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| SCR_PlayerSpawnPointManagerComponentClass SCR_BaseGameModeComponentClass | Attribute (uiwidget:UIWidgets.ResourcePickerThumbnail, params:"et")] protected ResourceName m_SpawnPointPrefab |
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| void | EnablePlayerSpawnPoints (bool enable, int notificationPlayerID=-1) |
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| bool | IsPlayerSpawnPointsEnabled () |
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| protected void | AddSpawnPoint (int playerID) |
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| protected void | RemoveSpawnPoint (int playerID) |
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| void | EnableRadioVehicleSpawning (bool enable, int notificationPlayerID=-1) |
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| protected void | RPC_EnableRadioVehicleSpawning (bool enable) |
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| bool | IsRadioVehicleSpawningEnabled () |
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| ScriptInvokerBool | GetOnRadioVehicleSpawningChanged () |
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| void | EnableDeployableSpawnPoints (bool enable, int notificationPlayerID=-1) |
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| protected void | RPC_EnableDeployableSpawnPoints (bool enable) |
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| bool | IsDeployingSpawnPointsEnabled () |
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| ScriptInvokerBool | GetOnSpawnPointDeployingEnabledChanged () |
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| override void | OnPlayerConnected (int playerId) |
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| override void | OnPlayerDisconnected (int playerId, KickCauseCode cause, int timeout) |
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| override void | OnPlayerSpawnFinalize_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity) |
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| override void | OnPlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer) |
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| override bool | RplSave (ScriptBitWriter writer) |
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| override bool | RplLoad (ScriptBitReader reader) |
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| protected override void | OnDelete (IEntity owner) |
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◆ AddSpawnPoint()
| protected void AddSpawnPoint |
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int |
playerID | ) |
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◆ Attribute()
◆ EnableDeployableSpawnPoints()
| void EnableDeployableSpawnPoints |
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bool |
enable, |
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int |
notificationPlayerID = -1 |
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Set if players are allowed to deploy their radio backpack. (Server only)
- Parameters
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| [in] | enable | True to enable the system |
| [in] | notificationPlayerID | if not -1 then a notification will be shown to all players that deployable radio logic is enabled/disabled |
Definition at line 164 of file SCR_PlayerSpawnPointManagerComponent.c.
◆ EnablePlayerSpawnPoints()
| void EnablePlayerSpawnPoints |
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bool |
enable, |
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int |
notificationPlayerID = -1 |
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Set status of automatic player spawn points. When enabled, a spawn point will be created for every connected player, even those who connect later. When disabled, all existing player spawn points will be deleted.
- Parameters
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| [in] | enable | True to enable the system |
| [in] | notificationPlayerID | if not -1 then a notification will be shown to all players that spawning on players is enabled/disabled |
Definition at line 31 of file SCR_PlayerSpawnPointManagerComponent.c.
◆ EnableRadioVehicleSpawning()
| void EnableRadioVehicleSpawning |
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bool |
enable, |
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int |
notificationPlayerID = -1 |
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Set if Radio vehicle Respawning is enabled for specific respawn vehicles eg: Command Trucks (Server)
- Parameters
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| [in] | enable | True to enable the system |
| [in] | notificationPlayerID | if not -1 then a notification will be shown to all players that spawning on stationary vehicles is enabled/disabled |
Definition at line 116 of file SCR_PlayerSpawnPointManagerComponent.c.
◆ GetOnRadioVehicleSpawningChanged()
◆ GetOnSpawnPointDeployingEnabledChanged()
◆ IsDeployingSpawnPointsEnabled()
| bool IsDeployingSpawnPointsEnabled |
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◆ IsPlayerSpawnPointsEnabled()
| bool IsPlayerSpawnPointsEnabled |
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◆ IsRadioVehicleSpawningEnabled()
| bool IsRadioVehicleSpawningEnabled |
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◆ OnPlayerSpawnFinalize_S()
| override void OnPlayerSpawnFinalize_S |
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SCR_SpawnRequestComponent |
requestComponent, |
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SCR_SpawnHandlerComponent |
handlerComponent, |
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SCR_SpawnData |
data, |
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IEntity |
entity |
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) |
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◆ RemoveSpawnPoint()
| protected void RemoveSpawnPoint |
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int |
playerID | ) |
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◆ RPC_EnableDeployableSpawnPoints()
| protected void RPC_EnableDeployableSpawnPoints |
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bool |
enable | ) |
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◆ RPC_EnableRadioVehicleSpawning()
| protected void RPC_EnableRadioVehicleSpawning |
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bool |
enable | ) |
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◆ RplLoad()
| override bool RplLoad |
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ScriptBitReader |
reader | ) |
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◆ RplSave()
| override bool RplSave |
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ScriptBitWriter |
writer | ) |
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◆ m_bDeployableSpawnPointsEnabled
| protected bool m_bDeployableSpawnPointsEnabled |
◆ m_bEnablePlayerSpawnPoints
| protected bool m_bEnablePlayerSpawnPoints |
◆ m_bRadioVehicleSpawningEnabled
| protected bool m_bRadioVehicleSpawningEnabled |
◆ m_OnRadioVehicleSpawningChanged
◆ m_OnSpawnPointDeployingEnabledChanged
◆ m_SpawnPoints
| protected ref map<int, SCR_PlayerSpawnPoint> m_SpawnPoints = new map<int, SCR_PlayerSpawnPoint>() |