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NO_SCR_TaskEventHandler

NO_SCR_TaskEventHandler

TaskEventHandler gives you the possibility to easily hook onto every state of the task per script. The TaskEventHandler has to be a child of a Task on which states you want to hook on by script. Hook onto task states by script: Give the instance of the object a name: Choose a script type Code something like that:  

TaskEventHandler

The TaskEventHandler has to be a child of a Task on which states you want to hook on by script.   TaskEventHandler → NO_SCR_TaskEventHandler

NO_SCR_DeploymentComponent [WIP]

A DeploymentComponent can perform a range of ‘Deployments’ when requested by a DeploymentAction on the same entity. This Vehicle has the following deployments on a single action: Spawnpoint – Spawns a spawnpoint prefab which can then be used by its faction, US/USSR/FIA are already provided. Immobilizer – Disables a vehicles movement while deployed, can also apply the handbrake on deployment. Hint – Allows for the showing of customized hints on deploy/undeploy. For the SpawnpointDeployment, you are required to have a […]

NO_SCR_DeploymentAction [WIP]

A DeploymentAction is a user action that will communicate with a DeploymentComponent placed on the same entity. Like any user action it needs to be placed on the ActionsManagerComponent, any prefabs with existing actions such as Vehicles will already have this. From there it’s as simple as adding an additional action to the array of type NO_SCR_DeploymentAction, assigning a parent context (I will use the ignition switch) and giving it a Name. Variables Name Real Name Description Deploy Text m_sDeployText […]

NO_MissionTriggerPortPos

The MissionTriggerPortPos is a ready to go prefab of a SCR_Position entity (with a hierarchy component pre-attached). This prefab can be placed anywhere in the world where you would like to teleport players with a MissionTrigger. Once placed and rotated, it simply needs to be made a child entity of the MissionTrigger that you wish to use. If several of these prefabs are placed as a child of a MissionTrigger, the teleport destination will be random choosen by one of […]

NO_MissionTrigger

The MissionTrigger is a prefab for the NO_SCR_MissionTrigger, allowing it to be dragged into the world and immediately used. The child entities are only required for the optional teleporting players feature.   It has an RplComponent attached with streaming set to disabled. Along with the following default trigger settings: TriggerShapeType Sphere SphereRadius 10 DrawShape 1 ShapeColor 0.125 1 0.347 0.498 TriggerActivationType “All changes” PeriodicQueries 1

NO_SCR_MissionTrigger

The MissionTrigger is a type of PlayerTrigger that can fire off common mission goals/changes when triggered. Its options can be configured as described below. Do note when teleporting players you must place at least one SCR_Position entity (with hierarchy component) as a child. A prefab has been supplied to help with this. Variables Name Real Name Category Description Player Trigger Quota m_PlayerTriggerQuota PLAYER TRIGGER Quota type in use. Activate On Task State m_aActivateOnTaskState PLAYER TRIGGER Activate once one of the […]

NO_SCR_ForceTimeAndWeatherEntry

This script can be socketed into a NO_SCR_MissionTrigger to enable time and weather customization when triggered. Alternatively a NO_SCR_SimpleTimeSkipEntry could be used instead. See also: NO_SCR_ForceTimeAndWeatherComponent (GameMode) The randomize checkbox will randomize any use boxes that also get ticked (use custom time, use custom weather). The time and weather advancement boxes (if unchecked), simply stop time progression and weather states transitions. Do note that disabling it in one trigger while leaving it ticked in another can re-enable it. The day […]

NO_SCR_MissionSelectionAction

In order to have working mission selections you must have an entity with both a MissionSelectionManagerComponent and a MissionSelectionAction located inside of an ActionsManagerComponent. The MissionSelectionAction can be placed in the additional actions of any ActionsManagerComponent as shown below. It will need a parent context list (the location the action appears), you can use pre-existing ones or make your own. It will also need a name for the action, the description is not important. And at the bottom it can […]

NO_SCR_MissionSelectionManagerComponent

In order to have working mission selections you must have an entity with both a MissionSelectionManagerComponent and a MissionSelectionAction located inside of an ActionsManagerComponent. The entity also requires an RplComponent. You should change the default save file name (make sure it ends in .json), as this is required if you want multiple MissionSelectors but also to avoid reading and writing to other peoples scenarios who are making use of a mission selector. The save file is used to enable mission […]