Combat move logic for Attack Behavior of gunner. It receives BaseTarget.
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Combat move logic for Attack Behavior of gunner. It receives BaseTarget.
◆ FFAvoidanceCondition()
bool SCR_AICombatMoveLogicVehicleGunner_Attack.FFAvoidanceCondition |
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◆ FFAvoidanceNewRequestCondition()
bool SCR_AICombatMoveLogicVehicleGunner_Attack.FFAvoidanceNewRequestCondition |
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◆ GetTargetDistance()
float SCR_AICombatMoveLogicVehicleGunner_Attack.GetTargetDistance |
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◆ GetVariablesIn()
override TStringArray SCR_AICombatMoveLogicVehicleGunner_Attack.GetVariablesIn |
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◆ MoveFromTargetCondition()
bool SCR_AICombatMoveLogicVehicleGunner_Attack.MoveFromTargetCondition |
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decides if we should move backwards from target
◆ MoveFromTargetNewRequestCondition()
bool SCR_AICombatMoveLogicVehicleGunner_Attack.MoveFromTargetNewRequestCondition |
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◆ MoveToNextPosCondition()
bool SCR_AICombatMoveLogicVehicleGunner_Attack.MoveToNextPosCondition |
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◆ OnMovementCompleted()
◆ OnMovementStarted()
Methods to make AI talk when they move or stop.
◆ PushRequestFFAvoidance()
void SCR_AICombatMoveLogicVehicleGunner_Attack.PushRequestFFAvoidance |
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◆ PushRequestMove()
void SCR_AICombatMoveLogicVehicleGunner_Attack.PushRequestMove |
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◆ PushRequestMoveFromTarget()
void SCR_AICombatMoveLogicVehicleGunner_Attack.PushRequestMoveFromTarget |
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◆ ResolveMoveRequestMovePosAndDir()
void SCR_AICombatMoveLogicVehicleGunner_Attack.ResolveMoveRequestMovePosAndDir |
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vector | targetPos, |
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out vector | outMovePos, |
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out SCR_EAICombatMoveDirection | outDirection ) |
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◆ ResolveOptimalDistance()
static float SCR_AICombatMoveLogicVehicleGunner_Attack.ResolveOptimalDistance |
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float | weaponMinDist | ) |
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◆ ResolveRequestTargetPos()
vector SCR_AICombatMoveLogicVehicleGunner_Attack.ResolveRequestTargetPos |
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◆ ResolveStoppedWaitTime()
float SCR_AICombatMoveLogicVehicleGunner_Attack.ResolveStoppedWaitTime |
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EAIThreatState | threat | ) |
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◆ UpdateCombatMoveLogic()
override bool SCR_AICombatMoveLogicVehicleGunner_Attack.UpdateCombatMoveLogic |
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◆ m_eThreatState
EAIThreatState SCR_AICombatMoveLogicVehicleGunner_Attack.m_eThreatState |
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◆ m_fTargetDist
float SCR_AICombatMoveLogicVehicleGunner_Attack.m_fTargetDist |
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◆ m_fWeaponMinDist
float SCR_AICombatMoveLogicVehicleGunner_Attack.m_fWeaponMinDist = WEAPON_MIN_DIST |
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◆ m_Target
BaseTarget SCR_AICombatMoveLogicVehicleGunner_Attack.m_Target |
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◆ MAX_MOVE_DURATION_TO_TARGET_S
const float SCR_AICombatMoveLogicVehicleGunner_Attack.MAX_MOVE_DURATION_TO_TARGET_S = 9 |
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◆ MAX_MOVE_DURATION_TO_TARGET_THREATENED_S
const float SCR_AICombatMoveLogicVehicleGunner_Attack.MAX_MOVE_DURATION_TO_TARGET_THREATENED_S = 5 |
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◆ MIN_ENGAGEMENT_DISTANCE_TO_TARGET_SQ
const float SCR_AICombatMoveLogicVehicleGunner_Attack.MIN_ENGAGEMENT_DISTANCE_TO_TARGET_SQ = 60.0 * 60.0 |
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◆ PORT_BASE_TARGET
const string SCR_AICombatMoveLogicVehicleGunner_Attack.PORT_BASE_TARGET = "BaseTarget" |
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◆ REVERSE_MOVE_DURATION_S
const float SCR_AICombatMoveLogicVehicleGunner_Attack.REVERSE_MOVE_DURATION_S = 1.2 |
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◆ s_aVarsIn
ref TStringArray SCR_AICombatMoveLogicVehicleGunner_Attack.s_aVarsIn |
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Initial value:= {
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static const string PORT_BASE_TARGET
Definition SCR_AICombatMoveLogic_MovingCommander.c:163
◆ WEAPON_MIN_DIST
const float SCR_AICombatMoveLogicVehicleGunner_Attack.WEAPON_MIN_DIST = 2.0 |
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The documentation for this interface was generated from the following file:
- Game/AI/Movement/SCR_AICombatMoveLogic_MovingCommander.c