Arma Reforger Script API
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AIAgent Interface Reference
Inheritance diagram for AIAgent:
AIAnimal AIGroup ChimeraAIAgent AIFlock AISpawnerGroup ChimeraAIGroup SCR_ChimeraAIAgent SCR_PlayerAIAgent SCR_Bird SCR_AISpawnerGroupFaction SCR_AIGroup

Public Member Functions

proto external IEntity GetControlledEntity ()
 
proto external AIGroup GetParentGroup ()
 
proto external void SetLOD (int newLOD)
 
proto external int GetLOD ()
 
proto external void SetPermanentLOD (int lod)
 
proto external int GetPermanentLOD ()
 
proto external void PreventMaxLOD (float preventTime=-1)
 
proto external void AllowMaxLOD ()
 
proto external bool CountTowardsAIWorldLimit ()
 
proto external int GetDangerEventsCount ()
 
proto AIDangerEvent GetDangerEvent (int index, out int outCount)
 Internally similar danger events can be aggregated. In that case the new danger event is not put into the queue, but instead counter of previous similar event is increased.
 
proto external void ClearDangerEvents (int howMany)
 
proto external void ExtractAIEvents (out notnull array< AIWaypoint > aiEvents)
 
proto external ActionManager GetActionManager ()
 
proto external AICommunicationComponent GetCommunicationComponent ()
 
proto external AIControlComponent GetControlComponent ()
 
proto external AIBaseMovementComponent GetMovementComponent ()
 
proto external AIBaseAimingComponent GetAimingComponent ()
 
proto external void ActivateAI ()
 
proto external void DeactivateAI ()
 
proto external bool IsAIActivated ()
 
void OnLODChanged (int oldLOD, int newLOD)
 

Static Public Member Functions

static proto int GetMaxLOD ()
 

Member Function Documentation

◆ ActivateAI()

proto external void AIAgent.ActivateAI ( )

◆ AllowMaxLOD()

proto external void AIAgent.AllowMaxLOD ( )

◆ ClearDangerEvents()

proto external void AIAgent.ClearDangerEvents ( int howMany)

◆ CountTowardsAIWorldLimit()

proto external bool AIAgent.CountTowardsAIWorldLimit ( )

◆ DeactivateAI()

proto external void AIAgent.DeactivateAI ( )

◆ ExtractAIEvents()

proto external void AIAgent.ExtractAIEvents ( out notnull array< AIWaypoint > aiEvents)

◆ GetActionManager()

proto external ActionManager AIAgent.GetActionManager ( )

◆ GetAimingComponent()

proto external AIBaseAimingComponent AIAgent.GetAimingComponent ( )

◆ GetCommunicationComponent()

proto external AICommunicationComponent AIAgent.GetCommunicationComponent ( )

◆ GetControlComponent()

proto external AIControlComponent AIAgent.GetControlComponent ( )

◆ GetControlledEntity()

proto external IEntity AIAgent.GetControlledEntity ( )

◆ GetDangerEvent()

proto AIDangerEvent AIAgent.GetDangerEvent ( int index,
out int outCount )

Internally similar danger events can be aggregated. In that case the new danger event is not put into the queue, but instead counter of previous similar event is increased.

◆ GetDangerEventsCount()

proto external int AIAgent.GetDangerEventsCount ( )

◆ GetLOD()

proto external int AIAgent.GetLOD ( )

◆ GetMaxLOD()

static proto int AIAgent.GetMaxLOD ( )
static

◆ GetMovementComponent()

proto external AIBaseMovementComponent AIAgent.GetMovementComponent ( )

◆ GetParentGroup()

proto external AIGroup AIAgent.GetParentGroup ( )

◆ GetPermanentLOD()

proto external int AIAgent.GetPermanentLOD ( )

◆ IsAIActivated()

proto external bool AIAgent.IsAIActivated ( )

◆ OnLODChanged()

void AIAgent.OnLODChanged ( int oldLOD,
int newLOD )

◆ PreventMaxLOD()

proto external void AIAgent.PreventMaxLOD ( float preventTime = -1)

◆ SetLOD()

proto external void AIAgent.SetLOD ( int newLOD)

◆ SetPermanentLOD()

proto external void AIAgent.SetPermanentLOD ( int lod)

The documentation for this interface was generated from the following file: