67 BaseRadioComponent radio = BaseRadioComponent.Cast(HQ.GetOwner().FindComponent(BaseRadioComponent));
69 if (!radio || !radio.IsPowered())
87 IEntity called =
GetGame().GetPlayerManager().GetPlayerControlledEntity(calledID);
88 int companyCallsignIndex, platoonCallsignIndex, squadCallsignIndex, characterCallsignIndex;
90 if (called && !callsignManager.
GetEntityCallsignIndexes(called, companyCallsignIndex, platoonCallsignIndex, squadCallsignIndex, characterCallsignIndex))
100 array<SCR_AIGroup> playableGroups = groupsManager.GetPlayableGroupsByFaction(
this);
115 msg.
SetCalledCallsign(companyCallsignIndex, platoonCallsignIndex, squadCallsignIndex, characterCallsignIndex);
119 msg.SetEncryptionKey(radio.GetEncryptionKey());
124 transmitter.BeginTransmissionFreq(msg, group.GetRadioFrequency());
134 msg.
SetCalledCallsign(companyCallsignIndex, platoonCallsignIndex, squadCallsignIndex, characterCallsignIndex);
138 msg.SetEncryptionKey(radio.GetEncryptionKey());
139 transmitter.BeginTransmission(msg);
170 return m_RadioPrefab;
176 return m_DefendersGroupPrefab;
182 return m_MobileHQPrefab;
191 return m_BaseBuildingHQ;
194 return m_BaseBuildingSupplyDepot;
197 return m_sBaseBuildingSourceBase;
209 return UI.GetFactionNameUpperCase();
ArmaReforgerScripted GetGame()
SCR_EGroupRole
Group roles.
void SCR_GameModeCampaign(IEntitySource src, IEntity parent)
void SCR_GroupsManagerComponent(IEntityComponentSource src, IEntity ent, IEntity parent)
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
bool GetEntityCallsignIndexes(IEntity entity, out int companyCallsignIndex, out int platoonCallsignIndex, out int squadCallsignIndex, out int characterCallsignIndex)
WorldTimestamp m_fVictoryTimestamp
bool m_bCanSpawnOnMainBases
SCR_CampaignMobileAssemblyStandaloneComponent GetMobileAssembly()
bool m_bCanSpawnOnSourceBases
ref SCR_CampaignRadioMsgWhitelistConfig m_RadioMsgWhitelistConfig
void GetStartingVehiclePrefabs(out notnull array< ResourceName > prefabs)
int GetControlPointsHeld()
ResourceName GetBuildingPrefab(EEditableEntityLabel type)
SCR_CampaignMobileAssemblyStandaloneComponent m_MobileAssembly
void SetMobileAssembly(SCR_CampaignMobileAssemblyStandaloneComponent mobileAssembly)
void SetVictoryTimestamp(WorldTimestamp timestamp)
const bool USE_GROUP_FREQUENCY
ResourceName GetRadioPrefab()
void SendHQMessage(SCR_ERadioMsg msgType, int baseCallsign=SCR_MilitaryBaseComponent.INVALID_BASE_CALLSIGN, int calledID=SCR_CampaignMilitaryBaseComponent.INVALID_PLAYER_INDEX, bool public=true, int param=SCR_CampaignRadioMsg.INVALID_RADIO_MSG_PARAM)
void SetMainBase(SCR_CampaignMilitaryBaseComponent mainBase)
SCR_CampaignMilitaryBaseComponent m_MainBase
SCR_CampaignMilitaryBaseComponent GetMainBase()
WorldTimestamp m_fPauseByBlockTimestamp
ref array< ResourceName > m_aStartingVehicles
ResourceName GetDefendersGroupPrefab()
ResourceName GetMobileHQPrefab()
WorldTimestamp GetPauseByBlockTimestamp()
void SetPauseByBlockTimestamp(WorldTimestamp timestamp)
void SetControlPointsHeld(int count)
WorldTimestamp GetVictoryTimestamp()
string GetFactionNameUpperCase()
bool CanSpawnOnSourceBases()
static const int INVALID_PLAYER_INDEX
void SetRadioMsg(SCR_ERadioMsg msg)
void SetMessageForCommander(bool isMessageForCommander, notnull SCR_Faction faction)
void SetFactionId(int factionId)
void SetCalledCallsign(int companyID, int platoonID, int squadID, int characterID)
void SetIsPublic(bool public)
void SetPlayerID(int playerID)
void SetBaseCallsign(int callsign)
SCR_FieldOfViewSettings Attribute