class MissionServerSource
MissionServer › MissionBase › MissionBaseWorld › Mission
All members, including inherited
Constructors 2
void MissionServer()void ~MissionServer()Constants 3
const int SCHEDULER_PLAYERS_PER_TICK = 5Members 20
ref array<ref CorpseData> m_DeadPlayersArrayref map<PlayerBase, ref LogoutInfo> m_LogoutPlayersShow 3 more
, OnClientDisconnectedEvent(), OnEvent(), and UpdateLogoutPlayers()ref map<PlayerBase, ref LogoutInfo> m_NewLogoutPlayersShow 2 more
, OnClientDisconnectedEvent(), and OnEvent()ref RainProcurementHandler m_RainProcHandlerint m_currentPlayerint m_RespawnModeShow 1 more
, SyncRespawnModeInfo()private float m_ArtyBarrageTimer = 0This is not to be edited in Init.c this is just to increment time
protected bool m_PlayArty = falseToggle if Off map artillery sounds are played
protected float m_ArtyDelay = 0Set how much time there is between two barrages (in seconds)
protected int m_MinSimultaneousStrikes = 0The MIN of simultaneous shots on the map (Will be clamped between 1 and max shots)
protected int m_MaxSimultaneousStrikes = 0The MAX of simultaneous shots on the map (Will be clamped between 1 and max amount of coords)
Where we should fire from. On Init set the relevant data
PlayerBase m_playerMissionBase m_missionexclude groups defined in 'specific.xml' file
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, IsInputExcludeActive(), PerformRefreshExcludes(), and RemoveActiveInputExcludes()additional scripted restrictions
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, IsInputRestrictionActive(), and RemoveActiveInputRestriction()PluginAdditionalInfo m_moduleDefaultCharacterDEPRECATED
Methods 45
override void OnInit()override void OnMissionStart()override void OnUpdate(float timeslice)Show 16 more
, Mission.GetTimeStamp(), CGame.GetUIManager(), MissionBase.OnUpdate(), PerformRefreshExcludes(), RandomArtillery(), UIManager.ShowUICursor(), TickScheduler(), RainProcurementHandler.Update(), WorldData.UpdateBaseEnvTemperature(), MissionBase.UpdateDummyScheduler(), UpdateLogoutPlayers(), UIMenuPanel.UseKeyboard(), UIMenuPanel.UseMouse(), m_ProcessInputExcludes, m_RainProcHandler, and MissionBase.m_WorldDataoverride void OnGameplayDataHandlerLoad()Only once the game is loaded should we take control of the cursor
void RandomArtillery(float deltaTime)override bool IsServer()Show 2 more
, m_LogoutPlayers, and m_NewLogoutPlayersvoid UpdatePlayersStats()protected void AddNewPlayerLogout(PlayerBase player, notnull LogoutInfo info)void UpdateLogoutPlayers()Show 8 more
, map.GetKey(), CGame.GetTime(), PlayerDisconnected(), map.Remove(), map.RemoveElement(), m_LogoutPlayers, Param2.param1, and Param2.param2Show 34 more
, Man.GetIdentity(), InvokeOnConnect(), Debug.Log(), OnClientDisconnectedEvent(), OnClientNewEvent(), OnClientPrepareEvent(), OnClientReadyEvent(), OnClientReconnectEvent(), OnClientRespawnEvent(), Print(), map.Remove(), map.Remove(), SyncEvents.SendPlayerList(), CfgPlayerRestrictedAreaHandler.SyncDataSend(), UndergroundAreaLoader.SyncDataSend(), CfgGameplayHandler.SyncDataSendEx(), SyncGlobalLighting(), m_LogoutPlayers, m_NewLogoutPlayers, Param5.param1, Param4.param1, Param1.param1, Param3.param1, Param2.param1, Param5.param2, Param4.param2, Param3.param2, Param2.param2, Param5.param3, Param4.param3, Param3.param3, Param5.param4, Param4.param4, and Param5.param5void InvokeOnConnect(PlayerBase player, PlayerIdentity identity)void InvokeOnDisconnect(PlayerBase player)void OnClientPrepareEvent(PlayerIdentity identity, out bool useDB, out vector pos, out float yaw, out int preloadTimeout)void ControlPersonalLight(PlayerBase player)Show 1 more
, CGame.ServerConfigGetInt()void SyncGlobalLighting(PlayerBase player)bool ProcessLoginData(ParamsReadContext ctx)returns whether received data is valid, ctx can be filled on client in StoreLoginData()
PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName)void EquipCharacter(MenuDefaultCharacterData char_data)Spawns character equip from received data. Checks validity against config, randomizes if invalid value and config array not empty.
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, array.Get(), MenuDefaultCharacterData.GetAttachmentMap(), DefaultCharacterCreationMethods.GetAttachmentSlotsArray(), DefaultCharacterCreationMethods.GetConfigArrayCountFromSlotID(), DefaultCharacterCreationMethods.GetConfigAttachmentTypes(), EntityAI.GetInventory(), array.GetRandomElement(), StartingEquipSetup(), VerifyAttachmentType(), m_player, m_RespawnMode, and GameConstants.RESPAWN_MODE_CUSTOMvoid StartingEquipSetup(PlayerBase player, bool clothesChosen)can be overriden to manually set up starting equip. 'clothesChosen' is legacy parameter, does nothing.
PlayerBase OnClientNewEvent(PlayerIdentity identity, vector pos, ParamsReadContext ctx)Show 17 more
, ErrorEx(), array.Find(), MenuDefaultCharacterData.GenerateRandomEquip(), MenuDefaultCharacterData.GetCharacterType(), CGame.GetMenuDefaultCharacterData(), PlayerSpawnHandler.GetRandomCharacterPreset(), PlayerSpawnPreset.GetRandomCharacterType(), PlayerSpawnHandler.IsInitialized(), MenuDefaultCharacterData.IsRandomCharacterForced(), PlayerSpawnPreset.IsValid(), DayZGame.ListAvailableCharacters(), PlayerSpawnHandler.ProcessEquipmentData(), ProcessLoginData(), string.Empty, m_player, m_RespawnMode, and GameConstants.RESPAWN_MODE_CUSTOMvoid OnClientReadyEvent(PlayerIdentity identity, PlayerBase player)void OnClientRespawnEvent(PlayerIdentity identity, PlayerBase player)void OnClientReconnectEvent(PlayerIdentity identity, PlayerBase player)void OnClientDisconnectedEvent(PlayerIdentity identity, PlayerBase player, int logoutTime, bool authFailed)void PlayerDisconnected(PlayerBase player, PlayerIdentity identity, string uid)bool ShouldPlayerBeKilled(PlayerBase player)void HandleBody(PlayerBase player)void TickScheduler(float timeslice)Show 7 more
, World.GetPlayerList(), CGame.GetWorld(), Math.Min(), PlayerBase.OnTick(), m_currentPlayer, m_Players, and SCHEDULER_PLAYERS_PER_TICKShow 2 more
, array.Insert(), and m_DeadPlayersArrayvoid UpdateCorpseStatesServer()override void SyncRespawnModeInfo(PlayerIdentity identity)override RainProcurementHandler GetRainProcurementHandler()Removes one or more exclude groups and refreshes excludes
Removes one restriction (specific behaviour oudside regular excludes, defined below)
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, GetUApi(), array.RemoveItem(), and m_ActiveInputRestrictionsAdds one or more exclude groups to disable and refreshes excludes
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, GetUApi(), array.Insert(), RefreshExcludes(), UAInputAPI.SupressNextFrame(), and m_ActiveInputExcludeGroupsAdds one input restriction (specific behaviour oudside regular excludes, defined below)
override void RefreshExcludes()!NO_GUIqueues refresh of input excludes
protected void PerformRefreshExcludes()!NO_GUIapplies queued excludes (0 == clear excludes)
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, m_ActiveInputExcludeGroupsRemoves all active input excludes and restrictions
returns if ANY exclude groups, restriction (or deprecated disable, if applicable) is active
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, m_ActiveInputRestrictions, and m_ControlDisabledModeReturns true if the particular input exclude group had been activated via script and is active
Returns true if the particular 'restriction' (those govern special behaviour outside regular input excludes, *EInputRestrictors*) is active