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| SCR_ScenarioFrameworkMarkerType | GetMapMarkerType () |
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| void | SetMapMarkerType (SCR_ScenarioFrameworkMarkerType type) |
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| SCR_MapMarkerBase | GetMapMarker () |
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| override void | AfterAllChildrenSpawned (SCR_ScenarioFrameworkLayerBase layer) |
| | Spawns map marker after all children spawned in scenario layer.
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| override void | RestoreToDefault (bool includeChildren=false, bool reinitAfterRestoration=false, bool affectRandomization=true) |
| | Restores default state, removes map marker, nullifies it, calls base method.
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| void | RemoveMapMarker () |
| | Removes map marker by ID from map marker manager.
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| override void | SetIsTerminated (bool state) |
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| void | ~SCR_ScenarioFrameworkSlotMarker () |
| | Removes map marker when not in edit mode, despawns object if in edit mode.
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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 void | DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer) |
| | //!
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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 | InitEntitySpawnCheck () |
| | Checks if entity is spawned, if not, waits for all children to spawn then checks again.
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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 | FinishInit () |
| | Finishes initialization, assigns unique ID, sets up damage manager, event handlers, inventory, and garbage system if applicable.
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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 | 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 | 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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| void | DynamicReinit () |
| | Reinitializes this layer.
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| bool | InitParentLayer () |
| | Initializes parent layer.
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| 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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| 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 > | GetActivationActions () |
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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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