◆ Complete()
proto external void AIActionBase.Complete |
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◆ CustomEvaluate()
float AIActionBase.CustomEvaluate |
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Implemented in SCR_AIAttackBehavior, SCR_AICompositeActionParallel, SCR_AIFindFirePositionBehavior, SCR_AIFollowActivity, SCR_AIHealActivity, SCR_AIHealBehavior, SCR_AIIdleBehavior_Driver, SCR_AIMoveActivity, SCR_AIMoveFromGrenadeBehavior, SCR_AIMoveFromIncomingVehicleBehavior, SCR_AIMoveFromUnknownFire, SCR_AIMoveInFormationBehavior, SCR_AIObserveThreatSystemBehavior, SCR_AIObserveUnknownFireBehavior, SCR_AIProvideAmmoBehavior, SCR_AIRetreatFromTargetBehavior, SCR_AIRetreatWhileLookAtBehavior, SCR_AISearchAndDestroyActivity, SCR_AISuppressGroupClusterBehavior, SCR_AIThrowGrenadeToBehavior, and SCR_AIVehicleCombatActivity.
◆ Evaluate()
proto external float AIActionBase.Evaluate |
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◆ EvaluatePriorityLevel()
float AIActionBase.EvaluatePriorityLevel |
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◆ Fail()
proto external void AIActionBase.Fail |
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◆ GetActionIsSuspended()
proto external bool AIActionBase.GetActionIsSuspended |
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◆ GetActionState()
◆ GetIsUniqueInActionQueue()
proto external bool AIActionBase.GetIsUniqueInActionQueue |
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◆ GetPriority()
proto external float AIActionBase.GetPriority |
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◆ GetRelatedGroupActivity()
proto external ref AIActionBase AIActionBase.GetRelatedGroupActivity |
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◆ GetRemoveAction()
proto external bool AIActionBase.GetRemoveAction |
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◆ OnActionDeselected()
void AIActionBase.OnActionDeselected |
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Implemented in SCR_AIActionBase, SCR_AIAttackBehavior, SCR_AIAttackClusterActivity, SCR_AICompositeActionParallel, SCR_AIDefendActivity, SCR_AIDefendFromClusterActivity, SCR_AIFollowActivity, SCR_AIGetInActivity, SCR_AIInvestigateClusterActivity, SCR_AIMoveActivity, SCR_AIObserveThreatSystemBehavior, SCR_AISearchAndDestroyActivity, SCR_AIStaticArtilleryActivity, SCR_AIStaticArtilleryBehavior, SCR_AISuppressActivity, SCR_AISuppressBehavior, and SCR_AIVehicleCombatActivity.
◆ OnActionRemoved()
void AIActionBase.OnActionRemoved |
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◆ OnActionSelected()
void AIActionBase.OnActionSelected |
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Implemented in SCR_AIActionBase, SCR_AIAnimateActivity, SCR_AIAnimateBehavior, SCR_AIAttackBehavior, SCR_AIAttackClusterActivity, SCR_AIAvoidCharacterBehavior, SCR_AIBehaviorBase, SCR_AICompositeActionParallel, SCR_AIDefendFromClusterActivity, SCR_AIFindFirePositionBehavior, SCR_AIFireIllumFlareBehavior, SCR_AIGetInActivity, SCR_AIIdleBehavior, SCR_AIInvestigateClusterActivity, SCR_AIMedicHealBehavior, SCR_AIMoveAndInvestigateBehavior, SCR_AIMoveFromUnknownFire, SCR_AIObserveThreatSystemBehavior, SCR_AIObserveUnknownFireBehavior, SCR_AIPilotMoveFromIncomingVehicleBehavior, SCR_AISearchAndDestroyActivity, SCR_AIStaticArtilleryActivity, SCR_AIStaticArtilleryBehavior, SCR_AISuppressBehavior, SCR_AIThrowGrenadeToBehavior, SCR_AIVehicleBehavior, and SCR_AIVehicleCombatActivity.
◆ OnComplete()
void AIActionBase.OnComplete |
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◆ OnFail()
void AIActionBase.OnFail |
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◆ OnMessage()
bool AIActionBase.OnMessage |
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AIMessage | msg | ) |
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◆ OnSetActionState()
◆ OnSetSuspended()
void AIActionBase.OnSetSuspended |
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bool | suspended | ) |
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◆ SetActionIsSuspended()
proto external void AIActionBase.SetActionIsSuspended |
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bool | val | ) |
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◆ SetActionState()
proto external void AIActionBase.SetActionState |
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EAIActionState | state | ) |
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◆ SetIsUniqueInActionQueue()
proto external void AIActionBase.SetIsUniqueInActionQueue |
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bool | unique | ) |
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◆ SetPriority()
proto external void AIActionBase.SetPriority |
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float | priority | ) |
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◆ SetRelatedGroupActivity()
proto external void AIActionBase.SetRelatedGroupActivity |
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AIActionBase | related | ) |
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◆ SetRemoveAction()
proto external void AIActionBase.SetRemoveAction |
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bool | val | ) |
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The documentation for this interface was generated from the following file:
- Game/generated/AI/AIActionBase.c