Arma Reforger Explorer
1.1.0.42
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
SCR_SoundEditorEffect.c
Go to the documentation of this file.
1
[
BaseContainerProps
(),
SCR_BaseContainerCustomTitleField
(
"m_sSound"
,
"SFX: \"%1\""
)]
7
class
SCR_SoundEditorEffect
:
SCR_BaseEditorEffect
8
{
9
[
Attribute
(
desc
:
"Sound event from *acp file."
)]
10
private
string
m_sSound;
11
12
[
Attribute
(
desc
:
"If sound has priority it will terminate any other UI sfx that are played."
)]
13
protected
bool
m_bSoundHasPriority;
14
15
override
bool
EOnActivate(
SCR_BaseEditorComponent
editorComponent, vector
position
= vector.Zero, set<SCR_EditableEntityComponent> entities =
null
)
16
{
17
SCR_UISoundEntity
.SoundEvent(m_sSound, m_bSoundHasPriority);
18
return
true
;
19
}
20
};
SCR_SoundEditorEffect
Definition:
SCR_SoundEditorEffect.c:7
SCR_UISoundEntity
Definition:
SCR_UISoundEntity.c:7
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition:
SCR_RespawnBriefingComponent.c:17
SCR_BaseEditorComponent
Definition:
SCR_BaseEditorComponent.c:119
Attribute
typedef Attribute
Post-process effect of scripted camera.
SCR_BaseContainerCustomTitleField
SCR_Faction ScriptedFaction SCR_BaseContainerCustomTitleField("m_sCallsign")
Definition:
SCR_Faction.c:672
position
vector position
Definition:
SCR_DestructibleTreeV2.c:30
SCR_BaseEditorEffect
Definition:
SCR_BaseEditorEffect.c:7
BaseContainerProps
SCR_AIGoalReaction_Follow BaseContainerProps
Handles insects that are supposed to be spawned around selected prefabs defined in prefab names array...
Definition:
SCR_AIGoalReaction.c:468
scripts_Arma_Reforger_v1.1.0.42
scripts
Game
Editor
Containers
Effects
SCR_SoundEditorEffect.c
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