Arma Reforger Script API
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SCR_AIActionBase Interface Reference
Inheritance diagram for SCR_AIActionBase:
AIActionBase SCR_AIActivityBase SCR_AIBehaviorBase SCR_AICompositeActionParallel SCR_AIAnimateActivity SCR_AIDefendActivity SCR_AIFireteamsActivity SCR_AIFollowActivity SCR_AIGetInActivity SCR_AIGetOutActivity SCR_AIHealActivity SCR_AIIdleActivity SCR_AIMoveActivity SCR_AIPerformActionActivity SCR_AIResupplyActivity SCR_AISearchAndDestroyActivity SCR_AIStaticArtilleryActivity SCR_AISuppressActivity SCR_AIVehicleCombatActivity SCR_AIAnimateBehavior SCR_AIAttackBehavior SCR_AIAvoidCharacterBehavior SCR_AIDefendBehavior SCR_AIFindFirePositionBehavior SCR_AIFireIllumFlareBehavior SCR_AIHealBehavior SCR_AIHealWaitBehavior SCR_AIIdleBehavior SCR_AIMedicHealBehavior SCR_AIMoveBehaviorBase SCR_AIMoveFromDangerBehavior SCR_AIMoveInFormationBehavior SCR_AIObserveThreatSystemBehavior SCR_AIObserveUnknownFireBehavior SCR_AIPerformActionBehavior SCR_AIPickupInventoryItemsBehavior SCR_AIProvideAmmoBehavior SCR_AIRetreatFromTargetBehavior SCR_AIRetreatWhileLookAtBehavior SCR_AIStaticArtilleryBehavior SCR_AISuppressBehavior SCR_AIThrowGrenadeToBehavior SCR_AIVehicleBehavior SCR_AIWaitBehavior SCR_AIClustersCompositeAction

Public Member Functions

override float EvaluatePriorityLevel ()
 
void SetPriorityLevel (int priority)
 
EAIActionFailReason GetFailReason ()
 
void SetFailReason (EAIActionFailReason failReason)
 Fail reason is an optional value which can be used to figure out why action failed.
 
int GetCause ()
 Returns cause value, used for SCR_AISetting.
 
override void OnSetActionState (EAIActionState state)
 
override void OnSetSuspended (bool suspended)
 
override void OnComplete ()
 
override void OnFail ()
 
override void OnActionRemoved ()
 
string GetActionDebugInfo ()
 
string GetDebugPanelText ()
 
override void OnActionSelected ()
 
override void OnActionDeselected ()
 
void OnActionExecuted ()
 
void OnActionCompleted ()
 
void OnActionFailed ()
 
bool IsActionInterruptable ()
 
void SetActionInterruptable (bool IsInterruptable)
 
void SetParametersToBTVariables (SCR_AIActionTask node)
 
void GetParametersFromBTVariables (SCR_AIActionTask node)
 
TStringArray GetPortNames ()
 
float GetRestrictedPriorityLevel (float minimumLevel=PRIORITY_LEVEL_NORMAL)
 Limits priority level for actions such that those are performed in "NORMAL" and "PLAYER" priority level but not in "GAMEMASTER".
 
- Public Member Functions inherited from AIActionBase
proto external float Evaluate ()
 
proto external float GetPriority ()
 
proto external void SetPriority (float priority)
 
proto external bool GetActionIsSuspended ()
 
proto external void SetActionIsSuspended (bool val)
 
proto external bool GetIsUniqueInActionQueue ()
 
proto external void SetIsUniqueInActionQueue (bool unique)
 
proto external EAIActionState GetActionState ()
 
proto external void SetActionState (EAIActionState state)
 
proto external void Fail ()
 
proto external void Complete ()
 
proto external bool GetRemoveAction ()
 
proto external void SetRemoveAction (bool val)
 
proto external ref AIActionBase GetRelatedGroupActivity ()
 
proto external void SetRelatedGroupActivity (AIActionBase related)
 
float CustomEvaluate ()
 
bool OnMessage (AIMessage msg)
 

Public Attributes

bool m_bIsInterruptable = true
 
ResourceName m_sBehaviorTree
 
ref ScriptInvoker m_OnActionCompleted = new ScriptInvoker()
 
ref ScriptInvoker m_OnActionFailed = new ScriptInvoker()
 
ref array< SCR_BTParamBasem_aParams = {}
 

Static Public Attributes

const static float PRIORITY_LEVEL_NORMAL = 0
 
const static float PRIORITY_LEVEL_PLAYER = 1000
 
const static float PRIORITY_LEVEL_GAMEMASTER = 2000
 
const static float PRIORITY_BEHAVIOR_RETREAT_MELEE = 190 + PRIORITY_LEVEL_PLAYER
 
const static float PRIORITY_BEHAVIOR_AVOID_CHARACTER = 180 + PRIORITY_LEVEL_PLAYER
 
const static float PRIORITY_BEHAVIOR_GET_OUT_VEHICLE_HIGH_PRIORITY = 162 + PRIORITY_LEVEL_PLAYER
 
const static float PRIORITY_BEHAVIOR_MOVE_FROM_DANGER = 160 + PRIORITY_LEVEL_PLAYER
 
const static float PRIORITY_BEHAVIOR_ATTACK_HIGH_PRIORITY = 120 + PRIORITY_LEVEL_PLAYER
 
const static float PRIORITY_BEHAVIOR_HEAL_HIGH_PRIORITY = 115 + PRIORITY_LEVEL_PLAYER
 
const static float PRIORITY_BEHAVIOR_OBSERVE_UNKNOWN_FIRE_HIGH_PRIORITY = 113 + PRIORITY_LEVEL_PLAYER
 
const static float PRIORITY_BEHAVIOR_GET_IN_VEHICLE = 130
 
const static float PRIORITY_BEHAVIOR_GET_OUT_VEHICLE = 125
 
const static float PRIORITY_BEHAVIOR_PICKUP_INVENTORY_ITEMS = 118
 
const static float PRIORITY_BEHAVIOR_STATIC_ARTILLERY = 114
 
const static float PRIORITY_BEHAVIOR_FIRE_ILLUM_FLARE = 113
 
const static float PRIORITY_BEHAVIOR_THROW_GRENADE = 112
 
const static float PRIORITY_BEHAVIOR_MEDIC_HEAL = 111
 
const static float PRIORITY_BEHAVIOR_RETREAT_FROM_TARGET = 110
 
const static float PRIORITY_BEHAVIOR_PROVIDE_AMMO = 100
 
const static float PRIORITY_BEHAVIOR_ATTACK_SELECTED = 90
 
const static float PRIORITY_BEHAVIOR_HEAL_WAIT = 83
 
const static float PRIORITY_BEHAVIOR_MOVE_FROM_VEHICLE_HORN = 72
 
const static float PRIORITY_BEHAVIOR_ATTACK_NOT_SELECTED = 70
 
const static float PRIORITY_BEHAVIOR_OBSERVE_THREATS_HIGH_PRIORITY = 69
 
const static float PRIORITY_BEHAVIOR_MOVE_FROM_UNKNOWN_FIRE = 68
 
const static float PRIORITY_BEHAVIOR_OBSERVE_UNKNOWN_FIRE = 66
 
const static float PRIORITY_BEHAVIOR_HEAL = 65
 
const static float PRIORITY_BEHAVIOR_MOVE_AND_INVESTIGATE = 64
 
const static float PRIORITY_BEHAVIOR_SUPPRESS = 63
 
const static float PRIORITY_BEHAVIOR_DEFEND = 61
 
const static float PRIORITY_BEHAVIOR_FIND_FIRE_POSITION = 60
 
const static float PRIORITY_BEHAVIOR_OBSERVE_LOW_PRIORITY = 59
 
const static float PRIORITY_BEHAVIOR_MOVE_INDIVIDUALLY = 58
 
const static float PRIORITY_BEHAVIOR_OPEN_NAVLINK_DOOR = 54
 
const static float PRIORITY_BEHAVIOR_PERFORM_ACTION = 30
 
const static float PRIORITY_BEHAVIOR_MOVE = 30
 
const static float PRIORITY_BEHAVIOR_MOVE_IN_FORMATION = 30
 
const static float PRIORITY_BEHAVIOR_ATTACK_DISREGARD_THREATS = 20
 
const static float PRIORITY_BEHAVIOR_WAIT = 10
 
const static float PRIORITY_BEHAVIOR_OBSERVE_THREATS_LOW_PRIORITY = 4
 
const static float PRIORITY_BEHAVIOR_MOVE_IN_FORMATION_LOW_PRIORITY = 3
 
const static float PRIORITY_BEHAVIOR_IDLE_DRIVER = 2
 
const static float PRIORITY_BEHAVIOR_ANIMATE = 1.5
 
const static float PRIORITY_BEHAVIOR_IDLE = 1
 
const static float PRIORITY_BEHAVIOR_DISMOUNT_TURRET = 300
 
const static float PRIORITY_BEHAVIOR_DISMOUNT_TURRET_INVESTIGATE = 21
 
const static float PRIORITY_BEHAVIOR_DISMOUNT_TURRET_GET_IN = 20
 
const static float PRIORITY_ACTIVITY_GET_IN = 130
 
const static float PRIORITY_ACTIVITY_FOLLOW = 130
 
const static float PRIORITY_ACTIVITY_RESUPPLY = 100
 
const static float PRIORITY_ACTIVITY_COMBAT_WITH_VEHICLES = 85
 
const static float PRIORITY_ACTIVITY_HEAL = 80
 
const static float PRIORITY_ACTIVITY_ARTILLERY_SUPPORT = 75
 
const static float PRIORITY_ACTIVITY_ATTACK_CLUSTER = 70
 
const static float PRIORITY_ACTIVITY_SEEK_AND_DESTROY = 60
 
const static float PRIORITY_ACTIVITY_INVESTIGATE_CLUSTER = 55
 
const static float PRIORITY_ACTIVITY_DEFEND_FROM_CLUSTER = 55
 
const static float PRIORITY_ACTIVITY_MOVE = 50
 
const static float PRIORITY_ACTIVITY_PERFORM_ACTION = 50
 
const static float PRIORITY_ACTIVITY_DEFEND = 50
 
const static float PRIORITY_ACTIVITY_GET_OUT = 50
 
const static float PRIORITY_ACTIVITY_SUPPRESS = 40
 
const static float PRIORITY_ACTIVITY_ANIMATE = 10
 

Protected Attributes

ref SCR_BTParam< float > m_fPriorityLevel = new SCR_BTParam<float>(SCR_AIActionTask.PRIORITY_LEVEL_PORT)
 
EAIActionFailReason m_eFailReason
 

Member Function Documentation

◆ EvaluatePriorityLevel()

override float SCR_AIActionBase.EvaluatePriorityLevel ( )

Implements AIActionBase.

◆ GetActionDebugInfo()

◆ GetCause()

◆ GetDebugPanelText()

◆ GetFailReason()

EAIActionFailReason SCR_AIActionBase.GetFailReason ( )

◆ GetParametersFromBTVariables()

void SCR_AIActionBase.GetParametersFromBTVariables ( SCR_AIActionTask node)

◆ GetPortNames()

TStringArray SCR_AIActionBase.GetPortNames ( )

◆ GetRestrictedPriorityLevel()

float SCR_AIActionBase.GetRestrictedPriorityLevel ( float minimumLevel = PRIORITY_LEVEL_NORMAL)

Limits priority level for actions such that those are performed in "NORMAL" and "PLAYER" priority level but not in "GAMEMASTER".

◆ IsActionInterruptable()

bool SCR_AIActionBase.IsActionInterruptable ( )

◆ OnActionCompleted()

◆ OnActionDeselected()

◆ OnActionExecuted()

void SCR_AIActionBase.OnActionExecuted ( )

◆ OnActionFailed()

◆ OnActionRemoved()

override void SCR_AIActionBase.OnActionRemoved ( )

◆ OnActionSelected()

◆ OnComplete()

override void SCR_AIActionBase.OnComplete ( )

Implements AIActionBase.

◆ OnFail()

override void SCR_AIActionBase.OnFail ( )

Implements AIActionBase.

Implemented in SCR_AIIdleBehavior_Driver.

◆ OnSetActionState()

override void SCR_AIActionBase.OnSetActionState ( EAIActionState state)

Implements AIActionBase.

◆ OnSetSuspended()

override void SCR_AIActionBase.OnSetSuspended ( bool suspended)

Implements AIActionBase.

◆ SetActionInterruptable()

void SCR_AIActionBase.SetActionInterruptable ( bool IsInterruptable)

◆ SetFailReason()

void SCR_AIActionBase.SetFailReason ( EAIActionFailReason failReason)

Fail reason is an optional value which can be used to figure out why action failed.

◆ SetParametersToBTVariables()

void SCR_AIActionBase.SetParametersToBTVariables ( SCR_AIActionTask node)

◆ SetPriorityLevel()

void SCR_AIActionBase.SetPriorityLevel ( int priority)

Member Data Documentation

◆ m_aParams

ref array<SCR_BTParamBase> SCR_AIActionBase.m_aParams = {}

◆ m_bIsInterruptable

bool SCR_AIActionBase.m_bIsInterruptable = true

◆ m_eFailReason

EAIActionFailReason SCR_AIActionBase.m_eFailReason
protected

◆ m_fPriorityLevel

ref SCR_BTParam<float> SCR_AIActionBase.m_fPriorityLevel = new SCR_BTParam<float>(SCR_AIActionTask.PRIORITY_LEVEL_PORT)
protected

◆ m_OnActionCompleted

ref ScriptInvoker SCR_AIActionBase.m_OnActionCompleted = new ScriptInvoker()

◆ m_OnActionFailed

ref ScriptInvoker SCR_AIActionBase.m_OnActionFailed = new ScriptInvoker()

◆ m_sBehaviorTree

ResourceName SCR_AIActionBase.m_sBehaviorTree

◆ PRIORITY_ACTIVITY_ANIMATE

const static float SCR_AIActionBase.PRIORITY_ACTIVITY_ANIMATE = 10
static

◆ PRIORITY_ACTIVITY_ARTILLERY_SUPPORT

const static float SCR_AIActionBase.PRIORITY_ACTIVITY_ARTILLERY_SUPPORT = 75
static

◆ PRIORITY_ACTIVITY_ATTACK_CLUSTER

const static float SCR_AIActionBase.PRIORITY_ACTIVITY_ATTACK_CLUSTER = 70
static

◆ PRIORITY_ACTIVITY_COMBAT_WITH_VEHICLES

const static float SCR_AIActionBase.PRIORITY_ACTIVITY_COMBAT_WITH_VEHICLES = 85
static

◆ PRIORITY_ACTIVITY_DEFEND

const static float SCR_AIActionBase.PRIORITY_ACTIVITY_DEFEND = 50
static

◆ PRIORITY_ACTIVITY_DEFEND_FROM_CLUSTER

const static float SCR_AIActionBase.PRIORITY_ACTIVITY_DEFEND_FROM_CLUSTER = 55
static

◆ PRIORITY_ACTIVITY_FOLLOW

const static float SCR_AIActionBase.PRIORITY_ACTIVITY_FOLLOW = 130
static

◆ PRIORITY_ACTIVITY_GET_IN

const static float SCR_AIActionBase.PRIORITY_ACTIVITY_GET_IN = 130
static

◆ PRIORITY_ACTIVITY_GET_OUT

const static float SCR_AIActionBase.PRIORITY_ACTIVITY_GET_OUT = 50
static

◆ PRIORITY_ACTIVITY_HEAL

const static float SCR_AIActionBase.PRIORITY_ACTIVITY_HEAL = 80
static

◆ PRIORITY_ACTIVITY_INVESTIGATE_CLUSTER

const static float SCR_AIActionBase.PRIORITY_ACTIVITY_INVESTIGATE_CLUSTER = 55
static

◆ PRIORITY_ACTIVITY_MOVE

const static float SCR_AIActionBase.PRIORITY_ACTIVITY_MOVE = 50
static

◆ PRIORITY_ACTIVITY_PERFORM_ACTION

const static float SCR_AIActionBase.PRIORITY_ACTIVITY_PERFORM_ACTION = 50
static

◆ PRIORITY_ACTIVITY_RESUPPLY

const static float SCR_AIActionBase.PRIORITY_ACTIVITY_RESUPPLY = 100
static

◆ PRIORITY_ACTIVITY_SEEK_AND_DESTROY

const static float SCR_AIActionBase.PRIORITY_ACTIVITY_SEEK_AND_DESTROY = 60
static

◆ PRIORITY_ACTIVITY_SUPPRESS

const static float SCR_AIActionBase.PRIORITY_ACTIVITY_SUPPRESS = 40
static

◆ PRIORITY_BEHAVIOR_ANIMATE

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_ANIMATE = 1.5
static

◆ PRIORITY_BEHAVIOR_ATTACK_DISREGARD_THREATS

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_ATTACK_DISREGARD_THREATS = 20
static

◆ PRIORITY_BEHAVIOR_ATTACK_HIGH_PRIORITY

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_ATTACK_HIGH_PRIORITY = 120 + PRIORITY_LEVEL_PLAYER
static

◆ PRIORITY_BEHAVIOR_ATTACK_NOT_SELECTED

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_ATTACK_NOT_SELECTED = 70
static

◆ PRIORITY_BEHAVIOR_ATTACK_SELECTED

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_ATTACK_SELECTED = 90
static

◆ PRIORITY_BEHAVIOR_AVOID_CHARACTER

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_AVOID_CHARACTER = 180 + PRIORITY_LEVEL_PLAYER
static

◆ PRIORITY_BEHAVIOR_DEFEND

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_DEFEND = 61
static

◆ PRIORITY_BEHAVIOR_DISMOUNT_TURRET

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_DISMOUNT_TURRET = 300
static

◆ PRIORITY_BEHAVIOR_DISMOUNT_TURRET_GET_IN

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_DISMOUNT_TURRET_GET_IN = 20
static

◆ PRIORITY_BEHAVIOR_DISMOUNT_TURRET_INVESTIGATE

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_DISMOUNT_TURRET_INVESTIGATE = 21
static

◆ PRIORITY_BEHAVIOR_FIND_FIRE_POSITION

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_FIND_FIRE_POSITION = 60
static

◆ PRIORITY_BEHAVIOR_FIRE_ILLUM_FLARE

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_FIRE_ILLUM_FLARE = 113
static

◆ PRIORITY_BEHAVIOR_GET_IN_VEHICLE

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_GET_IN_VEHICLE = 130
static

◆ PRIORITY_BEHAVIOR_GET_OUT_VEHICLE

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_GET_OUT_VEHICLE = 125
static

◆ PRIORITY_BEHAVIOR_GET_OUT_VEHICLE_HIGH_PRIORITY

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_GET_OUT_VEHICLE_HIGH_PRIORITY = 162 + PRIORITY_LEVEL_PLAYER
static

◆ PRIORITY_BEHAVIOR_HEAL

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_HEAL = 65
static

◆ PRIORITY_BEHAVIOR_HEAL_HIGH_PRIORITY

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_HEAL_HIGH_PRIORITY = 115 + PRIORITY_LEVEL_PLAYER
static

◆ PRIORITY_BEHAVIOR_HEAL_WAIT

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_HEAL_WAIT = 83
static

◆ PRIORITY_BEHAVIOR_IDLE

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_IDLE = 1
static

◆ PRIORITY_BEHAVIOR_IDLE_DRIVER

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_IDLE_DRIVER = 2
static

◆ PRIORITY_BEHAVIOR_MEDIC_HEAL

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_MEDIC_HEAL = 111
static

◆ PRIORITY_BEHAVIOR_MOVE

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_MOVE = 30
static

◆ PRIORITY_BEHAVIOR_MOVE_AND_INVESTIGATE

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_MOVE_AND_INVESTIGATE = 64
static

◆ PRIORITY_BEHAVIOR_MOVE_FROM_DANGER

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_MOVE_FROM_DANGER = 160 + PRIORITY_LEVEL_PLAYER
static

◆ PRIORITY_BEHAVIOR_MOVE_FROM_UNKNOWN_FIRE

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_MOVE_FROM_UNKNOWN_FIRE = 68
static

◆ PRIORITY_BEHAVIOR_MOVE_FROM_VEHICLE_HORN

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_MOVE_FROM_VEHICLE_HORN = 72
static

◆ PRIORITY_BEHAVIOR_MOVE_IN_FORMATION

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_MOVE_IN_FORMATION = 30
static

◆ PRIORITY_BEHAVIOR_MOVE_IN_FORMATION_LOW_PRIORITY

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_MOVE_IN_FORMATION_LOW_PRIORITY = 3
static

◆ PRIORITY_BEHAVIOR_MOVE_INDIVIDUALLY

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_MOVE_INDIVIDUALLY = 58
static

◆ PRIORITY_BEHAVIOR_OBSERVE_LOW_PRIORITY

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_OBSERVE_LOW_PRIORITY = 59
static

◆ PRIORITY_BEHAVIOR_OBSERVE_THREATS_HIGH_PRIORITY

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_OBSERVE_THREATS_HIGH_PRIORITY = 69
static

◆ PRIORITY_BEHAVIOR_OBSERVE_THREATS_LOW_PRIORITY

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_OBSERVE_THREATS_LOW_PRIORITY = 4
static

◆ PRIORITY_BEHAVIOR_OBSERVE_UNKNOWN_FIRE

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_OBSERVE_UNKNOWN_FIRE = 66
static

◆ PRIORITY_BEHAVIOR_OBSERVE_UNKNOWN_FIRE_HIGH_PRIORITY

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_OBSERVE_UNKNOWN_FIRE_HIGH_PRIORITY = 113 + PRIORITY_LEVEL_PLAYER
static

◆ PRIORITY_BEHAVIOR_OPEN_NAVLINK_DOOR

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_OPEN_NAVLINK_DOOR = 54
static

◆ PRIORITY_BEHAVIOR_PERFORM_ACTION

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_PERFORM_ACTION = 30
static

◆ PRIORITY_BEHAVIOR_PICKUP_INVENTORY_ITEMS

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_PICKUP_INVENTORY_ITEMS = 118
static

◆ PRIORITY_BEHAVIOR_PROVIDE_AMMO

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_PROVIDE_AMMO = 100
static

◆ PRIORITY_BEHAVIOR_RETREAT_FROM_TARGET

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_RETREAT_FROM_TARGET = 110
static

◆ PRIORITY_BEHAVIOR_RETREAT_MELEE

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_RETREAT_MELEE = 190 + PRIORITY_LEVEL_PLAYER
static

◆ PRIORITY_BEHAVIOR_STATIC_ARTILLERY

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_STATIC_ARTILLERY = 114
static

◆ PRIORITY_BEHAVIOR_SUPPRESS

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_SUPPRESS = 63
static

◆ PRIORITY_BEHAVIOR_THROW_GRENADE

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_THROW_GRENADE = 112
static

◆ PRIORITY_BEHAVIOR_WAIT

const static float SCR_AIActionBase.PRIORITY_BEHAVIOR_WAIT = 10
static

◆ PRIORITY_LEVEL_GAMEMASTER

const static float SCR_AIActionBase.PRIORITY_LEVEL_GAMEMASTER = 2000
static

◆ PRIORITY_LEVEL_NORMAL

const static float SCR_AIActionBase.PRIORITY_LEVEL_NORMAL = 0
static

◆ PRIORITY_LEVEL_PLAYER

const static float SCR_AIActionBase.PRIORITY_LEVEL_PLAYER = 1000
static

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