Arma Reforger Script API
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SCR_AICombatMoveLogicVehicleGunner_Attack Interface Reference

Combat move logic for Attack Behavior of gunner. It receives BaseTarget. More...

Inheritance diagram for SCR_AICombatMoveLogicVehicleGunner_Attack:
SCR_AICombatMoveLogicVehicleGunnerBase

Public Member Functions

override bool UpdateCombatMoveLogic ()
 Logic of the child class.
 
override TStringArray GetVariablesIn ()
 

Protected Member Functions

bool MoveFromTargetCondition ()
 decides if we should move backwards from target
 
bool MoveFromTargetNewRequestCondition ()
 
void PushRequestMoveFromTarget ()
 
void PushRequestMove ()
 
void ResolveMoveRequestMovePosAndDir (vector targetPos, out vector outMovePos, out SCR_EAICombatMoveDirection outDirection)
 
bool FFAvoidanceCondition ()
 
bool FFAvoidanceNewRequestCondition ()
 
void PushRequestFFAvoidance ()
 
float GetTargetDistance ()
 
vector ResolveRequestTargetPos ()
 
float ResolveStoppedWaitTime (EAIThreatState threat)
 
bool MoveToNextPosCondition ()
 
- Protected Member Functions inherited from SCR_AICombatMoveLogicVehicleGunnerBase
override void OnInit (AIAgent owner)
 
void ApplyNewRequest (notnull SCR_AICombatMoveRequestBase rq)
 Applies combat move request to driver's mind.
 
override ENodeResult EOnTaskSimulate (AIAgent owner, float dt)
 
bool UpdateDriver (AIAgent owner)
 
bool IsFirstExecution ()
 
bool TargetWithinTurretSafeHorizontalLimits (vector targetPos)
 Checks if target position is within safe aiming limits of the turret.
 

Static Protected Member Functions

static float ResolveOptimalDistance (float weaponMinDist)
 
static void OnMovementStarted (SCR_AIUtilityComponent utility, SCR_AICombatMoveRequest_Move rq, vector pos, bool destinationIsCover)
 Methods to make AI talk when they move or stop.
 
static void OnMovementCompleted (SCR_AIUtilityComponent utility, SCR_AICombatMoveRequestBase rq)
 

Protected Attributes

BaseTarget m_Target
 
EAIThreatState m_eThreatState
 
float m_fTargetDist
 
float m_fWeaponMinDist = WEAPON_MIN_DIST
 
- Protected Attributes inherited from SCR_AICombatMoveLogicVehicleGunnerBase
SCR_AIUtilityComponent m_Utility
 
SCR_AICombatComponent m_CombatComp
 
SCR_CompartmentAccessComponent m_CompartmentAccessComponent
 
BaseWeaponManagerComponent m_WeaponManagerComponent
 
TurretComponent m_TurretComponent
 
IEntity m_MyEntity
 
Vehicle m_MyVehicle
 
SCR_AICombatMoveState m_DriverState
 
SCR_AIUtilityComponent m_DriverUtility
 
float m_fUpdateInterval_ms
 
float m_fNextUpdate_ms
 

Static Protected Attributes

static const string PORT_BASE_TARGET = "BaseTarget"
 
const float WEAPON_MIN_DIST = 2.0
 
const float MIN_ENGAGEMENT_DISTANCE_TO_TARGET_SQ = 60.0 * 60.0
 
const float MAX_MOVE_DURATION_TO_TARGET_S = 9
 
const float MAX_MOVE_DURATION_TO_TARGET_THREATENED_S = 5
 
const float REVERSE_MOVE_DURATION_S = 1.2
 
static ref TStringArray s_aVarsIn
 

Additional Inherited Members

- Static Public Member Functions inherited from SCR_AICombatMoveLogicVehicleGunnerBase
static override bool VisibleInPalette ()
 

Detailed Description

Combat move logic for Attack Behavior of gunner. It receives BaseTarget.

Member Function Documentation

◆ FFAvoidanceCondition()

bool SCR_AICombatMoveLogicVehicleGunner_Attack.FFAvoidanceCondition ( )
protected

◆ FFAvoidanceNewRequestCondition()

bool SCR_AICombatMoveLogicVehicleGunner_Attack.FFAvoidanceNewRequestCondition ( )
protected

◆ GetTargetDistance()

float SCR_AICombatMoveLogicVehicleGunner_Attack.GetTargetDistance ( )
protected

◆ GetVariablesIn()

override TStringArray SCR_AICombatMoveLogicVehicleGunner_Attack.GetVariablesIn ( )

◆ MoveFromTargetCondition()

bool SCR_AICombatMoveLogicVehicleGunner_Attack.MoveFromTargetCondition ( )
protected

decides if we should move backwards from target

◆ MoveFromTargetNewRequestCondition()

bool SCR_AICombatMoveLogicVehicleGunner_Attack.MoveFromTargetNewRequestCondition ( )
protected

◆ MoveToNextPosCondition()

bool SCR_AICombatMoveLogicVehicleGunner_Attack.MoveToNextPosCondition ( )
protected

◆ OnMovementCompleted()

static void SCR_AICombatMoveLogicVehicleGunner_Attack.OnMovementCompleted ( SCR_AIUtilityComponent utility,
SCR_AICombatMoveRequestBase rq )
staticprotected

◆ OnMovementStarted()

static void SCR_AICombatMoveLogicVehicleGunner_Attack.OnMovementStarted ( SCR_AIUtilityComponent utility,
SCR_AICombatMoveRequest_Move rq,
vector pos,
bool destinationIsCover )
staticprotected

Methods to make AI talk when they move or stop.

◆ PushRequestFFAvoidance()

void SCR_AICombatMoveLogicVehicleGunner_Attack.PushRequestFFAvoidance ( )
protected

◆ PushRequestMove()

void SCR_AICombatMoveLogicVehicleGunner_Attack.PushRequestMove ( )
protected

◆ PushRequestMoveFromTarget()

void SCR_AICombatMoveLogicVehicleGunner_Attack.PushRequestMoveFromTarget ( )
protected

◆ ResolveMoveRequestMovePosAndDir()

void SCR_AICombatMoveLogicVehicleGunner_Attack.ResolveMoveRequestMovePosAndDir ( vector targetPos,
out vector outMovePos,
out SCR_EAICombatMoveDirection outDirection )
protected

◆ ResolveOptimalDistance()

static float SCR_AICombatMoveLogicVehicleGunner_Attack.ResolveOptimalDistance ( float weaponMinDist)
staticprotected

◆ ResolveRequestTargetPos()

vector SCR_AICombatMoveLogicVehicleGunner_Attack.ResolveRequestTargetPos ( )
protected

◆ ResolveStoppedWaitTime()

float SCR_AICombatMoveLogicVehicleGunner_Attack.ResolveStoppedWaitTime ( EAIThreatState threat)
protected

◆ UpdateCombatMoveLogic()

override bool SCR_AICombatMoveLogicVehicleGunner_Attack.UpdateCombatMoveLogic ( )

Logic of the child class.

Implements SCR_AICombatMoveLogicVehicleGunnerBase.

Member Data Documentation

◆ m_eThreatState

EAIThreatState SCR_AICombatMoveLogicVehicleGunner_Attack.m_eThreatState
protected

◆ m_fTargetDist

float SCR_AICombatMoveLogicVehicleGunner_Attack.m_fTargetDist
protected

◆ m_fWeaponMinDist

float SCR_AICombatMoveLogicVehicleGunner_Attack.m_fWeaponMinDist = WEAPON_MIN_DIST
protected

◆ m_Target

BaseTarget SCR_AICombatMoveLogicVehicleGunner_Attack.m_Target
protected

◆ MAX_MOVE_DURATION_TO_TARGET_S

const float SCR_AICombatMoveLogicVehicleGunner_Attack.MAX_MOVE_DURATION_TO_TARGET_S = 9
staticprotected

◆ MAX_MOVE_DURATION_TO_TARGET_THREATENED_S

const float SCR_AICombatMoveLogicVehicleGunner_Attack.MAX_MOVE_DURATION_TO_TARGET_THREATENED_S = 5
staticprotected

◆ MIN_ENGAGEMENT_DISTANCE_TO_TARGET_SQ

const float SCR_AICombatMoveLogicVehicleGunner_Attack.MIN_ENGAGEMENT_DISTANCE_TO_TARGET_SQ = 60.0 * 60.0
staticprotected

◆ PORT_BASE_TARGET

const string SCR_AICombatMoveLogicVehicleGunner_Attack.PORT_BASE_TARGET = "BaseTarget"
staticprotected

◆ REVERSE_MOVE_DURATION_S

const float SCR_AICombatMoveLogicVehicleGunner_Attack.REVERSE_MOVE_DURATION_S = 1.2
staticprotected

◆ s_aVarsIn

ref TStringArray SCR_AICombatMoveLogicVehicleGunner_Attack.s_aVarsIn
staticprotected
Initial value:
= {
}
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
staticprotected

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