Arma Reforger Explorer
1.1.0.42
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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Game modes. More...
Data Structures | |
class | SCR_GameModeSectorControl |
class | BaseGameModeClass |
class | RespawnComponentClass |
class | RespawnSystemComponentClass |
Functions | |
void | SCR_BaseGameMode_OnPlayerDisconnected (int playerId, KickCauseCode cause=KickCauseCode.NONE, int timeout=-1) |
BaseGameModeClass GenericEntityClass | OnGameStart () |
Gets called after world is initialized but before first ticks. More... | |
event protected void | OnPlayerAuditSuccess (int iPlayerID) |
event protected void | OnPlayerAuditFail (int iPlayerID) |
event protected void | OnPlayerAuditTimeouted (int iPlayerID) |
event protected void | OnPlayerAuditRevived (int iPlayerID) |
event protected void | OnPlayerConnected (int playerId) |
event protected void | OnPlayerRegistered (int playerId) |
Register provided client's respawn timer. More... | |
event protected void | OnPlayerDisconnected (int playerId, KickCauseCode cause, int timeout) |
event protected void | OnPlayerSpawned (int playerId, IEntity controlledEntity) |
event protected bool | HandlePlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer) |
event protected void | OnPlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer) |
event protected void | OnControllableSpawned (IEntity entity) |
event protected void | OnControllableDestroyed (IEntity entity, IEntity killerEntity, notnull Instigator instigator) |
Award additional XP for enemies killed in friendly bases. More... | |
event protected void | OnControllableDeleted (IEntity entity) |
event protected void | OnPlayerRoleChange (int playerId, EPlayerRole roleFlags) |
event void | OnWorldPostProcess (World world) |
Event called once loading of all entities of the world have been finished. (still within the loading) More... | |
RespawnComponentClass GameComponentClass | NotifySpawn (IEntity spawnedEntity) |
proto external PlayerController | GetPlayerController () |
event protected void | OnInit (IEntity owner) |
event protected void | OnDelete (IEntity owner) |
event protected void | OnPostInit (IEntity owner) |
Editable Mine. More... | |
event protected void | OnDiag (IEntity owner, float timeSlice) |
event protected void | OnFrame (IEntity owner, float timeSlice) |
RespawnSystemComponentClass GameComponentClass | Obsolete ()] proto external GenericEntity DoSpawn(string prefab |
RespawnSystemComponent should be attached to a gamemode to handle player spawning and respawning. More... | |
event protected bool | OnRplSave (ScriptBitWriter w) |
event protected bool | OnRplLoad (ScriptBitReader r) |
event GenericEntity | RequestSpawn (int playerId) |
Called when some player controller requests respawn. More... | |
Variables | |
RespawnSystemComponentClass GameComponentClass vector | position |
RespawnSystemComponentClass GameComponentClass vector vector | rotation = "0 0 0") |
Game modes.
proto external PlayerController GetPlayerController | ( | ) |
Returns the player controller this respawn component is attached to.
Definition at line 307 of file SCR_PlayerDeployMenuHandlerComponent.c.
event protected bool HandlePlayerKilled | ( | int | playerId, |
IEntity | playerEntity, | ||
IEntity | killerEntity, | ||
notnull Instigator | killer | ||
) |
Called after a player is killed, but before 'OnPlayerKilled'.
The default behavior is such that this method returns true, therefore each kill is handled automatically, resulting in a 'OnPlayerKilled' callback. When this method is overridden to return false, the callback is not called automatically.
This custom behavior can be used to suppress 'OnPlayerKilled' callbacks in specific scenarios, e.g. when a player is possessing an AI, in which case it might not be desirable to raise this callback, but rather handle the kill manually, by the user: e.g. by returning the player's control of their previous entity.
Return true to handle kill automatically, resulting in an immediate 'OnPlayerKilled' callback, otherwise the kill callback is suppressed, allowing custom user handling.
playerId | PlayerId of victim player. |
player | Entity of victim player (if any). |
killerEntity | entity of the instigator. If killerEntity is null, you can use instigator.GetInstigatorEntity() if appropiate. |
killer | Entity of killer instigator (if any). |
Definition at line 91 of file BaseGameMode.c.
RespawnComponentClass GameComponentClass NotifySpawn | ( | IEntity | spawnedEntity | ) |
Respawn component is a component attached to PlayerController serving as interface for communication between the authority and remote clients in respawn system context.
Notify the underlying system that this respawn component has spawned/is taking over the provided entity.
RespawnSystemComponentClass GameComponentClass Obsolete | ( | ) |
RespawnSystemComponent should be attached to a gamemode to handle player spawning and respawning.
call to create actual entity from given prefab at given position
position | XYZ position in world space |
rotation | XYZ rotation (pitch, yaw, roll) in world space degrees |
event protected void OnControllableDeleted | ( | IEntity | entity | ) |
Prior to a controllable entity being DELETED, this event is raised. Controllable entity is such that has BaseControllerComponent and can be possessed either by a player, an AI or stay unpossessed.
[in] | entity | Entity about to be deleted |
Definition at line 122 of file BaseGameMode.c.
event protected void OnControllableDestroyed | ( | IEntity | entity, |
IEntity | killerEntity, | ||
notnull Instigator | killer | ||
) |
Award additional XP for enemies killed in friendly bases.
When a controllable entity is destroyed, this event is raised. Entity is destroyed when DamageManager.OnStateChanged -> EDamageState.Destroyed
[in] | entity | Destroyed entity that raised this event |
[in] | killerEntity | Instigator entity that destroyed our victim |
[in] | killer | Instigator of the kill |
Called when weather is set to looping or when weather itself is changed (which auto sets it on looping) This is to make sure the notification, that weather is set, is only called once
[in] | playerID |
Get an list of all killfeed types and the localized name
[in] | killFeedTypeNames | list of killfeed type and name |
Get an list of all killfeed receive types and the localized name
[in] | killFeedReceiveTypeNames | list of killfeed receive type and name |
Server set killfeed type
[in] | killFeedType | new killfeed type to set |
[in] | playerNotificationId | add player ID of player that changed the type to display a notification |
Server set killfeed receive type
[in] | receiveKillFeedType | new killfeed reveive type to set |
[in] | playerNotificationId | add player ID of player that changed the type to display a notification |
Definition at line 115 of file BaseGameMode.c.
event protected void OnControllableSpawned | ( | IEntity | entity | ) |
When a controllable entity is spawned, this event is raised. Controllable entity is such that has BaseControllerComponent and can be possessed either by a player, an AI or stay unpossessed.
entity | Spawned entity that raised this event |
Definition at line 106 of file BaseGameMode.c.
event protected void OnDelete | ( | IEntity | owner | ) |
Called during EOnInit.
owner | Entity this component is attached to. |
Definition at line 538 of file SCR_CampaignBuildingCompositionComponent.c.
event protected void OnDiag | ( | IEntity | owner, |
float | timeSlice | ||
) |
Called during EOnDiag.
owner | Entity this component is attached to. \poaram timeSlice Delta time since last update. |
event protected void OnFrame | ( | IEntity | owner, |
float | timeSlice | ||
) |
Called during EOnFrame.
owner | Entity this component is attached to. |
timeSlice | Delta time since last update. |
BaseGameModeClass GenericEntityClass OnGameStart | ( | ) |
event protected void OnInit | ( | IEntity | owner | ) |
Called during EOnInit.
owner | Entity this component is attached to. |
Definition at line 523 of file SCR_CharacterCommandHandler_Tests.c.
event protected void OnPlayerAuditFail | ( | int | playerId | ) |
Event is called when player connecting Session hosting current Game Mode AuditFail() call may be called under two occasions: 1) verification is required but failed (account is not valid, player is banned, internet issues) 2) player cannot be verified as authentication is not required or possible - where it may be valid behavior (server online connectivity turned off for example) Basically non-audited player cannot access persistency/ etc. related functionality provided by online services.
[in] | playerId | is index of player in game, equal to the one assigned at PlayerController |
Definition at line 35 of file BaseGameMode.c.
event protected void OnPlayerAuditRevived | ( | int | playerId | ) |
Event is called when player reconnected successfully back to Session after kick This mean that slot reservation need to be finished (closed).
[in] | playerId | is index of player in game, equal to the one assigned at PlayerController |
Definition at line 47 of file BaseGameMode.c.
event protected void OnPlayerAuditSuccess | ( | int | playerId | ) |
Event is called when player connecting Session hosting current Game Mode where is required authentication verification via. platform services AuditSuccess() call specifically mean this verification was successful Basically audited player has access to persistency/ etc. related functionality provided by online services.
[in] | playerId | is index of player in game, equal to the one assigned at PlayerController |
Definition at line 26 of file BaseGameMode.c.
event protected void OnPlayerAuditTimeouted | ( | int | playerId | ) |
Event is called when player connected to Session was kicked and did not reconnected in time This mean that slot reservation can be canceled.
[in] | playerId | is index of player in game, equal to the one assigned at PlayerController |
Definition at line 41 of file BaseGameMode.c.
event protected void OnPlayerConnected | ( | int | playerID | ) |
Called after a player is connected. Server-only.
playerId | PlayerId of connected player. | |
[in] | playerId | Called after a player is connected. Server-only. |
[in] | playerId | PlayerId of connected player. |
[in] | playerId |
Definition at line 33 of file SCR_LocalPlayerPenalty.c.
event protected void OnPlayerDisconnected | ( | int | playerId, |
KickCauseCode | cause, | ||
int | timeout | ||
) |
Called after a player is disconnected.
playerId | PlayerId of disconnected player. |
cause | Cause code |
timeout | Kick timeout in seconds (-1 is infinity) |
What happens when a player disconnects.
[in] | playerID | is a unique player identifier that defines which player has disconnected. |
[in] | cause | |
[in] | timeout |
Called after a player is disconnected.
[in] | playerId | PlayerId of disconnected player. |
[in] | cause | Reason player disconnected |
[in] | timeout | Timeout for when players are allowed to connect again. -1 means Ban without an assigned timeout |
What happens when a player disconnects.
[in] | playerID | is a unique player identifier that defines which player has disconnected. |
[in] | cause | |
[in] | timeout |
Authority: Handle disconnected player.
[in] | playerId | |
[in] | cause | |
[in] | timeout |
Called after a player is disconnected.
[in] | playerId | PlayerId of disconnected player. |
[in] | cause | Reason player disconnected |
[in] | timeout | Timeout for when players are allowed to connect again. -1 means Ban without an assigned timeout |
What happens when a player disconnects.
[in] | playerID | is a unique player identifier that defines which player has disconnected. |
[in] | cause | |
[in] | timeout |
Authority: Handle disconnected player.
[in] | playerId | |
[in] | cause | |
[in] | timeout |
Definition at line 119 of file SCR_PlayerProfileManagerComponent.c.
event protected void OnPlayerKilled | ( | int | playerId, |
IEntity | playerEntity, | ||
IEntity | killerEntity, | ||
notnull Instigator | killer | ||
) |
Called after a player gets killed (but only after 'SCR_HandlePlayerKilled' returns true).
playerId | PlayerId of victim player. | |
player | Entity of victim player if any. | |
killerEntity | entity of the instigator. If killerEntity is null, you can use instigator.GetInstigatorEntity() if appropiate. | |
killer | Entity of killer instigator if any. | |
[in] | playerId | |
[in] | playerEntity | |
[in] | killerEntity | |
[in] | killer |
Called after a player gets killed.
[in] | playerId | PlayerId of victim player. |
[in] | playerEntity | entity of victim player if any. |
[in] | killerEntity | Entity of killer instigator if any. |
[in] | killer | Instigator of the kill |
[in] | playerId | |
[in] | playerEntity | |
[in] | killerEntity | |
[in] | killer |
Called after a player gets killed.
[in] | playerId | PlayerId of victim player. |
[in] | playerEntity | Entity of victim player if any. |
[in] | killerEntity | Entity of killer instigator if any. |
[in] | killer | Instigator of the kill, use type to see if there is any |
Called after a player gets killed.
[in] | playerId | PlayerId of victim player. |
[in] | playerEntity | entity of victim player if any. |
[in] | killerEntity | Entity of killer instigator if any. |
[in] | killer | Instigator of the kill |
[in] | playerId | |
[in] | playerEntity | |
[in] | killerEntity | |
[in] | killer |
Called after a player gets killed.
[in] | playerId | PlayerId of victim player. |
[in] | playerEntity | Entity of victim player if any. |
[in] | killerEntity | Entity of killer instigator if any. |
[in] | killer | Instigator of the kill, use type to see if there is any |
Start respawn timer for provided entity if a player controlled it.
[in] | playerId | |
[in] | playerEntity | |
[in] | killerEntity | |
[in] | killer |
Called after a player gets killed.
playerId | PlayerId of victim player. |
player | Entity of victim player if any. |
killerEntity | Entity of killer instigator if any. |
killer | Instigator of the kill |
Called after a player gets killed.
[in] | playerId | PlayerId of victim player. |
[in] | playerEntity | entity of victim player if any. |
[in] | killerEntity | Entity of killer instigator if any. |
[in] | killer | Instigator of the kill |
[in] | playerId | |
[in] | playerEntity | |
[in] | killerEntity | |
[in] | killer |
Called after a player gets killed.
[in] | playerId | PlayerId of victim player. |
[in] | playerEntity | Entity of victim player if any. |
[in] | killerEntity | Entity of killer instigator if any. |
[in] | killer | Instigator of the kill, use type to see if there is any |
Start respawn timer for provided entity if a player controlled it.
[in] | playerId | |
[in] | playerEntity | |
[in] | killerEntity | |
[in] | killer |
Called after a player gets killed.
playerId | PlayerId of victim player. |
player | Entity of victim player if any. |
killerEntity | Entity of killer instigator if any. |
killer | Instigator of the kill |
Definition at line 513 of file SCR_CampaignFeedbackComponent.c.
event protected void OnPlayerRegistered | ( | int | playerId | ) |
Register provided client's respawn timer.
Called on every machine after a player is registered (identity, name etc.). Always called after OnPlayerConnected.
playerId | PlayerId of registered player. |
Called on every machine after a player is registered (identity, name etc.). Always called after OnPlayerConnected.
[in] | playerId | PlayerId of registered player. |
Definition at line 207 of file SCR_RespawnTimerComponent.c.
event protected void OnPlayerRoleChange | ( | int | playerId, |
EPlayerRole | roleFlags | ||
) |
Called when player role changes.
playerId | Player whose role is being changed. |
roleFlags | Roles as a flags |
Definition at line 128 of file BaseGameMode.c.
event protected void OnPlayerSpawned | ( | int | playerId, |
IEntity | controlledEntity | ||
) |
Called after a player is spawned.
playerId | PlayerId of spawned player. |
controlledEntity | Spawned entity for this player. |
Called after a player is spawned.
[in] | playerId | PlayerId of spawned player. |
[in] | controlledEntity | Spawned entity for this player. |
Definition at line 32 of file SCR_XPHandlerComponent.c.
event protected void OnPostInit | ( | IEntity | owner | ) |
Editable Mine.
Called after all components are initialized.
owner | Entity this component is attached to. |
Returns XP reward skill
[in] | reward |
Called after all components are initialized.
owner | Entity this component is attached to. |
Returns XP reward skill
[in] | reward |
Editable Mine.
Called after all components are initialized.
owner | Entity this component is attached to. |
Returns XP reward skill
[in] | reward |
Editable Mine.
Initialises the handler by finding necessary dependencies.
[in] | owner |
Initialises the component by finding necessary dependencies.
[in] | owner |
Called after all components are initialized.
owner | Entity this component is attached to. |
Returns XP reward skill
[in] | reward |
Editable Mine.
Initialises the handler by finding necessary dependencies.
[in] | owner |
Initialises the component by finding necessary dependencies.
[in] | owner |
Initialises the component, the consumer and/or the container. Event called after init when all components are initialised.
[in] | owner | Entity that owns this component. |
Called after all components are initialized.
owner | Entity this component is attached to. |
Returns XP reward skill
[in] | reward |
Editable Mine.
Initialises the handler by finding necessary dependencies.
[in] | owner |
Initialises the component by finding necessary dependencies.
[in] | owner |
Initialises the component, the consumer and/or the container. Event called after init when all components are initialised.
[in] | owner | Entity that owns this component. |
Definition at line 72 of file SCR_AIConfigComponent.c.
event protected bool OnRplLoad | ( | ScriptBitReader | r | ) |
Deserialize data received from server on JIP.
r | Bit reader instance |
Definition at line 36 of file RespawnSystemComponent.c.
event protected bool OnRplSave | ( | ScriptBitWriter | w | ) |
Serialize server network data for JIP clients.
w | Bit writer instance |
Definition at line 31 of file RespawnSystemComponent.c.
event void OnWorldPostProcess | ( | World | world | ) |
Event called once loading of all entities of the world have been finished. (still within the loading)
Called once loading of all entities of the world have been finished (still within the loading)
[in] | world | Loaded world |
Definition at line 130 of file BaseGameMode.c.
event GenericEntity RequestSpawn | ( | int | playerId | ) |
Called when some player controller requests respawn.
Definition at line 43 of file RespawnSystemComponent.c.
void SCR_BaseGameMode_OnPlayerDisconnected | ( | int | playerId, |
KickCauseCode | cause = KickCauseCode.NONE , |
||
int | timeout = -1 |
||
) |
RespawnSystemComponentClass GameComponentClass vector position |
Definition at line 23 of file RespawnSystemComponent.c.
RespawnSystemComponentClass GameComponentClass vector vector rotation = "0 0 0") |
Definition at line 23 of file RespawnSystemComponent.c.