Arma Reforger Script API
|
Public Member Functions | |
override void | OnPostInit (IEntity owner) |
override void | EOnInit (IEntity owner) |
SCR_AIWeaponTypeHandlingConfig | GetWeaponTypeHandlingConfig (EWeaponType weaponType) |
void | PerformGoalReaction (SCR_AIUtilityComponent utility, SCR_AIMessageBase message) |
void | PerformGoalReaction (SCR_AIGroupUtilityComponent utility, SCR_AIMessageBase message) |
void | PerformInfoReaction (SCR_AIGroupUtilityComponent utility, SCR_AIMessageBase message) |
void | PerformInfoReaction (SCR_AIUtilityComponent utility, SCR_AIMessageBase message) |
bool | PerformDangerReaction (SCR_AIUtilityComponent utility, AIDangerEvent dangerEvent, int dangerEventCount) |
void | AddDefaultBehaviors (SCR_AIUtilityComponent utility) |
void | AddDefaultActivities (SCR_AIGroupUtilityComponent utility) |
ResourceName | GetTreeNameForWeaponType (EWeaponType weaponType, EMuzzleType muzzleType) |
Returns resource name set for specific WeaponType and MuzzleType as sub-filter. | |
void SCR_AIConfigComponent.AddDefaultActivities | ( | SCR_AIGroupUtilityComponent | utility | ) |
[in] | utility |
void SCR_AIConfigComponent.AddDefaultBehaviors | ( | SCR_AIUtilityComponent | utility | ) |
[in] | utility |
override void SCR_AIConfigComponent.EOnInit | ( | IEntity | owner | ) |
ResourceName SCR_AIConfigComponent.GetTreeNameForWeaponType | ( | EWeaponType | weaponType, |
EMuzzleType | muzzleType | ||
) |
Returns resource name set for specific WeaponType and MuzzleType as sub-filter.
SCR_AIWeaponTypeHandlingConfig SCR_AIConfigComponent.GetWeaponTypeHandlingConfig | ( | EWeaponType | weaponType | ) |
override void SCR_AIConfigComponent.OnPostInit | ( | IEntity | owner | ) |
bool SCR_AIConfigComponent.PerformDangerReaction | ( | SCR_AIUtilityComponent | utility, |
AIDangerEvent | dangerEvent, | ||
int | dangerEventCount | ||
) |
[in] | utility | |
[in] | dangerEvent |
void SCR_AIConfigComponent.PerformGoalReaction | ( | SCR_AIGroupUtilityComponent | utility, |
SCR_AIMessageBase | message | ||
) |
[in] | utility | |
[in] | message |
void SCR_AIConfigComponent.PerformGoalReaction | ( | SCR_AIUtilityComponent | utility, |
SCR_AIMessageBase | message | ||
) |
[in] | utility | |
[in] | message |
void SCR_AIConfigComponent.PerformInfoReaction | ( | SCR_AIGroupUtilityComponent | utility, |
SCR_AIMessageBase | message | ||
) |
[in] | utility | |
[in] | message |
void SCR_AIConfigComponent.PerformInfoReaction | ( | SCR_AIUtilityComponent | utility, |
SCR_AIMessageBase | message | ||
) |
[in] | utility | |
[in] | message |
ref array<ref SCR_AIDangerReaction> SCR_AIConfigComponent.m_aDangerReactions |
ref array<ref SCR_AIReactionBase> SCR_AIConfigComponent.m_aDefaultReactions |
ref array<ref SCR_AIGoalReaction> SCR_AIConfigComponent.m_aGoalReactions |
ref array<ref SCR_AIGoalReaction> SCR_AIConfigComponent.m_aGoalReactionsPacked = {} |
ref array<ref SCR_AIInfoReaction> SCR_AIConfigComponent.m_aInfoReactions |
ref array<ref SCR_AIInfoReaction> SCR_AIConfigComponent.m_aInfoReactionsPacked = {} |
ref array<int> SCR_AIConfigComponent.m_aMinSuppressiveMagCountSpec = {} |
ref array<ref SCR_AIWeaponTypeHandlingConfig> SCR_AIConfigComponent.m_aWeaponTypeHandlingConfig |
ref array<ref SCR_AIWeaponTypeSelectionConfig> SCR_AIConfigComponent.m_aWeaponTypeSelectionConfig |
ref SCR_AIWeaponTypeHandlingConfig SCR_AIConfigComponent.m_DefaultWeaponTypeHandlingConfig |
bool SCR_AIConfigComponent.m_EnableAimingError |
bool SCR_AIConfigComponent.m_EnableAttack |
bool SCR_AIConfigComponent.m_EnableCommunication |
bool SCR_AIConfigComponent.m_EnableDangerEvents |
bool SCR_AIConfigComponent.m_EnableLeaderStop |
bool SCR_AIConfigComponent.m_EnableLooking |
bool SCR_AIConfigComponent.m_EnableMovement |
bool SCR_AIConfigComponent.m_EnablePerception |
bool SCR_AIConfigComponent.m_EnableTakeCover |
ref map<SCR_EAIDangerEventType, ref SCR_AIDangerReaction> SCR_AIConfigComponent.m_mDangerReactions = new map<SCR_EAIDangerEventType, ref SCR_AIDangerReaction>() |
ref map<EWeaponType, ref SCR_AIWeaponTypeHandlingConfig> SCR_AIConfigComponent.m_mWeaponTypeHandlingConfig = new map<EWeaponType, ref SCR_AIWeaponTypeHandlingConfig>() |
ref SCR_AITargetReactionBase SCR_AIConfigComponent.m_Reaction_RetreatFromTarget |
ref SCR_AITargetReaction_SelectedTargetChangedBase SCR_AIConfigComponent.m_Reaction_SelectedTargetChanged |
ref SCR_AITargetReactionBase SCR_AIConfigComponent.m_Reaction_UnknownTarget |
ResourceName SCR_AIConfigComponent.m_sDefaultWeaponBehaviorTree |
float SCR_AIConfigComponent.m_Skill |