Arma Reforger Script API
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Public Member Functions | Protected Member Functions | Protected Attributes | List of all members
SCR_ScriptedUserAction Interface Reference

A scripted action class having optional logic to check if vehicle is valid. More...

Inheritance diagram for SCR_ScriptedUserAction:
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Public Member Functions

override bool CanBeShownScript (IEntity user)
 Can this entity be shown in the UI by the provided user entity?
 
vector GetLocalPositionAction ()
 Get action local position Used for such things like playing audio at the correct location on action use.
 
vector GetWorldPositionAction ()
 Get action world position Used for such things like playing audio at the correct location on action use.
 
override float GetActionProgressScript (float fProgress, float timeSlice)
 
bool IsActionLooping ()
 
float GetLoopActionHoldDuration ()
 
override void OnActionStart (IEntity pUserEntity)
 Method called from scripted interaction handler when an action is started (progress bar appeared)
 
- Public Member Functions inherited from ScriptedUserAction
void Init (IEntity pOwnerEntity, GenericComponent pManagerComponent)
 Called when object is initialized and registered to actions manager.
 
void PerformAction (IEntity pOwnerEntity, IEntity pUserEntity)
 Called when someone tries to perform the action, user entity is typically character.
 
void PerformContinuousAction (IEntity pOwnerEntity, IEntity pUserEntity, float timeSlice)
 Called when someone tries to perform the continuous action, user entity is typically character.
 
void OnConfirmed (IEntity pUserEntity)
 If action passed as callback OnConfirmed will be called when reached execution, user entity is typically character.
 
void OnRejected (IEntity pUserEntity)
 If action passed as callback OnRejected will be called when execution was rejected, user entity is typically character.
 
void OnActionCanceled (IEntity pOwnerEntity, IEntity pUserEntity)
 Method called when the action is interrupted/canceled.
 
void OnActionStart (IEntity pUserEntity)
 Method called from scripted interaction handler when an action is started (progress bar appeared)
 
bool GetActionNameScript (out string outName)
 If overridden and true is returned, outName is returned when BaseUserAction.GetActionName is called.
 
bool GetActionDescriptionScript (out string outName)
 If overridden and true is returned, outName is returned when BaseUserAction.GetActionDescription is called.
 
bool CanBePerformedScript (IEntity user)
 Can this action be performed by the provided user entity?
 
bool CanBeShownScript (IEntity user)
 Can this entity be shown in the UI by the provided user entity?
 
bool HasLocalEffectOnlyScript ()
 Does this action only have client side effect?
 
bool CanBroadcastScript ()
 If HasLocalEffectOnly() is false this method tells if the server is supposed to broadcast this action to clients.
 
float GetActionProgressScript (float fProgress, float timeSlice)
 Returns the progress of this action in seconds.
 
- Public Member Functions inherited from BaseUserAction
void SetCannotPerformReason (string reason)
 Sets the reason why action couldn't be performed.
 
string GetCannotPerformReason ()
 Returns the reason why action couldn't be performed.
 
proto external int GetContextIndex (string sContextName)
 Returns the index of the context this action is registered in as or -1 if none.
 
proto external void SetActiveContext (UserActionContext context)
 Setter for m_pActiveContext.
 
proto external UserActionContext GetActiveContext ()
 Getter for m_pActiveContext.
 
proto external bool CanBePerformed (IEntity user)
 Can this action be performed by the user?
 
proto external bool CanBeShown (IEntity user)
 Can this action be shown in the UI for the user?
 
proto external bool HasLocalEffectOnly ()
 Does this action only have client side effect?
 
proto external bool CanBroadcast ()
 If HasLocalEffectOnly() is false this method tells if the server is supposed to broadcast this action to clients.
 
proto external bool ShouldPerformPerFrame ()
 Should this action be performed every frame the input action is triggered?
 
proto external string GetActionName ()
 Return the name of this action.
 
proto external string GetActionDescription ()
 Return the description of this action.
 
proto external float GetVisibilityRange ()
 Returns the visibility range of this action in metres.
 
proto external void SetActionDuration (float duration)
 Sets the duration of this action in seconds.
 
proto external float GetActionDuration ()
 Returns the duration of this action in seconds.
 
proto external float GetActionProgress (float fProgress, float timeSlice)
 Returns the progress of this action in seconds.
 
proto external bool IsInProgress ()
 Returns true while continuous or timed action is being used.
 
proto external UIInfo GetUIInfo ()
 Returns the UIInfo set for this user action or null if none.
 
proto external IEntity GetOwner ()
 Returns the parent entity of this action.
 
proto external bool CanAggregate ()
 Whether action can be aggregated by name, this is a temp workaround for localization.
 
proto external int GetActionID ()
 Returns the ID with which this action is registered in its parent ActionsManagerComponent.
 
proto external void SetSendActionDataFlag ()
 Used to ask to send action data again during continuous action.
 
proto external ActionsManagerComponent GetActionsManager ()
 

Protected Member Functions

bool IsSameVehicleOrNone (notnull IEntity user)
 
bool LoopActionUpdate (float timeSlice)
 
override void OnActionSelected ()
 Callback for when action is selected by the local player and the local player ONLY.
 
- Protected Member Functions inherited from BaseUserAction
bool OnRplSave (ScriptBitWriter writer)
 
bool OnRplLoad (ScriptBitReader reader)
 
bool OnSaveActionData (ScriptBitWriter writer)
 Before performing the action the caller can store some data in it which is delivered to others.
 
bool OnLoadActionData (ScriptBitReader reader)
 If the one performing the action packed some data in it everybody receiving the action.
 
void OnActionSelected ()
 Callback for when action is selected by the local player and the local player ONLY.
 
void OnActionDeselected ()
 Callback for when action is deselected by the local player and the local player ONLY.
 

Protected Attributes

bool m_bLoopAction
 
float m_fLoopActionHoldDuration
 
bool m_bLowerWeaponOnUse
 
EUserActionInVehicleState m_eShownInVehicleState
 
bool m_bSameVehicleOnly
 
UserActionContext m_LastUserActionContext
 
float m_fLoopProgress
 
float m_fLoopProgressSmoothVelocity
 
- Protected Attributes inherited from BaseUserAction
string m_sCannotPerformReason
 The reason why action cannot be performed.
 

Additional Inherited Members

- Public Attributes inherited from BaseUserAction
string ActionNameParams [9]
 Can be filled in scripts to be used as params when name is being formatted when displayed in UI.
 

Detailed Description

A scripted action class having optional logic to check if vehicle is valid.

Member Function Documentation

◆ CanBeShownScript()

override bool SCR_ScriptedUserAction.CanBeShownScript ( IEntity  user)

◆ GetActionProgressScript()

override float SCR_ScriptedUserAction.GetActionProgressScript ( float  fProgress,
float  timeSlice 
)
Returns
progress value for action progressbar UI.

Implements ScriptedUserAction.

Implemented in SCR_PushVehicleAction, and SCR_UnflipVehicleAction.

◆ GetLocalPositionAction()

vector SCR_ScriptedUserAction.GetLocalPositionAction ( )

Get action local position Used for such things like playing audio at the correct location on action use.

Returns
action local position

◆ GetLoopActionHoldDuration()

float SCR_ScriptedUserAction.GetLoopActionHoldDuration ( )
Returns
Duration of loop action being held at the end of the looping of the action

◆ GetWorldPositionAction()

vector SCR_ScriptedUserAction.GetWorldPositionAction ( )

Get action world position Used for such things like playing audio at the correct location on action use.

Returns
action world position

◆ IsActionLooping()

bool SCR_ScriptedUserAction.IsActionLooping ( )
Returns
True if action process bar should reset if the action is continues. Else return false

◆ IsSameVehicleOrNone()

bool SCR_ScriptedUserAction.IsSameVehicleOrNone ( notnull IEntity  user)
protected

◆ LoopActionUpdate()

bool SCR_ScriptedUserAction.LoopActionUpdate ( float  timeSlice)
protected

◆ OnActionSelected()

override void SCR_ScriptedUserAction.OnActionSelected ( )
protected

Callback for when action is selected by the local player and the local player ONLY.

Implements BaseUserAction.

Implemented in SCR_BaseUseSupportStationAction.

◆ OnActionStart()

override void SCR_ScriptedUserAction.OnActionStart ( IEntity  pUserEntity)

Method called from scripted interaction handler when an action is started (progress bar appeared)

Parameters
pUserEntityThe entity that started performing this action

Implements ScriptedUserAction.

Implemented in SCR_CampaignBuildingBuildUserAction, SCR_PushVehicleAction, SCR_UnflipVehicleAction, SCR_BaseUseSupportStationAction, and SCR_DrainFuelUserAction.

Member Data Documentation

◆ m_bLoopAction

bool SCR_ScriptedUserAction.m_bLoopAction
protected

◆ m_bLowerWeaponOnUse

bool SCR_ScriptedUserAction.m_bLowerWeaponOnUse
protected

◆ m_bSameVehicleOnly

bool SCR_ScriptedUserAction.m_bSameVehicleOnly
protected

◆ m_eShownInVehicleState

EUserActionInVehicleState SCR_ScriptedUserAction.m_eShownInVehicleState
protected

◆ m_fLoopActionHoldDuration

float SCR_ScriptedUserAction.m_fLoopActionHoldDuration
protected

◆ m_fLoopProgress

float SCR_ScriptedUserAction.m_fLoopProgress
protected

◆ m_fLoopProgressSmoothVelocity

float SCR_ScriptedUserAction.m_fLoopProgressSmoothVelocity
protected

◆ m_LastUserActionContext

UserActionContext SCR_ScriptedUserAction.m_LastUserActionContext
protected

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