Arma Reforger Explorer  1.1.0.42
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
SCR_MissionHeader.c
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2 {
3  [Attribute("", UIWidgets.EditBox, "Name of this mission.")]
4  string m_sName;
5 
6  [Attribute("", UIWidgets.EditBox, "Author of this mission.")]
7  string m_sAuthor;
8 
9  [Attribute("", UIWidgets.EditBox, "Path to mission.")]
10  string m_sPath;
11 
12  [Attribute("", UIWidgets.EditBox, "Brief description of this mission's purpose.")]
13  string m_sDescription;
14 
15  [Attribute("", UIWidgets.EditBox, "Detailed description of this mission (i.e. rules).")]
16  string m_sDetails;
17 
18  [Attribute("{6CFADAEE9287D1D2}UI/Textures/WorldSelection/Default.edds", UIWidgets.ResourcePickerThumbnail, "Icon texture of this mission visible e.g. in menus.", "edds")]
19  ResourceName m_sIcon;
20 
21  [Attribute("{C58FCC06AF13075B}UI/Textures/MissionLoadingScreens/placeholder_1.edds", UIWidgets.ResourcePickerThumbnail, "Texture of this mission visible when loading this mission.", "edds")]
22  ResourceName m_sLoadingScreen;
23 
24  [Attribute("{C58FCC06AF13075B}UI/Textures/MissionLoadingScreens/placeholder_1.edds", UIWidgets.ResourcePickerThumbnail, "Texture of this mission visible when loading this mission.", "edds")]
25  ResourceName m_sPreviewImage;
26 
27  [Attribute("Sandbox", UIWidgets.EditBox, "Game mode of this mission.")]
28  string m_sGameMode;
29 
30  [Attribute("1", UIWidgets.EditBox, "The count of players for this mission")]
31  int m_iPlayerCount;
32 
33  [Attribute("0", uiwidget: UIWidgets.Flags, "Editable Game Flags", "", ParamEnumArray.FromEnum(EGameFlags))]
34  EGameFlags m_eEditableGameFlags;
35 
36  [Attribute("0", uiwidget: UIWidgets.Flags, "Default Game Flags", "", ParamEnumArray.FromEnum(EGameFlags))]
37  EGameFlags m_eDefaultGameFlags;
38 
39  [Attribute(desc: "When true, saving mission state is enabled.")]
40  bool m_bIsSavingEnabled;
41 
42  [Attribute("", UIWidgets.EditBox, "Name of save file for this mission.\nWhen undefined, the name of associated world file will be used.")]
43  string m_sSaveFileName;
44 
45  [Attribute("", UIWidgets.ResourceNamePicker, "Configuration file for briefing screen.", "conf")]
46  ResourceName m_sBriefingConfig;
47 
48  [Attribute("0", desc: "If the scenario allows it, its daytime and weather will use values from this header. Requires SCR_TimeAndWeatherHandlerComponent on gamemode entity.")];
49  bool m_bOverrideScenarioTimeAndWeather;
50 
51  [Attribute("8", UIWidgets.Slider, "Starting time of day (hours)", "0 23 1")]
52  int m_iStartingHours;
53 
54  [Attribute("0", UIWidgets.Slider, "Starting time of day (minutes)", "0 59 1")]
55  int m_iStartingMinutes;
56 
57  [Attribute("0")]
58  bool m_bRandomStartingDaytime;
59 
60  [Attribute("1", UIWidgets.Slider, "Time acceleration during the day (1 = 100%, 2 = 200% etc)", "0.1 12 0.1")]
61  float m_fDayTimeAcceleration;
62 
63  [Attribute("1", UIWidgets.Slider, "Time acceleration during the night (1 = 100%, 2 = 200% etc)", "0.1 12 0.1")]
64  float m_fNightTimeAcceleration;
65 
66  [Attribute("0")]
67  bool m_bRandomStartingWeather;
68 
69  [Attribute("0", desc: "Weather can change during gameplay")];
70  bool m_bRandomWeatherChanges;
71 
72  [Attribute("1", UIWidgets.EditBox, "Player XP multiplier (when enabled in gamemode; 1 for default)")]
73  float m_fXpMultiplier;
74 
75  [Attribute("", desc: "Determines whether map markers can be deleted only by player who placed them or by anyone within faction")]
76  bool m_bMapMarkerEnableDeleteByAnyone;
77 
78  [Attribute("10", desc: "How many map markers per player can exist at a time")];
79  int m_iMapMarkerLimitPerPlayer;
80 
81  bool m_bLoadOnStart;
82  string m_sOwner;
83 
84  //------------------------------------------------------------------------------------------------
86  bool IsMultiplayer()
87  {
88  return m_iPlayerCount > 1;
89  }
90 
95  string GetSaveFileName()
96  {
97  if (m_sSaveFileName)
98  return m_sSaveFileName;
99  else
100  return FilePath.StripPath(FilePath.StripExtension(GetWorldPath()));
101  }
102 
107  static SCR_MissionHeader GetMissionHeader(notnull MissionWorkshopItem item, bool blockFromAddons = false)
108  {
109  // Terminate if scenario is from addon and scenarios from addons are marked to be blocked.
110  // Make use in situations like MainMenu, where MissionHeaders in addons are not accessible.
111  if (blockFromAddons && item.GetOwner())
112  return null;
113 
114  return SCR_MissionHeader.Cast(MissionHeader.ReadMissionHeader(item.Id()));
115  }
116 };
MissionHeader
Definition: MissionHeader.c:32
EGameFlags
EGameFlags
GameMode Game Flags represented by bit mask.
Definition: game.c:16
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition: SCR_RespawnBriefingComponent.c:17
Attribute
typedef Attribute
Post-process effect of scripted camera.
SCR_MissionHeader
Definition: SCR_MissionHeader.c:1