Arma Reforger Script API
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SCR_AIBehaviorBase Interface Reference
Inheritance diagram for SCR_AIBehaviorBase:
SCR_AIActionBase AIActionBase 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

Public Member Functions

void SCR_AIBehaviorBase (SCR_AIUtilityComponent utility, SCR_AIActivityBase groupActivity)
 
SCR_AIActivityBase GetGroupActivityContext ()
 
override void OnActionSelected ()
 
override void OnActionFailed ()
 
override void OnActionCompleted ()
 
- Public Member Functions inherited from SCR_AIActionBase
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 OnActionDeselected ()
 
void OnActionExecuted ()
 
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

SCR_AIUtilityComponent m_Utility
 
float m_fThreat = 0.0
 
bool m_bAllowLook = true
 
bool m_bResetLook = false
 
bool m_bUseCombatMove = false
 
- Public Attributes inherited from SCR_AIActionBase
bool m_bIsInterruptable = true
 
ResourceName m_sBehaviorTree
 
ref ScriptInvoker m_OnActionCompleted = new ScriptInvoker()
 
ref ScriptInvoker m_OnActionFailed = new ScriptInvoker()
 
ref array< SCR_BTParamBasem_aParams = {}
 

Additional Inherited Members

- Static Public Attributes inherited from SCR_AIActionBase
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 inherited from SCR_AIActionBase
ref SCR_BTParam< float > m_fPriorityLevel = new SCR_BTParam<float>(SCR_AIActionTask.PRIORITY_LEVEL_PORT)
 
EAIActionFailReason m_eFailReason
 

Constructor & Destructor Documentation

◆ SCR_AIBehaviorBase()

void SCR_AIBehaviorBase.SCR_AIBehaviorBase ( SCR_AIUtilityComponent utility,
SCR_AIActivityBase groupActivity )

Member Function Documentation

◆ GetGroupActivityContext()

SCR_AIActivityBase SCR_AIBehaviorBase.GetGroupActivityContext ( )

◆ OnActionCompleted()

◆ OnActionFailed()

◆ OnActionSelected()

Member Data Documentation

◆ m_bAllowLook

bool SCR_AIBehaviorBase.m_bAllowLook = true

◆ m_bResetLook

bool SCR_AIBehaviorBase.m_bResetLook = false

◆ m_bUseCombatMove

bool SCR_AIBehaviorBase.m_bUseCombatMove = false

◆ m_fThreat

float SCR_AIBehaviorBase.m_fThreat = 0.0

◆ m_Utility

SCR_AIUtilityComponent SCR_AIBehaviorBase.m_Utility

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