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override void | OnInit (AIAgent owner) |
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vector | GetEntityVelocity (IEntity entity) |
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float | GetMuzzleAimData (BaseMuzzleComponent currentMuzzle, vector targetPos, vector targetVelocity, int iterations, out float targetDistance, out float predictionTime, out vector muzzlePos, out vector muzzleDir) |
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float | GetEntityAimData (IEntity entity, float initSpeedCoef, vector targetPos, vector targetVelocity, int iterations, out float targetDistance, out float predictionTime, out vector muzzlePos, out vector muzzleDir) |
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IEntity | GetRelevantEntity (IEntity entity) |
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void | CorrectForSurface (out vector aimCorrectionVector, vector targetPos, vector aimPos, float speedMs, float targetDistance) |
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void | CreateFixedAimPoint (BaseWeaponComponent currentWeapon, BaseMuzzleComponent currentMuzzle, vector targetPos, vector targetVelocity, float initSpeedCoef, float time) |
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void | ValidateFixedAimPoint (out vector fixedAimPoint, vector targetPos, float time) |
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void | GetDynamicAimCorrectionFactors (out float angleFactor, out float distanceFactor) |
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vector | GetDynamicAimCorrectionVector (vector targetPos, vector aimVector, vector muzzlePos, vector targetVelocity, float targetDistance) |
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override ENodeResult | EOnTaskSimulate (AIAgent owner, float dt) |
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override TStringArray | GetVariablesOut () |
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override TStringArray | GetVariablesIn () |
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◆ CorrectForSurface()
void SCR_AIGetAimCompensation.CorrectForSurface |
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out vector | aimCorrectionVector, |
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vector | targetPos, |
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vector | aimPos, |
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float | speedMs, |
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float | targetDistance ) |
◆ CreateFixedAimPoint()
void SCR_AIGetAimCompensation.CreateFixedAimPoint |
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BaseWeaponComponent | currentWeapon, |
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BaseMuzzleComponent | currentMuzzle, |
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vector | targetPos, |
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vector | targetVelocity, |
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float | initSpeedCoef, |
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float | time ) |
◆ EOnTaskSimulate()
override ENodeResult SCR_AIGetAimCompensation.EOnTaskSimulate |
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AIAgent | owner, |
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float | dt ) |
◆ GetDynamicAimCorrectionFactors()
void SCR_AIGetAimCompensation.GetDynamicAimCorrectionFactors |
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out float | angleFactor, |
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out float | distanceFactor ) |
◆ GetDynamicAimCorrectionVector()
vector SCR_AIGetAimCompensation.GetDynamicAimCorrectionVector |
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vector | targetPos, |
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vector | aimVector, |
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vector | muzzlePos, |
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vector | targetVelocity, |
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float | targetDistance ) |
◆ GetEntityAimData()
float SCR_AIGetAimCompensation.GetEntityAimData |
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IEntity | entity, |
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float | initSpeedCoef, |
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vector | targetPos, |
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vector | targetVelocity, |
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int | iterations, |
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out float | targetDistance, |
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out float | predictionTime, |
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out vector | muzzlePos, |
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out vector | muzzleDir ) |
◆ GetEntityVelocity()
vector SCR_AIGetAimCompensation.GetEntityVelocity |
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IEntity | entity | ) |
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◆ GetMuzzleAimData()
float SCR_AIGetAimCompensation.GetMuzzleAimData |
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BaseMuzzleComponent | currentMuzzle, |
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vector | targetPos, |
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vector | targetVelocity, |
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int | iterations, |
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out float | targetDistance, |
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out float | predictionTime, |
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out vector | muzzlePos, |
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out vector | muzzleDir ) |
◆ GetOnHoverDescription()
static override string SCR_AIGetAimCompensation.GetOnHoverDescription |
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◆ GetRelevantEntity()
IEntity SCR_AIGetAimCompensation.GetRelevantEntity |
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IEntity | entity | ) |
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◆ GetVariablesIn()
override TStringArray SCR_AIGetAimCompensation.GetVariablesIn |
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◆ GetVariablesOut()
override TStringArray SCR_AIGetAimCompensation.GetVariablesOut |
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◆ OnInit()
override void SCR_AIGetAimCompensation.OnInit |
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AIAgent | owner | ) |
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◆ ValidateFixedAimPoint()
void SCR_AIGetAimCompensation.ValidateFixedAimPoint |
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out vector | fixedAimPoint, |
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vector | targetPos, |
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float | time ) |
◆ VisibleInPalette()
static override bool SCR_AIGetAimCompensation.VisibleInPalette |
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◆ AIMPOINT_PORT
string SCR_AIGetAimCompensation.AIMPOINT_PORT = "AimPoint" |
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◆ CQB_COMPENSATION_MAX_DIST_M
float SCR_AIGetAimCompensation.CQB_COMPENSATION_MAX_DIST_M = 30 |
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◆ CQB_COMPENSATION_MAX_MULTIPLIER
float SCR_AIGetAimCompensation.CQB_COMPENSATION_MAX_MULTIPLIER = 0.4 |
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◆ FIXED_AIM_POINT_LEAD_TIME_FACTOR
float SCR_AIGetAimCompensation.FIXED_AIM_POINT_LEAD_TIME_FACTOR = 3.5 |
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◆ FIXED_AIM_POINT_MIN_DIST_M
float SCR_AIGetAimCompensation.FIXED_AIM_POINT_MIN_DIST_M = 15 |
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◆ FIXED_AIM_POINT_MIN_SPEED_MS
float SCR_AIGetAimCompensation.FIXED_AIM_POINT_MIN_SPEED_MS = 6 |
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◆ FIXED_AIM_POINT_TIMEOUT_FACTOR
float SCR_AIGetAimCompensation.FIXED_AIM_POINT_TIMEOUT_FACTOR = 0.5 |
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◆ FIXED_AIM_POINT_TIMEOUT_LERP_FACTOR
float SCR_AIGetAimCompensation.FIXED_AIM_POINT_TIMEOUT_LERP_FACTOR = 0.04 |
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◆ GL_SURFACE_AIMING_MIN_DIST_M
float SCR_AIGetAimCompensation.GL_SURFACE_AIMING_MIN_DIST_M = 30 |
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◆ INITIAL_SPEED_COEFFICIENT
string SCR_AIGetAimCompensation.INITIAL_SPEED_COEFFICIENT = "InitialSpeedCoefficient" |
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◆ m_aDbgShapes
ref array<ref Shape> SCR_AIGetAimCompensation.m_aDbgShapes = {} |
◆ m_bRangeCompensation
bool SCR_AIGetAimCompensation.m_bRangeCompensation |
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◆ m_bVelocityCompensation
bool SCR_AIGetAimCompensation.m_bVelocityCompensation |
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◆ m_CharacterControllerComponent
◆ m_eCurrentWeaponType
EWeaponType SCR_AIGetAimCompensation.m_eCurrentWeaponType |
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◆ m_fNextUpdate
float SCR_AIGetAimCompensation.m_fNextUpdate |
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◆ m_fPointLeadAimPosTimeout
float SCR_AIGetAimCompensation.m_fPointLeadAimPosTimeout |
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◆ m_fPointLeadAimTargetDist
float SCR_AIGetAimCompensation.m_fPointLeadAimTargetDist |
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◆ m_fRandomFactor
float SCR_AIGetAimCompensation.m_fRandomFactor |
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◆ m_RelevantShooterEntity
IEntity SCR_AIGetAimCompensation.m_RelevantShooterEntity |
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◆ m_RelevantTargetEntity
IEntity SCR_AIGetAimCompensation.m_RelevantTargetEntity |
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◆ m_RelevantTargetEntityType
EAIUnitType SCR_AIGetAimCompensation.m_RelevantTargetEntityType |
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◆ m_ShooterCharacter
◆ m_TargetEntity
IEntity SCR_AIGetAimCompensation.m_TargetEntity |
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◆ m_UtilityComponent
◆ m_vPointLeadAimPos
vector SCR_AIGetAimCompensation.m_vPointLeadAimPos |
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◆ m_WeaponManagerComponent
◆ s_aVarsIn
◆ s_aVarsOut
◆ SOLUTION_UPDATE_INTERVAL_MS
float SCR_AIGetAimCompensation.SOLUTION_UPDATE_INTERVAL_MS = 750 |
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◆ SURFACE_CORRECTION_MAX_ELEVATION_M
float SCR_AIGetAimCompensation.SURFACE_CORRECTION_MAX_ELEVATION_M = 2.5 |
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◆ TARGET_ENTITY_PORT
string SCR_AIGetAimCompensation.TARGET_ENTITY_PORT = "TargetEntity" |
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◆ TARGET_POSITION_PORT
string SCR_AIGetAimCompensation.TARGET_POSITION_PORT = "TargetPosition" |
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◆ VECTOR_IN_PORT
string SCR_AIGetAimCompensation.VECTOR_IN_PORT = "VectorIn" |
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◆ VECTOR_OUT_PORT
string SCR_AIGetAimCompensation.VECTOR_OUT_PORT = "VectorOut" |
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staticprotected |
The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Aiming/SCR_AIGetAimCompensation.c