Arma Reforger Explorer
1.1.0.42
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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Data Structures | |
class | SCR_RespawnSystemComponentClass |
Functions | |
SCR_RespawnSystemComponentClass RespawnSystemComponentClass | ComponentEditorProps (icon:HYBRID_COMPONENT_ICON) |
SCR_RespawnSystemComponentClass RespawnSystemComponentClass ComponentEditorProps | ( | icon:HYBRID_COMPONENT_ICON | ) |
Scripted implementation that handles spawning and respawning of players. Should be attached to a GameMode entity.
Parent entity's rpl component
[in] | requestComponent | |
[in] | response | |
[in] | data |
Access to replication component
[in] | loadout |
Try to get player faction from PlayerRespawnInfo If faction index is within valid bounds, return Faction otherwise null
UI management
Close all menus operated by Respawn System
Simple getter for other
Close all menus operated by Respawn System
Set respawn enabled Server only
[in] | enableSpawning | set respawn enabled or not |
[in] | enableSpawning |
Authority only: Whenever a SCR_SpawnHandlerComponent receives a request from SCR_SpawnRequestComponent that needs to verify whether a player can spawn in addition to the SCR_SpawnHandlerComponent logic (per-case logic), this method is called to allow handling logic on a global scale.
[in] | requestComponent | The player request component (instigator). |
[in] | handlerComponent | The handler that passes the event to this manager. |
[in] | data | The data passed from the request |
[out] | result | Reason why respawn is disabled. Note that if returns true the reason will always be OK |
Authority only: During the spawn process (after validation pass), the SCR_SpawnHandlerComponent can opt to prepare spawned entity. This process first happens on affiliated SCR_SpawnHandlerComponent and if it succeeds, it additionally raises this method, which can prepare entity on a global scale. (E.g. game mode logic) Preparation can still fail (e.g. desire to seat a character, but an error occurs) and by returning false the sender is informed of such failure and can respond accordingly.
[in] | requestComponent | Instigator of the request. |
[in] | handlerComponent | Handler that processed the request. |
[in] | data | The payload of the request. |
[in] | entity | Spawned (or generally assigned) entity to be prepared. |
Authority only: During the spawn process the SCR_SpawnHandlerComponent can opt to handle changes of previous (and next) controlled (or newly spawned) entity for the given player. Such process additionally raises this method, which can handle entity changes on a global scale. (E.g. game mode logic).
[in] | requestComponent | Instigator of the request. |
[in] | handlerComponent | Handler that processed the request. |
[in] | previousEntity | Previously controlled entity. (May be null) |
[in] | newEntity | Entity to be controlled. |
[in] | data | The payload of the request. |
Authority only: Whenever a request to spawn is denied by the authority, this callback is raised.
Authority only: Whenever a SCR_SpawnHandlerComponent processes a spawn request and finished the finalization stage (awaits finalization, passes control to client) this method is called. This is the final step in the respawn process and after this point the owner of SCR_SpawnRequestComponent is spawned.
[in] | requestComponent | Instigator of the request. |
[in] | handlerComponent | Handler that processed the request. |
[in] | data | The payload of the request. |
[in] | entity | Spawned (or generally assigned) entity. |
[in] | playerId | |
[in] | playerId | |
[in] | cause | |
[in] | timeout | |
[in] | playerId | |
[in] | playerEntity | |
[in] | killerEntity | |
[in] | killer | |
[in] | playerId |
Definition at line 7 of file SCR_RespawnSystemComponent.c.