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

Must be attached to a GameMode. More...

Inheritance diagram for SCR_WaveRespawnTimerComponent:
[legend]

Public Member Functions

override void DrawDebugInfo ()
 
override bool GetCanPlayerSpawn (int playerID, float additionalTime=0)
 Only relevant to server and local player.
 
override int GetPlayerRemainingTime (int playerID, float additionalTime=0)
 
override void OnPlayerSpawnFinalize_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity)
 
override void OnPlayerKilled (notnull SCR_InstigatorContextData instigatorContextData)
 Start respawn timer for provided entity if a player controlled it.
 
override void OnPlayerDeleted (int playerId, IEntity player)
 Called after a player gets deleted.
 
override void OnPlayerConnected (int playerId)
 Called after a player is connected.
 
void RpcDo_StartFactionTimer (int factionIndex, WorldTimestamp rplTime)
 Broadcasts that sets timer duration for provided faction.
 
override void EOnFrame (IEntity owner, float timeSlice)
 
override void OnPostInit (IEntity owner)
 Initialise this component.
 
override void EOnInit (IEntity owner)
 Initialise this component with data from FactionsManager.
 
- Public Member Functions inherited from SCR_RespawnTimerComponent
override bool RplSave (ScriptBitWriter writer)
 Serialise state of this component on the server.
 
override bool RplLoad (ScriptBitReader reader)
 Deserialise state of this component on the client.
 
void SetRespawnTime (int playerID, float respawnTime)
 
bool IsPlayerEnqueued (int playerID)
 
bool GetCanPlayerSpawn (int playerID, float additionalTime=0)
 Only relevant to server and local player.
 
int GetPlayerRemainingTime (int playerID, float additionalTime=0)
 
override void OnPlayerKilled (notnull SCR_InstigatorContextData instigatorContextData)
 Start respawn timer for provided entity if a player controlled it.
 
override void OnPlayerDeleted (int playerId, IEntity player)
 Called after a player gets deleted.
 
override void OnPlayerRegistered (int playerId)
 Register provided client's respawn timer.
 
void SetRespawnTime (float respawnTime)
 
float GetRespawnTime ()
 
override void EOnDiag (IEntity owner, float timeSlice)
 
override void OnPostInit (IEntity owner)
 
override void OnDelete (IEntity owner)
 
void SCR_RespawnTimerComponent (IEntityComponentSource src, IEntity ent, IEntity parent)
 
void ~SCR_RespawnTimerComponent ()
 
- 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 instigator)
 See SCR_BaseGameMode.HandlePlayerKilled.
 
void OnPlayerKilled (notnull SCR_InstigatorContextData instigatorContextData)
 Called after a player gets killed.
 
void OnPlayerKilledHandled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator instigator)
 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 (notnull SCR_InstigatorContextData instigatorContextData)
 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 Attributes

ref array< ref SCR_RespawnTimerm_aFactionRespawnTimers = {}
 Respawn timers per faction.
 
ref array< int > m_aAllowedPlayers = {}
 
ref array< int > m_aWaitingPlayers = {}
 
- Protected Attributes inherited from SCR_RespawnTimerComponent
float m_fRespawnTime
 
ref map< int, ref SCR_RespawnTimerm_mRespawnTimers = new map<int, ref SCR_RespawnTimer>()
 Map of respawn timers of individual players.
 
RplComponent m_RplComponent
 RplComponent attached to this component's owner entity.
 
- Protected Attributes inherited from SCR_BaseGameModeComponent
SCR_BaseGameMode m_pGameMode
 The game mode entity this component is attached to.
 

Additional Inherited Members

- Protected Member Functions inherited from SCR_RespawnTimerComponent
bool IsMaster ()
 Are we the master of this component's RplComponent node?
 
WorldTimestamp GetCurrentTime ()
 
void DrawDebugInfo ()
 
- Static Protected Attributes inherited from SCR_RespawnTimerComponent
static bool s_DebugRegistered = false
 

Detailed Description

Must be attached to a GameMode.

Member Function Documentation

◆ DrawDebugInfo()

override void SCR_WaveRespawnTimerComponent.DrawDebugInfo ( )

◆ EOnFrame()

override void SCR_WaveRespawnTimerComponent.EOnFrame ( IEntity  owner,
float  timeSlice 
)

◆ EOnInit()

override void SCR_WaveRespawnTimerComponent.EOnInit ( IEntity  owner)

Initialise this component with data from FactionsManager.

◆ GetCanPlayerSpawn()

override bool SCR_WaveRespawnTimerComponent.GetCanPlayerSpawn ( int  playerID,
float  additionalTime = 0 
)

Only relevant to server and local player.

Parameters
[in]playerID
[in]additionalTime
Returns

Implements SCR_RespawnTimerComponent.

◆ GetPlayerRemainingTime()

override int SCR_WaveRespawnTimerComponent.GetPlayerRemainingTime ( int  playerID,
float  additionalTime = 0 
)
Parameters
[in]playerID
[in]additionalTime
Returns

Implements SCR_RespawnTimerComponent.

◆ OnPlayerConnected()

override void SCR_WaveRespawnTimerComponent.OnPlayerConnected ( int  playerId)

Called after a player is connected.

Server-only.

Parameters
[in]playerIdPlayerId of connected player.

Implements SCR_BaseGameModeComponent.

◆ OnPlayerDeleted()

override void SCR_WaveRespawnTimerComponent.OnPlayerDeleted ( int  playerId,
IEntity  player 
)

Called after a player gets deleted.

Parameters
[in]playerIdPlayer ID
[in]playerPlayer entity

Implements SCR_RespawnTimerComponent.

◆ OnPlayerKilled()

override void SCR_WaveRespawnTimerComponent.OnPlayerKilled ( notnull SCR_InstigatorContextData  instigatorContextData)

Start respawn timer for provided entity if a player controlled it.

Parameters
[in]playerId
[in]playerEntity
[in]killerEntity
[in]killer

Implements SCR_RespawnTimerComponent.

◆ OnPlayerSpawnFinalize_S()

override void SCR_WaveRespawnTimerComponent.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_WaveRespawnTimerComponent.OnPostInit ( IEntity  owner)

Initialise this component.

Implements SCR_RespawnTimerComponent.

◆ RpcDo_StartFactionTimer()

void SCR_WaveRespawnTimerComponent.RpcDo_StartFactionTimer ( int  factionIndex,
WorldTimestamp  rplTime 
)

Broadcasts that sets timer duration for provided faction.

Parameters
durationDuration of respawn timer.
[in]factionIndex
[in]rplTime

Member Data Documentation

◆ m_aAllowedPlayers

ref array<int> SCR_WaveRespawnTimerComponent.m_aAllowedPlayers = {}
protected

◆ m_aFactionRespawnTimers

ref array<ref SCR_RespawnTimer> SCR_WaveRespawnTimerComponent.m_aFactionRespawnTimers = {}
protected

Respawn timers per faction.

◆ m_aWaitingPlayers

ref array<int> SCR_WaveRespawnTimerComponent.m_aWaitingPlayers = {}
protected

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