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Arma Reforger Script API
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Public Member Functions | |
| override bool | ShouldBePaused () |
| Is this system should be paused while the simulation is paused? | |
| void | RpcDo_SetSignalOnEntity (EntityID pEntID, string signalName, int val) |
| Sets signal value on entity by ID. | |
| void | SetSignalValue (IEntity entity, string signalName, int val) |
| Sets signal value on entity via RPC. | |
| void | RpcDo_PlaySoundOnEntity (EntityID pEntID, string sSndName) |
| Plays sound on entity by ID. | |
| void | PlaySoundOnEntity (IEntity entity, string sSndName) |
| Plays sound on entity or game mode if entity is null. | |
| void | RpcDo_PlayCommunicationSoundOnEntity (EntityID pEntID, string sSndName) |
| Plays sound on entity by ID. | |
| void | PlayCommunicationSoundOnEntity (IEntity entity, string sSndName) |
| Plays communication sound on entity or game mode if entity is null. | |
| void | PlayIntroVoiceline (int playerID, string eventName, EntityID entityID) |
| Plays intro voiceline for player with specified event name and entity ID. | |
| void | RpcDo_PlayIntroVoiceline (int playerID, string eventName, EntityID entityID) |
| Plays intro voiceline event for player, sets objectives based on indexes, and plays sound event. | |
| void | RpcDo_PlaySoundOnEntityPosition (RplId objectID, string soundFile, string soundEventName) |
| Plays sound on entity position with given sound file and event name. | |
| void | PlaySoundOnEntityPosition (IEntity object, string soundFile, string soundEventName) |
| Plays sound event on the position of provided entity. | |
| SCR_Task | GetLastFinishedTask () |
| SCR_ScenarioFrameworkLayerBase | GetLastFinishedTaskLayer () |
| array< SCR_ScenarioFrameworkArea > | GetAreas () |
| void | OnTaskAdded (SCR_Task task) |
| void | OnTaskAddedCalledLater (SCR_Task task) |
| void | OnTaskUpdate (SCR_Task task, SCR_ETaskState taskState) |
| Updates task properties, checks if task is finished, and triggers pop-up messages or slot task updates based on event. | |
| void | SetMissionEndScreen (EGameOverTypes GameOverType) |
| void | Finish () |
| Finishes current game mode, sets match over flag, and ends game mode with specified type. | |
| bool | GetIsMatchOver () |
| ScriptInvoker | GetOnAllAreasInitiated () |
| SCR_ScenarioFrameworkArea | SelectNearestAreaByTaskType (SCR_ESFTaskType eTaskType) |
| Selects nearest area with suitable task type for last finished task position. | |
| bool | IsMaster () |
| Checks if current game mode has RplComponent and is not a proxy. | |
| void | RegisterArea (SCR_ScenarioFrameworkArea area) |
| Registers new area in scenario framework areas list. | |
| void | LoadComponentSettings () |
| Loads component settings from SCR_GameModeSFManager. | |
| void | LoadHeaderSettings () |
| Loads mission header settings. | |
| bool | Init () |
| Initializes scenario framework system. | |
| void | PostInit () |
| Generates tasks for debug shape layers on player connect, if any. | |
| void | OnPlayerConnected (int playerID) |
| void | SyncDebugShapes (int playerID) |
| Synchronizes debug shapes for player with ID, manages layer visibility and position. | |
| void | SpawnRandomTask (int countSafe=0) |
| Spawns random tasks in an area, removing duplicates and ensuring task type balance. | |
| void | GenerateTasks () |
| Main function responsible for selecting available tasks and spawning the areas related to the tasks. | |
| void | CreateVariableValue (string key, string value) |
| Create a new global variable at the scenario. | |
| void | RpcDo_CreateVariableValue (string key, string value, int playerID) |
| Create a new global variable at the scenario. | |
| void | SetVariableValue (string key, string value) |
| Set a value to global variable at the scenario. | |
| void | RpcDo_SetVariableValue (string key, string value) |
| Set a value to global variable at the scenario. | |
| bool | GetVariable (string key, out string value) |
| Get value of given variable. | |
| void | ProcessVoicelineEnumAndString (TypeName targetEnum, string targetString) |
| Processes voice line enum and string, assigns index if match found. | |
| void | AfterLayerTasksInit () |
| Executes AfterTasksInitActions after all Layer Tasks are finished spawning. | |
| void | GenerateSingleTask (int index) |
| Generates an area with a layer and slot tasks, if valid indices provided. | |
| SCR_ScenarioFrameworkArea | SelectRandomAreaByTaskType (SCR_ESFTaskType eTaskType) |
| Selects random area with suitable task type from list of areas. | |
| SCR_ScenarioFrameworkArea | GetParentArea (IEntity child) |
| Get parent area the object is nested into. | |
| void | PrepareAreaSpecificDynamicDespawn (SCR_ScenarioFrameworkArea area, bool staySpawned=false, int despawnRange=0) |
| Prepares dynamic spawn/despawn for specific area (Intended for runtime usage) | |
| void | RemoveAreaSpecificDynamicDespawn (SCR_ScenarioFrameworkArea area, bool staySpawned=false) |
| Removes dynamic spawn/despawn for specific area (Intended for runtime usage) | |
| void | PrepareDynamicDespawn () |
| Prepares dynamic spawn/despawn. | |
| void | CheckDistance () |
| Refreshes array of player characters and checks which areas should spawn/despawn. | |
| void | DynamicSpawn () |
| Goes over despawned areas and checks whether or not said area should spawn. | |
| void | DynamicDespawn () |
| Goes over spawned areas and checks whether or not said area should despawn. | |
| void | ShowHint (string sTitle, string sSubtitle, int timeOut, FactionKey factionKey="", int playerID=-1) |
| Displays hint with title, subtitle, timeout, faction key, and player ID, then calls RpcDo. | |
| void | RpcDo_ShowHint (string sTitle, string sSubtitle, int timeOut, FactionKey factionKey, int playerID) |
| Displays hint with title, subtitle, timeout, and fact/playerID checks. | |
| void | HideHint (FactionKey factionKey="", int playerID=-1) |
| Hide current hint. | |
| void | RpcDo_HideHint (FactionKey factionKey, int playerID) |
| Hide current hint. | |
| void | PopUpMessage (string sTitle, string sSubtitle, FactionKey factionKey="", int playerID=-1, string titleParam1="", string titleParam2="", string subtitleParam1="", string subtitleParam2="") |
| Displays a pop-up message with title, subtitle, optional faction key, and optional player ID. | |
| void | RpcDo_PopUpMessage (string sTitle, string sSubtitle, FactionKey factionKey, int playerID, string titleParam1, string titleParam2, string subtitleParam1, string subtitleParam2) |
| Displays pop-up message with title, subtitle, and checks if player is in specified faction or not. | |
| void | ManageLayerDebugShape (EntityID id, bool draw, float radius, bool runtime) |
| Manages layer debug shape visibility and radius, updates event mask if draw is true, stores layer IDs for runtime in session. | |
| void | RpcDo_ManageLayerDebugShape (int playerID, EntityID id, bool draw, float radius) |
| Manages layer debug shape visibility and radius for specified player. | |
| void | ShowLayout (int playerId=-1, EntityID actionOwnerEntId=EntityID.INVALID, int layoutId=-1, float fadeIn=-1, float fadeOut=-1, float visibilityTime=-1, float opacity=-1) |
| Displays a pop-up message with title, subtitle, optional faction key, and optional player ID. | |
| void | RpcDo_ShowLayout (int playerID, EntityID actionOwnerEntId, int layoutId, float fadeIn, float fadeOut, float visibilityTime, float opacity) |
| Displays a pop-up message with title, subtitle, optional faction key, and optional player ID. | |
| void | FadeOut (Widget imgWidget, float fadeOut) |
| SCR_ScenarioFrameworkActionShowLayout | GetLayoutComponent (SCR_ScenarioFrameworkLayerBase layerBase, int layoutId) |
| SCR_ScenarioFrameworkActionShowLayout | CheckSubActions (SCR_ScenarioFrameworkActionBase action, int layoutId) |
| void | ~SCR_ScenarioFrameworkSystem () |
| Clears CallQueue after destruction of this system. | |
Public Member Functions inherited from GameSystem | |
| bool | ShouldBeEnabledInEditMode () |
| Is this system should be enabled inside the editor. | |
Static Public Member Functions | |
| static override void | InitInfo (WorldSystemInfo outInfo) |
| static SCR_ScenarioFrameworkSystem | GetInstance () |
| static ScriptCallQueue | GetCallQueuePausable () |
| static ScriptInvokerScenarioFrameworkSlotAI | GetOnSlotAISpawned () |
| static void | InvokeSlotAISpawned (SCR_ScenarioFrameworkLayerBase layer, IEntity entity) |
| static bool | IsSaveGameLoading () |
| static bool | IsWorldLoadInit () |
Static Public Attributes | |
| static ref ScriptInvokerBase< ScriptInvokerScenarioFrameworkSlotAIMethod > | m_OnSlotAISpawned |
Protected Member Functions | |
| override void | OnInit () |
| Registers debug menus for ScenarioFramework in DiagMenu. | |
| override void | OnUpdatePoint (WorldUpdatePointArgs args) |
| override void | OnDiag (float timeSlice) |
Protected Attributes | |
| FactionManager | m_FactionManager |
| SCR_TaskSystem | m_TaskSystem |
| float | m_fTimer |
| float | m_fCheckInterval |
Static Protected Attributes | |
| static ref ScriptCallQueue | s_CallQueuePausable = new ScriptCallQueue() |
| void SCR_ScenarioFrameworkSystem.~SCR_ScenarioFrameworkSystem | ( | ) |
Clears CallQueue after destruction of this system.
| void SCR_ScenarioFrameworkSystem.AfterLayerTasksInit | ( | ) |
Executes AfterTasksInitActions after all Layer Tasks are finished spawning.
| void SCR_ScenarioFrameworkSystem.CheckDistance | ( | ) |
Refreshes array of player characters and checks which areas should spawn/despawn.
| SCR_ScenarioFrameworkActionShowLayout SCR_ScenarioFrameworkSystem.CheckSubActions | ( | SCR_ScenarioFrameworkActionBase | action, |
| int | layoutId ) |
| void SCR_ScenarioFrameworkSystem.CreateVariableValue | ( | string | key, |
| string | value ) |
Create a new global variable at the scenario.
| void SCR_ScenarioFrameworkSystem.DynamicDespawn | ( | ) |
Goes over spawned areas and checks whether or not said area should despawn.
| void SCR_ScenarioFrameworkSystem.DynamicSpawn | ( | ) |
Goes over despawned areas and checks whether or not said area should spawn.
| void SCR_ScenarioFrameworkSystem.FadeOut | ( | Widget | imgWidget, |
| float | fadeOut ) |
| void SCR_ScenarioFrameworkSystem.Finish | ( | ) |
Finishes current game mode, sets match over flag, and ends game mode with specified type.
| void SCR_ScenarioFrameworkSystem.GenerateSingleTask | ( | int | index | ) |
Generates an area with a layer and slot tasks, if valid indices provided.
| [in] | index | Index represents the specific task configuration for slot, layer, and area in the scenario. |
| void SCR_ScenarioFrameworkSystem.GenerateTasks | ( | ) |
Main function responsible for selecting available tasks and spawning the areas related to the tasks.
| array< SCR_ScenarioFrameworkArea > SCR_ScenarioFrameworkSystem.GetAreas | ( | ) |
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| bool SCR_ScenarioFrameworkSystem.GetIsMatchOver | ( | ) |
| SCR_Task SCR_ScenarioFrameworkSystem.GetLastFinishedTask | ( | ) |
| SCR_ScenarioFrameworkLayerBase SCR_ScenarioFrameworkSystem.GetLastFinishedTaskLayer | ( | ) |
| SCR_ScenarioFrameworkActionShowLayout SCR_ScenarioFrameworkSystem.GetLayoutComponent | ( | SCR_ScenarioFrameworkLayerBase | layerBase, |
| int | layoutId ) |
| ScriptInvoker SCR_ScenarioFrameworkSystem.GetOnAllAreasInitiated | ( | ) |
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| SCR_ScenarioFrameworkArea SCR_ScenarioFrameworkSystem.GetParentArea | ( | IEntity | child | ) |
Get parent area the object is nested into.
| [in] | child |
| bool SCR_ScenarioFrameworkSystem.GetVariable | ( | string | key, |
| out string | value ) |
Get value of given variable.
| void SCR_ScenarioFrameworkSystem.HideHint | ( | FactionKey | factionKey = "", |
| int | playerID = -1 ) |
Hide current hint.
| [in] | factionKey | represents the identifier for the faction in the game world. |
| [in] | playerID | represents the unique identifier for the player receiving the hint. |
| bool SCR_ScenarioFrameworkSystem.Init | ( | ) |
Initializes scenario framework system.
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| bool SCR_ScenarioFrameworkSystem.IsMaster | ( | ) |
Checks if current game mode has RplComponent and is not a proxy.
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| void SCR_ScenarioFrameworkSystem.LoadComponentSettings | ( | ) |
Loads component settings from SCR_GameModeSFManager.
| void SCR_ScenarioFrameworkSystem.LoadHeaderSettings | ( | ) |
Loads mission header settings.
| void SCR_ScenarioFrameworkSystem.ManageLayerDebugShape | ( | EntityID | id, |
| bool | draw, | ||
| float | radius, | ||
| bool | runtime ) |
Manages layer debug shape visibility and radius, updates event mask if draw is true, stores layer IDs for runtime in session.
| [in] | id | Entity ID represents the unique identifier for an entity in the game world, used to find and manipulate specific objects in the simulation |
| [in] | draw | represents whether to display debug shape for the layer during runtime. |
| [in] | radius | represents the size of debug shape drawn around the layer entity in the game world. |
| [in] | runtime | determines if debug shapes should be drawn during gameplay or not. |
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| [in] | timeSlice | interval for diagnostics update. |
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Registers debug menus for ScenarioFramework in DiagMenu.
| void SCR_ScenarioFrameworkSystem.OnPlayerConnected | ( | int | playerID | ) |
| void SCR_ScenarioFrameworkSystem.OnTaskAdded | ( | SCR_Task | task | ) |
| [in] | task | Displays a message when a new task is created, indicating if it's for a specific faction or not. |
| void SCR_ScenarioFrameworkSystem.OnTaskAddedCalledLater | ( | SCR_Task | task | ) |
| [in] | task | Displays a message when a new task is created, indicating if it's for a specific faction or not. |
| void SCR_ScenarioFrameworkSystem.OnTaskUpdate | ( | SCR_Task | task, |
| SCR_ETaskState | taskState ) |
Updates task properties, checks if task is finished, and triggers pop-up messages or slot task updates based on event.
| [in] | task | Updates task properties, checks for finished tasks, triggers pop-up messages, and invokes onTaskStateChanged event |
| [in] | taskState | representing changes in task properties, excluding creation, completion, or assignee changes. |
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| void SCR_ScenarioFrameworkSystem.PlayCommunicationSoundOnEntity | ( | IEntity | entity, |
| string | sSndName ) |
Plays communication sound on entity or game mode if entity is null.
| [in] | entity | Represents an in-game object or character. |
| [in] | sSndName | sSndName is the name of the sound file to play on the specified entity. |
| void SCR_ScenarioFrameworkSystem.PlayIntroVoiceline | ( | int | playerID, |
| string | eventName, | ||
| EntityID | entityID ) |
Plays intro voiceline for player with specified event name and entity ID.
| [in] | playerID | Player ID represents the unique identifier for the player in the game. |
| [in] | eventName | Plays intro voiceline for event. |
| [in] | entityID | EntityID represents the ID of the entity playing the intro voiceline. |
| void SCR_ScenarioFrameworkSystem.PlaySoundOnEntity | ( | IEntity | entity, |
| string | sSndName ) |
Plays sound on entity or game mode if entity is null.
| [in] | entity | Represents an in-game object or character. |
| [in] | sSndName | sSndName is the name of the sound file to play on the specified entity. |
| void SCR_ScenarioFrameworkSystem.PlaySoundOnEntityPosition | ( | IEntity | object, |
| string | soundFile, | ||
| string | soundEventName ) |
Plays sound event on the position of provided entity.
| [in] | object | where taht sound will be played |
| [in] | soundFile | resource name of a sound file that contains desired event |
| [in] | soundEventName | name of a sound event that will be used to play a sound |
| void SCR_ScenarioFrameworkSystem.PopUpMessage | ( | string | sTitle, |
| string | sSubtitle, | ||
| FactionKey | factionKey = "", | ||
| int | playerID = -1, | ||
| string | titleParam1 = "", | ||
| string | titleParam2 = "", | ||
| string | subtitleParam1 = "", | ||
| string | subtitleParam2 = "" ) |
Displays a pop-up message with title, subtitle, optional faction key, and optional player ID.
| [in] | sTitle | for pop-up message displayed on screen. |
| [in] | sSubtitle | is the secondary message displayed in the pop-up message box. |
| [in] | factionKey | represents the identifier for the faction in the game, used to specify which faction's message is being |
| [in] | playerID | represents the unique identifier for the player receiving the pop-up message. |
| void SCR_ScenarioFrameworkSystem.PostInit | ( | ) |
Generates tasks for debug shape layers on player connect, if any.
| void SCR_ScenarioFrameworkSystem.PrepareAreaSpecificDynamicDespawn | ( | SCR_ScenarioFrameworkArea | area, |
| bool | staySpawned = false, | ||
| int | despawnRange = 0 ) |
Prepares dynamic spawn/despawn for specific area (Intended for runtime usage)
| [in] | area | |
| [in] | staySpawned |
| void SCR_ScenarioFrameworkSystem.PrepareDynamicDespawn | ( | ) |
Prepares dynamic spawn/despawn.
| void SCR_ScenarioFrameworkSystem.ProcessVoicelineEnumAndString | ( | TypeName | targetEnum, |
| string | targetString ) |
Processes voice line enum and string, assigns index if match found.
| [in] | targetEnum | TargetEnum is an enum type representing combat operations in the game, used for indexing voice lines based on the given string. |
| [in] | targetString | Represents a string value associated with an enum in the SCR_ECombatOps_Everon_Tasks enum |
| void SCR_ScenarioFrameworkSystem.RegisterArea | ( | SCR_ScenarioFrameworkArea | area | ) |
Registers new area in scenario framework areas list.
| [in] | area | to be registered. |
| void SCR_ScenarioFrameworkSystem.RemoveAreaSpecificDynamicDespawn | ( | SCR_ScenarioFrameworkArea | area, |
| bool | staySpawned = false ) |
Removes dynamic spawn/despawn for specific area (Intended for runtime usage)
| [in] | area | |
| [in] | staySpawned |
| void SCR_ScenarioFrameworkSystem.RpcDo_CreateVariableValue | ( | string | key, |
| string | value, | ||
| int | playerID ) |
Create a new global variable at the scenario.
| void SCR_ScenarioFrameworkSystem.RpcDo_HideHint | ( | FactionKey | factionKey, |
| int | playerID ) |
Hide current hint.
| [in] | factionKey | represents the identifier for the faction in the game, used to check if the local player is part of it |
| [in] | playerID | represents the unique identifier for a player in the game. |
| void SCR_ScenarioFrameworkSystem.RpcDo_ManageLayerDebugShape | ( | int | playerID, |
| EntityID | id, | ||
| bool | draw, | ||
| float | radius ) |
Manages layer debug shape visibility and radius for specified player.
| [in] | playerID | Player ID represents the unique identifier for the player controlling the action in the method. |
| [in] | id | Represents entity ID for scenario layer in the game world. |
| [in] | draw | parameter represents whether to enable or disable debug shapes for the specified layer during runtime. |
| [in] | radius | represents the size of debug shape drawn around the layer during runtime. |
| void SCR_ScenarioFrameworkSystem.RpcDo_PlayCommunicationSoundOnEntity | ( | EntityID | pEntID, |
| string | sSndName ) |
Plays sound on entity by ID.
| [in] | pEntID | Entity ID representing an object in the game world. |
| [in] | sSndName | Sound name for playing sound on entity. |
| void SCR_ScenarioFrameworkSystem.RpcDo_PlayIntroVoiceline | ( | int | playerID, |
| string | eventName, | ||
| EntityID | entityID ) |
Plays intro voiceline event for player, sets objectives based on indexes, and plays sound event.
| [in] | playerID | Player ID represents the unique identifier for the player in the game. |
| [in] | eventName | EventName is the name of the sound event to be played for the player when intro voiceline is triggered. |
| [in] | entityID | EntityID represents an optional parameter for specifying an entity in the game world to which the intro voice line should be played. |
| void SCR_ScenarioFrameworkSystem.RpcDo_PlaySoundOnEntity | ( | EntityID | pEntID, |
| string | sSndName ) |
Plays sound on entity by ID.
| [in] | pEntID | Entity ID representing an object in the game world. |
| [in] | sSndName | Sound name for playing sound on entity. |
| void SCR_ScenarioFrameworkSystem.RpcDo_PlaySoundOnEntityPosition | ( | RplId | objectID, |
| string | soundFile, | ||
| string | soundEventName ) |
Plays sound on entity position with given sound file and event name.
| [in] | objectID | Represents an entity in the game world. |
| [in] | soundFile | Sound file is the audio resource played at the entity's position. |
| [in] | soundEventName | SoundEventName is the name of the sound event to play on the specified entity's position. |
| void SCR_ScenarioFrameworkSystem.RpcDo_PopUpMessage | ( | string | sTitle, |
| string | sSubtitle, | ||
| FactionKey | factionKey, | ||
| int | playerID, | ||
| string | titleParam1, | ||
| string | titleParam2, | ||
| string | subtitleParam1, | ||
| string | subtitleParam2 ) |
Displays pop-up message with title, subtitle, and checks if player is in specified faction or not.
| [in] | sTitle | for pop-up message displayed on screen. |
| [in] | sSubtitle | is the message content displayed in the pop-up notification. |
| [in] | factionKey | represents the identifier for a faction in the game, used to check if the local player is part of it |
| [in] | playerID | represents the unique identifier for a player in the game. |
| void SCR_ScenarioFrameworkSystem.RpcDo_SetSignalOnEntity | ( | EntityID | pEntID, |
| string | signalName, | ||
| int | val ) |
Sets signal value on entity by ID.
| [in] | pEntID | Entity ID of an object in the game world. |
| [in] | signalName | Signal name is an identifier for a specific signal within an entity, used to set its value in the method. |
| [in] | val | val represents the value to set for the specified signal on the entity. |
| void SCR_ScenarioFrameworkSystem.RpcDo_SetVariableValue | ( | string | key, |
| string | value ) |
Set a value to global variable at the scenario.
| void SCR_ScenarioFrameworkSystem.RpcDo_ShowHint | ( | string | sTitle, |
| string | sSubtitle, | ||
| int | timeOut, | ||
| FactionKey | factionKey, | ||
| int | playerID ) |
Displays hint with title, subtitle, timeout, and fact/playerID checks.
| [in] | sTitle | is the title of the hint message displayed to players. |
| [in] | sSubtitle | is the secondary message displayed in hint UI, it provides additional information related to the main title. |
| [in] | timeOut | represents the duration in seconds for which hint is displayed on screen. |
| [in] | factionKey | represents the identifier for the faction in the game, used to check if the local player is part of it |
| [in] | playerID | represents the unique identifier for a player in the game. |
| void SCR_ScenarioFrameworkSystem.RpcDo_ShowLayout | ( | int | playerID, |
| EntityID | actionOwnerEntId, | ||
| int | layoutId, | ||
| float | fadeIn, | ||
| float | fadeOut, | ||
| float | visibilityTime, | ||
| float | opacity ) |
Displays a pop-up message with title, subtitle, optional faction key, and optional player ID.
| [in] | playerId | Player ID represents the unique identifier for the player. |
| [in] | actionOwnerEntId | entity ID identifying entity that holds the action. |
| [in] | int | layoutId layout ID identifying a specific UI layout |
| [in] | float | fadeIn fade in time. |
| [in] | float | fadeOut fade out time. |
| [in] | float | time for how long layout will be visible. |
| [in] | float | opacity of the layout. |
| SCR_ScenarioFrameworkArea SCR_ScenarioFrameworkSystem.SelectNearestAreaByTaskType | ( | SCR_ESFTaskType | eTaskType | ) |
Selects nearest area with suitable task type for last finished task position.
| [in] | eTaskType | eTaskType represents the type of task required for selecting an area in the scenario framework. |
| SCR_ScenarioFrameworkArea SCR_ScenarioFrameworkSystem.SelectRandomAreaByTaskType | ( | SCR_ESFTaskType | eTaskType | ) |
Selects random area with suitable task type from list of areas.
| [in] | eTaskType | Task type parameter represents the type of task to be assigned in the selected area. |
| void SCR_ScenarioFrameworkSystem.SetMissionEndScreen | ( | EGameOverTypes | GameOverType | ) |
| [in] | GameOverType | Represents mission end type for displaying appropriate end screen in game. |
| void SCR_ScenarioFrameworkSystem.SetSignalValue | ( | IEntity | entity, |
| string | signalName, | ||
| int | val ) |
Sets signal value on entity via RPC.
| [in] | entity | Represents an in-game object with properties and behavior. |
| [in] | signalName | SignalName is the name of the signal on the entity to set its value. |
| [in] | val | val: Integer representing signal value to set on entity. |
| void SCR_ScenarioFrameworkSystem.SetVariableValue | ( | string | key, |
| string | value ) |
Set a value to global variable at the scenario.
| override bool SCR_ScenarioFrameworkSystem.ShouldBePaused | ( | ) |
Is this system should be paused while the simulation is paused?
Implements GameSystem.
| void SCR_ScenarioFrameworkSystem.ShowHint | ( | string | sTitle, |
| string | sSubtitle, | ||
| int | timeOut, | ||
| FactionKey | factionKey = "", | ||
| int | playerID = -1 ) |
Displays hint with title, subtitle, timeout, faction key, and player ID, then calls RpcDo.
| [in] | sTitle | string for hint message displayed on screen. |
| [in] | sSubtitle | is the secondary message displayed in hint. |
| [in] | timeOut | represents the duration in milliseconds for which hint is displayed on screen. |
| [in] | factionKey | represents the identifier for the faction in the game world. |
| [in] | playerID | represents the unique identifier for the player receiving the hint. |
| void SCR_ScenarioFrameworkSystem.ShowLayout | ( | int | playerId = -1, |
| EntityID | actionOwnerEntId = EntityID::INVALID, | ||
| int | layoutId = -1, | ||
| float | fadeIn = -1, | ||
| float | fadeOut = -1, | ||
| float | visibilityTime = -1, | ||
| float | opacity = -1 ) |
Displays a pop-up message with title, subtitle, optional faction key, and optional player ID.
| [in] | playerId | Player ID represents the unique identifier for the player. |
| [in] | actionOwnerEntId | entity ID identifying entity that holds the action. |
| [in] | int | layoutId layout ID identifying a specific UI layout |
| [in] | float | fadeIn fade in time. |
| [in] | float | fadeOut fade out time. |
| [in] | float | time for how long layout will be visible. |
| [in] | float | opacity of the layout. |
| void SCR_ScenarioFrameworkSystem.SpawnRandomTask | ( | int | countSafe = 0 | ) |
Spawns random tasks in an area, removing duplicates and ensuring task type balance.
| [in] | countSafe | CountSafe represents the number of tasks already spawned in the scenario, used for limiting the maximum number of tasks that can be |
| void SCR_ScenarioFrameworkSystem.SyncDebugShapes | ( | int | playerID | ) |
Synchronizes debug shapes for player with ID, manages layer visibility and position.
| [in] | playerID | Player ID represents the unique identifier for the player controlling the action in the method. |
| ref array<ref SCR_ScenarioFrameworkActionBase> SCR_ScenarioFrameworkSystem.m_aAfterTasksInitActions |
| ref array<SCR_ScenarioFrameworkArea> SCR_ScenarioFrameworkSystem.m_aAreas = {} |
| ref array<string> SCR_ScenarioFrameworkSystem.m_aAreasTasksToSpawn = {} |
| ref array<string> SCR_ScenarioFrameworkSystem.m_aCoreAreas |
| ref array<ref SCR_ScenarioFrameworkDebugAction> SCR_ScenarioFrameworkSystem.m_aDebugActions |
| ref array<ref SCR_ScenarioFrameworkDebugArea> SCR_ScenarioFrameworkSystem.m_aDebugAreas |
| ref array<ref Tuple3<EntityID, bool, float> > SCR_ScenarioFrameworkSystem.m_aDebugShapesLayers = {} |
| ref array<ref Tuple3<SCR_ScenarioFrameworkArea, vector, int> > SCR_ScenarioFrameworkSystem.m_aDespawnedAreas = {} |
| ref array<SCR_ESFTaskType> SCR_ScenarioFrameworkSystem.m_aESFTaskTypeForRandomization = {} |
| ref array<SCR_ESFTaskType> SCR_ScenarioFrameworkSystem.m_aESFTaskTypesAvailable = {} |
| ref array<int> SCR_ScenarioFrameworkSystem.m_aIntroVoicelineIndexes = {} |
| ref array<string> SCR_ScenarioFrameworkSystem.m_aLayersTaskToSpawn = {} |
| ref array<SCR_ScenarioFrameworkLayerTask> SCR_ScenarioFrameworkSystem.m_aLayerTasksForRandomization = {} |
| ref array<SCR_ScenarioFrameworkLayerTask> SCR_ScenarioFrameworkSystem.m_aLayerTasksToBeInitialized = {} |
| ref array<vector> SCR_ScenarioFrameworkSystem.m_aObservers = {} |
| ref array<SCR_ScenarioFrameworkArea> SCR_ScenarioFrameworkSystem.m_aSelectedAreas = {} |
| ref array<string> SCR_ScenarioFrameworkSystem.m_aSlotsTaskToSpawn = {} |
| ref array<ref Tuple3<SCR_ScenarioFrameworkArea, vector, int> > SCR_ScenarioFrameworkSystem.m_aSpawnedAreas = {} |
| ref array<ref SCR_ScenarioFrameworkTaskType> SCR_ScenarioFrameworkSystem.m_aTaskTypesAvailable |
| bool SCR_ScenarioFrameworkSystem.m_bDebugInit |
| bool SCR_ScenarioFrameworkSystem.m_bDynamicDespawn |
| bool SCR_ScenarioFrameworkSystem.m_bIsSaveGameLoad |
| bool SCR_ScenarioFrameworkSystem.m_bIsWorldLoadInit |
| bool SCR_ScenarioFrameworkSystem.m_bMatchOver |
| EGameOverTypes SCR_ScenarioFrameworkSystem.m_eGameOverType = EGameOverTypes.COMBATPATROL_DRAW |
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protected |
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protected |
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protected |
| int SCR_ScenarioFrameworkSystem.m_iMaxNumberOfTasks |
| int SCR_ScenarioFrameworkSystem.m_iUpdateRate |
| SCR_Task SCR_ScenarioFrameworkSystem.m_LastFinishedTask |
| SCR_ScenarioFrameworkLayerBase SCR_ScenarioFrameworkSystem.m_LastFinishedTaskLayer |
| ref map<string, string> SCR_ScenarioFrameworkSystem.m_mVariableMap = new map<string, string> |
| ref ScriptInvoker SCR_ScenarioFrameworkSystem.m_OnAllAreasInitiated |
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static |
| ref ScriptInvoker SCR_ScenarioFrameworkSystem.m_OnTaskStateChanged |
| ResourceName SCR_ScenarioFrameworkSystem.m_sVoiceOverDataConfig |
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protected |
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staticprotected |