Arma Reforger Script API
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Public Member Functions | Public Attributes | Protected Attributes | Static Protected Attributes | List of all members
SCR_AICombatMoveState Interface Reference

Public Member Functions

void AssignCover (SCR_AICoverLock newCover)
 
void ReleaseCover ()
 
void ApplyNewRequest (notnull SCR_AICombatMoveRequestBase request)
 
void CancelRequest ()
 Unreferences current request and sets it as 'canceled' if it was running !!! The actual BT which handles requests won't abort the current request, it's not done yet.
 
void EnableAiming (bool enable)
 
void VerifyCurrentCover (vector myPos)
 Verifies our distance to current cover and releases cover if we are too far from it This should be called periodically.
 
bool IsMoving ()
 
bool IsMoving (SCR_EAICombatMoveReason eReason)
 
bool IsMovingToCover ()
 
bool IsInValidCover ()
 
bool IsHidingInValidCover ()
 
bool IsExecutingRequest ()
 
SCR_AICombatMoveRequestBase GetRequest ()
 
SCR_AICoverLock GetAssignedCover ()
 
bool IsAssignedCoverValid ()
 
void ApplyRequestChangeStanceOutsideCover (ECharacterStance stance)
 
void ApplyRequestChangeStanceInCover (bool exposed)
 

Public Attributes

bool m_bInCover
 
bool m_bExposedInCover
 
bool m_bAimAtTarget = true
 
float m_fTimerRequest_s
 
float m_fTimerInCover_s
 
float m_fTimerStopped_s
 

Protected Attributes

ref SCR_AICoverLock m_CoverLock
 
ref SCR_AICombatMoveRequestBase m_Request
 

Static Protected Attributes

static const float DISTANCE_IN_COVER_MAX_SQ = 1.0
 

Member Function Documentation

◆ ApplyNewRequest()

void SCR_AICombatMoveState.ApplyNewRequest ( notnull SCR_AICombatMoveRequestBase  request)

◆ ApplyRequestChangeStanceInCover()

void SCR_AICombatMoveState.ApplyRequestChangeStanceInCover ( bool  exposed)

◆ ApplyRequestChangeStanceOutsideCover()

void SCR_AICombatMoveState.ApplyRequestChangeStanceOutsideCover ( ECharacterStance  stance)

◆ AssignCover()

void SCR_AICombatMoveState.AssignCover ( SCR_AICoverLock  newCover)

◆ CancelRequest()

void SCR_AICombatMoveState.CancelRequest ( )

Unreferences current request and sets it as 'canceled' if it was running !!! The actual BT which handles requests won't abort the current request, it's not done yet.

◆ EnableAiming()

void SCR_AICombatMoveState.EnableAiming ( bool  enable)

◆ GetAssignedCover()

SCR_AICoverLock SCR_AICombatMoveState.GetAssignedCover ( )

◆ GetRequest()

SCR_AICombatMoveRequestBase SCR_AICombatMoveState.GetRequest ( )

◆ IsAssignedCoverValid()

bool SCR_AICombatMoveState.IsAssignedCoverValid ( )

◆ IsExecutingRequest()

bool SCR_AICombatMoveState.IsExecutingRequest ( )

◆ IsHidingInValidCover()

bool SCR_AICombatMoveState.IsHidingInValidCover ( )

◆ IsInValidCover()

bool SCR_AICombatMoveState.IsInValidCover ( )

◆ IsMoving() [1/2]

bool SCR_AICombatMoveState.IsMoving ( )

◆ IsMoving() [2/2]

bool SCR_AICombatMoveState.IsMoving ( SCR_EAICombatMoveReason  eReason)

◆ IsMovingToCover()

bool SCR_AICombatMoveState.IsMovingToCover ( )

◆ ReleaseCover()

void SCR_AICombatMoveState.ReleaseCover ( )

◆ VerifyCurrentCover()

void SCR_AICombatMoveState.VerifyCurrentCover ( vector  myPos)

Verifies our distance to current cover and releases cover if we are too far from it This should be called periodically.

Member Data Documentation

◆ DISTANCE_IN_COVER_MAX_SQ

const float SCR_AICombatMoveState.DISTANCE_IN_COVER_MAX_SQ = 1.0
staticprotected

◆ m_bAimAtTarget

bool SCR_AICombatMoveState.m_bAimAtTarget = true

◆ m_bExposedInCover

bool SCR_AICombatMoveState.m_bExposedInCover

◆ m_bInCover

bool SCR_AICombatMoveState.m_bInCover

◆ m_CoverLock

ref SCR_AICoverLock SCR_AICombatMoveState.m_CoverLock
protected

◆ m_fTimerInCover_s

float SCR_AICombatMoveState.m_fTimerInCover_s

◆ m_fTimerRequest_s

float SCR_AICombatMoveState.m_fTimerRequest_s

◆ m_fTimerStopped_s

float SCR_AICombatMoveState.m_fTimerStopped_s

◆ m_Request

ref SCR_AICombatMoveRequestBase SCR_AICombatMoveState.m_Request
protected

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