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

override bool PreparePlayerEntity_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity)
 Begin spawn protection immediately after entity is spawned.
 
override void OnPlayerSpawnFinalize_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity)
 
override void OnSpawnPlayerEntityFailure_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason)
 
override void OnPostInit (IEntity owner)
 
- Public Member Functions inherited from SCR_BaseGameModeComponent
SCR_BaseGameMode GetGameMode ()
 
void OnGameEnd ()
 Called on all machines when the world ends.
 
void OnGameStateChanged (SCR_EGameModeState state)
 Called when game mode state changes called on all machines.
 
void OnGameModeStart ()
 Called on every machine when game mode starts.
 
void OnGameModeEnd (SCR_GameModeEndData data)
 Called when game mode ends.
 
void OnPlayerConnected (int playerId)
 Called after a player is connected.
 
void OnPlayerAuditSuccess (int playerId)
 Event is called when player connecting Session hosting current Game Mode where is required authentication verification via.
 
void OnPlayerAuditFail (int playerId)
 Event is called when player connecting Session hosting current Game Mode AuditFail() call may be called under two occasions: 1) verification is required but failed (account is not valid, player is banned, internet issues) 2) player cannot be verified as authentication is not required or possible - where it may be valid behavior (server online connectivity turned off for example) Basically non-audited player cannot access persistency/ etc.
 
void OnPlayerAuditTimeouted (int playerId)
 Event is called when player connected to Session was kicked and did not reconnected in time This mean that slot reservation can be canceled.
 
void OnPlayerAuditRevived (int playerId)
 Event is called when player reconnected successfully back to Session after kick This mean that slot reservation need to be finished (closed).
 
void OnPlayerRegistered (int playerId)
 Called on every machine after a player is registered (identity, name etc.).
 
void OnPlayerDisconnected (int playerId, KickCauseCode cause, int timeout)
 Called after a player is disconnected.
 
void OnPlayerSpawned (int playerId, IEntity controlledEntity)
 Called after a player is spawned.
 
bool PreparePlayerEntity_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity)
 
void OnSpawnPlayerEntityFailure_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason)
 
void OnPlayerSpawnFinalize_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity)
 
bool HandlePlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 See SCR_BaseGameMode.HandlePlayerKilled.
 
void OnPlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 Called after a player gets killed.
 
void OnPlayerKilledHandled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 Called after player gets killed in cases where the kill was handled by the game mode, supressing the default OnPlayerKilled behaviour.
 
void OnPlayerDeleted (int playerId, IEntity player)
 Called after a player gets deleted.
 
void OnPlayerRoleChange (int playerId, EPlayerRole roleFlags)
 Called when player role changes.
 
void OnWorldPostProcess (World world)
 Called once loading of all entities of the world have been finished (still within the loading)
 
void HandleOnLoadoutAssigned (int playerID, SCR_BasePlayerLoadout assignedLoadout)
 What happens when a player is assigned a loadout.
 
void HandleOnFactionAssigned (int playerID, Faction assignedFaction)
 What happens when a player is assigned a faction.
 
void HandleOnSpawnPointAssigned (int playerID, SCR_SpawnPoint spawnPoint)
 What happens when a player is assigned a spawn point.
 
void OnControllableSpawned (IEntity entity)
 When a controllable entity is spawned, this event is raised.
 
void OnControllableDestroyed (IEntity entity, IEntity killerEntity, notnull Instigator killer)
 When a controllable entity is destroyed, this event is raised.
 
void OnControllableDeleted (IEntity entity)
 Prior to a controllable entity being DELETED, this event is raised.
 
void SCR_BaseGameModeComponent (IEntityComponentSource src, IEntity ent, IEntity parent)
 

Protected Member Functions

void OnPlayerAmmoChangeCallback (BaseWeaponComponent currentWeapon, BaseMuzzleComponent currentMuzzle, BaseMagazineComponent magazine, int ammoCount, bool isChambered)
 Callback to be used by eventHandler in PreparePlayerEntity_S.
 
void DisablePlayerProtection (IEntity playerEntity)
 

Protected Attributes

float m_fProtectionTime
 
bool m_bDisableOnAttack
 
bool m_bAllowPlayerSpawnpoints
 
- Protected Attributes inherited from SCR_BaseGameModeComponent
SCR_BaseGameMode m_pGameMode
 The game mode entity this component is attached to.
 

Member Function Documentation

◆ DisablePlayerProtection()

void SCR_SpawnProtectionComponent.DisablePlayerProtection ( IEntity  playerEntity)
protected

◆ OnPlayerAmmoChangeCallback()

void SCR_SpawnProtectionComponent.OnPlayerAmmoChangeCallback ( BaseWeaponComponent  currentWeapon,
BaseMuzzleComponent  currentMuzzle,
BaseMagazineComponent  magazine,
int  ammoCount,
bool  isChambered 
)
protected

Callback to be used by eventHandler in PreparePlayerEntity_S.

Parameters
[in]currentWeapon
[in]currentMuzzle
[in]magazine
[in]ammoCount
[in]isChambered

◆ OnPlayerSpawnFinalize_S()

override void SCR_SpawnProtectionComponent.OnPlayerSpawnFinalize_S ( SCR_SpawnRequestComponent  requestComponent,
SCR_SpawnHandlerComponent  handlerComponent,
SCR_SpawnData  data,
IEntity  entity 
)
Parameters
[in]requestComponent
[in]handlerComponent
[in]data
[in]entity

Implements SCR_BaseGameModeComponent.

◆ OnPostInit()

override void SCR_SpawnProtectionComponent.OnPostInit ( IEntity  owner)

◆ OnSpawnPlayerEntityFailure_S()

override void SCR_SpawnProtectionComponent.OnSpawnPlayerEntityFailure_S ( SCR_SpawnRequestComponent  requestComponent,
SCR_SpawnHandlerComponent  handlerComponent,
IEntity  entity,
SCR_SpawnData  data,
SCR_ESpawnResult  reason 
)
Parameters
[in]requestComponent
[in]handlerComponent
[in]entity
[in]data
[in]reason

Implements SCR_BaseGameModeComponent.

◆ PreparePlayerEntity_S()

override bool SCR_SpawnProtectionComponent.PreparePlayerEntity_S ( SCR_SpawnRequestComponent  requestComponent,
SCR_SpawnHandlerComponent  handlerComponent,
SCR_SpawnData  data,
IEntity  entity 
)

Begin spawn protection immediately after entity is spawned.

Parameters
[in]requestComponent
[in]handlerComponent
[in]data
[in]entity

Implements SCR_BaseGameModeComponent.

Member Data Documentation

◆ m_bAllowPlayerSpawnpoints

bool SCR_SpawnProtectionComponent.m_bAllowPlayerSpawnpoints
protected

◆ m_bDisableOnAttack

bool SCR_SpawnProtectionComponent.m_bDisableOnAttack
protected

◆ m_fProtectionTime

float SCR_SpawnProtectionComponent.m_fProtectionTime
protected

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