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NO_CMF Script

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_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_SimpleTimeSkipEntry

This script can be socketed into a NO_SCR_MissionTrigger to enable simple time customization when triggered. Alternatively a NO_SCR_ForceTimeAndWeatherEntry could be used instead. Variables Name Real Name Category Description Skip Time By Days m_iSkipTimeByDays Will skip the time by the desired number of days. Skip Time By Hours m_iSkipTimeByHours Will skip the time by the desired number of hours. Skip Time By Minutes m_iSkipTimeByMinutes Will skip the time by the desired number of minutes. Skip Time By Seconds m_iSkipTimeBySeconds Will skip […]

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 […]

NO_SCR_ForceTimeAndWeatherComponent

The ForceTimeAndWeatherComponent should be placed on a GameMode entity, one is already included in the NO_CoopSetup prefab. See also: NO_SCR_ForceTimeAndWeatherEntry (MissionTrigger) Once placed you may go the the Force Time and Weather section and click ‘set class‘ as shown below. From here you may set any options to be applied on game start, randomize will make random any of the other ‘use’ boxes that are ticked. The reset on first player connect is an experimental option to address missions that […]

NO_SCR_ImmobilizerComponent

The ImmobilizerComponent can be placed on any Vehicle type, can kill the engine and stop it from being restarted by the player. This can be set to happen on game start via the ‘Start Immobilized’ setting shown below. It can also be stopped and restarted in runtime via code, an example of which can be found here. Variables Name Real Name Category Description Start Immobilized m_bStartImmobilized IMMOBILIZER Is the vehicle immobilized on game start?