Arma Reforger Script API
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SCR_AIGroup Interface Reference
Inheritance diagram for SCR_AIGroup:
ChimeraAIGroup AIGroup AIAgent

Public Member Functions

int GetSpawnQueueSize ()
 
SCR_AIGroupUtilityComponent GetGroupUtilityComponent ()
 
int GetNumberOfMembersToSpawn ()
 
void SetNumberOfMembersToSpawn (int number)
 
void SetRallyPoint (notnull SCR_MilitaryBaseComponent base, bool force=false)
 Sets the group Rally Point to the input base.
 
void RemoveRallyPoint ()
 Removes current group Rally Point.
 
int GetRallyPointId ()
 
bool IsRallyPointForced ()
 
bool SpawnDelayedGroupMember (int spawnIndex)
 
void SpawnAllImmediately ()
 
bool IsInitializing ()
 Returns true if group is in initialization state, for instance while still spawning its members.
 
void BeginDelayedSpawn ()
 
void EndDelayedSpawn ()
 
bool HasRequesterID (int id)
 
void RemoveRequester (int playerID)
 
int GetDeniedRequesters (out array< int > valueArray)
 
void AddDeniedRequester (int playerID)
 
void ClearRequesters ()
 
void ClearDeniedRequester ()
 
int GetRequesterIDs (out array< int > valueArray)
 
void AddRequester (int playerID)
 
void SetFlagIsFromImageSet (bool value)
 
void SetCustomGroupFlag (ResourceName flag)
 
bool GetFlagIsFromImageSet ()
 
ResourceName GetGroupFlag ()
 
bool IsPlayerInGroup (int playerID)
 
bool IsPlayerLeader (int playerID)
 
int GetLeaderID ()
 
int GetFirstPlayerLeaderID ()
 Recursively searches through the group hierarchy to find the first leader who is a player.
 
int GetDefaultActiveRadioChannel ()
 
void SetDefaultActiveRadioChannel (int id)
 
void SetPrivate (bool isPrivate)
 Called on the server (authority)
 
bool IsPrivate ()
 
void SetPrivacyChangeable (bool IsPrivacyChangeable)
 
bool IsPrivacyChangeable ()
 
void SetGroupRole (SCR_EGroupRole groupRole)
 
SCR_EGroupRole GetGroupRole ()
 
string GetGroupRoleName ()
 
bool GetDeleteIfNoPlayer ()
 Returns true if the group is set to be deleted when all players leave.
 
void SetCanDeleteIfNoPlayer (bool deleteEmpty)
 Sets if the group should be deleted when all players leave.
 
bool IsFull ()
 
bool IsSlave ()
 
int GetPlayerAndAgentCount (bool checkMasterAndSlaves=false)
 Get the count of all players and AI in the group.
 
int GetAgentCountIncludingMasterAndSlaves ()
 
int GetTotalAgentCount ()
 Get the count of all players and AI in both the group itself as well as the slave/master group(s)
 
int GetTotalPlayerCount ()
 Get the count of all players and AI in both the group itself as well as the slave/master group(s)
 
void SetGroupFlag (int flagIndex, bool isFromImageset)
 called on server only
 
void RPC_DoSetGroupFlag (int flagIndex, bool isFromImageset)
 
void SetCustomName (string name, int authorID)
 
void RPC_DoSetCustomName (string name, int authorID)
 
void OnNameFilteredCallback (array< string > resultText)
 
void SetCustomDescription (string desc, int authorID)
 called on server only
 
void SetMaxGroupMembers (int value)
 
void RPC_DoSetMaxGroupMembers (int value)
 
void RPC_DoSetCustomDescription (string desc, int authorID)
 
void OnDescFilteredCallback (array< string > resultText)
 
string GetCustomDescription ()
 
string GetCustomName ()
 
int GetDescriptionAuthorID ()
 
int GetNameAuthorID ()
 
string GetCustomNameWithOriginal ()
 
int GetGroupID ()
 
void SetGroupID (int id)
 
int GetMaxMembers ()
 
void SetMaxMembers (int maxMembers)
 called on server only
 
void RPC_DoSetMaxMembers (int maxMembers)
 
array< int > GetPlayerIDs ()
 
int GetPlayerCount (bool checkMasterAndSlaves=false)
 Get the count of all players in the group.
 
SCR_ECharacterRank GetRequiredRank ()
 
void SetRequiredRank (SCR_ECharacterRank rank)
 
void RpcDo_SetRequiredRank (SCR_ECharacterRank rank)
 
bool IsCreatedByCommander ()
 
void SetCreatedByCommander (bool isCreatedByCommander)
 
bool IsPredefinedGroup ()
 
void SetPredefinedGroup (bool predefined)
 
void RpcDo_SetCreatedByCommander (bool isCreatedByCommander)
 
ScriptInvoker GetOnMemberStateChange ()
 
bool BelongedToGroup (int playerID)
 
void AddAgentFromControlledEntity (notnull IEntity controlledEntity)
 
void RemoveAgentFromControlledEntity (notnull IEntity controlledEntity)
 
void NotificateGroupAIChange (IEntity controlledEntity, ENotification notificationType)
 
void OnPlayerDisconnected (int playerID)
 Should be only called on the server.
 
void OnPlayerConnected (int playerID)
 Should be only called on the server.
 
void RPC_DoOnGroupMemberStateChange ()
 
void OnGroupMemberStateChange ()
 Should only be called on the server (authority)
 
void OnMemberDeath (notnull SCR_CharacterControllerComponent memberController, IEntity killerEntity, Instigator killer)
 
void ListenToMemberDeath (notnull IEntity groupMember)
 
void AddOnGadgetsLoadedListener (int playerID, notnull IEntity controlledEntity)
 
void OnControllableEntitySpawned (IEntity controlledEntity, notnull SCR_GadgetManagerComponent gadgetManager)
 
void QueueAddAgent (int playerID)
 
void RPC_DoAddPlayer (int playerID)
 
void CheckForLeader (int playerID, bool noLeaderAllowed)
 checks for a leader, if there is none, it will either use provided player as leader, or appoints next player in group as leader Called on the server (authority)
 
void SetGroupLeader (int playerID)
 Called on the server (authority)
 
void RPC_SetLeaderID (int playerID)
 
void RPC_SetPrivate (bool isPrivate)
 
void RPC_DoSetPrivacyChangeable (bool IsPrivacyChangeable)
 
void RpcDo_SetGroupRole (SCR_EGroupRole groupRole)
 
void RpcDo_SetRallyPoint (int callsignId, bool force)
 
void RpcDo_RemoveRallyPoint ()
 
void AddPlayer (int playerID)
 Called on the server (authority)
 
void RPC_DoAddRequester (int playerID)
 
void RPC_DoRemoveRequester (int playerID)
 
void RPC_DoClearDeniedRequester ()
 
void RPC_DoClearRequesterIDs ()
 
void RPC_DoAddDeniedRequester (int playerID)
 
void RPC_DoRemovePlayer (int playerID)
 
void RemovePlayerAgent (int playerID)
 
void RemovePlayer (int playerID)
 Called on the server (authority)
 
void GetCallsigns (out string company, out string platoon, out string squad, out string character, out string format)
 
void SetRadioFrequency (int frequency)
 
void RPC_DoSetFrequency (int frequency)
 
int GetRadioFrequency ()
 
bool IsPlayable ()
 
void SetWaypointParams (out AIWaypoint wp, SCR_WaypointPrefabLocation prefabParams)
 
void AddWaypointsDynamic (out array< IEntity > entityInstanceList, array< ref SCR_WaypointPrefabLocation > prefabs)
 
void AddWaypointsStatic (array< string > aWaypointNames)
 
void AddVehiclesStatic (array< string > aVehicleNames)
 
void RemoveStaticWaypointRefs (array< string > aWaypointNames)
 
void ClearRefs (out array< IEntity > entityList)
 
bool AddAIEntityToGroup (IEntity entity)
 
bool RemoveAIEntityFromGroup (IEntity entity)
 
void AddWaypointToGroup (AIWaypoint waypoint)
 
void RemoveWaypointFromGroup (AIWaypoint waypoint)
 
void GetAllocatedCompartments (out array< BaseCompartmentSlot > allocatedCompartments)
 
void GetAllocatedSmartActions (out array< AISmartActionComponent > allocatedComponents)
 
void AllocateSmartActions (array< AISmartActionComponent > components)
 
void AllocateCompartment (BaseCompartmentSlot compartment)
 
void ReleaseCompartment (BaseCompartmentSlot compartment)
 
void ReleaseCompartments ()
 
void ReleaseSmartAction (AISmartActionComponent component)
 
void ReleaseSmartActions ()
 
bool InitFactionKey (string factionKey)
 Set name of group's faction (only if it's not set yet)
 
bool SetFaction (Faction faction)
 If Faction is set change faction to given faction Server Only.
 
string GetFactionName ()
 Get name of group's faction.
 
Faction GetFaction ()
 Get group's faction from FactionManager.
 
int GetFactionIndex ()
 Get group's faction index from FactionManager.
 
ScriptInvoker GetOnInit ()
 Get event called when all initial group members were spawned.
 
ScriptInvoker_AIGroupOnEmpty GetOnEmpty ()
 Get event called when the group becomes empty.
 
ScriptInvoker GetOnAgentAdded ()
 Get event called every time an agent is called to a group.
 
ScriptInvoker GetOnAgentRemoved ()
 Get event called every time an agent is removed from a group.
 
ScriptInvoker GetOnLeaderChanged ()
 Get event called every time a group leader changes.
 
ScriptInvoker GetOnCurrentWaypointChanged ()
 Get event called when current waypoint of the group changes.
 
ScriptInvoker GetOnWaypointCompleted ()
 Get event called when current waypoint of the group is completed.
 
ScriptInvoker GetOnWaypointAdded ()
 Get event called when a new waypoint is added to the group.
 
ScriptInvoker GetOnWaypointRemoved ()
 Get event called when a waypoint is going to be removed from the group.
 
ScriptInvoker GetOnWaypointToRemove ()
 Get event called when a waypoint is planned for removal but not removed from the group, yet.
 
ScriptInvoker GetOnFactionChanged ()
 Get event called when faction of group is changed.
 
ScriptInvokerBase< ScriptInvokerAIGroup > GetOnAllDelayedEntitySpawned ()
 
override void OnEmpty ()
 
override void OnAgentAdded (AIAgent child)
 
override void OnAgentRemoved (AIAgent child)
 
override void OnLeaderChanged (AIAgent currentLeader, AIAgent prevLeader)
 
override void OnCurrentWaypointChanged (AIWaypoint currentWP, AIWaypoint prevWP)
 
override void OnWaypointCompleted (AIWaypoint wp)
 
override void OnWaypointAdded (AIWaypoint wp)
 
override void OnWaypointRemoved (AIWaypoint wp, bool isCurrentWaypoint)
 
override bool _WB_OnKeyChanged (BaseContainer src, string key, BaseContainerList ownerContainers, IEntity parent)
 
override void EOnInit (IEntity owner)
 
bool GetSpawnImmediately ()
 
void SetSpawnImmediately (bool spawnImmediately)
 
void SetMaxUnitsToSpawn (int cnt)
 
void SetMemberSpawnDelay (int memberSpawnDelay)
 Set delay (ms) between spawning of individual group members.
 
void SpawnUnits ()
 
SCR_AIGroup GetSlave ()
 Get slave subgroup that is used for AI characters when invited by players into this playable SCR_AIGroup.
 
void SetSlave (SCR_AIGroup group)
 Set slave subgroup that is used for AI characters when invited by players into this playable SCR_AIGroup.
 
SCR_AIGroup GetMaster ()
 Get master group that gives orders to this slave subgroup.
 
void SetMaster (SCR_AIGroup group)
 Set master group that gives orders to this slave subgroup.
 
array< SCR_ChimeraCharacterGetAIMembers ()
 
bool IsAIControlledCharacterMember (SCR_ChimeraCharacter character)
 
bool IsLoadoutInGroup (SCR_FactionPlayerLoadout loadout)
 
override bool RplSave (ScriptBitWriter writer)
 
override bool RplLoad (ScriptBitReader reader)
 
void LeaderLifeStateChanged (ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState)
 
void SetNewConsciousLeader ()
 
void IncreaseDeployedRadioCount ()
 
void DecreaseDeployedRadioCount ()
 
int GetDeployedRadioCount ()
 
void SetDeleteWhenEmpty (bool deleteWhenEmpty)
 
void CompleteAllWaypoints ()
 
void SCR_AIGroup (IEntitySource src, IEntity parent)
 
void ~SCR_AIGroup ()
 
- Public Member Functions inherited from AIGroup
proto external void AddAgent (AIAgent pAgent)
 
proto external void RemoveAgent (AIAgent pAgent)
 
proto external int GetAgents (notnull out array< AIAgent > outAgents)
 
proto external int GetAgentsCount ()
 
proto external void ActivateAllMembers ()
 
proto external void DeactivateAllMembers ()
 
proto external AIFormationComponent GetFormationComponent ()
 
proto external void AddWaypoint (AIWaypoint w)
 
proto external void RemoveWaypoint (AIWaypoint w)
 
proto external void AddWaypointAt (AIWaypoint w, int index)
 
proto external void RemoveWaypointAt (int index)
 
proto external void CompleteWaypoint (AIWaypoint w)
 Completes specified waypoint and removes it from the list of waypoints, no need to call RemoveWaypoint.
 
proto external AIWaypoint GetCurrentWaypoint ()
 
proto external int GetWaypoints (out array< AIWaypoint > outWaypoints)
 
proto external AIAgent GetLeaderAgent ()
 
proto external IEntity GetLeaderEntity ()
 
proto external vector GetCenterOfMass ()
 
proto external void SetNewLeader (AIAgent newLeader)
 
- Public Member Functions inherited from AIAgent
proto external IEntity GetControlledEntity ()
 
proto external AIGroup GetParentGroup ()
 
proto external void SetLOD (int newLOD)
 
proto external int GetLOD ()
 
proto external void SetPermanentLOD (int lod)
 
proto external int GetPermanentLOD ()
 
proto external void PreventMaxLOD (float preventTime=-1)
 
proto external void AllowMaxLOD ()
 
proto external bool CountTowardsAIWorldLimit ()
 
proto external int GetDangerEventsCount ()
 
proto AIDangerEvent GetDangerEvent (int index, out int outCount)
 Internally similar danger events can be aggregated. In that case the new danger event is not put into the queue, but instead counter of previous similar event is increased.
 
proto external void ClearDangerEvents (int howMany)
 
proto external void ExtractAIEvents (out notnull array< AIWaypoint > aiEvents)
 
proto external ActionManager GetActionManager ()
 
proto external AICommunicationComponent GetCommunicationComponent ()
 
proto external AIControlComponent GetControlComponent ()
 
proto external AIBaseMovementComponent GetMovementComponent ()
 
proto external AIBaseAimingComponent GetAimingComponent ()
 
proto external void ActivateAI ()
 
proto external void DeactivateAI ()
 
proto external bool IsAIActivated ()
 
void OnLODChanged (int oldLOD, int newLOD)
 

Static Public Member Functions

static ScriptInvoker GetOnFlagSelected ()
 
static ScriptInvoker GetOnJoinPrivateGroupRequest ()
 
static ScriptInvoker GetOnJoinPrivateGroupConfirm ()
 
static ScriptInvoker GetOnJoinPrivateGroupCancel ()
 
static ScriptInvokerBase< ScriptInvokerAIGroup > GetOnGroupRallyPointChanged ()
 
static bool DeLocalizeText (out string input)
 
static ScriptInvoker GetOnPlayerAdded ()
 
static ScriptInvoker GetOnPlayerRemoved ()
 
static ScriptInvoker GetOnPlayerLeaderChanged ()
 
static ScriptInvoker GetOnPrivateGroupChanged ()
 
static ScriptInvoker GetOnCustomNameChanged ()
 
static ScriptInvoker GetOnFrequencyChanged ()
 
static ScriptInvoker GetOnCustomDescriptionChanged ()
 
static ScriptInvokerGroupRole GetOnGroupRoleChanged ()
 
static void IgnoreSnapToTerrain (bool ignore)
 Ignore snapping to terrain in the next spawned group.
 
static void IgnoreSpawning (bool ignore)
 Ignore spawning group members in the next spawned group.
 
- Static Public Member Functions inherited from AIAgent
static proto int GetMaxLOD ()
 

Public Attributes

string m_faction
 
ref array< ResourceName > m_aUnitPrefabSlots
 
ref array< string > m_aStaticWaypoints
 
ref array< ref SCR_WaypointPrefabLocationm_aSpawnedWaypoints
 
ref array< string > m_aStaticVehicles
 

Protected Member Functions

override void EOnFrame (IEntity owner, float timeSlice)
 
void CreateUnitEntities (bool editMode, array< ResourceName > entityResourceNames)
 
bool SpawnGroupMember (bool snapToTerrain, int index, ResourceName res, bool editMode, bool isLast)
 
void DestroyEntities (out array< IEntity > entityList)
 
void SetFactionDelayed (int factionIndex)
 
void BroadCastSetFaction (int factionIndex)
 
void InvokeSubagentsOnWaypointChanged (AIWaypoint newWaypoint)
 Invokes OnGroupWaypointChanged on all soldiers newWaypoint can be null.
 
void OnSpawnPointFinalizeSpawn (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity)
 

Protected Attributes

int m_fMemberSpawnDelay
 
bool m_bDeleteWhenEmpty
 
ref array< IEntity > m_aSceneGroupUnitInstances
 
ref array< IEntity > m_aSceneWaypointInstances
 
ref array< BaseCompartmentSlotm_aAllocatedCompartments = {}
 
ref array< AISmartActionComponentm_aAllocatedComponents = {}
 
int m_iMaxUnitsToSpawn = int.MAX
 
ref ScriptInvoker Event_OnInit
 
ref ScriptInvoker_AIGroupOnEmpty Event_OnEmpty
 
ref ScriptInvoker Event_OnAgentAdded
 
ref ScriptInvoker Event_OnAgentRemoved
 
ref ScriptInvoker Event_OnLeaderChanged
 
ref ScriptInvoker Event_OnCurrentWaypointChanged
 
ref ScriptInvoker Event_OnWaypointCompleted
 
ref ScriptInvoker Event_OnWaypointAdded
 
ref ScriptInvoker Event_OnWaypointRemoved
 
ref ScriptInvoker Event_OnWaypointToRemove
 
ref ScriptInvoker Event_OnFactionChanged
 
ref ScriptInvoker Event_OnGroupMemberStateChange
 
int m_iNumOfMembersToSpawn
 
ref array< int > m_aAgentIDQueue = {}
 
int m_iGroupRadioFrequency
 
int m_iMaxMembers
 
bool m_bPlayable
 
bool m_bPrivate
 
bool m_bDeleteIfNoPlayer
 
int m_iGroupID = -1
 
int m_iLeaderID = -1
 
ref SCR_AIGroupUIInfo m_UiInfo
 
SCR_EGroupRole m_eGroupRole
 
bool m_bIsPrivacyChangeable
 
bool m_bIsCreatedByCommander
 
bool m_bIsPredefinedGroup
 
int m_iDescriptionAuthorID = 0
 
int m_iNameAuthorID = 0
 
int m_iDefaultActiveRadioChannel
 
string m_sCustomName = ""
 
string m_sCustomDescription = ""
 
ref array< int > m_aPlayerIDs = {}
 
ref array< int > m_aDisconnectedPlayerIDs
 
ref SCR_ScriptProfanityFilterRequestCallback m_ProfanityCallbackName
 
ref SCR_ScriptProfanityFilterRequestCallback m_ProfanityCallbackDesc
 
ref array< int > m_aRequesterIDs = {}
 
ref array< int > m_aDeniedRequesters = {}
 
int m_iDeployedRadioCount = 0
 
int m_RallyPointId = -1
 
bool m_bForcedRallyPoint
 
SCR_AIGroup m_SlaveGroup
 
SCR_AIGroup m_MasterGroup
 
ref array< SCR_ChimeraCharacterm_aAIMembers = {}
 
SCR_AIGroupUtilityComponent m_GroupUtilityComponent
 
ref array< ref SCR_AIGroup_DelayedSpawnm_delayedSpawnList = {}
 
ref ScriptInvokerBase< ScriptInvokerAIGroup > Event_OnAllDelayedEntitySpawned
 
SCR_ECharacterRank m_eRequiredRank
 

Static Protected Attributes

static bool s_bIgnoreSnapToTerrain
 
static bool s_bIgnoreSpawning
 
static ref ScriptInvoker s_OnPlayerAdded = new ScriptInvoker()
 
static ref ScriptInvoker s_OnPlayerRemoved = new ScriptInvoker()
 
static ref ScriptInvoker< int, int > s_OnPlayerLeaderChanged = new ScriptInvoker()
 
static ref ScriptInvoker s_OnPrivateGroupChanged = new ScriptInvoker()
 
static ref ScriptInvoker< SCR_AIGroups_OnCustomNameChanged = new ScriptInvoker()
 
static ref ScriptInvoker s_OnFrequencyChanged = new ScriptInvoker()
 
static ref ScriptInvoker s_OnMaxMembersChanged = new ScriptInvoker()
 
static ref ScriptInvoker s_OnCustomDescChanged = new ScriptInvoker()
 
static ref ScriptInvoker s_OnFlagSelected = new ScriptInvoker()
 
static ref ScriptInvoker s_OnJoinPrivateGroupRequest = new ScriptInvoker()
 
static ref ScriptInvoker s_OnJoinPrivateGroupConfirm = new ScriptInvoker()
 
static ref ScriptInvoker s_OnJoinPrivateGroupCancel = new ScriptInvoker()
 
static ref ScriptInvokerGroupRole s_OnGroupRoleChanged
 
static ref ScriptInvokerBase< ScriptInvokerAIGroup > s_OnGroupRallyPointChanged
 

Constructor & Destructor Documentation

◆ SCR_AIGroup()

void SCR_AIGroup.SCR_AIGroup ( IEntitySource src,
IEntity parent )

◆ ~SCR_AIGroup()

void SCR_AIGroup.~SCR_AIGroup ( )

Member Function Documentation

◆ _WB_OnKeyChanged()

override bool SCR_AIGroup._WB_OnKeyChanged ( BaseContainer src,
string key,
BaseContainerList ownerContainers,
IEntity parent )

◆ AddAgentFromControlledEntity()

void SCR_AIGroup.AddAgentFromControlledEntity ( notnull IEntity controlledEntity)

◆ AddAIEntityToGroup()

bool SCR_AIGroup.AddAIEntityToGroup ( IEntity entity)

◆ AddDeniedRequester()

void SCR_AIGroup.AddDeniedRequester ( int playerID)

◆ AddOnGadgetsLoadedListener()

void SCR_AIGroup.AddOnGadgetsLoadedListener ( int playerID,
notnull IEntity controlledEntity )

◆ AddPlayer()

void SCR_AIGroup.AddPlayer ( int playerID)

Called on the server (authority)

◆ AddRequester()

void SCR_AIGroup.AddRequester ( int playerID)

◆ AddVehiclesStatic()

void SCR_AIGroup.AddVehiclesStatic ( array< string > aVehicleNames)

◆ AddWaypointsDynamic()

void SCR_AIGroup.AddWaypointsDynamic ( out array< IEntity > entityInstanceList,
array< ref SCR_WaypointPrefabLocation > prefabs )

◆ AddWaypointsStatic()

void SCR_AIGroup.AddWaypointsStatic ( array< string > aWaypointNames)

◆ AddWaypointToGroup()

void SCR_AIGroup.AddWaypointToGroup ( AIWaypoint waypoint)

◆ AllocateCompartment()

void SCR_AIGroup.AllocateCompartment ( BaseCompartmentSlot compartment)

◆ AllocateSmartActions()

void SCR_AIGroup.AllocateSmartActions ( array< AISmartActionComponent > components)

◆ BeginDelayedSpawn()

void SCR_AIGroup.BeginDelayedSpawn ( )

◆ BelongedToGroup()

bool SCR_AIGroup.BelongedToGroup ( int playerID)

◆ BroadCastSetFaction()

void SCR_AIGroup.BroadCastSetFaction ( int factionIndex)
protected

◆ CheckForLeader()

void SCR_AIGroup.CheckForLeader ( int playerID,
bool noLeaderAllowed )

checks for a leader, if there is none, it will either use provided player as leader, or appoints next player in group as leader Called on the server (authority)

◆ ClearDeniedRequester()

void SCR_AIGroup.ClearDeniedRequester ( )

◆ ClearRefs()

void SCR_AIGroup.ClearRefs ( out array< IEntity > entityList)

◆ ClearRequesters()

void SCR_AIGroup.ClearRequesters ( )

◆ CompleteAllWaypoints()

void SCR_AIGroup.CompleteAllWaypoints ( )

◆ CreateUnitEntities()

void SCR_AIGroup.CreateUnitEntities ( bool editMode,
array< ResourceName > entityResourceNames )
protected

◆ DecreaseDeployedRadioCount()

void SCR_AIGroup.DecreaseDeployedRadioCount ( )

◆ DeLocalizeText()

static bool SCR_AIGroup.DeLocalizeText ( out string input)
static

◆ DestroyEntities()

void SCR_AIGroup.DestroyEntities ( out array< IEntity > entityList)
protected

◆ EndDelayedSpawn()

void SCR_AIGroup.EndDelayedSpawn ( )

◆ EOnFrame()

override void SCR_AIGroup.EOnFrame ( IEntity owner,
float timeSlice )
protected

◆ EOnInit()

override void SCR_AIGroup.EOnInit ( IEntity owner)

◆ GetAgentCountIncludingMasterAndSlaves()

int SCR_AIGroup.GetAgentCountIncludingMasterAndSlaves ( )
Returns
Get the count of all AI in the group as well as any attached Master and slave groups

◆ GetAIMembers()

array< SCR_ChimeraCharacter > SCR_AIGroup.GetAIMembers ( )

◆ GetAllocatedCompartments()

void SCR_AIGroup.GetAllocatedCompartments ( out array< BaseCompartmentSlot > allocatedCompartments)

◆ GetAllocatedSmartActions()

void SCR_AIGroup.GetAllocatedSmartActions ( out array< AISmartActionComponent > allocatedComponents)

◆ GetCallsigns()

void SCR_AIGroup.GetCallsigns ( out string company,
out string platoon,
out string squad,
out string character,
out string format )

◆ GetCustomDescription()

string SCR_AIGroup.GetCustomDescription ( )

◆ GetCustomName()

string SCR_AIGroup.GetCustomName ( )

◆ GetCustomNameWithOriginal()

string SCR_AIGroup.GetCustomNameWithOriginal ( )

◆ GetDefaultActiveRadioChannel()

int SCR_AIGroup.GetDefaultActiveRadioChannel ( )

◆ GetDeleteIfNoPlayer()

bool SCR_AIGroup.GetDeleteIfNoPlayer ( )

Returns true if the group is set to be deleted when all players leave.

◆ GetDeniedRequesters()

int SCR_AIGroup.GetDeniedRequesters ( out array< int > valueArray)

◆ GetDeployedRadioCount()

int SCR_AIGroup.GetDeployedRadioCount ( )

◆ GetDescriptionAuthorID()

int SCR_AIGroup.GetDescriptionAuthorID ( )

◆ GetFaction()

Faction SCR_AIGroup.GetFaction ( )

Get group's faction from FactionManager.

Returns
Faction (or null when faction is not found)

◆ GetFactionIndex()

int SCR_AIGroup.GetFactionIndex ( )

Get group's faction index from FactionManager.

Returns
faction index

◆ GetFactionName()

string SCR_AIGroup.GetFactionName ( )

Get name of group's faction.

Returns
Faction name (search for it in FactionManager)

◆ GetFirstPlayerLeaderID()

int SCR_AIGroup.GetFirstPlayerLeaderID ( )

Recursively searches through the group hierarchy to find the first leader who is a player.

Returns
player ID that is used f.e. by PlayerManager, or -1 when there is no player leader in the group hierarchy

◆ GetFlagIsFromImageSet()

bool SCR_AIGroup.GetFlagIsFromImageSet ( )

◆ GetGroupFlag()

ResourceName SCR_AIGroup.GetGroupFlag ( )

◆ GetGroupID()

int SCR_AIGroup.GetGroupID ( )

◆ GetGroupRole()

SCR_EGroupRole SCR_AIGroup.GetGroupRole ( )

◆ GetGroupRoleName()

string SCR_AIGroup.GetGroupRoleName ( )
Returns
localized group role

◆ GetGroupUtilityComponent()

SCR_AIGroupUtilityComponent SCR_AIGroup.GetGroupUtilityComponent ( )

◆ GetLeaderID()

int SCR_AIGroup.GetLeaderID ( )

◆ GetMaster()

SCR_AIGroup SCR_AIGroup.GetMaster ( )

Get master group that gives orders to this slave subgroup.

◆ GetMaxMembers()

int SCR_AIGroup.GetMaxMembers ( )

◆ GetNameAuthorID()

int SCR_AIGroup.GetNameAuthorID ( )

◆ GetNumberOfMembersToSpawn()

int SCR_AIGroup.GetNumberOfMembersToSpawn ( )

◆ GetOnAgentAdded()

ScriptInvoker SCR_AIGroup.GetOnAgentAdded ( )

Get event called every time an agent is called to a group.

Called only on server. Invoker params are: AIGroup group, AIAgent agent

Returns
Script invoker

◆ GetOnAgentRemoved()

ScriptInvoker SCR_AIGroup.GetOnAgentRemoved ( )

Get event called every time an agent is removed from a group.

Called only on server. Invoker params are: AIGroup group, AIAgent agent

Returns
Script invoker

◆ GetOnAllDelayedEntitySpawned()

ScriptInvokerBase< ScriptInvokerAIGroup > SCR_AIGroup.GetOnAllDelayedEntitySpawned ( )

◆ GetOnCurrentWaypointChanged()

ScriptInvoker SCR_AIGroup.GetOnCurrentWaypointChanged ( )

Get event called when current waypoint of the group changes.

Called only on server. Invoker params are: AIWaypoint currentWP, AIWaypoint prevWP

Returns
Script invoker

◆ GetOnCustomDescriptionChanged()

static ScriptInvoker SCR_AIGroup.GetOnCustomDescriptionChanged ( )
static

◆ GetOnCustomNameChanged()

static ScriptInvoker SCR_AIGroup.GetOnCustomNameChanged ( )
static

◆ GetOnEmpty()

ScriptInvoker_AIGroupOnEmpty SCR_AIGroup.GetOnEmpty ( )

Get event called when the group becomes empty.

Called only on server. No invoker params are passed.

Returns
Script invoker

◆ GetOnFactionChanged()

ScriptInvoker SCR_AIGroup.GetOnFactionChanged ( )

Get event called when faction of group is changed.

Returns
Script invoker

◆ GetOnFlagSelected()

static ScriptInvoker SCR_AIGroup.GetOnFlagSelected ( )
static

◆ GetOnFrequencyChanged()

static ScriptInvoker SCR_AIGroup.GetOnFrequencyChanged ( )
static

◆ GetOnGroupRallyPointChanged()

static ScriptInvokerBase< ScriptInvokerAIGroup > SCR_AIGroup.GetOnGroupRallyPointChanged ( )
static

◆ GetOnGroupRoleChanged()

static ScriptInvokerGroupRole SCR_AIGroup.GetOnGroupRoleChanged ( )
static

◆ GetOnInit()

ScriptInvoker SCR_AIGroup.GetOnInit ( )

Get event called when all initial group members were spawned.

Called only on server. Param is this aiGroup

Returns
Script invoker

◆ GetOnJoinPrivateGroupCancel()

static ScriptInvoker SCR_AIGroup.GetOnJoinPrivateGroupCancel ( )
static

◆ GetOnJoinPrivateGroupConfirm()

static ScriptInvoker SCR_AIGroup.GetOnJoinPrivateGroupConfirm ( )
static

◆ GetOnJoinPrivateGroupRequest()

static ScriptInvoker SCR_AIGroup.GetOnJoinPrivateGroupRequest ( )
static

◆ GetOnLeaderChanged()

ScriptInvoker SCR_AIGroup.GetOnLeaderChanged ( )

Get event called every time a group leader changes.

Called only on server. Invoker params are: AIGroup group, AIAgent currentLeader, AIAgent prevLeader

Returns
Script invoker

◆ GetOnMemberStateChange()

ScriptInvoker SCR_AIGroup.GetOnMemberStateChange ( )

◆ GetOnPlayerAdded()

static ScriptInvoker SCR_AIGroup.GetOnPlayerAdded ( )
static

◆ GetOnPlayerLeaderChanged()

static ScriptInvoker SCR_AIGroup.GetOnPlayerLeaderChanged ( )
static

◆ GetOnPlayerRemoved()

static ScriptInvoker SCR_AIGroup.GetOnPlayerRemoved ( )
static

◆ GetOnPrivateGroupChanged()

static ScriptInvoker SCR_AIGroup.GetOnPrivateGroupChanged ( )
static

◆ GetOnWaypointAdded()

ScriptInvoker SCR_AIGroup.GetOnWaypointAdded ( )

Get event called when a new waypoint is added to the group.

Called only on server. Invoker params are: AIWaypoint wp

Returns
Script invoker

◆ GetOnWaypointCompleted()

ScriptInvoker SCR_AIGroup.GetOnWaypointCompleted ( )

Get event called when current waypoint of the group is completed.

Called only on server. Invoker params are: AIWaypoint wp

Returns
Script invoker

◆ GetOnWaypointRemoved()

ScriptInvoker SCR_AIGroup.GetOnWaypointRemoved ( )

Get event called when a waypoint is going to be removed from the group.

Warning: the wp may be null - listener deletes it in EditableGroupComponent! Called only on server. Invoker params are: AIWaypoint wp

Returns
Script invoker

◆ GetOnWaypointToRemove()

ScriptInvoker SCR_AIGroup.GetOnWaypointToRemove ( )

Get event called when a waypoint is planned for removal but not removed from the group, yet.

Called only on server. Invoker params are: AIWaypoint wp

Returns
Script invoker

◆ GetPlayerAndAgentCount()

int SCR_AIGroup.GetPlayerAndAgentCount ( bool checkMasterAndSlaves = false)

Get the count of all players and AI in the group.

Parameters
checkMasterAndSlavesIf true then it will also check any attached Master and/or slave group
Returns
Total group count of all AI and player member

◆ GetPlayerCount()

int SCR_AIGroup.GetPlayerCount ( bool checkMasterAndSlaves = false)

Get the count of all players in the group.

Parameters
checkMasterAndSlavesIf true then it will also check any attached Master and/or slave groups
Returns
Total count of players

◆ GetPlayerIDs()

array< int > SCR_AIGroup.GetPlayerIDs ( )

◆ GetRadioFrequency()

int SCR_AIGroup.GetRadioFrequency ( )

◆ GetRallyPointId()

int SCR_AIGroup.GetRallyPointId ( )
Returns
Rally Point callsign ID

◆ GetRequesterIDs()

int SCR_AIGroup.GetRequesterIDs ( out array< int > valueArray)

◆ GetRequiredRank()

SCR_ECharacterRank SCR_AIGroup.GetRequiredRank ( )
Returns
required character rank

◆ GetSlave()

SCR_AIGroup SCR_AIGroup.GetSlave ( )

Get slave subgroup that is used for AI characters when invited by players into this playable SCR_AIGroup.

◆ GetSpawnImmediately()

bool SCR_AIGroup.GetSpawnImmediately ( )

◆ GetSpawnQueueSize()

int SCR_AIGroup.GetSpawnQueueSize ( )

◆ GetTotalAgentCount()

int SCR_AIGroup.GetTotalAgentCount ( )

Get the count of all players and AI in both the group itself as well as the slave/master group(s)

Returns
Total group count of all AI and player member

◆ GetTotalPlayerCount()

int SCR_AIGroup.GetTotalPlayerCount ( )

Get the count of all players and AI in both the group itself as well as the slave/master group(s)

Returns
Total group count of all AI and player member

◆ HasRequesterID()

bool SCR_AIGroup.HasRequesterID ( int id)

◆ IgnoreSnapToTerrain()

static void SCR_AIGroup.IgnoreSnapToTerrain ( bool ignore)
static

Ignore snapping to terrain in the next spawned group.

Used when some other system handles it and group's functionality would interfere with it. Has to be set before spawning a group, is reset to false afterwards.

Parameters
ignoreTrue to ignore terrain snap

◆ IgnoreSpawning()

static void SCR_AIGroup.IgnoreSpawning ( bool ignore)
static

Ignore spawning group members in the next spawned group.

Used when some other system handles it and group's functionality would interfere with it. Has to be set before spawning a group, is reset to false afterwards.

Parameters
ignoreTrue to ignore spawning

◆ IncreaseDeployedRadioCount()

void SCR_AIGroup.IncreaseDeployedRadioCount ( )

◆ InitFactionKey()

bool SCR_AIGroup.InitFactionKey ( string factionKey)

Set name of group's faction (only if it's not set yet)

Parameters
factionKey,Factionkey to set faction to
Returns
True if the faction was set

◆ InvokeSubagentsOnWaypointChanged()

void SCR_AIGroup.InvokeSubagentsOnWaypointChanged ( AIWaypoint newWaypoint)
protected

Invokes OnGroupWaypointChanged on all soldiers newWaypoint can be null.

◆ IsAIControlledCharacterMember()

bool SCR_AIGroup.IsAIControlledCharacterMember ( SCR_ChimeraCharacter character)

◆ IsCreatedByCommander()

bool SCR_AIGroup.IsCreatedByCommander ( )

◆ IsFull()

bool SCR_AIGroup.IsFull ( )

◆ IsInitializing()

bool SCR_AIGroup.IsInitializing ( )

Returns true if group is in initialization state, for instance while still spawning its members.

◆ IsLoadoutInGroup()

bool SCR_AIGroup.IsLoadoutInGroup ( SCR_FactionPlayerLoadout loadout)

◆ IsPlayable()

bool SCR_AIGroup.IsPlayable ( )

◆ IsPlayerInGroup()

bool SCR_AIGroup.IsPlayerInGroup ( int playerID)

◆ IsPlayerLeader()

bool SCR_AIGroup.IsPlayerLeader ( int playerID)

◆ IsPredefinedGroup()

bool SCR_AIGroup.IsPredefinedGroup ( )

◆ IsPrivacyChangeable()

bool SCR_AIGroup.IsPrivacyChangeable ( )

◆ IsPrivate()

bool SCR_AIGroup.IsPrivate ( )

◆ IsRallyPointForced()

bool SCR_AIGroup.IsRallyPointForced ( )
Returns
Rally Point force state

◆ IsSlave()

bool SCR_AIGroup.IsSlave ( )

◆ LeaderLifeStateChanged()

void SCR_AIGroup.LeaderLifeStateChanged ( ECharacterLifeState previousLifeState,
ECharacterLifeState newLifeState )

◆ ListenToMemberDeath()

void SCR_AIGroup.ListenToMemberDeath ( notnull IEntity groupMember)

◆ NotificateGroupAIChange()

void SCR_AIGroup.NotificateGroupAIChange ( IEntity controlledEntity,
ENotification notificationType )

◆ OnAgentAdded()

override void SCR_AIGroup.OnAgentAdded ( AIAgent child)

Implements AIGroup.

◆ OnAgentRemoved()

override void SCR_AIGroup.OnAgentRemoved ( AIAgent child)

Implements AIGroup.

◆ OnControllableEntitySpawned()

void SCR_AIGroup.OnControllableEntitySpawned ( IEntity controlledEntity,
notnull SCR_GadgetManagerComponent gadgetManager )

◆ OnCurrentWaypointChanged()

override void SCR_AIGroup.OnCurrentWaypointChanged ( AIWaypoint currentWP,
AIWaypoint prevWP )

Implements AIGroup.

◆ OnDescFilteredCallback()

void SCR_AIGroup.OnDescFilteredCallback ( array< string > resultText)

◆ OnEmpty()

override void SCR_AIGroup.OnEmpty ( )

Implements AIGroup.

◆ OnGroupMemberStateChange()

void SCR_AIGroup.OnGroupMemberStateChange ( )

Should only be called on the server (authority)

◆ OnLeaderChanged()

override void SCR_AIGroup.OnLeaderChanged ( AIAgent currentLeader,
AIAgent prevLeader )

Implements AIGroup.

◆ OnMemberDeath()

void SCR_AIGroup.OnMemberDeath ( notnull SCR_CharacterControllerComponent memberController,
IEntity killerEntity,
Instigator killer )

◆ OnNameFilteredCallback()

void SCR_AIGroup.OnNameFilteredCallback ( array< string > resultText)

◆ OnPlayerConnected()

void SCR_AIGroup.OnPlayerConnected ( int playerID)

Should be only called on the server.

◆ OnPlayerDisconnected()

void SCR_AIGroup.OnPlayerDisconnected ( int playerID)

Should be only called on the server.

◆ OnSpawnPointFinalizeSpawn()

void SCR_AIGroup.OnSpawnPointFinalizeSpawn ( SCR_SpawnRequestComponent requestComponent,
SCR_SpawnData data,
IEntity entity )
protected

◆ OnWaypointAdded()

override void SCR_AIGroup.OnWaypointAdded ( AIWaypoint wp)

Implements AIGroup.

◆ OnWaypointCompleted()

override void SCR_AIGroup.OnWaypointCompleted ( AIWaypoint wp)

Implements AIGroup.

◆ OnWaypointRemoved()

override void SCR_AIGroup.OnWaypointRemoved ( AIWaypoint wp,
bool isCurrentWaypoint )

Implements AIGroup.

◆ QueueAddAgent()

void SCR_AIGroup.QueueAddAgent ( int playerID)

◆ ReleaseCompartment()

void SCR_AIGroup.ReleaseCompartment ( BaseCompartmentSlot compartment)

◆ ReleaseCompartments()

void SCR_AIGroup.ReleaseCompartments ( )

◆ ReleaseSmartAction()

void SCR_AIGroup.ReleaseSmartAction ( AISmartActionComponent component)

◆ ReleaseSmartActions()

void SCR_AIGroup.ReleaseSmartActions ( )

◆ RemoveAgentFromControlledEntity()

void SCR_AIGroup.RemoveAgentFromControlledEntity ( notnull IEntity controlledEntity)

◆ RemoveAIEntityFromGroup()

bool SCR_AIGroup.RemoveAIEntityFromGroup ( IEntity entity)

◆ RemovePlayer()

void SCR_AIGroup.RemovePlayer ( int playerID)

Called on the server (authority)

◆ RemovePlayerAgent()

void SCR_AIGroup.RemovePlayerAgent ( int playerID)

◆ RemoveRallyPoint()

void SCR_AIGroup.RemoveRallyPoint ( )

Removes current group Rally Point.

◆ RemoveRequester()

void SCR_AIGroup.RemoveRequester ( int playerID)

◆ RemoveStaticWaypointRefs()

void SCR_AIGroup.RemoveStaticWaypointRefs ( array< string > aWaypointNames)

◆ RemoveWaypointFromGroup()

void SCR_AIGroup.RemoveWaypointFromGroup ( AIWaypoint waypoint)

◆ RPC_DoAddDeniedRequester()

void SCR_AIGroup.RPC_DoAddDeniedRequester ( int playerID)

◆ RPC_DoAddPlayer()

void SCR_AIGroup.RPC_DoAddPlayer ( int playerID)

◆ RPC_DoAddRequester()

void SCR_AIGroup.RPC_DoAddRequester ( int playerID)

◆ RPC_DoClearDeniedRequester()

void SCR_AIGroup.RPC_DoClearDeniedRequester ( )

◆ RPC_DoClearRequesterIDs()

void SCR_AIGroup.RPC_DoClearRequesterIDs ( )

◆ RPC_DoOnGroupMemberStateChange()

void SCR_AIGroup.RPC_DoOnGroupMemberStateChange ( )

◆ RPC_DoRemovePlayer()

void SCR_AIGroup.RPC_DoRemovePlayer ( int playerID)

◆ RPC_DoRemoveRequester()

void SCR_AIGroup.RPC_DoRemoveRequester ( int playerID)

◆ RPC_DoSetCustomDescription()

void SCR_AIGroup.RPC_DoSetCustomDescription ( string desc,
int authorID )

◆ RPC_DoSetCustomName()

void SCR_AIGroup.RPC_DoSetCustomName ( string name,
int authorID )

◆ RPC_DoSetFrequency()

void SCR_AIGroup.RPC_DoSetFrequency ( int frequency)

◆ RPC_DoSetGroupFlag()

void SCR_AIGroup.RPC_DoSetGroupFlag ( int flagIndex,
bool isFromImageset )

◆ RPC_DoSetMaxGroupMembers()

void SCR_AIGroup.RPC_DoSetMaxGroupMembers ( int value)

◆ RPC_DoSetMaxMembers()

void SCR_AIGroup.RPC_DoSetMaxMembers ( int maxMembers)

◆ RPC_DoSetPrivacyChangeable()

void SCR_AIGroup.RPC_DoSetPrivacyChangeable ( bool IsPrivacyChangeable)

◆ RPC_SetLeaderID()

void SCR_AIGroup.RPC_SetLeaderID ( int playerID)

◆ RPC_SetPrivate()

void SCR_AIGroup.RPC_SetPrivate ( bool isPrivate)

◆ RpcDo_RemoveRallyPoint()

void SCR_AIGroup.RpcDo_RemoveRallyPoint ( )

◆ RpcDo_SetCreatedByCommander()

void SCR_AIGroup.RpcDo_SetCreatedByCommander ( bool isCreatedByCommander)

◆ RpcDo_SetGroupRole()

void SCR_AIGroup.RpcDo_SetGroupRole ( SCR_EGroupRole groupRole)

◆ RpcDo_SetRallyPoint()

void SCR_AIGroup.RpcDo_SetRallyPoint ( int callsignId,
bool force )

◆ RpcDo_SetRequiredRank()

void SCR_AIGroup.RpcDo_SetRequiredRank ( SCR_ECharacterRank rank)

◆ RplLoad()

override bool SCR_AIGroup.RplLoad ( ScriptBitReader reader)

◆ RplSave()

override bool SCR_AIGroup.RplSave ( ScriptBitWriter writer)

◆ SetCanDeleteIfNoPlayer()

void SCR_AIGroup.SetCanDeleteIfNoPlayer ( bool deleteEmpty)

Sets if the group should be deleted when all players leave.

◆ SetCreatedByCommander()

void SCR_AIGroup.SetCreatedByCommander ( bool isCreatedByCommander)

◆ SetCustomDescription()

void SCR_AIGroup.SetCustomDescription ( string desc,
int authorID )

called on server only

◆ SetCustomGroupFlag()

void SCR_AIGroup.SetCustomGroupFlag ( ResourceName flag)

◆ SetCustomName()

void SCR_AIGroup.SetCustomName ( string name,
int authorID )

◆ SetDefaultActiveRadioChannel()

void SCR_AIGroup.SetDefaultActiveRadioChannel ( int id)

◆ SetDeleteWhenEmpty()

void SCR_AIGroup.SetDeleteWhenEmpty ( bool deleteWhenEmpty)

◆ SetFaction()

bool SCR_AIGroup.SetFaction ( Faction faction)

If Faction is set change faction to given faction Server Only.

Parameters
faction,Factionto set
Returns
True if the faction was set

◆ SetFactionDelayed()

void SCR_AIGroup.SetFactionDelayed ( int factionIndex)
protected

◆ SetFlagIsFromImageSet()

void SCR_AIGroup.SetFlagIsFromImageSet ( bool value)

◆ SetGroupFlag()

void SCR_AIGroup.SetGroupFlag ( int flagIndex,
bool isFromImageset )

called on server only

◆ SetGroupID()

void SCR_AIGroup.SetGroupID ( int id)

◆ SetGroupLeader()

void SCR_AIGroup.SetGroupLeader ( int playerID)

Called on the server (authority)

◆ SetGroupRole()

void SCR_AIGroup.SetGroupRole ( SCR_EGroupRole groupRole)

◆ SetMaster()

void SCR_AIGroup.SetMaster ( SCR_AIGroup group)

Set master group that gives orders to this slave subgroup.

◆ SetMaxGroupMembers()

void SCR_AIGroup.SetMaxGroupMembers ( int value)

◆ SetMaxMembers()

void SCR_AIGroup.SetMaxMembers ( int maxMembers)

called on server only

◆ SetMaxUnitsToSpawn()

void SCR_AIGroup.SetMaxUnitsToSpawn ( int cnt)

◆ SetMemberSpawnDelay()

void SCR_AIGroup.SetMemberSpawnDelay ( int memberSpawnDelay)

Set delay (ms) between spawning of individual group members.

Can be used only before they are spawned.

Parameters
memberSpawnDelayDelay

◆ SetNewConsciousLeader()

void SCR_AIGroup.SetNewConsciousLeader ( )

◆ SetNumberOfMembersToSpawn()

void SCR_AIGroup.SetNumberOfMembersToSpawn ( int number)

◆ SetPredefinedGroup()

void SCR_AIGroup.SetPredefinedGroup ( bool predefined)

◆ SetPrivacyChangeable()

void SCR_AIGroup.SetPrivacyChangeable ( bool IsPrivacyChangeable)

◆ SetPrivate()

void SCR_AIGroup.SetPrivate ( bool isPrivate)

Called on the server (authority)

◆ SetRadioFrequency()

void SCR_AIGroup.SetRadioFrequency ( int frequency)

◆ SetRallyPoint()

void SCR_AIGroup.SetRallyPoint ( notnull SCR_MilitaryBaseComponent base,
bool force = false )

Sets the group Rally Point to the input base.

Parameters
[in]baseto set rally point to
[in]ifrally point should be force set or not

◆ SetRequiredRank()

void SCR_AIGroup.SetRequiredRank ( SCR_ECharacterRank rank)
Parameters
[in]rank

◆ SetSlave()

void SCR_AIGroup.SetSlave ( SCR_AIGroup group)

Set slave subgroup that is used for AI characters when invited by players into this playable SCR_AIGroup.

◆ SetSpawnImmediately()

void SCR_AIGroup.SetSpawnImmediately ( bool spawnImmediately)

◆ SetWaypointParams()

void SCR_AIGroup.SetWaypointParams ( out AIWaypoint wp,
SCR_WaypointPrefabLocation prefabParams )

◆ SpawnAllImmediately()

void SCR_AIGroup.SpawnAllImmediately ( )

◆ SpawnDelayedGroupMember()

bool SCR_AIGroup.SpawnDelayedGroupMember ( int spawnIndex)

◆ SpawnGroupMember()

bool SCR_AIGroup.SpawnGroupMember ( bool snapToTerrain,
int index,
ResourceName res,
bool editMode,
bool isLast )
protected

◆ SpawnUnits()

void SCR_AIGroup.SpawnUnits ( )

Member Data Documentation

◆ Event_OnAgentAdded

ref ScriptInvoker SCR_AIGroup.Event_OnAgentAdded
protected

◆ Event_OnAgentRemoved

ref ScriptInvoker SCR_AIGroup.Event_OnAgentRemoved
protected

◆ Event_OnAllDelayedEntitySpawned

ref ScriptInvokerBase<ScriptInvokerAIGroup> SCR_AIGroup.Event_OnAllDelayedEntitySpawned
protected

◆ Event_OnCurrentWaypointChanged

ref ScriptInvoker SCR_AIGroup.Event_OnCurrentWaypointChanged
protected

◆ Event_OnEmpty

ref ScriptInvoker_AIGroupOnEmpty SCR_AIGroup.Event_OnEmpty
protected

◆ Event_OnFactionChanged

ref ScriptInvoker SCR_AIGroup.Event_OnFactionChanged
protected

◆ Event_OnGroupMemberStateChange

ref ScriptInvoker SCR_AIGroup.Event_OnGroupMemberStateChange
protected

◆ Event_OnInit

ref ScriptInvoker SCR_AIGroup.Event_OnInit
protected

◆ Event_OnLeaderChanged

ref ScriptInvoker SCR_AIGroup.Event_OnLeaderChanged
protected

◆ Event_OnWaypointAdded

ref ScriptInvoker SCR_AIGroup.Event_OnWaypointAdded
protected

◆ Event_OnWaypointCompleted

ref ScriptInvoker SCR_AIGroup.Event_OnWaypointCompleted
protected

◆ Event_OnWaypointRemoved

ref ScriptInvoker SCR_AIGroup.Event_OnWaypointRemoved
protected

◆ Event_OnWaypointToRemove

ref ScriptInvoker SCR_AIGroup.Event_OnWaypointToRemove
protected

◆ m_aAgentIDQueue

ref array<int> SCR_AIGroup.m_aAgentIDQueue = {}
protected

◆ m_aAIMembers

ref array<SCR_ChimeraCharacter> SCR_AIGroup.m_aAIMembers = {}
protected

◆ m_aAllocatedCompartments

ref array<BaseCompartmentSlot> SCR_AIGroup.m_aAllocatedCompartments = {}
protected

◆ m_aAllocatedComponents

ref array<AISmartActionComponent> SCR_AIGroup.m_aAllocatedComponents = {}
protected

◆ m_aDeniedRequesters

ref array<int> SCR_AIGroup.m_aDeniedRequesters = {}
protected

◆ m_aDisconnectedPlayerIDs

ref array<int> SCR_AIGroup.m_aDisconnectedPlayerIDs
protected

◆ m_aPlayerIDs

ref array<int> SCR_AIGroup.m_aPlayerIDs = {}
protected

◆ m_aRequesterIDs

ref array<int> SCR_AIGroup.m_aRequesterIDs = {}
protected

◆ m_aSceneGroupUnitInstances

ref array<IEntity> SCR_AIGroup.m_aSceneGroupUnitInstances
protected

◆ m_aSceneWaypointInstances

ref array<IEntity> SCR_AIGroup.m_aSceneWaypointInstances
protected

◆ m_aSpawnedWaypoints

ref array<ref SCR_WaypointPrefabLocation> SCR_AIGroup.m_aSpawnedWaypoints

◆ m_aStaticVehicles

ref array<string> SCR_AIGroup.m_aStaticVehicles

◆ m_aStaticWaypoints

ref array<string> SCR_AIGroup.m_aStaticWaypoints

◆ m_aUnitPrefabSlots

ref array<ResourceName> SCR_AIGroup.m_aUnitPrefabSlots

◆ m_bDeleteIfNoPlayer

bool SCR_AIGroup.m_bDeleteIfNoPlayer
protected

◆ m_bDeleteWhenEmpty

bool SCR_AIGroup.m_bDeleteWhenEmpty
protected

◆ m_bForcedRallyPoint

bool SCR_AIGroup.m_bForcedRallyPoint
protected

◆ m_bIsCreatedByCommander

bool SCR_AIGroup.m_bIsCreatedByCommander
protected

◆ m_bIsPredefinedGroup

bool SCR_AIGroup.m_bIsPredefinedGroup
protected

◆ m_bIsPrivacyChangeable

bool SCR_AIGroup.m_bIsPrivacyChangeable
protected

◆ m_bPlayable

bool SCR_AIGroup.m_bPlayable
protected

◆ m_bPrivate

bool SCR_AIGroup.m_bPrivate
protected

◆ m_delayedSpawnList

ref array<ref SCR_AIGroup_DelayedSpawn> SCR_AIGroup.m_delayedSpawnList = {}
protected

◆ m_eGroupRole

SCR_EGroupRole SCR_AIGroup.m_eGroupRole
protected

◆ m_eRequiredRank

SCR_ECharacterRank SCR_AIGroup.m_eRequiredRank
protected

◆ m_faction

string SCR_AIGroup.m_faction

◆ m_fMemberSpawnDelay

int SCR_AIGroup.m_fMemberSpawnDelay
protected

◆ m_GroupUtilityComponent

SCR_AIGroupUtilityComponent SCR_AIGroup.m_GroupUtilityComponent
protected

◆ m_iDefaultActiveRadioChannel

int SCR_AIGroup.m_iDefaultActiveRadioChannel
protected

◆ m_iDeployedRadioCount

int SCR_AIGroup.m_iDeployedRadioCount = 0
protected

◆ m_iDescriptionAuthorID

int SCR_AIGroup.m_iDescriptionAuthorID = 0
protected

◆ m_iGroupID

int SCR_AIGroup.m_iGroupID = -1
protected

◆ m_iGroupRadioFrequency

int SCR_AIGroup.m_iGroupRadioFrequency
protected

◆ m_iLeaderID

int SCR_AIGroup.m_iLeaderID = -1
protected

◆ m_iMaxMembers

int SCR_AIGroup.m_iMaxMembers
protected

◆ m_iMaxUnitsToSpawn

int SCR_AIGroup.m_iMaxUnitsToSpawn = int.MAX
protected

◆ m_iNameAuthorID

int SCR_AIGroup.m_iNameAuthorID = 0
protected

◆ m_iNumOfMembersToSpawn

int SCR_AIGroup.m_iNumOfMembersToSpawn
protected

◆ m_MasterGroup

SCR_AIGroup SCR_AIGroup.m_MasterGroup
protected

◆ m_ProfanityCallbackDesc

ref SCR_ScriptProfanityFilterRequestCallback SCR_AIGroup.m_ProfanityCallbackDesc
protected

◆ m_ProfanityCallbackName

ref SCR_ScriptProfanityFilterRequestCallback SCR_AIGroup.m_ProfanityCallbackName
protected

◆ m_RallyPointId

int SCR_AIGroup.m_RallyPointId = -1
protected

◆ m_sCustomDescription

string SCR_AIGroup.m_sCustomDescription = ""
protected

◆ m_sCustomName

string SCR_AIGroup.m_sCustomName = ""
protected

◆ m_SlaveGroup

SCR_AIGroup SCR_AIGroup.m_SlaveGroup
protected

◆ m_UiInfo

ref SCR_AIGroupUIInfo SCR_AIGroup.m_UiInfo
protected

◆ s_bIgnoreSnapToTerrain

bool SCR_AIGroup.s_bIgnoreSnapToTerrain
staticprotected

◆ s_bIgnoreSpawning

bool SCR_AIGroup.s_bIgnoreSpawning
staticprotected

◆ s_OnCustomDescChanged

ref ScriptInvoker SCR_AIGroup.s_OnCustomDescChanged = new ScriptInvoker()
staticprotected

◆ s_OnCustomNameChanged

ref ScriptInvoker<SCR_AIGroup> SCR_AIGroup.s_OnCustomNameChanged = new ScriptInvoker()
staticprotected

◆ s_OnFlagSelected

ref ScriptInvoker SCR_AIGroup.s_OnFlagSelected = new ScriptInvoker()
staticprotected

◆ s_OnFrequencyChanged

ref ScriptInvoker SCR_AIGroup.s_OnFrequencyChanged = new ScriptInvoker()
staticprotected

◆ s_OnGroupRallyPointChanged

ref ScriptInvokerBase<ScriptInvokerAIGroup> SCR_AIGroup.s_OnGroupRallyPointChanged
staticprotected

◆ s_OnGroupRoleChanged

ref ScriptInvokerGroupRole SCR_AIGroup.s_OnGroupRoleChanged
staticprotected

◆ s_OnJoinPrivateGroupCancel

ref ScriptInvoker SCR_AIGroup.s_OnJoinPrivateGroupCancel = new ScriptInvoker()
staticprotected

◆ s_OnJoinPrivateGroupConfirm

ref ScriptInvoker SCR_AIGroup.s_OnJoinPrivateGroupConfirm = new ScriptInvoker()
staticprotected

◆ s_OnJoinPrivateGroupRequest

ref ScriptInvoker SCR_AIGroup.s_OnJoinPrivateGroupRequest = new ScriptInvoker()
staticprotected

◆ s_OnMaxMembersChanged

ref ScriptInvoker SCR_AIGroup.s_OnMaxMembersChanged = new ScriptInvoker()
staticprotected

◆ s_OnPlayerAdded

ref ScriptInvoker SCR_AIGroup.s_OnPlayerAdded = new ScriptInvoker()
staticprotected

◆ s_OnPlayerLeaderChanged

ref ScriptInvoker<int, int> SCR_AIGroup.s_OnPlayerLeaderChanged = new ScriptInvoker()
staticprotected

◆ s_OnPlayerRemoved

ref ScriptInvoker SCR_AIGroup.s_OnPlayerRemoved = new ScriptInvoker()
staticprotected

◆ s_OnPrivateGroupChanged

ref ScriptInvoker SCR_AIGroup.s_OnPrivateGroupChanged = new ScriptInvoker()
staticprotected

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