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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.
8 [
Attribute(
desc:
"Actions that will be performed after trigger conditions are true and the trigger itself activates (not the slot itself)",
category:
"OnActivation")];
13 override void RestoreToDefault(
bool includeChildren =
false,
bool reinitAfterRestoration =
false)
17 activationAction.m_iNumberOfActivations = 0;
20 super.RestoreToDefault(includeChildren, reinitAfterRestoration);
24 override void Init(
SCR_ScenarioFrameworkArea area =
null, SCR_ScenarioFrameworkEActivationType activation = SCR_ScenarioFrameworkEActivationType.SAME_AS_PARENT)
36 IEntity entity =
GetOwner().GetParent();
52 if (!activationCondition.Init(
GetOwner()))
63 IEntity entity =
GetOwner().GetParent();
71 if (!layerBase.GetEnableRepeatedSpawn())
73 Print(
string.Format(
"ScenarioFramework: Object %1 already exists and won't be spawned for %2, exiting...",
m_Entity,
GetOwner().
GetName()), LogLevel.ERROR);
82 if (!m_bUseExistingWorldAsset)
88 QueryObjectsInRange();
95 BaseGameTriggerEntity trigger = BaseGameTriggerEntity.Cast(
m_Entity);
97 trigger.EnablePeriodicQueries(
false);
105 if (!m_sID.IsEmpty())
108 SCR_DamageManagerComponent objectDmgManager = SCR_DamageManagerComponent.GetDamageManager(
m_Entity);
109 if (objectDmgManager)
110 objectDmgManager.GetOnDamageStateChanged().Insert(
OnObjectDamage);
114 EventHandlerManagerComponent ehManager = EventHandlerManagerComponent.Cast(
m_Entity.FindComponent(EventHandlerManagerComponent));
121 SCR_GameModeSFManager gameModeComp = SCR_GameModeSFManager.Cast(
GetGame().
GetGameMode().FindComponent(SCR_GameModeSFManager));
123 area = gameModeComp.GetParentArea(
GetOwner());
144 m_Area.CheckAllChildrenSpawned(
this);
176 BaseGameTriggerEntity trigger = BaseGameTriggerEntity.Cast(
m_Entity);
178 trigger.EnablePeriodicQueries(
true);
protected ref array< ref SCR_ScenarioFrameworkPlugin > m_aPlugins
protected SCR_ScenarioFrameworkEActivationType m_eActivationType
protected bool m_bInitiated
enum EQueryType EntityEditorProps(category:"GameScripted/Sound", description:"THIS IS THE SCRIPT DESCRIPTION.", color:"0 0 255 255")
ScriptInvokerScenarioFrameworkLayer GetOnAllChildrenSpawned()
ArmaReforgerScripted GetGame()
protected bool m_bEnableRepeatedSpawn
protected SCR_ScenarioFrameworkArea m_Area
protected ref array< ref SCR_ScenarioFrameworkActionBase > m_aActivationActions
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
enum EAITargetInfoCategory m_Entity
event protected void OnCompartmentEntered(IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move)
protected FactionKey m_sFactionKey
void InvokeAllChildrenSpawned()
protected float m_fRepeatedSpawnTimer
SCR_BaseGameMode GetGameMode()
void SCR_ScenarioFrameworkSlotBase(IEntityComponentSource src, IEntity ent, IEntity parent)
protected bool m_bDynamicallyDespawned
protected void RepeatedSpawn()
IEntity GetOwner()
Owner entity of the fuel tank.
protected SCR_ScenarioFrameworkLayerBase m_ParentLayer
protected bool m_bIsTerminated
SCR_ScenarioFrameworkArea GetParentArea()
Get parent area the object is nested into.
protected ref array< ref SCR_ScenarioFrameworkActionBase > m_aTriggerActions
SCR_ScenarioFrameworkSlotTriggerClass SCR_ScenarioFrameworkSlotBaseClass Attribute(desc:"Actions that will be performed after trigger conditions are true and the trigger itself activates (not the slot itself)", category:"OnActivation")]
void SCR_ScenarioFrameworkLayerBase(IEntityComponentSource src, IEntity ent, IEntity parent)
override void RestoreToDefault(bool includeChildren=false, bool reinitAfterRestoration=false)
protected void AfterParentAreaChildrenSpawned(SCR_ScenarioFrameworkLayerBase layer)
IEntity SpawnAsset(string name, ResourceName type, IEntity spawnpoint=null)
override void Init(SCR_ScenarioFrameworkArea area=null, SCR_ScenarioFrameworkEActivationType activation=SCR_ScenarioFrameworkEActivationType.SAME_AS_PARENT)
protected void SetFactionKey(FactionKey factionKey)
protected ref array< ref SCR_ScenarioFrameworkActivationConditionBase > m_aActivationConditions
void OnObjectDamage(EDamageState state)
override void AfterAllChildrenSpawned(SCR_ScenarioFrameworkLayerBase layer)