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| void | OnTaskStateChanged (SCR_TaskState newState) |
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| void | SetTaskResolvedBeforeLoad (bool state) |
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| LocalizedString | GetTaskTitle (int iState=0) |
| | Returns localized string for task title based on current state.
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| LocalizedString | GetTaskExecutionBriefing () |
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| string | GetTaskDescription (int iState=0) |
| | Returns the description of the current task based on its state.
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| SCR_TaskState | GetTaskState () |
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| SCR_ScenarioFrameworkLayerTask | GetParentTaskLayer () |
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| override void | RestoreToDefault (bool includeChildren=false, bool reinitAfterRestoration=false, bool affectRandomization=true) |
| | Resets all action activations, cancels task, and restores default settings.
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| override void | DynamicReinit () |
| | Initializes scenario with same activation type as parent.
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| override void | DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer) |
| | Removes self from dynamic despawn list, if not already spawned, initiates despawn, removes inventory change event.
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| override 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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| override bool | InitEntitySpawnCheck () |
| | Spawn check for entity initiation, handles termination if no entity, returns true if entity exists, false otherwise.
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| override void | FinishInit () |
| | Finishes initialization, sets termination flag, and calls base class FinishInit.
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| void | ~SCR_ScenarioFrameworkSlotTask () |
| | Removes current task from support entity if in scenario mode, otherwise despawns self.
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| void | OnObjectDamage (EDamageState state) |
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| void | OnInventoryParentChanged (InventoryStorageSlot oldSlot, InventoryStorageSlot newSlot) |
| | Method changes inventory parent slot and sets dynamic despawn exclusion for an entity.
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| void | OnCompartmentEntered (IEntity vehicle, BaseCompartmentManagerComponent mgr, IEntity occupant, int managerId, int slotID) |
| | Excludes vehicle from dynamic despawning when entering a component.
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| string | GetOverriddenObjectDisplayName () |
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| void | SetOverriddenObjectDisplayName (string name) |
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| string | GetSpawnedEntityDisplayName () |
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| SCR_ScenarioFrameworkArea | GetAreaWB () |
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| string | GetSpawnedObjectName () |
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| ResourceName | GetObjectToSpawn () |
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| ResourceName | GetSelectedObjectToSpawn () |
| | First attempts to get get teh Fction Switched Object for the provided faciton key, then falls back to m_sObjectToSpawn.
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| ResourceName | GetRandomlySpawnedObject () |
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| void | SetRandomlySpawnedObject (ResourceName name) |
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| override bool | InitAlreadyHappened () |
| | Initializes whether an init has already happened, but for slots it always returns false.
|
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| bool | InitRepeatableSpawn () |
| | Checks if object already exists, disables repetition and logs error.
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| bool | InitEntitySpawn () |
| | Spawns entity if not existing or queries objects in range, checks initiation success.
|
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| override bool | InitOtherThings () |
| | Initializes selected object, repeatable spawn, and entity spawn.
|
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| override void | Init (SCR_ScenarioFrameworkArea area=null, SCR_ScenarioFrameworkEActivationType activation=SCR_ScenarioFrameworkEActivationType.SAME_AS_PARENT) |
| | Initializes scenario framework slot.
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| 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.
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| override void | SpawnChildren (bool previouslyRandomized=false) |
| | Slot cannot have children.
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| 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.
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| IEntity | SpawnAsset () |
| | Spawns random asset, sets position, ignores terrain orientation, requests navmesh rebuild, adds to spawned entities.
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| 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.
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| void | SpawnEntityPreview (IEntity owner, Resource resource) |
| | Spawns preview entity for given resource at owner's position.
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| 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.
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| 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.
|
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| void | SCR_ScenarioFrameworkSlotBase (IEntityComponentSource src, IEntity ent, IEntity parent) |
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| void | ~SCR_ScenarioFrameworkSlotBase () |
| | Deletes preview entity in workbench mode, returns if in edit mode, otherwise despawns scenario slot base.
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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 | 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 | InitParentLayer () |
| | Initializes parent layer.
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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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| void | FinishInitChildrenInsert () |
| | For situations where some other logic is needed to be performed before or after this Insert.
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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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| 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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| LocalizedString | m_sTaskTitle |
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| LocalizedString | m_sTaskDescription |
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| LocalizedString | m_sTaskExecutionBriefing |
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| string | m_sTaskIntroVoiceline |
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| ref array< ref SCR_ScenarioFrameworkActivationConditionBase > | m_aFinishConditions |
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| SCR_EScenarioFrameworkLogicOperators | m_eFinishConditionLogic |
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| ref array< ref SCR_ScenarioFrameworkActionBase > | m_aActionsOnFinished |
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| ref array< ref SCR_ScenarioFrameworkActionBase > | m_aActionsOnCreated |
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| ref array< ref SCR_ScenarioFrameworkActionBase > | m_aActionsOnFailed |
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| ref array< ref SCR_ScenarioFrameworkActionBase > | m_aActionsOnProgress |
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| ref array< ref SCR_ScenarioFrameworkActionBase > | m_aActionsOnUpdated |
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| SCR_ScenarioFrameworkLayerTask | m_TaskLayer |
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| bool | m_bTaskResolvedBeforeLoad |
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| bool | m_bTempIsTerminated |
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| ResourceName | m_sObjectToSpawn |
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| ref array< ref SCR_ScenarioFrameworkFactionSwitchedObject > | m_aFactionSwitchedObjects |
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| string | m_sID |
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| bool | m_bUseExistingWorldAsset |
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| string | m_sOverrideObjectDisplayName |
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| bool | m_bCanBeGarbageCollected |
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| bool | m_bRandomizePerFaction |
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| EEntityCatalogType | m_eEntityCatalogType |
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| ref array< EEditableEntityLabel > | m_aIncludedEditableEntityLabels |
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| ref array< EEditableEntityLabel > | m_aExcludedEditableEntityLabels |
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| bool | m_bIncludeOnlySelectedLabels |
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| bool | m_bIgnoreOrientChildrenToTerrain |
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| ref EntitySpawnParams | m_SpawnParams = new EntitySpawnParams() |
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| vector | m_Size |
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| ResourceName | m_sRandomlySpawnedObject |
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| vector | m_vPosition |
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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 |
| |
| WorldTimestamp | m_fRepeatSpawnTimeStart |
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| WorldTimestamp | m_fRepeatSpawnTimeEnd |
| |
| int | m_iDebugShapeColor = ARGB(32, 255, 255, 255) |
| |
| int | m_iCurrentlySpawnedChildren |
| |
| 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 int | SPAWN_DELAY = 200 |
| |
| void | StoreTaskSubjectToParentTaskLayer () |
| | Binds current task to parent task layer if available, else logs error.
|
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| void | QueryObjectsInRange (float fRange=2.5) |
| | Queries nearby objects within range for the owner entity.
|
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| bool | GetEntity (notnull IEntity entity) |
| | Checks if entity matches prefab data, if not, checks if it matches object to spawn, if not, returns true.
|
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| 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.
|
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| void | InitSelectedObjectToPreview () |
| | If m_bRandomizePerFaction, then it will set m_sObjectToSpawn to empty because the the catalog system has not been initialised.
|
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| void | SetFactionKey (FactionKey factionKey) |
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| FactionKey | GetFactionKey () |
| |
| 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.
|
| |
| 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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| IEntity | m_PreviewEntity |
| |