Behavior which makes AI walk around a position while keeping beyond some minimal distance.
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void | InitParameters (vector targetPos, float minDistance, float maxDistance, float duration) |
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void | SCR_AIFindFirePositionBehavior (SCR_AIUtilityComponent utility, SCR_AIActivityBase groupActivity, vector targetPos, float minDistance, float maxDistance, EAIUnitType targetUnitType, float duration, float priorityLevel=PRIORITY_LEVEL_NORMAL) |
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override float | CustomEvaluate () |
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override void | OnActionSelected () |
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void | SCR_AIBehaviorBase (SCR_AIUtilityComponent utility, SCR_AIActivityBase groupActivity) |
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SCR_AIActivityBase | GetGroupActivityContext () |
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override void | OnActionSelected () |
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override float | EvaluatePriorityLevel () |
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void | SetPriorityLevel (int priority) |
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override void | OnSetActionState (EAIActionState state) |
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override void | OnSetSuspended (bool suspended) |
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override void | OnComplete () |
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override void | OnFail () |
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override void | OnActionRemoved () |
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string | GetActionDebugInfo () |
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string | GetDebugPanelText () |
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override void | OnActionSelected () |
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override void | OnActionDeselected () |
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void | OnActionExecuted () |
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void | OnActionCompleted () |
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void | OnActionFailed () |
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bool | IsActionInterruptable () |
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void | SetActionInterruptable (bool IsInterruptable) |
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void | SetParametersToBTVariables (SCR_AIActionTask node) |
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void | GetParametersFromBTVariables (SCR_AIActionTask node) |
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TStringArray | GetPortNames () |
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float | GetRestrictedPriorityLevel (float minimumLevel=PRIORITY_LEVEL_NORMAL) |
| Limits priority level for actions such that those are performed in "NORMAL" and "PLAYER" priority level but not in "GAMEMASTER".
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proto external float | Evaluate () |
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proto external float | GetPriority () |
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proto external void | SetPriority (float priority) |
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proto external bool | GetActionIsSuspended () |
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proto external void | SetActionIsSuspended (bool val) |
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proto external bool | GetIsUniqueInActionQueue () |
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proto external void | SetIsUniqueInActionQueue (bool unique) |
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proto external EAIActionState | GetActionState () |
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proto external void | SetActionState (EAIActionState state) |
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proto external void | Fail () |
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proto external void | Complete () |
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proto external bool | GetRemoveAction () |
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proto external void | SetRemoveAction (bool val) |
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proto external ref AIActionBase | GetRelatedGroupActivity () |
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proto external void | SetRelatedGroupActivity (AIActionBase related) |
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float | CustomEvaluate () |
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float | EvaluatePriorityLevel () |
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void | OnSetSuspended (bool suspended) |
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void | OnSetActionState (EAIActionState state) |
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void | OnFail () |
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void | OnComplete () |
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bool | OnMessage (AIMessage msg) |
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void | OnActionSelected () |
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void | OnActionDeselected () |
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void | OnActionRemoved () |
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Behavior which makes AI walk around a position while keeping beyond some minimal distance.