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Arma Reforger Script API
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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 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_BTParamBase > | m_aParams = {} |
Protected Attributes | |
| ref SCR_BTParam< float > | m_fPriorityLevel = new SCR_BTParam<float>(SCR_AIActionTask.PRIORITY_LEVEL_PORT) |
| EAIActionFailReason | m_eFailReason |
| override float SCR_AIActionBase.EvaluatePriorityLevel | ( | ) |
Implements AIActionBase.
| string SCR_AIActionBase.GetActionDebugInfo | ( | ) |
Implemented in SCR_AIAnimateActivity, SCR_AIAttackBehavior, SCR_AIDefendActivity, SCR_AIDefendBehavior, SCR_AIFireIllumFlareBehavior, SCR_AIFollowActivity, SCR_AIGetInActivity, SCR_AIGetInVehicle, SCR_AIGetOutActivity, SCR_AIGetOutVehicle, SCR_AIHealActivity, SCR_AIMoveActivity, SCR_AIMoveIndividuallyBehavior, SCR_AIPerformActionActivity, SCR_AIPerformActionBehavior, SCR_AIResupplyActivity, SCR_AISearchAndDestroyActivity, SCR_AIStaticArtilleryBehavior, and SCR_AIThrowGrenadeToBehavior.
| int SCR_AIActionBase.GetCause | ( | ) |
Returns cause value, used for SCR_AISetting.
The return value should tell for which reason this action is being executed, to decide if certain SCR_AISetting can be applied when this action runs, or not.
Implemented in 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_AIObserveThreatSystemBehavior, SCR_AIObserveUnknownFireBehavior, SCR_AIPerformActionBehavior, SCR_AIPickupInventoryItemsBehavior, SCR_AIProvideAmmoBehavior, SCR_AIRetreatFromTargetBehavior, SCR_AIRetreatWhileLookAtBehavior, SCR_AISuppressBehavior, SCR_AIThrowGrenadeToBehavior, SCR_AIVehicleBehavior, and SCR_AIWaitBehavior.
| string SCR_AIActionBase.GetDebugPanelText | ( | ) |
| EAIActionFailReason SCR_AIActionBase.GetFailReason | ( | ) |
| void SCR_AIActionBase.GetParametersFromBTVariables | ( | SCR_AIActionTask | node | ) |
| TStringArray SCR_AIActionBase.GetPortNames | ( | ) |
| 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".
| bool SCR_AIActionBase.IsActionInterruptable | ( | ) |
| void SCR_AIActionBase.OnActionCompleted | ( | ) |
Implemented in SCR_AIAnimateBehavior, SCR_AIAttackBehavior, SCR_AIAttackClusterActivity, SCR_AIBehaviorBase, SCR_AIDefendActivity, SCR_AIFireIllumFlareBehavior, SCR_AIFollowActivity, SCR_AIGetInActivity, SCR_AIGetInVehicle, SCR_AIGetOutActivity, SCR_AIHealBehavior, SCR_AIHealWaitBehavior, SCR_AIInvestigateClusterActivity, SCR_AIMedicHealBehavior, SCR_AIMoveActivity, SCR_AIPickupInventoryItemsBehavior, SCR_AIProvideAmmoBehavior, SCR_AIStaticArtilleryActivity, SCR_AISuppressActivity, SCR_AIThrowGrenadeToBehavior, and SCR_AIVehicleBehavior.
| override void SCR_AIActionBase.OnActionDeselected | ( | ) |
Implements AIActionBase.
Implemented in 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.
| void SCR_AIActionBase.OnActionExecuted | ( | ) |
Implemented in SCR_AIObserveThreatSystemBehavior.
| void SCR_AIActionBase.OnActionFailed | ( | ) |
Implemented in SCR_AIAnimateActivity, SCR_AIAnimateBehavior, SCR_AIAttackBehavior, SCR_AIAttackClusterActivity, SCR_AIBehaviorBase, SCR_AIDefendActivity, SCR_AIFireIllumFlareBehavior, SCR_AIFollowActivity, SCR_AIGetInActivity, SCR_AIGetInVehicle, SCR_AIInvestigateClusterActivity, SCR_AIMedicHealBehavior, SCR_AIMoveActivity, SCR_AIPerformActionBehavior, SCR_AIPickupInventoryItemsBehavior, SCR_AIProvideAmmoBehavior, SCR_AISearchAndDestroyActivity, SCR_AIStaticArtilleryActivity, SCR_AISuppressActivity, SCR_AIThrowGrenadeToBehavior, and SCR_AIVehicleBehavior.
| override void SCR_AIActionBase.OnActionRemoved | ( | ) |
Implements AIActionBase.
Implemented in SCR_AIAttackClusterActivity, SCR_AICompositeActionParallel, SCR_AIFireteamsActivity, and SCR_AIInvestigateClusterActivity.
| override void SCR_AIActionBase.OnActionSelected | ( | ) |
Implements AIActionBase.
Implemented in 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_AIObserveThreatSystemBehavior, SCR_AIObserveUnknownFireBehavior, SCR_AIPilotMoveFromIncomingVehicleBehavior, SCR_AISearchAndDestroyActivity, SCR_AIStaticArtilleryActivity, SCR_AIStaticArtilleryBehavior, SCR_AISuppressBehavior, SCR_AIThrowGrenadeToBehavior, SCR_AIVehicleBehavior, and SCR_AIVehicleCombatActivity.
| override void SCR_AIActionBase.OnComplete | ( | ) |
Implements AIActionBase.
| override void SCR_AIActionBase.OnFail | ( | ) |
Implements AIActionBase.
Implemented in SCR_AIIdleBehavior_Driver.
| override void SCR_AIActionBase.OnSetActionState | ( | EAIActionState | state | ) |
Implements AIActionBase.
| override void SCR_AIActionBase.OnSetSuspended | ( | bool | suspended | ) |
Implements AIActionBase.
| void SCR_AIActionBase.SetActionInterruptable | ( | bool | IsInterruptable | ) |
| void SCR_AIActionBase.SetFailReason | ( | EAIActionFailReason | failReason | ) |
Fail reason is an optional value which can be used to figure out why action failed.
| void SCR_AIActionBase.SetParametersToBTVariables | ( | SCR_AIActionTask | node | ) |
| void SCR_AIActionBase.SetPriorityLevel | ( | int | priority | ) |
| ref array<SCR_BTParamBase> SCR_AIActionBase.m_aParams = {} |
| bool SCR_AIActionBase.m_bIsInterruptable = true |
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protected |
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protected |
| ref ScriptInvoker SCR_AIActionBase.m_OnActionCompleted = new ScriptInvoker() |
| ref ScriptInvoker SCR_AIActionBase.m_OnActionFailed = new ScriptInvoker() |
| ResourceName SCR_AIActionBase.m_sBehaviorTree |
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