Arma Reforger Script API
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SCR_TutorialSpawnLogic Interface Reference
Inheritance diagram for SCR_TutorialSpawnLogic:
SCR_SpawnLogic

Public Member Functions

override void OnPlayerSpawned_S (int playerId, IEntity entity)
 
- Public Member Functions inherited from SCR_SpawnLogic
void OnInit (SCR_RespawnSystemComponent owner)
 
void OnPlayerRegistered_S (int playerId)
 
void OnPlayerAuditSuccess_S (int playerId)
 
void OnPlayerDisconnected_S (int playerId, KickCauseCode cause, int timeout)
 
void OnPlayerSpawnRequest_S (SCR_SpawnRequestComponent requestComponent)
 
void OnPlayerSpawnResponse_S (SCR_SpawnRequestComponent requestComponent, SCR_ESpawnResult response)
 
void OnPlayerEntityChanged_S (int playerId, IEntity previousEntity, IEntity newEntity)
 
void OnPlayerKilled_S (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 
void OnPlayerDeleted_S (int playerId, bool isDisconnect)
 
void StoreControlledEntityIds (notnull SCR_PlayerController playerController, UUID playerCharacterId, UUID controlledCharacterId)
 
SCR_RespawnComponent GetPlayerRespawnComponent_S (int playerId)
 
SCR_RespawnComponent GetLocalPlayerRespawnComponent ()
 
SCR_PlayerFactionAffiliationComponent GetPlayerFactionComponent_S (int playerId)
 
SCR_PlayerLoadoutComponent GetPlayerLoadoutComponent_S (int playerId)
 

Protected Attributes

Identity m_PlayerIdentity
 
- Protected Attributes inherited from SCR_SpawnLogic
SCR_ESpawnLogicDisconnectBehaviour m_eDisconnectPlayerControllerBehaviour
 
SCR_ESpawnLogicDisconnectBehaviour m_eDisconnectCharacterBehaviour
 
SCR_RespawnSystemComponent m_RespawnSystem
 
SCR_PersistenceSystem m_Persistence
 
PersistenceCollection m_PlayerCollection
 
PersistenceCollection m_CharacterCollection
 
ref array< ref Tuple3< SCR_PlayerController, UUID, UUID > > m_aStoredControlledEntityIds = {}
 
ref map< int, UUID > m_mPendingPosessions = new map<int, UUID>()
 

Additional Inherited Members

- Protected Member Functions inherited from SCR_SpawnLogic
void SetupPersistenceCollections (SCR_RespawnSystemComponent owner)
 Override with your own collection name if customized.
 
void OnPlayerSpawnFailed_S (int playerId)
 
void OnPlayerEntityLost_S (int playerId)
 Called whenever provided player loses controlled entity, this can occur e.g.
 
void NotifyPlayerReadyForSpawn (int playerId)
 Notify the target player that they are ready for spawn.
 
void ApplyPendingPosession (int playerId)
 
void ExcuteInitialLoadOrSpawn_S (int playerId)
 
void RequestPlayerData_S (int playerId)
 
void OnPlayerDataLoaded_S (EPersistenceStatusCode statusCode, Managed result, bool isLast, Managed context)
 
void OnPlayerCharacterLoaded_S (EPersistenceStatusCode statusCode, Managed result, bool isLast, Managed context)
 
void OnControlledCharacterAvailable (Managed instance, PersistenceDeferredDeserializeTask task, bool expired, Managed context)
 
bool ConsumeControlledEntityIds (notnull SCR_PlayerController playerController, out UUID playerCharacterId, out UUID controlledCharacterId)
 
bool ForgetControlledEntityIds (notnull SCR_PlayerController playerController)
 
void DoInitialSpawn_S (int playerId)
 
void DoSpawn_S (int playerId)
 Implement the actual spawn behaviour.
 
bool ResolveReconnection (int playerId)
 Resolves spawn using the SCR_ReconnectComponent for player of given playerId.
 
bool HandlePlayFromCamera ()
 
- Static Protected Attributes inherited from SCR_SpawnLogic
static vector s_vPlayFromCameraPos
 
static vector s_vPlayFromCameraYpr
 

Member Function Documentation

◆ OnPlayerSpawned_S()

override void SCR_TutorialSpawnLogic.OnPlayerSpawned_S ( int playerId,
IEntity entity )

Implements SCR_SpawnLogic.

Member Data Documentation

◆ m_PlayerIdentity

Identity SCR_TutorialSpawnLogic.m_PlayerIdentity
protected

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