Arma Reforger Script API
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Public Member Functions | |
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. | |
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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 () |
proto external void | SetActionEnabled_S (bool enable) |
Action can be enabled/disabled by the server. Disabled actions return false for CanBeShown(). Has no effect when called from the client. | |
proto external bool | WasDisabledByServer () |
Was the action disabled by the server? | |
Additional Inherited Members | |
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string | ActionNameParams [9] |
Can be filled in scripts to be used as params when name is being formatted when displayed in UI. | |
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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. | |
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string | m_sCannotPerformReason |
The reason why action cannot be performed. | |
bool ScriptedUserAction.CanBePerformedScript | ( | IEntity | user | ) |
Can this action be performed by the provided user entity?
Implemented in LightUserAction, SCR_ActivateMineUserAction, SCR_AddTarget, SCR_ArmExplosiveChargeWithRemoteFuzeAction, SCR_ArmExplosiveChargeWithTimedFuzeAction, SCR_AttachementAction, SCR_BaseFactionCheckUserAction, SCR_BaseResupplySupportStationAction, SCR_BaseUseSupportStationAction, SCR_CampaignBuildingBuildUserAction, SCR_CampaignBuildingDisassemblyUserAction, SCR_CampaignBuildingStartUserAction, SCR_CampaignDeployMobileAssemblyUserAction, SCR_CampaignPackMobileAssemblyUserAction, SCR_CampaignReconfigureHQRadioUserAction, SCR_CampaignReconfigureRelayUserAction, SCR_CampaignRepairEntityUserAction, SCR_CatalogSpawnerUserAction, SCR_CheckFuelAction, SCR_CloseVehicleDoorUserAction, SCR_DeployableInventoryItemEquipClothAction, SCR_DeployableInventoryItemPickUpAction, SCR_DeployInventoryItemBaseAction, SCR_DeployInventoryItemRestrictedAction, SCR_DismantleInventoryItemBaseAction, SCR_DoorUserAction, SCR_DrainFuelUserAction, SCR_EnableDefendersAction, SCR_EquipClothAction, SCR_EquipGadgetAction, SCR_EquipItemAction, SCR_EquipWeaponAction, SCR_EquipWeaponHolsterAction, SCR_ExplosiveChargeAction, SCR_FastTravelAction, SCR_FlushToilet, SCR_GetInUserAction, SCR_GetOutAction, SCR_HealSupportStationAction, SCR_InspectCasualtyUserAction, SCR_InventoryAction, SCR_JumpOutAction, SCR_LadderUserAction, SCR_LoadItemsAction, SCR_LoiterUserAction, SCR_LootDeadBodyAction, SCR_MorphineUserAction, SCR_MortarShootAction, SCR_OpenVehicleDoorUserAction, SCR_PickUpItemAction, SCR_RefuelAtSupportStationAction, SCR_RefundPylonSupportStationAction, SCR_RefundVehicleAmmoSupportStationAction, SCR_RemoteDetonatorAction, SCR_RemoveCasualtyUserAction, SCR_RemoveTarget, SCR_RepairAtSupportStationAction, SCR_ResourceContainerStoreAction, SCR_ResourceContainerVehicleLoadAction, SCR_ResourceContainerVehicleUnloadAction, SCR_ResourceEntityRefundAction, SCR_ResourceStorageOpenAction, SCR_ResupplyOtherSupportStationAction, SCR_ResupplyRocketPodSupportStationAction, SCR_ResupplySelfSupportStationAction, SCR_ResupplyTurretBeltSupportStationAction, SCR_ResupplyVehicleWeaponSupportStationAction, SCR_SalineBagUserAction, SCR_SaveArsenalLoadout, SCR_SetTargetDistanceDownUserAction, SCR_SetTargetDistanceUpUserAction, SCR_ShowDeployableSpawnPointInfo, SCR_SwitchSeatAction, SCR_ToggleHandbrakeAction, SCR_TourniquetUserAction, SCR_TurnOnAction, SCR_TurretAssemblyAction, SCR_TurretGetInUserAction, SCR_TurretPickUpItemAction, SCR_TutorialCourseSelectionUserAction, SCR_TutorialDeployMobileAssembly, SCR_VehicleAction, SCR_VehicleActionBase, SCR_VehicleTakeControlsAction, SCR_VehicleWeaponFireModeSwitchAction, SCR_VehicleWeaponGroupSelectAction, SCR_WeaponAction, SCR_WeaponLoadAction, and TestDragUserAction.
bool ScriptedUserAction.CanBeShownScript | ( | IEntity | user | ) |
Can this entity be shown in the UI by the provided user entity?
Implemented in LightUserAction, SCR_ActivateMineUserAction, SCR_AddTarget, SCR_AdjustCollimatorAction, SCR_AdjustCollimatorElevationAction, SCR_AdjustShellChargeRingsAction, SCR_AdjustShellTimeFuzeAction, SCR_AdjustSignalAction, SCR_AdjustTimedFuzeAction, SCR_ArmExplosiveChargeWithRemoteFuzeAction, SCR_ArmExplosiveChargeWithTimedFuzeAction, SCR_AttachementAction, SCR_AttachItemFromInventoryAction, SCR_AttachPylonSupportStationAction, SCR_BandageUserAction, SCR_BaseResupplySupportStationAction, SCR_BaseUseSupportStationAction, SCR_CampaignBuildingBuildUserAction, SCR_CampaignBuildingDisassemblyUserAction, SCR_CampaignBuildingStartUserAction, SCR_CampaignDeployMobileAssemblyUserAction, SCR_CampaignPackMobileAssemblyUserAction, SCR_CampaignReconfigureHQRadioUserAction, SCR_CampaignReconfigureRelayUserAction, SCR_CampaignRepairEntityUserAction, SCR_CatalogSpawnerUserAction, SCR_ChangeBallisticPageAction, SCR_ChangeComparmentAction, SCR_ChangeFuzeTimerUserAction, SCR_CheckFuelAction, SCR_CloseVehicleDoorUserAction, SCR_DeployableInventoryItemEquipClothAction, SCR_DeployableInventoryItemPickUpAction, SCR_DeployInventoryItemAction, SCR_DeployInventoryItemBaseAction, SCR_DetachMagazineUserAction, SCR_DisarmExplosiveChargeAction, SCR_DismantleInventoryItemBaseAction, SCR_DrainFuelUserAction, SCR_EnableDefendersAction, SCR_EngineAction, SCR_EquipWeaponAttachment, SCR_ExplosiveChargeAction, SCR_FireModeSwitchUserAction, SCR_GetInUserAction, SCR_GetOutAction, SCR_HealingUserAction, SCR_HealSupportStationAction, SCR_HelicopterEngineAction, SCR_InspectCasualtyUserAction, SCR_InspectionUserAction, SCR_InventoryAction, SCR_JumpOutAction, SCR_LadderUserAction, SCR_LightFireplaceUserAction, SCR_LoadCasualtySupportStationUserAction, SCR_LoadItemsAction, SCR_LoiterUserAction, SCR_LootDeadBodyAction, SCR_MineAddFlagAction, SCR_MineEquipHolsterAction, SCR_MineEquipWeaponAction, SCR_MinePickUpItemAction, SCR_MortarShootAction, SCR_OpenDeployableSpawnPointStorageAction, SCR_OpenVehicleDoorUserAction, SCR_OpenVehicleStorageAction, SCR_PushVehicleAction, SCR_RadioBaseUserAction, SCR_RadioToggleUserAction, SCR_RadioTuningUserAction, SCR_RefuelAtSupportStationAction, SCR_RefundVehicleAmmoSupportStationAction, SCR_RemoteDetonatorAction, SCR_RemoveCasualtyUserAction, SCR_RemoveTarget, SCR_RepairAtSupportStationAction, SCR_ResourceContainerVehicleLoadAction, SCR_ResourceContainerVehicleUnloadAction, SCR_ResourceEntityRefundAction, SCR_ResupplyOtherSupportStationAction, SCR_ResupplyRocketPodSupportStationAction, SCR_ResupplySelfSupportStationAction, SCR_ResupplyTurretBeltSupportStationAction, SCR_ResupplyVehicleWeaponSupportStationAction, SCR_RippleFireIntervalAction, SCR_RippleFireQuantityAction, SCR_SaveArsenalLoadout, SCR_ScriptedUserAction, SCR_SetTargetDistanceDownUserAction, SCR_SetTargetDistanceUpUserAction, SCR_SetTargetsModeUserAction, SCR_ShowDeployableSpawnPointInfo, SCR_SwitchFlashlightLensAction, SCR_SwitchLightUserAction, SCR_SwitchSeatAction, SCR_ToggleDeployableSpawnPointLoadoutAction, SCR_ToggleHandbrakeAction, SCR_ToggleSafetyUserAction, SCR_TourniquetUserAction, SCR_TurretAssemblyAction, SCR_TurretGetInUserAction, SCR_TutorialBuildingStartUserAction, SCR_TutorialCourseSelectionUserAction, SCR_TutorialOpenFastTravelInterface, SCR_TutorialReturnToMenuAction, SCR_UnflipVehicleAction, SCR_VehicleActionBase, SCR_VehicleTakeControlsAction, SCR_VehicleWeaponFireModeSwitchAction, SCR_VehicleWeaponGroupSelectAction, SCR_WeaponAction, and SCR_WeaponLoadAction.
bool ScriptedUserAction.CanBroadcastScript | ( | ) |
If HasLocalEffectOnly() is false this method tells if the server is supposed to broadcast this action to clients.
Implemented in LightUserAction, SCR_AdjustSignalAction, SCR_BaseUseSupportStationAction, SCR_ChangeBallisticPageAction, SCR_ChangeFuzeTimerUserAction, SCR_EngineAction, SCR_InspectCasualtyUserAction, SCR_PushVehicleAction, SCR_RemoteDetonatorAction, SCR_TurnOnAction, SCR_TutorialCourseSelectionUserAction, and SCR_UnflipVehicleAction.
bool ScriptedUserAction.GetActionDescriptionScript | ( | out string | outName | ) |
If overridden and true is returned, outName is returned when BaseUserAction.GetActionDescription is called.
If not overridden or false is returned the default value from UIInfo is taken (or empty string if no UI info exists)
bool ScriptedUserAction.GetActionNameScript | ( | out string | outName | ) |
If overridden and true is returned, outName is returned when BaseUserAction.GetActionName is called.
If not overridden or false is returned the default value from UIInfo is taken (or empty string if no UI info exists)
Implemented in LightUserAction, SCR_AddTarget, SCR_AdjustShellChargeRingsAction, SCR_AdjustShellTimeFuzeAction, SCR_AdjustTimedFuzeAction, SCR_ArmExplosiveChargeWithRemoteFuzeAction, SCR_AttachementAction, SCR_AttachItemFromInventoryAction, SCR_AttachPylonSupportStationAction, SCR_BaseUseSupportStationAction, SCR_CampaignBuildingBuildUserAction, SCR_CampaignBuildingStartUserAction, SCR_CampaignPackMobileAssemblyUserAction, SCR_CampaignRepairEntityUserAction, SCR_CatalogSpawnerUserAction, SCR_ChangeFuzeTimerUserAction, SCR_CloseVehicleDoorUserAction, SCR_CompartmentUserAction, SCR_DeployCollimatorAction, SCR_DetachMagazineUserAction, SCR_DoorUserAction, SCR_DrainFuelUserAction, SCR_EnableDefendersAction, SCR_EquipClothAction, SCR_EquipItemAction, SCR_EquipWeaponAction, SCR_EquipWeaponHolsterAction, SCR_ExplosiveChargeAction, SCR_FlushToilet, SCR_GetOutAction, SCR_InventoryAction, SCR_JumpOutAction, SCR_LightFireplaceUserAction, SCR_LightsDashboardUserAction, SCR_LightsHazardUserAction, SCR_LightsHiBeamsUserAction, SCR_LightsPresenceUserAction, SCR_LightsSearchLightUserAction, SCR_LightsTurnLeftUserAction, SCR_LightsTurnRightUserAction, SCR_LoiterUserAction, SCR_MortarShootAction, SCR_OpenVehicleDoorUserAction, SCR_RadioToggleUserAction, SCR_RadioTuningUserAction, SCR_RefundPylonSupportStationAction, SCR_RefundVehicleAmmoSupportStationAction, SCR_RemoteDetonatorAction, SCR_RemoveTarget, SCR_RepairAtSupportStationAction, SCR_ResourceContainerStoreAction, SCR_ResourceContainerVehicleLoadAction, SCR_ResourceContainerVehicleUnloadAction, SCR_ResourceEntityRefundAction, SCR_ResupplyVehicleWeaponSupportStationAction, SCR_RippleFireIntervalAction, SCR_RippleFireQuantityAction, SCR_SaveArsenalLoadout, SCR_SetTargetDistanceDownUserAction, SCR_SetTargetDistanceUpUserAction, SCR_SetTargetsModeUserAction, SCR_SwitchLightUserAction, SCR_ToggleHandbrakeAction, SCR_ToggleSafetyUserAction, SCR_TourniquetUserAction, SCR_TurnOnAction, SCR_TurretAssemblyAction, SCR_TutorialCourseSelectionUserAction, SCR_TutorialDeployMobileAssembly, SCR_TutorialReturnToMenuAction, SCR_UnflipVehicleAction, SCR_VehicleActionBase, SCR_VehicleWeaponFireModeSwitchAction, SCR_VehicleWeaponGroupSelectAction, SCR_WeaponAction, SCR_WeaponLoadAction, and TestDragUserAction.
float ScriptedUserAction.GetActionProgressScript | ( | float | fProgress, |
float | timeSlice ) |
Returns the progress of this action in seconds.
Implemented in SCR_AdjustShellTimeFuzeAction, SCR_AdjustSignalAction, SCR_AdjustTimedFuzeAction, SCR_PushVehicleAction, SCR_ScriptedUserAction, SCR_UnflipVehicleAction, and ScriptedSignalUserAction.
bool ScriptedUserAction.HasLocalEffectOnlyScript | ( | ) |
Does this action only have client side effect?
Implemented in SCR_AddTarget, SCR_AdjustSignalAction, SCR_CampaignBuildingBuildUserAction, SCR_CampaignBuildingDisassemblyUserAction, SCR_CampaignBuildingStartUserAction, SCR_CampaignDeployMobileAssemblyUserAction, SCR_CampaignReconfigureHQRadioUserAction, SCR_CampaignReconfigureRelayUserAction, SCR_CampaignRepairEntityUserAction, SCR_CatalogSpawnerUserAction, SCR_ChangeFuzeTimerUserAction, SCR_CloseVehicleDoorUserAction, SCR_CompartmentUserAction, SCR_EnableDefendersAction, SCR_EngineAction, SCR_FastTravelAction, SCR_InspectCasualtyUserAction, SCR_InventoryAction, SCR_LadderUserAction, SCR_LoadItemsAction, SCR_LoiterUserAction, SCR_OpenVehicleDoorUserAction, SCR_RadioToggleUserAction, SCR_RadioTuningUserAction, SCR_RemoteDetonatorAction, SCR_RemoveCasualtyUserAction, SCR_RemoveTarget, SCR_SetTargetDistanceDownUserAction, SCR_SetTargetDistanceUpUserAction, SCR_SetTargetsModeUserAction, and SCR_WeaponAction.
void ScriptedUserAction.Init | ( | IEntity | pOwnerEntity, |
GenericComponent | pManagerComponent ) |
Called when object is initialized and registered to actions manager.
Implemented in SCR_ActivateMineUserAction, SCR_AddTarget, SCR_AdjustCollimatorAction, SCR_AdjustShellChargeRingsAction, SCR_AdjustShellTimeFuzeAction, SCR_AdjustSignalAction, SCR_AdjustTimedFuzeAction, SCR_AttachementAction, SCR_AttachItemFromInventoryAction, SCR_BaseFactionCheckUserAction, SCR_BaseUseSupportStationAction, SCR_BaseWeaponAction, SCR_CampaignBuildingBuildUserAction, SCR_CampaignBuildingDisassemblyUserAction, SCR_CampaignBuildingStartUserAction, SCR_CampaignDeployMobileAssemblyUserAction, SCR_CampaignReconfigureHQRadioUserAction, SCR_CampaignReconfigureRelayUserAction, SCR_CampaignRepairEntityUserAction, SCR_CatalogSpawnerUserAction, SCR_ChangeBallisticPageAction, SCR_ChangeFuzeTimerUserAction, SCR_CheckFuelAction, SCR_DeployCollimatorAction, SCR_DeployInventoryItemBaseAction, SCR_DismantleInventoryItemBaseAction, SCR_DrainFuelUserAction, SCR_EnableDefendersAction, SCR_EquipClothAction, SCR_EquipWeaponAttachment, SCR_ExplosiveChargeAction, SCR_GetInUserAction, SCR_HelicopterEngineAction, SCR_InspectionUserAction, SCR_InventoryAction, SCR_LadderUserAction, SCR_LightFireplaceUserAction, SCR_LoadItemsAction, SCR_LoiterUserAction, SCR_MortarShootAction, SCR_OpenDeployableSpawnPointStorageAction, SCR_OpenVehicleStorageAction, SCR_PushVehicleAction, SCR_RadioBaseUserAction, SCR_RadioToggleUserAction, SCR_RadioTuningUserAction, SCR_RefuelAtSupportStationAction, SCR_RemoteDetonatorAction, SCR_RemoveTarget, SCR_ResourceContainerStoreAction, SCR_ResourceContainerVehicleLoadAction, SCR_ResourceContainerVehicleUnloadAction, SCR_ResourceEntityRefundAction, SCR_ResourceStorageOpenAction, SCR_ResupplySelfSupportStationAction, SCR_RippleFireIntervalAction, SCR_SaveArsenalLoadout, SCR_ScenarioFrameworkRadioBaseUserAction, SCR_SetTargetDistanceDownUserAction, SCR_SetTargetDistanceUpUserAction, SCR_SetTargetsModeUserAction, SCR_ShowDeployableSpawnPointInfo, SCR_SwitchFlashlightLensAction, SCR_SwitchLightUserAction, SCR_ToggleDeployableSpawnPointLoadoutAction, SCR_ToggleSafetyUserAction, SCR_TurretAssemblyAction, SCR_VehicleAction, SCR_VehicleActionBase, SCR_VehicleWeaponActionBase, SCR_WeaponAction, SCR_WeaponLoadAction, TestDragUserAction, TestPushUserAction, and ThrowGrenadeAction.
void ScriptedUserAction.OnActionCanceled | ( | IEntity | pOwnerEntity, |
IEntity | pUserEntity ) |
Method called when the action is interrupted/canceled.
pUserEntity | The entity that was performing this action prior to interruption |
Implemented in SCR_AdjustSignalAction, SCR_BandageUserAction, SCR_BaseUseSupportStationAction, SCR_CampaignBuildingBuildUserAction, SCR_CampaignBuildingDisassemblyUserAction, SCR_CampaignReconfigureHQRadioUserAction, SCR_CampaignReconfigureRelayUserAction, SCR_DeployInventoryItemBaseAction, SCR_DrainFuelUserAction, SCR_EngineAction, SCR_LoadItemsAction, SCR_MorphineUserAction, SCR_PlayInstrument, SCR_PushVehicleAction, SCR_SalineBagUserAction, SCR_ScenarioFrameworkRadioBaseUserAction, SCR_TourniquetUserAction, and SCR_UnflipVehicleAction.
void ScriptedUserAction.OnActionStart | ( | IEntity | pUserEntity | ) |
Method called from scripted interaction handler when an action is started (progress bar appeared)
pUserEntity | The entity that started performing this action |
Implemented in SCR_AdjustShellChargeRingsAction, SCR_AdjustShellTimeFuzeAction, SCR_AdjustSignalAction, SCR_BaseUseSupportStationAction, SCR_CampaignBuildingBuildUserAction, SCR_CampaignBuildingDisassemblyUserAction, SCR_CampaignReconfigureHQRadioUserAction, SCR_CampaignReconfigureRelayUserAction, SCR_DeployInventoryItemBaseAction, SCR_DrainFuelUserAction, SCR_EngineAction, SCR_HelicopterEngineAction, SCR_InspectCasualtyUserAction, SCR_MortarShootAction, SCR_PlayInstrument, SCR_PushVehicleAction, SCR_ScenarioFrameworkRadioBaseUserAction, SCR_ScriptedUserAction, and SCR_UnflipVehicleAction.
void ScriptedUserAction.OnConfirmed | ( | IEntity | pUserEntity | ) |
If action passed as callback OnConfirmed will be called when reached execution, user entity is typically character.
Implemented in SCR_CampaignBuildingBuildUserAction, SCR_EquipWeaponAction, and SCR_EquipWeaponHolsterAction.
void ScriptedUserAction.OnRejected | ( | IEntity | pUserEntity | ) |
If action passed as callback OnRejected will be called when execution was rejected, user entity is typically character.
Implemented in SCR_EquipWeaponAction.
void ScriptedUserAction.PerformAction | ( | IEntity | pOwnerEntity, |
IEntity | pUserEntity ) |
Called when someone tries to perform the action, user entity is typically character.
Implemented in BurnUserAction, LightUserAction, SCR_ActivateMineUserAction, SCR_AddTarget, SCR_ArmExplosiveChargeWithRemoteFuzeAction, SCR_ArmExplosiveChargeWithTimedFuzeAction, SCR_BaseAudioScriptedUserAction, SCR_BaseResupplySupportStationAction, SCR_BaseUseSupportStationAction, SCR_CampaignBuildingBuildUserAction, SCR_CampaignBuildingDisassemblyUserAction, SCR_CampaignBuildingStartUserAction, SCR_CampaignDeployMobileAssemblyUserAction, SCR_CampaignPackMobileAssemblyUserAction, SCR_CampaignReconfigureHQRadioUserAction, SCR_CampaignReconfigureRelayUserAction, SCR_CampaignRepairEntityUserAction, SCR_CatalogSpawnerUserAction, SCR_ChangeBallisticPageAction, SCR_ChangeBallisticShellTypeAction, SCR_ChangeComparmentAction, SCR_ChangeFuzeTimerUserAction, SCR_CheckFuelAction, SCR_CloseVehicleDoorUserAction, SCR_DeployInventoryItemBaseAction, SCR_DetonateChargesAction, SCR_DisarmExplosiveChargeAction, SCR_DisconnectChargesAction, SCR_DismantleInventoryItemBaseAction, SCR_DoorUserAction, SCR_DrainFuelUserAction, SCR_EnableDefendersAction, SCR_ExplosiveChargeAction, SCR_FastTravelAction, SCR_FireModeSwitchUserAction, SCR_FlushToilet, SCR_GetInUserAction, SCR_GetOutAction, SCR_HealingUserAction, SCR_InspectCasualtyUserAction, SCR_InventoryAction, SCR_JumpOutAction, SCR_LadderDoorUserAction, SCR_LadderUserAction, SCR_LightFireplaceUserAction, SCR_LightsDashboardUserAction, SCR_LightsHazardUserAction, SCR_LightsHiBeamsUserAction, SCR_LightsPresenceUserAction, SCR_LightsSearchLightUserAction, SCR_LightsTurnLeftUserAction, SCR_LightsTurnRightUserAction, SCR_LoadItemsAction, SCR_MineAddFlagAction, SCR_MineFlagPickUpAction, SCR_MortarShootAction, SCR_OpenVehicleDoorUserAction, SCR_RadioToggleUserAction, SCR_RadioTuningUserAction, SCR_RemoveCasualtyUserAction, SCR_RemoveTarget, SCR_ResourceContainerStoreAction, SCR_ResourceContainerVehicleLoadAction, SCR_ResourceContainerVehicleUnloadAction, SCR_ResourceEntityRefundAction, SCR_RippleFireQuantityAction, SCR_SaveArsenalLoadout, SCR_SetTargetDistanceDownUserAction, SCR_SetTargetDistanceUpUserAction, SCR_SetTargetsModeUserAction, SCR_ShowDeployableSpawnPointInfo, SCR_SwitchFlashlightLensAction, SCR_SwitchLightUserAction, SCR_TestScriptedRadioMsgUserAction, SCR_ToggleDeployableSpawnPointLoadoutAction, SCR_ToggleHandbrakeAction, SCR_ToggleSafetyUserAction, SCR_TourniquetUserAction, SCR_TurnOnAction, SCR_TurretAssemblyAction, SCR_TutorialCourseSelectionUserAction, SCR_TutorialDeployMobileAssembly, SCR_TutorialOpenFastTravelInterface, SCR_TutorialReturnToMenuAction, SCR_UserActionWithOccupancy, SCR_VehicleActionBase, SCR_VehicleLockControlsAction, SCR_VehicleTakeControlsAction, SCR_VehicleWeaponActionBase, SCR_VehicleWeaponFireModeSwitchAction, SCR_VehicleWeaponGroupSelectAction, SCR_WeaponAction, SCR_WeaponLoadAction, TestDragUserAction, TestPushUserAction, and ThrowGrenadeAction.
void ScriptedUserAction.PerformContinuousAction | ( | IEntity | pOwnerEntity, |
IEntity | pUserEntity, | ||
float | timeSlice ) |
Called when someone tries to perform the continuous action, user entity is typically character.
Implemented in SCR_AdjustSignalAction, SCR_BaseUseSupportStationAction, SCR_CampaignBuildingBuildUserAction, SCR_DrainFuelUserAction, SCR_EngineAction, SCR_HelicopterEngineAction, SCR_LoadItemsAction, SCR_PushVehicleAction, SCR_ResourceContainerVehicleLoadAction, SCR_ResourceContainerVehicleUnloadAction, SCR_ScriptedSignalUserActionDecrease, SCR_ScriptedSignalUserActionIncrease, and SCR_UnflipVehicleAction.