◆ EOnInit()
override void SCR_AIGroupInfoComponent.EOnInit |
( |
IEntity |
owner | ) |
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◆ GetAllowedStance()
◆ GetGroupControlMode()
EGroupControlMode SCR_AIGroupInfoComponent.GetGroupControlMode |
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◆ GetOnControlModeChanged()
ScriptInvoker SCR_AIGroupInfoComponent.GetOnControlModeChanged |
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| ) |
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◆ GetStanceLimit()
◆ IsGrenadeThrowAllowed()
bool SCR_AIGroupInfoComponent.IsGrenadeThrowAllowed |
( |
AIAgent |
soldierAgent | ) |
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◆ IsIllumFlareAllowed()
bool SCR_AIGroupInfoComponent.IsIllumFlareAllowed |
( |
| ) |
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◆ OnAgentSelectedGrenade()
void SCR_AIGroupInfoComponent.OnAgentSelectedGrenade |
( |
AIAgent |
soldierAgent | ) |
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◆ OnIllumFlareUsed()
void SCR_AIGroupInfoComponent.OnIllumFlareUsed |
( |
| ) |
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◆ OnPostInit()
override void SCR_AIGroupInfoComponent.OnPostInit |
( |
IEntity |
owner | ) |
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protected |
◆ RplLoad()
override bool SCR_AIGroupInfoComponent.RplLoad |
( |
ScriptBitReader |
reader | ) |
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◆ RplSave()
override bool SCR_AIGroupInfoComponent.RplSave |
( |
ScriptBitWriter |
writer | ) |
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◆ RplSetGroupControlMode()
void SCR_AIGroupInfoComponent.RplSetGroupControlMode |
( |
EGroupControlMode |
currControlMode | ) |
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protected |
◆ SetGroupControlMode()
void SCR_AIGroupInfoComponent.SetGroupControlMode |
( |
EGroupControlMode |
currControlMode | ) |
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- Parameters
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- Parameters
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currControlMode | This is informative property, does not set the behavior of group to the respective state! |
◆ SetStanceLimit()
◆ Event_OnControlModeChanged
ref ScriptInvoker SCR_AIGroupInfoComponent.Event_OnControlModeChanged = new ScriptInvoker() |
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protected |
◆ GRENADE_THROW_TIMEOUT_MS
const float SCR_AIGroupInfoComponent.GRENADE_THROW_TIMEOUT_MS = 4000 |
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static |
◆ ILLUM_FLARE_MAX_TIMEOUT_MS
const float SCR_AIGroupInfoComponent.ILLUM_FLARE_MAX_TIMEOUT_MS = 40*1000 |
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static |
◆ ILLUM_FLARE_MIN_TIMEOUT_MS
const float SCR_AIGroupInfoComponent.ILLUM_FLARE_MIN_TIMEOUT_MS = 25*1000 |
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static |
◆ m_eStanceLimit
ECharacterStance SCR_AIGroupInfoComponent.m_eStanceLimit = ECharacterStance.STAND |
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protected |
upper stance limit set by group leader's stance in ActivityFollow for recruited AIs to copy;
◆ m_fTimeGrenadeThrowAllowed_ms
float SCR_AIGroupInfoComponent.m_fTimeGrenadeThrowAllowed_ms |
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protected |
◆ m_fTimeIllumFlareAllowed_ms
float SCR_AIGroupInfoComponent.m_fTimeIllumFlareAllowed_ms |
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protected |
◆ m_GrenadeThrowAgent
AIAgent SCR_AIGroupInfoComponent.m_GrenadeThrowAgent |
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protected |
◆ m_UtilityComponent
The documentation for this interface was generated from the following file:
- Game/AI/Components/SCR_AIGroupInfoComponent.c