Arma Reforger Script API
Loading...
Searching...
No Matches
Public Member Functions | Static Public Member Functions | Public Attributes | Static Public Attributes | Protected Member Functions | Protected Attributes | Static Protected Attributes | List of all members
SCR_ScenarioFrameworkSystem Interface Reference
Inheritance diagram for SCR_ScenarioFrameworkSystem:
[legend]

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 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_BaseTask GetLastFinishedTask ()
 
SCR_ScenarioFrameworkLayerBase GetLastFinishedTaskLayer ()
 
array< SCR_ScenarioFrameworkAreaGetAreas ()
 
void OnTaskCreated (SCR_BaseTask task)
 
void OnTaskUpdate (SCR_BaseTask task, SCR_ETaskEventMask mask)
 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 ()
 
ScriptInvoker GetOnTaskStateChanged ()
 
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 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 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 PrepareLayerTasksAfterInit ()
 Prepares Layer Tasks that were selected by ON_TASK_INIT activation for invoking AfterTasksInitActions.
 
void CheckLayerTasksAfterInit (SCR_ScenarioFrameworkLayerBase layer)
 Checks if all Layer Tasks that were selected by ON_TASK_INIT activation for invoking AfterTasksInitActions are finished with spawning.
 
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)
 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 PopUpMessage (string sTitle, string sSubtitle, FactionKey factionKey="", int playerID=-1)
 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)
 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.
 
- Public Member Functions inherited from GameSystem
bool ShouldBePaused ()
 Is this system should be paused while the simulation is paused?
 
bool ShouldBeEnabledInEditMode ()
 Is this system should be enabled inside the editor.
 

Static Public Member Functions

static SCR_ScenarioFrameworkSystem GetInstance ()
 
static ScriptCallQueue GetCallQueue ()
 
static ScriptInvokerScenarioFrameworkSlotAI GetOnSlotAISpawned ()
 
static void InvokeSlotAISpawned (SCR_ScenarioFrameworkLayerBase layer, IEntity entity)
 

Public Attributes

ref array< ref SCR_ScenarioFrameworkTaskTypem_aTaskTypesAvailable
 
int m_iMaxNumberOfTasks
 
ref array< ref SCR_ScenarioFrameworkActionBasem_aAfterTasksInitActions
 
ref array< string > m_aCoreAreas
 
ref array< ref SCR_ScenarioFrameworkDebugAream_aDebugAreas
 
bool m_bDynamicDespawn
 
int m_iUpdateRate
 
ResourceName m_sVoiceOverDataConfig
 
bool m_bMatchOver
 
bool m_bDebugInit
 
int m_iCurrentlySpawnedLayerTasks
 
ref ScriptInvoker m_OnAllAreasInitiated
 
ref ScriptInvoker m_OnTaskStateChanged
 
SCR_ScenarioFrameworkLayerBase m_LastFinishedTaskLayer
 
SCR_BaseTask m_LastFinishedTask
 
EGameOverTypes m_eGameOverType = EGameOverTypes.COMBATPATROL_DRAW
 
ref array< SCR_ScenarioFrameworkAream_aAreas = {}
 
ref array< SCR_ScenarioFrameworkAream_aSelectedAreas = {}
 
ref array< SCR_ScenarioFrameworkLayerTaskm_aLayerTasksToBeInitialized = {}
 
ref array< SCR_ScenarioFrameworkLayerTaskm_aLayerTasksForRandomization = {}
 
ref array< int > m_aIntroVoicelineIndexes = {}
 
ref array< string > m_aAreasTasksToSpawn = {}
 
ref array< string > m_aLayersTaskToSpawn = {}
 
ref array< string > m_aSlotsTaskToSpawn = {}
 
ref array< SCR_ESFTaskType > m_aESFTaskTypesAvailable = {}
 
ref array< SCR_ESFTaskType > m_aESFTaskTypeForRandomization = {}
 
ref array< ref Tuple3< SCR_ScenarioFrameworkArea, vector, int > > m_aSpawnedAreas = {}
 
ref array< ref Tuple3< SCR_ScenarioFrameworkArea, vector, int > > m_aDespawnedAreas = {}
 
ref array< ref Tuple3< EntityID, bool, float > > m_aDebugShapesLayers = {}
 
ref array< vector > m_aObservers = {}
 
ref map< string, string > m_VariableMap = new map<string, string>
 

Static Public Attributes

static ref ScriptInvokerBase< ScriptInvokerScenarioFrameworkSlotAIMethod > m_OnSlotAISpawned
 

Protected Member Functions

override void OnInit ()
 Registers debug menus for ScenarioFramework in DiagMenu.
 
override void OnUpdate (ESystemPoint point)
 
override void OnDiag (float timeSlice)
 

Protected Attributes

float m_fTimer
 
float m_fCheckInterval
 

Static Protected Attributes

static ref ScriptCallQueue m_CallQueue = new ScriptCallQueue()
 

Member Function Documentation

◆ AfterLayerTasksInit()

void SCR_ScenarioFrameworkSystem.AfterLayerTasksInit ( )

Executes AfterTasksInitActions after all Layer Tasks are finished spawning.

◆ CheckDistance()

void SCR_ScenarioFrameworkSystem.CheckDistance ( )

Refreshes array of player characters and checks which areas should spawn/despawn.

◆ CheckLayerTasksAfterInit()

void SCR_ScenarioFrameworkSystem.CheckLayerTasksAfterInit ( SCR_ScenarioFrameworkLayerBase  layer)

Checks if all Layer Tasks that were selected by ON_TASK_INIT activation for invoking AfterTasksInitActions are finished with spawning.

◆ CreateVariableValue()

void SCR_ScenarioFrameworkSystem.CreateVariableValue ( string  key,
string  value 
)

Create a new global variable at the scenario.

◆ DynamicDespawn()

void SCR_ScenarioFrameworkSystem.DynamicDespawn ( )

Goes over spawned areas and checks whether or not said area should despawn.

◆ DynamicSpawn()

void SCR_ScenarioFrameworkSystem.DynamicSpawn ( )

Goes over despawned areas and checks whether or not said area should spawn.

◆ Finish()

void SCR_ScenarioFrameworkSystem.Finish ( )

Finishes current game mode, sets match over flag, and ends game mode with specified type.

◆ GenerateSingleTask()

void SCR_ScenarioFrameworkSystem.GenerateSingleTask ( int  index)

Generates an area with a layer and slot tasks, if valid indices provided.

Parameters
[in]indexIndex represents the specific task configuration for slot, layer, and area in the scenario.

◆ GenerateTasks()

void SCR_ScenarioFrameworkSystem.GenerateTasks ( )

Main function responsible for selecting available tasks and spawning the areas related to the tasks.

◆ GetAreas()

array< SCR_ScenarioFrameworkArea > SCR_ScenarioFrameworkSystem.GetAreas ( )
Returns
Array of scenario framework areas.

◆ GetCallQueue()

static ScriptCallQueue SCR_ScenarioFrameworkSystem.GetCallQueue ( )
static
Returns
the instance of ScenarioFramework Call Queue.

◆ GetInstance()

static SCR_ScenarioFrameworkSystem SCR_ScenarioFrameworkSystem.GetInstance ( )
static
Returns
the instance of ScenarioFrameworkSystem.

◆ GetIsMatchOver()

bool SCR_ScenarioFrameworkSystem.GetIsMatchOver ( )
Returns
whether match is over.

◆ GetLastFinishedTask()

SCR_BaseTask SCR_ScenarioFrameworkSystem.GetLastFinishedTask ( )
Returns
Last finished task.

◆ GetLastFinishedTaskLayer()

SCR_ScenarioFrameworkLayerBase SCR_ScenarioFrameworkSystem.GetLastFinishedTaskLayer ( )
Returns
Last finished task layer in scenario execution.

◆ GetOnAllAreasInitiated()

ScriptInvoker SCR_ScenarioFrameworkSystem.GetOnAllAreasInitiated ( )
Returns
a ScriptInvoker object for handling all area initiation events.

◆ GetOnSlotAISpawned()

static ScriptInvokerScenarioFrameworkSlotAI SCR_ScenarioFrameworkSystem.GetOnSlotAISpawned ( )
static
Returns
a ScriptInvokerBase object representing the invoker triggered when SlotAI spawned AI character/group.

◆ GetOnTaskStateChanged()

ScriptInvoker SCR_ScenarioFrameworkSystem.GetOnTaskStateChanged ( )
Returns
a ScriptInvoker object for handling task state changes.

◆ GetParentArea()

SCR_ScenarioFrameworkArea SCR_ScenarioFrameworkSystem.GetParentArea ( IEntity  child)

Get parent area the object is nested into.

Parameters
[in]child

◆ GetVariable()

bool SCR_ScenarioFrameworkSystem.GetVariable ( string  key,
out string  value 
)

Get value of given variable.

◆ Init()

bool SCR_ScenarioFrameworkSystem.Init ( )

Initializes scenario framework system.

Returns
The return value represents whether the initialization process was successful or not.

◆ InvokeSlotAISpawned()

static void SCR_ScenarioFrameworkSystem.InvokeSlotAISpawned ( SCR_ScenarioFrameworkLayerBase  layer,
IEntity  entity 
)
static

◆ IsMaster()

bool SCR_ScenarioFrameworkSystem.IsMaster ( )

Checks if current game mode has RplComponent and is not a proxy.

Returns
true if the current game mode is not a proxy RplComponent, otherwise false.

◆ LoadComponentSettings()

void SCR_ScenarioFrameworkSystem.LoadComponentSettings ( )

Loads component settings from SCR_GameModeSFManager.

◆ LoadHeaderSettings()

void SCR_ScenarioFrameworkSystem.LoadHeaderSettings ( )

Loads mission header settings.

◆ ManageLayerDebugShape()

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.

Parameters
[in]idEntity ID represents the unique identifier for an entity in the game world, used to find and manipulate specific objects in the simulation
[in]drawrepresents whether to display debug shape for the layer during runtime.
[in]radiusrepresents the size of debug shape drawn around the layer entity in the game world.
[in]runtimedetermines if debug shapes should be drawn during gameplay or not.

◆ OnDiag()

override void SCR_ScenarioFrameworkSystem.OnDiag ( float  timeSlice)
protected
Parameters
[in]timeSliceinterval for diagnostics update.

◆ OnInit()

override void SCR_ScenarioFrameworkSystem.OnInit ( )
protected

Registers debug menus for ScenarioFramework in DiagMenu.

◆ OnTaskCreated()

void SCR_ScenarioFrameworkSystem.OnTaskCreated ( SCR_BaseTask  task)
Parameters
[in]taskDisplays a message when a new task is created, indicating if it's for a specific faction or not.

◆ OnTaskUpdate()

void SCR_ScenarioFrameworkSystem.OnTaskUpdate ( SCR_BaseTask  task,
SCR_ETaskEventMask  mask 
)

Updates task properties, checks if task is finished, and triggers pop-up messages or slot task updates based on event.

Parameters
[in]taskUpdates task properties, checks for finished tasks, triggers pop-up messages, and invokes onTaskStateChanged event
[in]maskTask event mask representing changes in task properties, excluding creation, completion, or assignee changes.

◆ OnUpdate()

override void SCR_ScenarioFrameworkSystem.OnUpdate ( ESystemPoint  point)
protected

◆ PlayIntroVoiceline()

void SCR_ScenarioFrameworkSystem.PlayIntroVoiceline ( int  playerID,
string  eventName,
EntityID  entityID 
)

Plays intro voiceline for player with specified event name and entity ID.

Parameters
[in]playerIDPlayer ID represents the unique identifier for the player in the game.
[in]eventNamePlays intro voiceline for event.
[in]entityIDEntityID represents the ID of the entity playing the intro voiceline.

◆ PlaySoundOnEntity()

void SCR_ScenarioFrameworkSystem.PlaySoundOnEntity ( IEntity  entity,
string  sSndName 
)

Plays sound on entity or game mode if entity is null.

Parameters
[in]entityRepresents an in-game object or character.
[in]sSndNamesSndName is the name of the sound file to play on the specified entity.

◆ PlaySoundOnEntityPosition()

void SCR_ScenarioFrameworkSystem.PlaySoundOnEntityPosition ( IEntity  object,
string  soundFile,
string  soundEventName 
)

Plays sound event on the position of provided entity.

Parameters
[in]objectwhere taht sound will be played
[in]soundFileresource name of a sound file that contains desired event
[in]soundEventNamename of a sound event that will be used to play a sound

◆ PopUpMessage()

void SCR_ScenarioFrameworkSystem.PopUpMessage ( string  sTitle,
string  sSubtitle,
FactionKey  factionKey = "",
int  playerID = -1 
)

Displays a pop-up message with title, subtitle, optional faction key, and optional player ID.

Parameters
[in]sTitlefor pop-up message displayed on screen.
[in]sSubtitleis the secondary message displayed in the pop-up message box.
[in]factionKeyrepresents the identifier for the faction in the game, used to specify which faction's message is being
[in]playerIDrepresents the unique identifier for the player receiving the pop-up message.

◆ PostInit()

void SCR_ScenarioFrameworkSystem.PostInit ( )

Generates tasks for debug shape layers on player connect, if any.

◆ PrepareAreaSpecificDynamicDespawn()

void SCR_ScenarioFrameworkSystem.PrepareAreaSpecificDynamicDespawn ( SCR_ScenarioFrameworkArea  area,
bool  staySpawned = false 
)

Prepares dynamic spawn/despawn for specific area (Intended for runtime usage)

Parameters
[in]area
[in]staySpawned

◆ PrepareDynamicDespawn()

void SCR_ScenarioFrameworkSystem.PrepareDynamicDespawn ( )

Prepares dynamic spawn/despawn.

◆ PrepareLayerTasksAfterInit()

void SCR_ScenarioFrameworkSystem.PrepareLayerTasksAfterInit ( )

Prepares Layer Tasks that were selected by ON_TASK_INIT activation for invoking AfterTasksInitActions.

◆ ProcessVoicelineEnumAndString()

void SCR_ScenarioFrameworkSystem.ProcessVoicelineEnumAndString ( TypeName  targetEnum,
string  targetString 
)

Processes voice line enum and string, assigns index if match found.

Parameters
[in]targetEnumTargetEnum is an enum type representing combat operations in the game, used for indexing voice lines based on the given string.
[in]targetStringRepresents a string value associated with an enum in the SCR_ECombatOps_Everon_Tasks enum

◆ RegisterArea()

void SCR_ScenarioFrameworkSystem.RegisterArea ( SCR_ScenarioFrameworkArea  area)

Registers new area in scenario framework areas list.

Parameters
[in]areato be registered.

◆ RemoveAreaSpecificDynamicDespawn()

void SCR_ScenarioFrameworkSystem.RemoveAreaSpecificDynamicDespawn ( SCR_ScenarioFrameworkArea  area,
bool  staySpawned = false 
)

Removes dynamic spawn/despawn for specific area (Intended for runtime usage)

Parameters
[in]area
[in]staySpawned

◆ RpcDo_ManageLayerDebugShape()

void SCR_ScenarioFrameworkSystem.RpcDo_ManageLayerDebugShape ( int  playerID,
EntityID  id,
bool  draw,
float  radius 
)

Manages layer debug shape visibility and radius for specified player.

Parameters
[in]playerIDPlayer ID represents the unique identifier for the player controlling the action in the method.
[in]idRepresents entity ID for scenario layer in the game world.
[in]drawparameter represents whether to enable or disable debug shapes for the specified layer during runtime.
[in]radiusrepresents the size of debug shape drawn around the layer during runtime.

◆ RpcDo_PlayIntroVoiceline()

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.

Parameters
[in]playerIDPlayer ID represents the unique identifier for the player in the game.
[in]eventNameEventName is the name of the sound event to be played for the player when intro voiceline is triggered.
[in]entityIDEntityID represents an optional parameter for specifying an entity in the game world to which the intro voice line should be played.

◆ RpcDo_PlaySoundOnEntity()

void SCR_ScenarioFrameworkSystem.RpcDo_PlaySoundOnEntity ( EntityID  pEntID,
string  sSndName 
)

Plays sound on entity by ID.

Parameters
[in]pEntIDEntity ID representing an object in the game world.
[in]sSndNameSound name for playing sound on entity.

◆ RpcDo_PlaySoundOnEntityPosition()

void SCR_ScenarioFrameworkSystem.RpcDo_PlaySoundOnEntityPosition ( RplId  objectID,
string  soundFile,
string  soundEventName 
)

Plays sound on entity position with given sound file and event name.

Parameters
[in]objectIDRepresents an entity in the game world.
[in]soundFileSound file is the audio resource played at the entity's position.
[in]soundEventNameSoundEventName is the name of the sound event to play on the specified entity's position.

◆ RpcDo_PopUpMessage()

void SCR_ScenarioFrameworkSystem.RpcDo_PopUpMessage ( string  sTitle,
string  sSubtitle,
FactionKey  factionKey,
int  playerID 
)

Displays pop-up message with title, subtitle, and checks if player is in specified faction or not.

Parameters
[in]sTitlefor pop-up message displayed on screen.
[in]sSubtitleis the message content displayed in the pop-up notification.
[in]factionKeyrepresents the identifier for a faction in the game, used to check if the local player is part of it
[in]playerIDrepresents the unique identifier for a player in the game.

◆ RpcDo_SetSignalOnEntity()

void SCR_ScenarioFrameworkSystem.RpcDo_SetSignalOnEntity ( EntityID  pEntID,
string  signalName,
int  val 
)

Sets signal value on entity by ID.

Parameters
[in]pEntIDEntity ID of an object in the game world.
[in]signalNameSignal name is an identifier for a specific signal within an entity, used to set its value in the method.
[in]valval represents the value to set for the specified signal on the entity.

◆ RpcDo_ShowHint()

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.

Parameters
[in]sTitleis the title of the hint message displayed to players.
[in]sSubtitleis the secondary message displayed in hint UI, it provides additional information related to the main title.
[in]timeOutrepresents the duration in seconds for which hint is displayed on screen.
[in]factionKeyrepresents the identifier for the faction in the game, used to check if the local player is part of it
[in]playerIDrepresents the unique identifier for a player in the game.

◆ SelectNearestAreaByTaskType()

SCR_ScenarioFrameworkArea SCR_ScenarioFrameworkSystem.SelectNearestAreaByTaskType ( SCR_ESFTaskType  eTaskType)

Selects nearest area with suitable task type for last finished task position.

Parameters
[in]eTaskTypeeTaskType represents the type of task required for selecting an area in the scenario framework.
Returns
Selects nearest area suitable for given task type based on last finished task position.

◆ SelectRandomAreaByTaskType()

SCR_ScenarioFrameworkArea SCR_ScenarioFrameworkSystem.SelectRandomAreaByTaskType ( SCR_ESFTaskType  eTaskType)

Selects random area with suitable task type from list of areas.

Parameters
[in]eTaskTypeTask type parameter represents the type of task to be assigned in the selected area.
Returns
a randomly selected area from the list of areas suitable for the given task type, or null if no suitable area is found

◆ SetMissionEndScreen()

void SCR_ScenarioFrameworkSystem.SetMissionEndScreen ( EGameOverTypes  GameOverType)
Parameters
[in]GameOverTypeRepresents mission end type for displaying appropriate end screen in game.

◆ SetSignalValue()

void SCR_ScenarioFrameworkSystem.SetSignalValue ( IEntity  entity,
string  signalName,
int  val 
)

Sets signal value on entity via RPC.

Parameters
[in]entityRepresents an in-game object with properties and behavior.
[in]signalNameSignalName is the name of the signal on the entity to set its value.
[in]valval: Integer representing signal value to set on entity.

◆ SetVariableValue()

void SCR_ScenarioFrameworkSystem.SetVariableValue ( string  key,
string  value 
)

Set a value to global variable at the scenario.

◆ ShouldBePaused()

override bool SCR_ScenarioFrameworkSystem.ShouldBePaused ( )

Is this system should be paused while the simulation is paused?

Implements GameSystem.

◆ ShowHint()

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.

Parameters
[in]sTitlestring for hint message displayed on screen.
[in]sSubtitleis the secondary message displayed in hint.
[in]timeOutrepresents the duration in milliseconds for which hint is displayed on screen.
[in]factionKeyrepresents the identifier for the faction in the game world.
[in]playerIDrepresents the unique identifier for the player receiving the hint.

◆ SpawnRandomTask()

void SCR_ScenarioFrameworkSystem.SpawnRandomTask ( int  countSafe = 0)

Spawns random tasks in an area, removing duplicates and ensuring task type balance.

Parameters
[in]countSafeCountSafe represents the number of tasks already spawned in the scenario, used for limiting the maximum number of tasks that can be

◆ SyncDebugShapes()

void SCR_ScenarioFrameworkSystem.SyncDebugShapes ( int  playerID)

Synchronizes debug shapes for player with ID, manages layer visibility and position.

Parameters
[in]playerIDPlayer ID represents the unique identifier for the player controlling the action in the method.

Member Data Documentation

◆ m_aAfterTasksInitActions

ref array<ref SCR_ScenarioFrameworkActionBase> SCR_ScenarioFrameworkSystem.m_aAfterTasksInitActions

◆ m_aAreas

ref array<SCR_ScenarioFrameworkArea> SCR_ScenarioFrameworkSystem.m_aAreas = {}

◆ m_aAreasTasksToSpawn

ref array<string> SCR_ScenarioFrameworkSystem.m_aAreasTasksToSpawn = {}

◆ m_aCoreAreas

ref array<string> SCR_ScenarioFrameworkSystem.m_aCoreAreas

◆ m_aDebugAreas

ref array<ref SCR_ScenarioFrameworkDebugArea> SCR_ScenarioFrameworkSystem.m_aDebugAreas

◆ m_aDebugShapesLayers

ref array<ref Tuple3<EntityID, bool, float> > SCR_ScenarioFrameworkSystem.m_aDebugShapesLayers = {}

◆ m_aDespawnedAreas

ref array<ref Tuple3<SCR_ScenarioFrameworkArea, vector, int> > SCR_ScenarioFrameworkSystem.m_aDespawnedAreas = {}

◆ m_aESFTaskTypeForRandomization

ref array<SCR_ESFTaskType> SCR_ScenarioFrameworkSystem.m_aESFTaskTypeForRandomization = {}

◆ m_aESFTaskTypesAvailable

ref array<SCR_ESFTaskType> SCR_ScenarioFrameworkSystem.m_aESFTaskTypesAvailable = {}

◆ m_aIntroVoicelineIndexes

ref array<int> SCR_ScenarioFrameworkSystem.m_aIntroVoicelineIndexes = {}

◆ m_aLayersTaskToSpawn

ref array<string> SCR_ScenarioFrameworkSystem.m_aLayersTaskToSpawn = {}

◆ m_aLayerTasksForRandomization

ref array<SCR_ScenarioFrameworkLayerTask> SCR_ScenarioFrameworkSystem.m_aLayerTasksForRandomization = {}

◆ m_aLayerTasksToBeInitialized

ref array<SCR_ScenarioFrameworkLayerTask> SCR_ScenarioFrameworkSystem.m_aLayerTasksToBeInitialized = {}

◆ m_aObservers

ref array<vector> SCR_ScenarioFrameworkSystem.m_aObservers = {}

◆ m_aSelectedAreas

ref array<SCR_ScenarioFrameworkArea> SCR_ScenarioFrameworkSystem.m_aSelectedAreas = {}

◆ m_aSlotsTaskToSpawn

ref array<string> SCR_ScenarioFrameworkSystem.m_aSlotsTaskToSpawn = {}

◆ m_aSpawnedAreas

ref array<ref Tuple3<SCR_ScenarioFrameworkArea, vector, int> > SCR_ScenarioFrameworkSystem.m_aSpawnedAreas = {}

◆ m_aTaskTypesAvailable

ref array<ref SCR_ScenarioFrameworkTaskType> SCR_ScenarioFrameworkSystem.m_aTaskTypesAvailable

◆ m_bDebugInit

bool SCR_ScenarioFrameworkSystem.m_bDebugInit

◆ m_bDynamicDespawn

bool SCR_ScenarioFrameworkSystem.m_bDynamicDespawn

◆ m_bMatchOver

bool SCR_ScenarioFrameworkSystem.m_bMatchOver

◆ m_CallQueue

ref ScriptCallQueue SCR_ScenarioFrameworkSystem.m_CallQueue = new ScriptCallQueue()
staticprotected

◆ m_eGameOverType

EGameOverTypes SCR_ScenarioFrameworkSystem.m_eGameOverType = EGameOverTypes.COMBATPATROL_DRAW

◆ m_fCheckInterval

float SCR_ScenarioFrameworkSystem.m_fCheckInterval
protected

◆ m_fTimer

float SCR_ScenarioFrameworkSystem.m_fTimer
protected

◆ m_iCurrentlySpawnedLayerTasks

int SCR_ScenarioFrameworkSystem.m_iCurrentlySpawnedLayerTasks

◆ m_iMaxNumberOfTasks

int SCR_ScenarioFrameworkSystem.m_iMaxNumberOfTasks

◆ m_iUpdateRate

int SCR_ScenarioFrameworkSystem.m_iUpdateRate

◆ m_LastFinishedTask

SCR_BaseTask SCR_ScenarioFrameworkSystem.m_LastFinishedTask

◆ m_LastFinishedTaskLayer

SCR_ScenarioFrameworkLayerBase SCR_ScenarioFrameworkSystem.m_LastFinishedTaskLayer

◆ m_OnAllAreasInitiated

ref ScriptInvoker SCR_ScenarioFrameworkSystem.m_OnAllAreasInitiated

◆ m_OnSlotAISpawned

ref ScriptInvokerBase<ScriptInvokerScenarioFrameworkSlotAIMethod> SCR_ScenarioFrameworkSystem.m_OnSlotAISpawned
static

◆ m_OnTaskStateChanged

ref ScriptInvoker SCR_ScenarioFrameworkSystem.m_OnTaskStateChanged

◆ m_sVoiceOverDataConfig

ResourceName SCR_ScenarioFrameworkSystem.m_sVoiceOverDataConfig

◆ m_VariableMap

ref map<string, string> SCR_ScenarioFrameworkSystem.m_VariableMap = new map<string, string>

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