| 
| void  | SetAIPrefabsForRemoval (array< ResourceName > arrayForRemoval) | 
|   | 
| array< ResourceName >  | GetAIPrefabsForRemoval () | 
|   | 
| override void  | RestoreToDefault (bool includeChildren=false, bool reinitAfterRestoration=false, bool affectRandomization=true) | 
|   | Restores default settings, clears waypoints, AI group, prefabs, slots, and initializes randomization.  
  | 
|   | 
| override void  | DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer) | 
|   | Dynamically despawns this layer.  
  | 
|   | 
| override bool  | InitOtherThings () | 
|   | Clears cached values and handles Waypoint Sets.  
  | 
|   | 
| override void  | AfterAllChildrenSpawned (SCR_ScenarioFrameworkLayerBase layer) | 
|   | Initializes AI after all children spawned, removes event handler.  
  | 
|   | 
| void  | AfterAllAgentsSpawned () | 
|   | Initializes plugins, actions, and checks for parent layer spawn completion, then sets waypoints for AI if not initialized.  
  | 
|   | 
| void  | ActivateAI () | 
|   | Activates AI group, removes unwanted prefabs, balances units count, sets on agent remove and add events,.  
  | 
|   | 
| void  | OnAgentAdded (AIAgent child) | 
|   | 
| void  | DecreaseAIGroupMemberCount (SCR_AIGroup group, AIAgent agent) | 
|   | Decreases AI group member count, handles termination if group empty, adds removed AI entity prefab to removal list.  
  | 
|   | 
| 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  | DynamicReinit () | 
|   | Initializes scenario with same activation type as parent.  
  | 
|   | 
| 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.  
  | 
|   | 
| 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 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  | InitEntitySpawn () | 
|   | Spawns entity if not existing or queries objects in range, checks initiation success.  
  | 
|   | 
| override void  | Init (SCR_ScenarioFrameworkArea area=null, SCR_ScenarioFrameworkEActivationType activation=SCR_ScenarioFrameworkEActivationType.SAME_AS_PARENT) | 
|   | Initializes scenario framework slot.  
  | 
|   | 
| 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_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.  
  | 
|   | 
| 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  | 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  | InitParentLayer () | 
|   | Initializes parent layer.  
  | 
|   | 
| 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.  
  | 
|   | 
| void  | FinishInitChildrenInsert () | 
|   | For situations where some other logic is needed to be performed before or after this Insert.  
  | 
|   | 
| 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.  
  | 
|   | 
| 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.  
  | 
|   | 
| ref SCR_ScenarioFrameworkWaypointSet  | m_WaypointSet | 
|   | 
| bool  | m_bSpawnAIOnWPPos | 
|   | 
| ResourceName  | m_sWPToSpawn | 
|   | 
| bool  | m_bBalanceOnPlayersCount | 
|   | 
| int  | m_iMinUnitsInGroup | 
|   | 
| bool  | m_bExcludeFromDynamicDespawnOnVehicleEntered | 
|   | 
| SCR_EAIGroupFormation  | m_eAIGroupFormation | 
|   | 
| EAISkill  | m_eAISkill | 
|   | 
| float  | m_fPerceptionFactor | 
|   | 
| ResourceName  | m_sGroupPrefab | 
|   | 
| ref array< AIWaypoint >  | m_aWaypoints = {} | 
|   | 
| SCR_AIGroup  | m_AIGroup | 
|   | 
| ref array< ResourceName >  | m_aAIPrefabsForRemoval = {} | 
|   | 
| ref array< SCR_ScenarioFrameworkSlotWaypoint >  | m_aSlotWaypoints = {} | 
|   | 
| int  | m_iCurrentlySpawnedWaypoints | 
|   | 
| bool  | m_bWaypointsInitialized | 
|   | 
| bool  | m_bGroupWasNull | 
|   | 
| LocalizedString  | m_sTaskTitle | 
|   | 
| LocalizedString  | m_sTaskDescription | 
|   | 
| LocalizedString  | m_sTaskExecutionBriefing | 
|   | 
| string  | m_sTaskIntroVoiceline | 
|   | 
| ref array< ref SCR_ScenarioFrameworkActivationConditionBase >  | m_aFinishConditions | 
|   | 
| SCR_EScenarioFrameworkLogicOperators  | m_eFinishConditionLogic | 
|   | 
| ref array< ref SCR_ScenarioFrameworkActionBase >  | m_aActionsOnFinished | 
|   | 
| ref array< ref SCR_ScenarioFrameworkActionBase >  | m_aActionsOnCreated | 
|   | 
| ref array< ref SCR_ScenarioFrameworkActionBase >  | m_aActionsOnFailed | 
|   | 
| ref array< ref SCR_ScenarioFrameworkActionBase >  | m_aActionsOnProgress | 
|   | 
| ref array< ref SCR_ScenarioFrameworkActionBase >  | m_aActionsOnUpdated | 
|   | 
| SCR_ScenarioFrameworkLayerTask  | m_TaskLayer | 
|   | 
| bool  | m_bTaskResolvedBeforeLoad | 
|   | 
| bool  | m_bTempIsTerminated | 
|   | 
| ResourceName  | m_sObjectToSpawn | 
|   | 
| ref array< ref SCR_ScenarioFrameworkFactionSwitchedObject >  | m_aFactionSwitchedObjects | 
|   | 
| string  | m_sID | 
|   | 
| bool  | m_bUseExistingWorldAsset | 
|   | 
| string  | m_sOverrideObjectDisplayName | 
|   | 
| bool  | m_bCanBeGarbageCollected | 
|   | 
| bool  | m_bRandomizePerFaction | 
|   | 
| EEntityCatalogType  | m_eEntityCatalogType | 
|   | 
| ref array< EEditableEntityLabel >  | m_aIncludedEditableEntityLabels | 
|   | 
| ref array< EEditableEntityLabel >  | m_aExcludedEditableEntityLabels | 
|   | 
| bool  | m_bIncludeOnlySelectedLabels | 
|   | 
| bool  | m_bIgnoreOrientChildrenToTerrain | 
|   | 
| ref EntitySpawnParams  | m_SpawnParams = new EntitySpawnParams() | 
|   | 
| vector  | m_Size | 
|   | 
| ResourceName  | m_sRandomlySpawnedObject | 
|   | 
| vector  | m_vPosition | 
|   | 
| SCR_EScenarioFrameworkSpawnChildrenType  | m_SpawnChildren | 
|   | 
| FactionKey  | m_sFactionKey | 
|   | 
| int  | m_iRandomPercent | 
|   | 
| bool  | m_bEnableRepeatedSpawn | 
|   | 
| int  | m_iRepeatedSpawnNumber | 
|   | 
| float  | m_fRepeatedSpawnTimer | 
|   | 
| bool  | m_bShowDebugShapesDuringRuntime | 
|   | 
| bool  | m_bShowDebugShapesInWorkbench | 
|   | 
| SCR_ScenarioFrameworkEActivationType  | m_eActivationType | 
|   | 
| ref array< ref SCR_ScenarioFrameworkActivationConditionBase >  | m_aActivationConditions | 
|   | 
| SCR_EScenarioFrameworkLogicOperators  | m_eActivationConditionLogic | 
|   | 
| ref array< ref SCR_ScenarioFrameworkActionBase >  | m_aActivationActions | 
|   | 
| bool  | m_bDynamicDespawn | 
|   | 
| int  | m_iDynamicDespawnRange | 
|   | 
| bool  | m_bExcludeFromDynamicDespawn | 
|   | 
| ref array< ref SCR_ScenarioFrameworkPlugin >  | m_aPlugins | 
|   | 
| ref array< SCR_ScenarioFrameworkLayerBase >  | m_aChildren = {} | 
|   | 
| ref array< SCR_ScenarioFrameworkLayerBase >  | m_aRandomlySpawnedChildren = {} | 
|   | 
| ref array< SCR_ScenarioFrameworkLogic >  | m_aLogic = {} | 
|   | 
| ref ScriptInvokerBase< ScriptInvokerScenarioFrameworkLayerMethod >  | m_OnAllChildrenSpawned | 
|   | 
| ref array< IEntity >  | m_aSpawnedEntities = {} | 
|   | 
| IEntity  | m_Entity | 
|   | 
| SCR_ScenarioFrameworkArea  | m_Area | 
|   | 
| SCR_ScenarioFrameworkLayerBase  | m_ParentLayer | 
|   | 
| float  | m_fDebugShapeRadius = 0.25 | 
|   | 
| WorldTimestamp  | m_fRepeatSpawnTimeStart | 
|   | 
| WorldTimestamp  | m_fRepeatSpawnTimeEnd | 
|   | 
| int  | m_iDebugShapeColor = ARGB(32, 255, 255, 255) | 
|   | 
| int  | m_iCurrentlySpawnedChildren | 
|   | 
| int  | m_iSupposedSpawnedChildren | 
|   | 
| bool  | m_bInitiated | 
|   | 
| bool  | m_bDynamicallyDespawned | 
|   | 
| bool  | m_bIsTerminated | 
|   | 
| int  | m_iRepeatedSpawnNumberDefault = m_iRepeatedSpawnNumber | 
|   | 
| SCR_ScenarioFrameworkEActivationType  | m_eActivationTypeDefault = m_eActivationType | 
|   | 
| static const int  | SPAWN_DELAY = 200 | 
|   | 
| void  | OnAgentCompartmentEntered (AIAgent agent, IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move) | 
|   | 
| void  | OnAgentCompartmentLeft (AIAgent agent, IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move) | 
|   | 
| void  | InitGroupComponents () | 
|   | Initializes AI group components, sets formation, and combat parameters for agents in the group.  
  | 
|   | 
| void  | InitWaypoints () | 
|   | Initializes waypoints by finding them in specified layers, adding them to list, and processing them after initialization.  
  | 
|   | 
| void  | CheckWaypointsAfterInit (SCR_ScenarioFrameworkLayerBase layer) | 
|   | Checks waypoints after init, adds/removes event handler for all waypoints spawned, increments spawned way.  
  | 
|   | 
| void  | ProcessWaypoints (SCR_ScenarioFrameworkLayerBase layer) | 
|   | Initializes waypoints for AI if scenario is initiated, otherwise waits for all children to spawn before setting waypoints.  
  | 
|   | 
| void  | SetWaypointToAI (SCR_ScenarioFrameworkLayerBase layer) | 
|   | 
| AIWaypoint  | CreateDefaultWaypoint () | 
|   | Creates default waypoint for AI entity, spawns it in world space, adds it to list.  
  | 
|   | 
| bool  | CreateAIGroup () | 
|   | Creates an AI group, sets its faction, adds entity to group, and optionally sets entity's position.  
  | 
|   | 
| void  | StoreTaskSubjectToParentTaskLayer () | 
|   | Binds current task to parent task layer if available, else logs error.  
  | 
|   | 
| 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.  
  | 
|   | 
| 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.  
  | 
|   | 
| IEntity  | m_PreviewEntity | 
|   |