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Arma Reforger Explorer
1.1.0.42
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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Go to the documentation of this file.
89 [
Obsolete(
"Use OnPlayerSpawnFinalize_S instead")]
204 string message =
string.Format(
"%1 is attached to entity '%2' type=%3, required type=%4! This is not allowed!", Type().ToString(), ent.GetName(), ent.ClassName(),
"SCR_BaseGameMode");
205 Debug.Error(message);
206 Print(message, LogLevel.WARNING);
SCR_FragmentEntityClass ComponentEditorProps
void OnPlayerKilled(int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
void HandleOnLoadoutAssigned(int playerID, SCR_BasePlayerLoadout assignedLoadout)
What happens when a player is assigned a loadout.
SCR_SiteSlotEntityClass ScriptComponent
void OnPlayerKilledHandled(int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
void OnControllableDestroyed(IEntity entity, IEntity killerEntity, notnull Instigator killer)
Award additional XP for enemies killed in friendly bases.
void OnPlayerAuditTimeouted(int playerId)
void OnPlayerRegistered(int playerId)
Register provided client's respawn timer.
void OnGameStateChanged(SCR_EGameModeState state)
Spawn point entity defines positions on which players can possibly spawn.
void OnGameEnd()
Called on all machines when the world ends.
SCR_BaseGameMode GetGameMode()
void OnSpawnPlayerEntityFailure_S(SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason)
bool HandlePlayerKilled(int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
See SCR_BaseGameMode.HandlePlayerKilled.
void OnControllableSpawned(IEntity entity)
void OnPlayerAuditSuccess(int playerId)
SCR_BaseGameModeComponentClass m_pGameMode
The game mode entity this component is attached to.
void OnPlayerConnected(int playerId)
void OnControllableDeleted(IEntity entity)
void HandleOnFactionAssigned(int playerID, Faction assignedFaction)
What happens when a player is assigned a faction.
void OnPlayerDeleted(int playerId, IEntity player)
void OnPlayerAuditRevived(int playerId)
void OnPlayerSpawnFinalize_S(SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity)
Get all prefabs that have the spawner data
void OnWorldPostProcess(World world)
Event called once loading of all entities of the world have been finished. (still within the loading)
void OnPlayerSpawned(int playerId, IEntity controlledEntity)
void OnPlayerDisconnected(int playerId, KickCauseCode cause, int timeout)
void OnPlayerRoleChange(int playerId, EPlayerRole roleFlags)
void OnGameModeEnd(SCR_GameModeEndData data)
RespawnSystemComponentClass GameComponentClass Obsolete()] proto external GenericEntity DoSpawn(string prefab
RespawnSystemComponent should be attached to a gamemode to handle player spawning and respawning.
void OnPlayerAuditFail(int playerId)
void HandleOnSpawnPointAssigned(int playerID, SCR_SpawnPoint spawnPoint)
What happens when a player is assigned a spawn point.
bool PreparePlayerEntity_S(SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity)
void SCR_BaseGameModeComponent(IEntityComponentSource src, IEntity ent, IEntity parent)