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SCR_ScenarioFrameworkWaypointDefendLargeCO.c
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1 //------------------------------------------------------------------------------------------------
3 class SCR_ScenarioFrameworkWaypointDefendLargeCO : SCR_ScenarioFrameworkWaypointTimedDefend
4 {
5  [Attribute(defvalue: "200", desc: "Radius in m")]
6  float m_fCompletionRadius;
7 
8  [Attribute(defvalue: "{A33AF7FC5004F294}Prefabs/AI/Waypoints/AIWaypoint_Defend_Large_CO.et", desc: "In Default, it will use specific prefab for each class, but here you can change it if you know what you are doing")]
9  ResourceName m_sWaypointPrefab;
10 
11  [Attribute(defvalue: EAIWaypointCompletionType.All.ToString(), UIWidgets.ComboBox, "AI Waypoint Completion Type", "", ParamEnumArray.FromEnum(EAIWaypointCompletionType))]
12  EAIWaypointCompletionType m_eAIWaypointCompletionType;
13 
14  [Attribute("0", UIWidgets.SpinBox, "Waypoint priority level", "0 2000 1000")]
15  float m_fPriorityLevel;
16 
17  [Attribute("-1", UIWidgets.EditBox, "Minimal time to hold the waypoint before it completes")]
18  float m_fHoldingTime;
19 
20  [Attribute("1", UIWidgets.Object, "Fast init - units will be spawned on their defensive locations")]
21  bool m_bFastInit;
22 
23  //TODO: Add Array of SCR_DefendWaypointPreset once we can also pre-prepare it for World Editor attribute.
24 
25  //------------------------------------------------------------------------------------------------
26  override void SetFastInit(bool enabled)
27  {
28  m_bFastInit = enabled;
29  }
30 
31  //------------------------------------------------------------------------------------------------
32  override bool GetFastInit()
33  {
34  return m_bFastInit;
35  }
36 
37  //------------------------------------------------------------------------------------------------
38  override void SetWaypointHoldingTime(float time)
39  {
40  m_fHoldingTime = time;
41  }
42 
43  //------------------------------------------------------------------------------------------------
44  override float GetWaypointHoldingTime()
45  {
46  return m_fHoldingTime;
47  }
48 
49  //------------------------------------------------------------------------------------------------
50  override void SetWaypointCompletionRadius(float radius)
51  {
52  m_fCompletionRadius = radius;
53  }
54 
55  //------------------------------------------------------------------------------------------------
56  override float GetWaypointCompletionRadius()
57  {
58  return m_fCompletionRadius;
59  }
60 
61  //------------------------------------------------------------------------------------------------
62  override void SetWaypointCompletionType(EAIWaypointCompletionType type)
63  {
64  m_eAIWaypointCompletionType = type;
65  }
66 
67  //------------------------------------------------------------------------------------------------
68  override EAIWaypointCompletionType GetWaypointCompletionType()
69  {
70  return m_eAIWaypointCompletionType;
71  }
72 
73  //------------------------------------------------------------------------------------------------
74  override void SetWaypointPriorityLevel(float priority)
75  {
76  m_fPriorityLevel = priority;
77  }
78 
79  //------------------------------------------------------------------------------------------------
80  override float GetWaypointPriorityLevel()
81  {
82  return m_fPriorityLevel;
83  }
84 
85  //------------------------------------------------------------------------------------------------
86  override void SetWaypointPrefab(ResourceName prefab)
87  {
88  m_sWaypointPrefab = prefab;
89  }
90 
91  //------------------------------------------------------------------------------------------------
92  override ResourceName GetWaypointPrefab()
93  {
94  return m_sWaypointPrefab;
95  }
96 }
m_fPriorityLevel
float m_fPriorityLevel
Definition: SendGoalMessage.c:3
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_ScenarioFrameworkWaypointDefendLargeCO
Definition: SCR_ScenarioFrameworkWaypointDefendLargeCO.c:3
type
EDamageType type
Definition: SCR_DestructibleTreeV2.c:32
BaseContainerProps
SCR_AIGoalReaction_Follow BaseContainerProps
Handles insects that are supposed to be spawned around selected prefabs defined in prefab names array...
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