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SCR_Tutorial_Seizing_MhqDeploy.c
Go to the documentation of this file.
1
[
EntityEditorProps
(insertable:
false
)]
2
class
SCR_Tutorial_Seizing_MhqDeployClass
:
SCR_BaseTutorialStageClass
3
{
4
};
5
6
//------------------------------------------------------------------------------------------------
7
class
SCR_Tutorial_Seizing_MhqDeploy
:
SCR_BaseTutorialStage
8
{
9
SCR_TutorialDeployMobileAssembly
m_UserAction;
10
//------------------------------------------------------------------------------------------------
11
override
protected
void
Setup
()
12
{
13
SCR_HintManagerComponent.HideHint();
14
SCR_HintManagerComponent.ClearLatestHint();
15
16
IEntity
box =
GetGame
().GetWorld().FindEntityByName(
"MHQ_TRUNK"
);
17
if
(!box)
18
return
;
19
20
RegisterWaypoint
(box,
""
,
"CUSTOM"
);
21
22
ActionsManagerComponent
actionMan =
ActionsManagerComponent
.Cast(box.
FindComponent
(
ActionsManagerComponent
));
23
if
(!actionMan)
24
return
;
25
26
array <BaseUserAction> userActions = {};
27
28
actionMan.GetActionsList(userActions);
29
foreach
(
BaseUserAction
userAction : userActions)
30
{
31
if
(userAction.IsInherited(
SCR_TutorialDeployMobileAssembly
))
32
m_UserAction =
SCR_TutorialDeployMobileAssembly
.Cast(userAction);
33
}
34
35
PlayNarrativeCharacterStage
(
"CONFLICT_Instructor_B"
, 4);
36
}
37
38
//------------------------------------------------------------------------------------------------
39
override
bool
GetIsFinished
()
40
{
41
if
(!m_UserAction)
42
return
false
;
43
44
if
(m_UserAction.IsActive())
45
{
46
SCR_TutorialFakeBaseComponent fakeBaseComponent;
47
IEntity
fakeBase =
GetGame
().GetWorld().FindEntityByName(
"Tutorial_MobileHQ"
);
48
if
(fakeBase)
49
{
50
fakeBaseComponent = SCR_TutorialFakeBaseComponent.Cast(fakeBase.
FindComponent
(SCR_TutorialFakeBaseComponent));
51
if
(fakeBaseComponent)
52
{
53
fakeBaseComponent.m_bVisible =
true
;
54
fakeBaseComponent.CreateLinks();
55
}
56
}
57
58
fakeBase =
GetGame
().
GetWorld
().FindEntityByName(
"FakeBaseLighthouseNorth"
);
59
if
(fakeBase)
60
{
61
fakeBaseComponent = SCR_TutorialFakeBaseComponent.Cast(fakeBase.
FindComponent
(SCR_TutorialFakeBaseComponent));
62
if
(fakeBaseComponent)
63
{
64
fakeBaseComponent.m_BaseColor =
Color
.FromRGBA(218,8,7,255);
65
fakeBaseComponent.m_sHighlight =
"Hostile_Installation_Focus_Land"
;
66
fakeBaseComponent.m_eMilitarySymbolIdentity =
EMilitarySymbolIdentity
.OPFOR;
67
fakeBaseComponent.m_bAntennaWidgetVisible =
true
;
68
fakeBaseComponent.m_bAllowServices =
true
;
69
fakeBaseComponent.m_bAllowServicesSizeOverlay =
true
;
70
fakeBaseComponent.CreateLinks();
71
}
72
}
73
74
fakeBase =
GetGame
().
GetWorld
().FindEntityByName(
"FakeBaseSignalHill"
);
75
if
(fakeBase)
76
{
77
fakeBaseComponent.AddLinkName(
"Tutorial_MobileHQ"
);
78
fakeBaseComponent.ClearLinks();
79
fakeBaseComponent.CreateLinks();
80
}
81
82
return
true
;
83
}
84
85
return
false
;
86
}
87
};
EMilitarySymbolIdentity
EMilitarySymbolIdentity
Definition
EMilitarySymbol.c:2
GetGame
ArmaReforgerScripted GetGame()
Definition
game.c:1398
EntityEditorProps
enum SCR_ECompassType EntityEditorProps(category:"GameScripted/Gadgets", description:"Compass", color:"0 0 255 255")
Prefab data class for compass component.
Definition
SCR_CompassComponent.c:10
ActionsManagerComponent
Definition
ActionsManagerComponent.c:6
BaseUserAction
Definition
BaseUserAction.c:13
Color
Definition
Color.c:13
IEntity::IEntity
void IEntity(IEntitySource src, IEntity parent)
protected script Constructor
IEntity::FindComponent
proto external Managed FindComponent(typename typeName)
IEntity::GetWorld
proto external BaseWorld GetWorld()
SCR_BaseTutorialStageClass
Definition
SCR_BaseTutorialStage.c:3
SCR_BaseTutorialStage
Definition
SCR_BaseTutorialStage.c:8
SCR_BaseTutorialStage::RegisterWaypoint
SCR_Waypoint RegisterWaypoint(string entityName, string title=string.Empty, string icon="MISC")
Definition
SCR_BaseTutorialStage.c:293
SCR_BaseTutorialStage::PlayNarrativeCharacterStage
void PlayNarrativeCharacterStage(string characterName, int stage)
Definition
SCR_BaseTutorialStage.c:510
SCR_Tutorial_Seizing_MhqDeployClass
Definition
SCR_Tutorial_Seizing_MhqDeploy.c:3
SCR_Tutorial_Seizing_MhqDeploy
Definition
SCR_Tutorial_Seizing_MhqDeploy.c:8
SCR_Tutorial_Seizing_MhqDeploy::Setup
void Setup()
Definition
SCR_Tutorial_Seizing_MhqDeploy.c:11
SCR_Tutorial_Seizing_MhqDeploy::GetIsFinished
override bool GetIsFinished()
Definition
SCR_Tutorial_Seizing_MhqDeploy.c:39
SCR_TutorialDeployMobileAssembly
Definition
SCR_TutorialDeployMobileAssembly.c:2
scripts
Game
GameMode
Tutorial
Stages
Conflict
SCR_Tutorial_Seizing_MhqDeploy.c
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