Arma Reforger Script API
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PerceptionComponent Interface Reference
Inheritance diagram for PerceptionComponent:
AIComponentEntity AIComponent

Public Member Functions

proto external int GetSimulateCounter ()
 
proto external int GetTargetsList (out notnull array< BaseTarget > outTargets, ETargetCategory category)
 
proto external int GetTargetCount (ETargetCategory category)
 Returns count of targets of given category.
 
proto external BaseTarget GetLastSeenTarget (ETargetCategory category, float timeSinceSeenMax)
 Returns target with lowest LastSeen value, but it must be below lastSeenMax.
 
proto external BaseTarget GetTargetPerceptionObject (IEntity entityToFind, ETargetCategory targetCategory)
 
proto external BaseTarget FindTargetPerceptionObject (IEntity entityToFind)
 Same as GetTargetPerceptionObject, but searches in all categories.
 
proto external BaseTarget GetClosestTarget (ETargetCategory category, float timeSinceSeenMax, float timeSinceDetectedMax)
 
proto external void SetPerceptionFactor (float value)
 Sets perception factor - how good this AI can recognize enemy, independent of enemy state. 1.0 is standard value. Bigger value means faster recognition.
 
proto external float GetUpdateInterval ()
 
proto external IEntity GetFriendlyInLineOfFire ()
 
proto external void SetFriendlyFireCheck (bool on)
 
- Public Member Functions inherited from AIComponent
proto external AIAgent GetAIAgent ()
 

Member Function Documentation

◆ FindTargetPerceptionObject()

proto external BaseTarget PerceptionComponent.FindTargetPerceptionObject ( IEntity entityToFind)

Same as GetTargetPerceptionObject, but searches in all categories.

◆ GetClosestTarget()

proto external BaseTarget PerceptionComponent.GetClosestTarget ( ETargetCategory category,
float timeSinceSeenMax,
float timeSinceDetectedMax )

◆ GetFriendlyInLineOfFire()

proto external IEntity PerceptionComponent.GetFriendlyInLineOfFire ( )

◆ GetLastSeenTarget()

proto external BaseTarget PerceptionComponent.GetLastSeenTarget ( ETargetCategory category,
float timeSinceSeenMax )

Returns target with lowest LastSeen value, but it must be below lastSeenMax.

◆ GetSimulateCounter()

proto external int PerceptionComponent.GetSimulateCounter ( )

◆ GetTargetCount()

proto external int PerceptionComponent.GetTargetCount ( ETargetCategory category)

Returns count of targets of given category.

◆ GetTargetPerceptionObject()

proto external BaseTarget PerceptionComponent.GetTargetPerceptionObject ( IEntity entityToFind,
ETargetCategory targetCategory )

◆ GetTargetsList()

proto external int PerceptionComponent.GetTargetsList ( out notnull array< BaseTarget > outTargets,
ETargetCategory category )

◆ GetUpdateInterval()

proto external float PerceptionComponent.GetUpdateInterval ( )

◆ SetFriendlyFireCheck()

proto external void PerceptionComponent.SetFriendlyFireCheck ( bool on)

◆ SetPerceptionFactor()

proto external void PerceptionComponent.SetPerceptionFactor ( float value)

Sets perception factor - how good this AI can recognize enemy, independent of enemy state. 1.0 is standard value. Bigger value means faster recognition.


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