Arma Reforger Script API
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SCR_AICombatComponent Member List

This is the complete list of members for SCR_AICombatComponent, including all inherited members.

ASSIGNED_TARGETS_SCORE_INCREMENTSCR_AICombatComponentprotectedstatic
CLOSE_RANGE_COMBAT_DISTANCESCR_AICombatComponentstatic
CLOSE_RANGE_COMBAT_DISTANCE_SQSCR_AICombatComponentstatic
DebugPrintToWidget(TextWidget w)SCR_AICombatComponent
DISMOUNT_TURRET_TARGET_LAST_SEEN_MAX_SSCR_AICombatComponentprotectedstatic
DISMOUNT_TURRET_TIMER_MSSCR_AICombatComponentprotectedstatic
DismountTurretCondition(inout vector targetPos, bool targetPosProvided)SCR_AICombatComponent
DISTANCE_MAXSCR_AICombatComponentprotectedstatic
DISTANCE_MINSCR_AICombatComponentprotectedstatic
ENDANGERING_TARGET_SCORE_MULTIPLIERSCR_AICombatComponentstatic
ENDANGERING_TARGETS_SCORE_INCREMENTSCR_AICombatComponentprotectedstatic
EOnInit(IEntity owner)SCR_AICombatComponent
EvaluateDismountTurret(float timeSliceMs)SCR_AICombatComponentprotected
EvaluateExpectedWeapon(out BaseWeaponComponent outWeaponComp, out int outMuzzleId, out BaseMagazineComponent outMagazineComp)SCR_AICombatComponent
EvaluateLowAmmo(BaseWeaponComponent weaponComp, int muzzleId)SCR_AICombatComponent
EvaluateSuppressionWeapon(EAIUnitType targetUnitType, float distanceToTarget, out BaseWeaponComponent outWeaponComp, out int outMuzzleId, out BaseMagazineComponent outMagazineComp)SCR_AICombatComponent
EvaluateWeaponAndTarget(out bool outWeaponEvent, out bool outSelectedTargetChanged, out BaseTarget outPrevTarget, out BaseTarget outCurrentTarget, out bool outRetreatTargetChanged, out bool outCompartmentChanged)SCR_AICombatComponent
Event_OnCompartmentEntered(IEntity vehicle, BaseCompartmentManagerComponent manager, int mgrID, int slotID)SCR_AICombatComponentprotected
Event_OnCompartmentLeft(IEntity vehicle, BaseCompartmentManagerComponent manager, int mgrID, int slotID)SCR_AICombatComponentprotected
Event_OnDamage(BaseDamageContext damageContext)SCR_AICombatComponentprotected
Event_OnDamageEffectAdded(notnull SCR_DamageEffect dmgEffect)SCR_AICombatComponentprotected
Event_OnGadgetFocusStateChanged(IEntity gadget, bool isFocused)SCR_AICombatComponentprotected
Event_OnGadgetStateChanged(IEntity gadget, bool isInHand, bool isOnGround)SCR_AICombatComponentprotected
Event_OnInventoryChanged(IEntity item, BaseInventoryStorageComponent storageOwner)SCR_AICombatComponentprotected
Event_OnTimerAfterInventoryChanged()SCR_AICombatComponentprotected
FindNextCoverPosition()SCR_AICombatComponent
FindTargetByEntity(IEntity ent)SCR_AICombatComponent
FindWeaponOfType(EWeaponType weaponType)SCR_AICombatComponent
FRAG_GRENADE_MAX_THREATSCR_AICombatComponentprotectedstatic
GetAiAgent()SCR_AICombatComponent
GetAIInfoComponent()SCR_AICombatComponent
GetAISkill()SCR_AICombatComponent
GetAllowedActions()SCR_AICombatComponent
GetCombatType()SCR_AICombatComponent
GetCurrentTarget()SCR_AICombatComponent
GetCurrentWeapon()SCR_AICombatComponent
GetCurrentWeaponType(bool overrideWithMuzzle=false)SCR_AICombatComponent
GetEndangeringEnemy()SCR_AICombatComponent
GetFireRateCoef()SCR_AICombatComponent
GetLastSeenEnemy()SCR_AICombatComponent
GetMagazineCount(TypeName magazineWell, bool countMagazineInWeapon=false)SCR_AICombatComponent
GetRetreatTarget()SCR_AICombatComponent
GetSelectedWeapon(out BaseWeaponComponent outWeaponComp, out int outMuzzleId)SCR_AICombatComponent
GetSelectedWeaponAndMagazine(out BaseWeaponComponent outWeaponComp, out int outMuzzleId, out BaseMagazineComponent outMagazineComp)SCR_AICombatComponent
GetSelectedWeaponDirectDamage()SCR_AICombatComponent
GetSelectedWeaponMaxDist()SCR_AICombatComponent
GetSelectedWeaponMinDist()SCR_AICombatComponent
GetSelectedWeaponProperties(out float outMinDistance, out float outMaxDistance, out bool outDirectDamage)SCR_AICombatComponent
GetSelectedWeaponResource()SCR_AICombatComponent
GetSelectedWeaponType()SCR_AICombatComponent
GetTargetDestinationPos()SCR_AICombatComponent
GetUnitTypesCanAttack()SCR_AICombatComponent
GetWeaponLowMagThreshold(BaseWeaponComponent weapon)SCR_AICombatComponent
HasWeaponOfType(EWeaponType weaponType)SCR_AICombatComponent
InitWeaponTargetSelector(IEntity owner)SCR_AICombatComponentprotected
IsActionAllowed(EAICombatActions action)SCR_AICombatComponent
IsEnemyKnown(IEntity ent)SCR_AICombatComponent
IsFriendlyInAim()SCR_AICombatComponent
IsTargetVisible(notnull BaseTarget target)SCR_AICombatComponent
LONG_RANGE_COMBAT_DISTANCESCR_AICombatComponentstatic
m_aAssignedTargetsSCR_AICombatComponentprotected
m_AgentSCR_AICombatComponentprotected
m_AIInfoSCR_AICombatComponentprotected
m_bCurrentVehicleEvacSCR_AICombatComponentprotected
m_bFriendlyAimLastResultSCR_AICombatComponentprotected
m_bGadgetFocusSCR_AICombatComponentprotected
m_bIsFireRatePersistentSCR_AICombatComponentprotected
m_bSelectedWeaponDirectDamageSCR_AICombatComponentprotected
m_CharacterControllerSCR_AICombatComponentprotected
m_CompartmentAccessSCR_AICombatComponentprotected
m_ConfigComponentSCR_AICombatComponentprotected
m_CurrentCompartmentSlotSCR_AICombatComponentprotected
m_CurrentTurretControllerSCR_AICombatComponentprotected
m_CurrentVehicleSCR_AICombatComponentprotected
m_CurrentVehicleCompartmentManagerSCR_AICombatComponentprotected
m_DamageManagerSCR_AICombatComponentprotected
m_eAISkillSCR_AICombatComponentprotected
m_eAISkillDefaultSCR_AICombatComponentprotected
m_eCombatTypeSCR_AICombatComponentprotected
m_eCurrentGadgetTypeSCR_AICombatComponentprotected
m_eDefaultCombatTypeSCR_AICombatComponentprotected
m_eExpectedEnemyTypeSCR_AICombatComponentprotected
m_eUnitTypesCanAttackSCR_AICombatComponentprotected
m_fDismountTurretTimerSCR_AICombatComponentprotected
m_fEquipmentPerceptionFactorSCR_AICombatComponentprotected
m_fFireRateCoefSCR_AICombatComponentprotected
m_fNextWeaponTargetEvaluation_msSCR_AICombatComponentprotected
m_fPerceptionFactorSCR_AICombatComponentprotected
m_FriendlyAimShapeSCR_AICombatComponentprotected
m_fSelectedWeaponMaxDistSCR_AICombatComponentprotected
m_fSelectedWeaponMinDistSCR_AICombatComponentprotected
m_iAllowedActionsSCR_AICombatComponentprotected
m_InventoryManagerSCR_AICombatComponentprotected
m_iSelectedMuzzleSCR_AICombatComponentprotected
m_PerceptionSCR_AICombatComponentprotected
m_SelectedMagazineCompSCR_AICombatComponentprotected
m_SelectedRetreatTargetSCR_AICombatComponentprotected
m_SelectedTargetDestinationPosSCR_AICombatComponentprotected
m_SelectedTargetVisibleSCR_AICombatComponentprotected
m_SelectedWeaponCompSCR_AICombatComponentprotected
m_SelectedWeaponResourceSCR_AICombatComponentprotected
m_StopDistanceSCR_AICombatComponentprotectedstatic
m_TargetClusterStateSCR_AICombatComponentprotected
m_UtilitySCR_AICombatComponentprotected
m_WeaponEvaluationCompartmentSCR_AICombatComponentprotected
m_WeaponTargetSelectorSCR_AICombatComponent
m_WpnManagerSCR_AICombatComponentprotected
OnDelete(IEntity owner)SCR_AICombatComponent
OnPostInit(IEntity owner)SCR_AICombatComponent
PERCEPTION_FACTOR_ALERTEDSCR_AICombatComponentprotectedstatic
PERCEPTION_FACTOR_EQUIPMENT_BINOCULARSSCR_AICombatComponentprotectedstatic
PERCEPTION_FACTOR_EQUIPMENT_NONESCR_AICombatComponentprotectedstatic
PERCEPTION_FACTOR_SAFESCR_AICombatComponentprotectedstatic
PERCEPTION_FACTOR_THREATENEDSCR_AICombatComponentprotectedstatic
PERCEPTION_FACTOR_VIGILANTSCR_AICombatComponentprotectedstatic
RecalculateEquipmentPerceptionFactor()SCR_AICombatComponentprotected
ResetAISkill()SCR_AICombatComponent
ResetAssignedTargets()SCR_AICombatComponent
ResetCombatType()SCR_AICombatComponent
ResetExpectedEnemyType()SCR_AICombatComponent
s_aForbidDismountTurretsOfVehicleTypesSCR_AICombatComponentprotectedstatic
s_aWeaponBlacklistFragGrenadesSCR_AICombatComponentprotectedstatic
SetAISkill(EAISkill skill)SCR_AICombatComponent
SetAssignedTargets(array< IEntity > assignedTargets, SCR_AITargetClusterState clusterState)SCR_AICombatComponent
SetCombatType(EAICombatType combatType)SCR_AICombatComponent
SetDefaultCombatType(EAICombatType combatType)SCR_AICombatComponent
SetExpectedEnemyType(EAIUnitType expectedEnemyType)SCR_AICombatComponent
SetFireRateCoef(float coef=1, bool persistent=false)SCR_AICombatComponent
SetGroupFireRateCoef(float coef=1, bool overridePersistent=false)SCR_AICombatComponent
SetGroupSuppressClusterState(SCR_AITargetClusterState state)SCR_AICombatComponent
SetHoldFire(bool isHoldFire)SCR_AICombatComponent
SetPerceptionFactor(float value)SCR_AICombatComponent
SetTargetSelectionProperties(bool closeCombat)SCR_AICombatComponent
TARGET_ENDANGERED_TIMEOUT_SSCR_AICombatComponentstatic
TARGET_MAX_DISTANCE_DISARMEDSCR_AICombatComponentprotectedstatic
TARGET_MAX_DISTANCE_INFANTRYSCR_AICombatComponentprotectedstatic
TARGET_MAX_DISTANCE_VEHICLESCR_AICombatComponentprotectedstatic
TARGET_MAX_LAST_SEENSCR_AICombatComponentstatic
TARGET_MAX_LAST_SEEN_DIRECT_ATTACKSCR_AICombatComponentprotectedstatic
TARGET_MAX_LAST_SEEN_DIRECT_ATTACK_CLOSESCR_AICombatComponentprotectedstatic
TARGET_MAX_LAST_SEEN_INDIRECT_ATTACKSCR_AICombatComponentstatic
TARGET_MAX_LAST_SEEN_INDIRECT_ATTACK_CLOSESCR_AICombatComponentstatic
TARGET_MAX_LAST_SEEN_INDIRECT_ATTACK_MGSCR_AICombatComponentstatic
TARGET_MAX_LAST_SEEN_VISIBLESCR_AICombatComponentstatic
TARGET_MAX_TIME_SINCE_ENDANGEREDSCR_AICombatComponentprotectedstatic
TARGET_MIN_INDIRECT_TRACE_FRACTION_MINSCR_AICombatComponentprotectedstatic
TARGET_MIN_LAST_SEEN_INDIRECT_ATTACKSCR_AICombatComponentstatic
TARGET_SCORE_HIGH_PRIORITY_ATTACKSCR_AICombatComponentstatic
TARGET_SCORE_RETREATSCR_AICombatComponentprotectedstatic
TryAddDismountTurretActions(vector targetPos, bool addGetOut=true, bool addInvestigate=true, bool addGetIn=true)SCR_AICombatComponent
TURRET_TARGET_EXCESS_ANGLE_THRESHOLD_DEGSCR_AICombatComponentprotectedstatic
Update(float timeSliceMs)SCR_AICombatComponent
UpdateLastSeenPosition(IEntity entity, notnull SCR_AITargetInfo targetInfo)SCR_AICombatComponent
UpdateLastSeenPosition(notnull BaseTarget tgt, notnull SCR_AITargetInfo targetInfo)SCR_AICombatComponent
UpdatePerceptionFactor(PerceptionComponent perceptionComp, SCR_AIThreatSystem threatSystem)SCR_AICombatComponent
WEAPON_TARGET_UPDATE_PERIOD_MSSCR_AICombatComponentprotectedstatic
~SCR_AICombatComponent()SCR_AICombatComponent