_aIncludedEditableEntityLabels |
bool SCR_ScenarioFrameworkSlotBase.m_bCanBeGarbageCollected |
bool SCR_ScenarioFrameworkSlotBase.m_bIgnoreOrientChildrenToTerrain |
bool SCR_ScenarioFrameworkSlotBase.m_bIncludeOnlySelectedLabels |
bool SCR_ScenarioFrameworkSlotBase.m_bRandomizePerFaction |
bool SCR_ScenarioFrameworkSlotBase.m_bShowDebugShapesInWorkbench |
bool SCR_ScenarioFrameworkSlotBase.m_bUseExistingWorldAsset |
EEntityCatalogType SCR_ScenarioFrameworkSlotBase.m_eEntityCatalogType |
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string SCR_ScenarioFrameworkSlotBase.m_sID |
vector SCR_ScenarioFrameworkSlotBase.m_Size |
ResourceName SCR_ScenarioFrameworkSlotBase.m_sObjectToSpawn |
string SCR_ScenarioFrameworkSlotBase.m_sOverrideObjectDisplayName |
ref EntitySpawnParams SCR_ScenarioFrameworkSlotBase.m_SpawnParams = new EntitySpawnParams() |
ResourceName SCR_ScenarioFrameworkSlotBase.m_sRandomlySpawnedObject |
vector SCR_ScenarioFrameworkSlotBase.m_vPosition |