Arma Reforger Script API
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Public Member Functions | Public Attributes | Protected Member Functions | List of all members
SCR_ScenarioFrameworkSlotTask Interface Reference
Inheritance diagram for SCR_ScenarioFrameworkSlotTask:
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Public Member Functions

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_ScenarioFrameworkLayerBaseGetRandomlySpawnedChildren ()
 
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_ScenarioFrameworkLayerBaseGetChildrenEntities ()
 
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_ScenarioFrameworkLogicGetSpawnedLogics ()
 
array< ref SCR_ScenarioFrameworkPluginGetSpawnedPlugins ()
 
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.
 

Public Attributes

LocalizedString m_sTaskTitle
 
LocalizedString m_sTaskDescription
 
LocalizedString m_sTaskExecutionBriefing
 
string m_sTaskIntroVoiceline
 
ref array< ref SCR_ScenarioFrameworkActivationConditionBasem_aFinishConditions
 
SCR_EScenarioFrameworkLogicOperators m_eFinishConditionLogic
 
ref array< ref SCR_ScenarioFrameworkActionBasem_aActionsOnFinished
 
ref array< ref SCR_ScenarioFrameworkActionBasem_aActionsOnCreated
 
ref array< ref SCR_ScenarioFrameworkActionBasem_aActionsOnFailed
 
ref array< ref SCR_ScenarioFrameworkActionBasem_aActionsOnProgress
 
ref array< ref SCR_ScenarioFrameworkActionBasem_aActionsOnUpdated
 
SCR_ScenarioFrameworkLayerTask m_TaskLayer
 
bool m_bTaskResolvedBeforeLoad
 
bool m_bTempIsTerminated
 
- Public Attributes inherited from SCR_ScenarioFrameworkSlotBase
ResourceName m_sObjectToSpawn
 
ref array< ref SCR_ScenarioFrameworkFactionSwitchedObjectm_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
 
bool m_bShowDebugShapesInWorkbench
 
- Public Attributes inherited from SCR_ScenarioFrameworkLayerBase
SCR_EScenarioFrameworkSpawnChildrenType m_SpawnChildren
 
FactionKey m_sFactionKey
 
int m_iRandomPercent
 
bool m_bEnableRepeatedSpawn
 
int m_iRepeatedSpawnNumber
 
float m_fRepeatedSpawnTimer
 
bool m_bShowDebugShapesDuringRuntime
 
SCR_ScenarioFrameworkEActivationType m_eActivationType
 
ref array< ref SCR_ScenarioFrameworkActivationConditionBasem_aActivationConditions
 
SCR_EScenarioFrameworkLogicOperators m_eActivationConditionLogic
 
ref array< ref SCR_ScenarioFrameworkActionBasem_aActivationActions
 
bool m_bExcludeFromDynamicDespawn
 
ref array< ref SCR_ScenarioFrameworkPluginm_aPlugins
 
ref array< SCR_ScenarioFrameworkLayerBasem_aChildren = {}
 
ref array< SCR_ScenarioFrameworkLayerBasem_aRandomlySpawnedChildren = {}
 
ref array< SCR_ScenarioFrameworkLogicm_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, 0xFF, 0x00, 0x12)
 
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
 

Protected Member Functions

void StoreTaskSubjectToParentTaskLayer ()
 Binds current task to parent task layer if available, else logs error.
 
- Protected Member Functions inherited from SCR_ScenarioFrameworkSlotBase
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.
 

Additional Inherited Members

- Static Public Attributes inherited from SCR_ScenarioFrameworkLayerBase
static const int SPAWN_DELAY = 200
 
- Protected Attributes inherited from SCR_ScenarioFrameworkSlotBase
IEntity m_PreviewEntity
 

Constructor & Destructor Documentation

◆ ~SCR_ScenarioFrameworkSlotTask()

void SCR_ScenarioFrameworkSlotTask.~SCR_ScenarioFrameworkSlotTask ( )

Removes current task from support entity if in scenario mode, otherwise despawns self.

Member Function Documentation

◆ DynamicDespawn()

override void SCR_ScenarioFrameworkSlotTask.DynamicDespawn ( SCR_ScenarioFrameworkLayerBase  layer)

Removes self from dynamic despawn list, if not already spawned, initiates despawn, removes inventory change event.

Parameters
[in]layerLayer represents the scenario framework layer where dynamic despawning occurs.

Implements SCR_ScenarioFrameworkSlotBase.

Implemented in SCR_ScenarioFrameworkSlotDefend, SCR_ScenarioFrameworkSlotPick, and SCR_ScenarioFrameworkSlotTaskAI.

◆ DynamicReinit()

override void SCR_ScenarioFrameworkSlotTask.DynamicReinit ( )

Initializes scenario with same activation type as parent.

Implements SCR_ScenarioFrameworkLayerBase.

◆ FinishInit()

override void SCR_ScenarioFrameworkSlotTask.FinishInit ( )

Finishes initialization, sets termination flag, and calls base class FinishInit.

Implements SCR_ScenarioFrameworkSlotBase.

Implemented in SCR_ScenarioFrameworkSlotClearArea, and SCR_ScenarioFrameworkSlotExtraction.

◆ GetParentTaskLayer()

SCR_ScenarioFrameworkLayerTask SCR_ScenarioFrameworkSlotTask.GetParentTaskLayer ( )
Returns
parent ScenarioFrameworkLayerTask of the entity owning this task.

◆ GetTaskDescription()

string SCR_ScenarioFrameworkSlotTask.GetTaskDescription ( int  iState = 0)

Returns the description of the current task based on its state.

Parameters
[in]iStateiState represents the current state of the task.
Returns
the description string for the current task state.

Implemented in SCR_ScenarioFrameworkSlotPick.

◆ GetTaskExecutionBriefing()

LocalizedString SCR_ScenarioFrameworkSlotTask.GetTaskExecutionBriefing ( )
Returns
Task execution briefing string.

◆ GetTaskState()

SCR_TaskState SCR_ScenarioFrameworkSlotTask.GetTaskState ( )
Returns
Represents the current state of the task or its parent task layer, if no parent layer exists, it returns OPENED

◆ GetTaskTitle()

LocalizedString SCR_ScenarioFrameworkSlotTask.GetTaskTitle ( int  iState = 0)

Returns localized string for task title based on current state.

Parameters
[in]iStateiState represents the current state of the task title.
Returns
the localized string representing the title of the task with index iState.

Implemented in SCR_ScenarioFrameworkSlotPick.

◆ InitEntitySpawnCheck()

override bool SCR_ScenarioFrameworkSlotTask.InitEntitySpawnCheck ( )

Spawn check for entity initiation, handles termination if no entity, returns true if entity exists, false otherwise.

Returns
whether entity is successfully spawned or not.

Implements SCR_ScenarioFrameworkSlotBase.

◆ InitNotTerminated()

override bool SCR_ScenarioFrameworkSlotTask.InitNotTerminated ( )

Checks if layer is not terminated, spawns children if parent exists, returns false if terminated or children not spawnned.

Returns
true if not terminated, otherwise false.

Implements SCR_ScenarioFrameworkLayerBase.

◆ OnTaskStateChanged()

void SCR_ScenarioFrameworkSlotTask.OnTaskStateChanged ( SCR_TaskState  newState)
Parameters
[in]newStateTask state change event, triggers actions based on state change.

◆ RestoreToDefault()

override void SCR_ScenarioFrameworkSlotTask.RestoreToDefault ( bool  includeChildren = false,
bool  reinitAfterRestoration = false,
bool  affectRandomization = true 
)

Resets all action activations, cancels task, and restores default settings.

Parameters
[in]includeChildrenResets actions' activation count, cancels task if TaskLayer exists, resets TaskLayer, and restores default
[in]reinitAfterRestorationResets all action counts after restoring default state, also cancels current task if TaskLayer is present.
[in]affectRandomizationAffects randomization state during restoration process.

Implements SCR_ScenarioFrameworkSlotBase.

Implemented in SCR_ScenarioFrameworkSlotTaskAI.

◆ SetTaskResolvedBeforeLoad()

void SCR_ScenarioFrameworkSlotTask.SetTaskResolvedBeforeLoad ( bool  state)
Parameters
[in]stateIndicates whether the task is resolved before loading.

◆ StoreTaskSubjectToParentTaskLayer()

void SCR_ScenarioFrameworkSlotTask.StoreTaskSubjectToParentTaskLayer ( )
protected

Binds current task to parent task layer if available, else logs error.

Implemented in SCR_ScenarioFrameworkSlotDelivery.

Member Data Documentation

◆ m_aActionsOnCreated

ref array<ref SCR_ScenarioFrameworkActionBase> SCR_ScenarioFrameworkSlotTask.m_aActionsOnCreated

◆ m_aActionsOnFailed

ref array<ref SCR_ScenarioFrameworkActionBase> SCR_ScenarioFrameworkSlotTask.m_aActionsOnFailed

◆ m_aActionsOnFinished

ref array<ref SCR_ScenarioFrameworkActionBase> SCR_ScenarioFrameworkSlotTask.m_aActionsOnFinished

◆ m_aActionsOnProgress

ref array<ref SCR_ScenarioFrameworkActionBase> SCR_ScenarioFrameworkSlotTask.m_aActionsOnProgress

◆ m_aActionsOnUpdated

ref array<ref SCR_ScenarioFrameworkActionBase> SCR_ScenarioFrameworkSlotTask.m_aActionsOnUpdated

◆ m_aFinishConditions

ref array<ref SCR_ScenarioFrameworkActivationConditionBase> SCR_ScenarioFrameworkSlotTask.m_aFinishConditions

◆ m_bTaskResolvedBeforeLoad

bool SCR_ScenarioFrameworkSlotTask.m_bTaskResolvedBeforeLoad

◆ m_bTempIsTerminated

bool SCR_ScenarioFrameworkSlotTask.m_bTempIsTerminated

◆ m_eFinishConditionLogic

SCR_EScenarioFrameworkLogicOperators SCR_ScenarioFrameworkSlotTask.m_eFinishConditionLogic

◆ m_sTaskDescription

LocalizedString SCR_ScenarioFrameworkSlotTask.m_sTaskDescription

◆ m_sTaskExecutionBriefing

LocalizedString SCR_ScenarioFrameworkSlotTask.m_sTaskExecutionBriefing

◆ m_sTaskIntroVoiceline

string SCR_ScenarioFrameworkSlotTask.m_sTaskIntroVoiceline

◆ m_sTaskTitle

LocalizedString SCR_ScenarioFrameworkSlotTask.m_sTaskTitle

◆ m_TaskLayer

SCR_ScenarioFrameworkLayerTask SCR_ScenarioFrameworkSlotTask.m_TaskLayer

The documentation for this interface was generated from the following file: