| 
| override void  | OnInit (AIAgent owner) | 
|   | 
| override array< string >  | GetVariablesOut () | 
|   | 
| override array< string >  | GetVariablesIn () | 
|   | 
| override ENodeResult  | EOnTaskSimulate (AIAgent owner, float dt) | 
|   | 
| void  | ClearPorts () | 
|   | 
| void  | GetTargetAngularBounds (IEntity shooter, AimPoint targetAimpoint, out vector sizeVectorX, out vector sizeVectorY, out float angularSize, out float distance) | 
|   | returns vectors of aimpoint volume projected onto shooter's BB center and the angular size of the target aimpoint  
  | 
|   | 
| float  | GetDistanceFactor (float distance) | 
|   | returns factor of error scale based on distance to target  
  | 
|   | 
| float  | GetTargetIlluminationFactor (BaseTarget tgt) | 
|   | returns 1.0 if target is well illuminated, and a bigger value if target is poorly illuminated.  
  | 
|   | 
| float  | GetRandomFactor (EAISkill skill, float mu) | 
|   | 
| float  | GetTolerance (IEntity observer, IEntity target, float angularSize, float distance, EWeaponType weaponType) | 
|   | basic tolerance based on angular size of target in degrees  
  | 
|   | 
| float  | GetAngularSpeedFactor (IEntity observer, IEntity enemy, out bool setBigTolerance) | 
|   | 
| float  | GetWeaponTypeFactor (EWeaponType weaponType) | 
|   | 
| float  | GetOffsetWeaponTypeFactor (EWeaponType weaponType) | 
|   | Scales offset depending on weapon type.  
  | 
|   | 
| AimPoint  | GetAimPoint (BaseTarget target, EAimPointType aimpointTypes[3]) | 
|   | 
◆ ClearPorts()
      
        
          | void SCR_AIGetAimErrorOffset.ClearPorts  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ EOnTaskSimulate()
      
        
          | override ENodeResult SCR_AIGetAimErrorOffset.EOnTaskSimulate  | 
          ( | 
          AIAgent |           owner,  | 
        
        
           | 
           | 
          float |           dt ) | 
        
      
 
 
◆ GetAimPoint()
◆ GetAngularSpeedFactor()
      
        
          | float SCR_AIGetAimErrorOffset.GetAngularSpeedFactor  | 
          ( | 
          IEntity |           observer,  | 
        
        
           | 
           | 
          IEntity |           enemy,  | 
        
        
           | 
           | 
          out bool |           setBigTolerance ) | 
        
      
 
 
◆ GetDistanceFactor()
      
        
          | float SCR_AIGetAimErrorOffset.GetDistanceFactor  | 
          ( | 
          float |           distance | ) | 
           | 
        
      
 
returns factor of error scale based on distance to target 
 
 
◆ GetOffsetWeaponTypeFactor()
      
        
          | float SCR_AIGetAimErrorOffset.GetOffsetWeaponTypeFactor  | 
          ( | 
          EWeaponType |           weaponType | ) | 
           | 
        
      
 
Scales offset depending on weapon type. 
 
 
◆ GetOnHoverDescription()
  
  
      
        
          | static override string SCR_AIGetAimErrorOffset.GetOnHoverDescription  | 
          ( | 
           | ) | 
           | 
         
       
   | 
  
staticprotected   | 
  
 
 
◆ GetRandomFactor()
      
        
          | float SCR_AIGetAimErrorOffset.GetRandomFactor  | 
          ( | 
          EAISkill |           skill,  | 
        
        
           | 
           | 
          float |           mu ) | 
        
      
 
 
◆ GetTargetAngularBounds()
      
        
          | void SCR_AIGetAimErrorOffset.GetTargetAngularBounds  | 
          ( | 
          IEntity |           shooter,  | 
        
        
           | 
           | 
          AimPoint |           targetAimpoint,  | 
        
        
           | 
           | 
          out vector |           sizeVectorX,  | 
        
        
           | 
           | 
          out vector |           sizeVectorY,  | 
        
        
           | 
           | 
          out float |           angularSize,  | 
        
        
           | 
           | 
          out float |           distance ) | 
        
      
 
returns vectors of aimpoint volume projected onto shooter's BB center and the angular size of the target aimpoint 
 
 
◆ GetTargetIlluminationFactor()
      
        
          | float SCR_AIGetAimErrorOffset.GetTargetIlluminationFactor  | 
          ( | 
          BaseTarget |           tgt | ) | 
           | 
        
      
 
returns 1.0 if target is well illuminated, and a bigger value if target is poorly illuminated. 
 
 
◆ GetTolerance()
      
        
          | float SCR_AIGetAimErrorOffset.GetTolerance  | 
          ( | 
          IEntity |           observer,  | 
        
        
           | 
           | 
          IEntity |           target,  | 
        
        
           | 
           | 
          float |           angularSize,  | 
        
        
           | 
           | 
          float |           distance,  | 
        
        
           | 
           | 
          EWeaponType |           weaponType ) | 
        
      
 
basic tolerance based on angular size of target in degrees 
 
 
◆ GetVariablesIn()
      
        
          | override array< string > SCR_AIGetAimErrorOffset.GetVariablesIn  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ GetVariablesOut()
      
        
          | override array< string > SCR_AIGetAimErrorOffset.GetVariablesOut  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ GetWeaponTypeFactor()
      
        
          | float SCR_AIGetAimErrorOffset.GetWeaponTypeFactor  | 
          ( | 
          EWeaponType |           weaponType | ) | 
           | 
        
      
 
 
◆ OnInit()
      
        
          | override void SCR_AIGetAimErrorOffset.OnInit  | 
          ( | 
          AIAgent |           owner | ) | 
           | 
        
      
 
 
◆ VisibleInPalette()
  
  
      
        
          | static override bool SCR_AIGetAimErrorOffset.VisibleInPalette  | 
          ( | 
           | ) | 
           | 
         
       
   | 
  
static   | 
  
 
 
◆ AIMING_ERROR_CLOSE_RANGE_FACTOR_MIN
  
  
      
        
          | const float SCR_AIGetAimErrorOffset.AIMING_ERROR_CLOSE_RANGE_FACTOR_MIN = 0.05 | 
         
       
   | 
  
static   | 
  
 
 
◆ AIMING_ERROR_FACTOR_MAX
  
  
      
        
          | const float SCR_AIGetAimErrorOffset.AIMING_ERROR_FACTOR_MAX = 1.4 | 
         
       
   | 
  
static   | 
  
 
 
◆ AIMING_ERROR_FACTOR_MIN
  
  
      
        
          | const float SCR_AIGetAimErrorOffset.AIMING_ERROR_FACTOR_MIN = 0.4 | 
         
       
   | 
  
static   | 
  
 
 
◆ AIMING_ERROR_SCALE
  
  
      
        
          | const float SCR_AIGetAimErrorOffset.AIMING_ERROR_SCALE = 1.0 | 
         
       
   | 
  
static   | 
  
 
 
◆ CLOSE_RANGE_THRESHOLD
  
  
      
        
          | const float SCR_AIGetAimErrorOffset.CLOSE_RANGE_THRESHOLD = 15.0 | 
         
       
   | 
  
static   | 
  
 
 
◆ LONG_RANGE_THRESHOLD
  
  
      
        
          | const float SCR_AIGetAimErrorOffset.LONG_RANGE_THRESHOLD = 200.0 | 
         
       
   | 
  
static   | 
  
 
 
◆ m_CombatComponent
◆ m_eAimingPreference
  
  
      
        
          | EAimingPreference SCR_AIGetAimErrorOffset.m_eAimingPreference | 
         
       
   | 
  
protected   | 
  
 
 
◆ m_eAimPointType
◆ m_fDefaultPrecisionXY
  
  
      
        
          | float SCR_AIGetAimErrorOffset.m_fDefaultPrecisionXY | 
         
       
   | 
  
protected   | 
  
 
 
◆ MAXIMAL_TOLERANCE
  
  
      
        
          | const float SCR_AIGetAimErrorOffset.MAXIMAL_TOLERANCE = 10.0 | 
         
       
   | 
  
static   | 
  
 
 
◆ MINIMAL_TOLERANCE
  
  
      
        
          | const float SCR_AIGetAimErrorOffset.MINIMAL_TOLERANCE = 0.003 | 
         
       
   | 
  
static   | 
  
 
 
◆ PORT_AIM_POINT
  
  
      
        
          | const string SCR_AIGetAimErrorOffset.PORT_AIM_POINT = "AimPoint" | 
         
       
   | 
  
static   | 
  
 
 
◆ PORT_AIMPOINT_TYPE_0
  
  
      
        
          | const string SCR_AIGetAimErrorOffset.PORT_AIMPOINT_TYPE_0 = "AimpointType0" | 
         
       
   | 
  
static   | 
  
 
 
◆ PORT_AIMPOINT_TYPE_1
  
  
      
        
          | const string SCR_AIGetAimErrorOffset.PORT_AIMPOINT_TYPE_1 = "AimpointType1" | 
         
       
   | 
  
static   | 
  
 
 
◆ PORT_BASE_TARGET
  
  
      
        
          | const string SCR_AIGetAimErrorOffset.PORT_BASE_TARGET = "BaseTargetIn" | 
         
       
   | 
  
static   | 
  
 
 
◆ PORT_ERROR_OFFSET
  
  
      
        
          | const string SCR_AIGetAimErrorOffset.PORT_ERROR_OFFSET = "ErrorOffset" | 
         
       
   | 
  
static   | 
  
 
 
◆ PORT_TOLERANCE
  
  
      
        
          | const string SCR_AIGetAimErrorOffset.PORT_TOLERANCE = "AimingTolerance" | 
         
       
   | 
  
static   | 
  
 
 
◆ s_aVarsIn
  
  
      
        
          | ref TStringArray SCR_AIGetAimErrorOffset.s_aVarsIn | 
         
       
   | 
  
staticprotected   | 
  
 
Initial value:= {
    }
static const string PORT_BASE_TARGET
Definition SCR_AIGetAimErrorOffset.c:12
 
static const string PORT_AIMPOINT_TYPE_1
Definition SCR_AIGetAimErrorOffset.c:16
 
static const string PORT_AIMPOINT_TYPE_0
Definition SCR_AIGetAimErrorOffset.c:15
 
 
 
 
◆ s_aVarsOut
  
  
      
        
          | ref TStringArray SCR_AIGetAimErrorOffset.s_aVarsOut | 
         
       
   | 
  
staticprotected   | 
  
 
Initial value:= {
    }
static const string PORT_AIM_POINT
Definition SCR_AIGetAimErrorOffset.c:13
 
static const string PORT_TOLERANCE
Definition SCR_AIGetAimErrorOffset.c:14
 
static const string PORT_ERROR_OFFSET
Definition SCR_AIGetAimErrorOffset.c:11
 
 
 
 
The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Aiming/SCR_AIGetAimErrorOffset.c