Arma Reforger Script API
|
Public Member Functions | |
override void | FinishInit () |
Initializes scenario trigger entity, sets its owner faction, then calls base class FinishInit method. | |
Public Member Functions inherited from SCR_ScenarioFrameworkSlotTask | |
void | OnTaskStateChanged (SCR_TaskState newState) |
void | SetTaskResolvedBeforeLoad (bool state) |
LocalizedString | GetTaskTitle (int iState=0) |
Returns localized string for task title based on current state. | |
LocalizedString | GetTaskExecutionBriefing () |
string | GetTaskDescription (int iState=0) |
Returns the description of the current task based on its state. | |
SCR_TaskState | GetTaskState () |
SCR_ScenarioFrameworkLayerTask | GetParentTaskLayer () |
override void | RestoreToDefault (bool includeChildren=false, bool reinitAfterRestoration=false, bool affectRandomization=true) |
Resets all action activations, cancels task, and restores default settings. | |
override void | DynamicReinit () |
Initializes scenario with same activation type as parent. | |
override void | DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer) |
Removes self from dynamic despawn list, if not already spawned, initiates despawn, removes inventory change event. | |
override bool | InitNotTerminated () |
Checks if layer is not terminated, spawns children if parent exists, returns false if terminated or children not spawnned. | |
override bool | InitEntitySpawnCheck () |
Spawn check for entity initiation, handles termination if no entity, returns true if entity exists, false otherwise. | |
override void | FinishInit () |
Finishes initialization, sets termination flag, and calls base class FinishInit. | |
void | ~SCR_ScenarioFrameworkSlotTask () |
Removes current task from support entity if in scenario mode, otherwise despawns self. | |
Public Member Functions inherited from SCR_ScenarioFrameworkSlotBase | |
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. | |
override void SCR_ScenarioFrameworkSlotExtraction.FinishInit | ( | ) |
Initializes scenario trigger entity, sets its owner faction, then calls base class FinishInit method.
Implements SCR_ScenarioFrameworkSlotTask.