Arma Reforger Explorer  1.1.0.42
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SCR_PrefabSpawnPoint.c
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1 [EntityEditorProps(style: "cylinder", category: "GameScripted/GameMode/PrefabsSpawn", description: "Prefab Spawn Point Entity", sizeMin: "-0.25 0 -0.25", color: "64 0 64 255")]
2 class SCR_PrefabSpawnPointClass : GenericEntityClass
3 {
4 }
5 
8 {
9  [Attribute("0", UIWidgets.EditComboBox, "Defines which spawner uses this Spawn Point", "", ParamEnumArray.FromEnum(EPrefabSpawnType) )]
10  protected EPrefabSpawnType m_eType;
11 
12  [Attribute("0", UIWidgets.CheckBox, "Should be SP snaped in script to ground? -- GetWorld().GetSurfaceY()", "", ParamEnumArray.FromEnum(EPrefabSpawnType) )]
13  protected bool m_bSnapToGroud; // grouNd
14 
15  //------------------------------------------------------------------------------------------------
18  {
19  return m_eType;
20  }
21 
22  //------------------------------------------------------------------------------------------------
23  [Obsolete("Please use ShouldSnapToGround()")]
25  {
26  return ShouldSnapToGround();
27  }
28 
29  //------------------------------------------------------------------------------------------------
32  {
33  return m_bSnapToGroud;
34  }
35 
36  //------------------------------------------------------------------------------------------------
37  // constructor
40  void SCR_PrefabSpawnPoint(IEntitySource src, IEntity parent)
41  {
42  #ifdef WORKBENCH
43  SetFlags(EntityFlags.TRACEABLE, false);
44  #else
45  SetFlags(EntityFlags.NO_LINK, false);
46  #endif
47  SCR_PrefabsSpawnerManager.RegisterPrefabSpawnPoint(this);
48  }
49 
50  //------------------------------------------------------------------------------------------------
51  // destructor
53  {
54  SCR_PrefabsSpawnerManager.UnregisterPrefabSpawnPoint(this);
55  }
56 }
EntityEditorProps
enum EQueryType EntityEditorProps(category:"GameScripted/Sound", description:"THIS IS THE SCRIPT DESCRIPTION.", color:"0 0 255 255")
Definition: SCR_AmbientSoundsComponent.c:12
ShouldSnapToGround
bool ShouldSnapToGround()
Definition: SCR_PrefabSpawnPoint.c:31
Attribute
SCR_PrefabSpawnPointClass GenericEntityClass Attribute("0", UIWidgets.EditComboBox, "Defines which spawner uses this Spawn Point", "", ParamEnumArray.FromEnum(EPrefabSpawnType))] protected EPrefabSpawnType m_eType
Prefab Spawn Point Entity defines position where prefab can be spawned.
GenericEntity
SCR_GenericBoxEntityClass GenericEntity
GetType
EPrefabSpawnType GetType()
Definition: SCR_PrefabSpawnPoint.c:17
~SCR_PrefabSpawnPoint
void ~SCR_PrefabSpawnPoint()
Definition: SCR_PrefabSpawnPoint.c:52
ShouldSnapToGroud
bool ShouldSnapToGroud()
Definition: SCR_PrefabSpawnPoint.c:24
m_bSnapToGroud
protected bool m_bSnapToGroud
Definition: SCR_PrefabSpawnPoint.c:13
EPrefabSpawnType
EPrefabSpawnType
Definition: SCR_PrefabsSpawnerManager.c:1
SCR_PrefabSpawnPointClass
Definition: SCR_PrefabSpawnPoint.c:2
m_eType
protected SCR_ECampaignBaseType m_eType
Definition: SCR_CampaignMilitaryBaseComponent.c:59
SCR_PrefabsSpawnerManager
void SCR_PrefabsSpawnerManager(IEntitySource src, IEntity parent)
Definition: SCR_PrefabsSpawnerManager.c:79
Obsolete
RespawnSystemComponentClass GameComponentClass Obsolete()] proto external GenericEntity DoSpawn(string prefab
RespawnSystemComponent should be attached to a gamemode to handle player spawning and respawning.
SCR_PrefabSpawnPoint
void SCR_PrefabSpawnPoint(IEntitySource src, IEntity parent)
Definition: SCR_PrefabSpawnPoint.c:40
category
params category
Definition: SCR_VehicleDamageManagerComponent.c:180