Arma Reforger Script API
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Public Member Functions | |
void | SCR_AIHealBehavior (SCR_AIUtilityComponent utility, SCR_AIActivityBase groupActivity, IEntity entityToHeal, bool allowHealMove, float priority=PRIORITY_BEHAVIOR_HEAL, float priorityLevel=PRIORITY_LEVEL_NORMAL) |
priority should be between normal Move and AttackMove and replaced by enum later, maybe evaluated dynamicly | |
override void | OnActionCompleted () |
override float | CustomEvaluate () |
Public Member Functions inherited from SCR_AIBehaviorBase | |
void | SCR_AIBehaviorBase (SCR_AIUtilityComponent utility, SCR_AIActivityBase groupActivity) |
SCR_AIActivityBase | GetGroupActivityContext () |
override void | OnActionSelected () |
Public Member Functions inherited from SCR_AIActionBase | |
override float | EvaluatePriorityLevel () |
void | SetPriorityLevel (int priority) |
override void | OnSetActionState (EAIActionState state) |
override void | OnSetSuspended (bool suspended) |
override void | OnComplete () |
override void | OnFail () |
override void | OnActionRemoved () |
string | GetActionDebugInfo () |
string | GetDebugPanelText () |
override void | OnActionSelected () |
override void | OnActionDeselected () |
void | OnActionExecuted () |
void | OnActionCompleted () |
void | OnActionFailed () |
bool | IsActionInterruptable () |
void | SetActionInterruptable (bool IsInterruptable) |
void | SetParametersToBTVariables (SCR_AIActionTask node) |
void | GetParametersFromBTVariables (SCR_AIActionTask node) |
TStringArray | GetPortNames () |
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". | |
Public Member Functions inherited from AIActionBase | |
proto external float | Evaluate () |
proto external float | GetPriority () |
proto external void | SetPriority (float priority) |
proto external bool | GetActionIsSuspended () |
proto external void | SetActionIsSuspended (bool val) |
proto external bool | GetIsUniqueInActionQueue () |
proto external void | SetIsUniqueInActionQueue (bool unique) |
proto external EAIActionState | GetActionState () |
proto external void | SetActionState (EAIActionState state) |
proto external void | Fail () |
proto external void | Complete () |
proto external bool | GetRemoveAction () |
proto external void | SetRemoveAction (bool val) |
proto external ref AIActionBase | GetRelatedGroupActivity () |
proto external void | SetRelatedGroupActivity (AIActionBase related) |
float | CustomEvaluate () |
float | EvaluatePriorityLevel () |
void | OnSetSuspended (bool suspended) |
void | OnSetActionState (EAIActionState state) |
void | OnFail () |
void | OnComplete () |
bool | OnMessage (AIMessage msg) |
void | OnActionSelected () |
void | OnActionDeselected () |
void | OnActionRemoved () |
Public Attributes | |
IEntity | m_EntityToHeal |
SCR_AIInfoComponent | m_AIInfo |
SCR_DamageManagerComponent | m_DamageManager |
Public Attributes inherited from SCR_AIBehaviorBase | |
SCR_AIUtilityComponent | m_Utility |
float | m_fThreat = 0.0 |
bool | m_bAllowLook = true |
bool | m_bResetLook = false |
bool | m_bUseCombatMove = false |
Public Attributes inherited from SCR_AIActionBase | |
bool | m_bIsInterruptable = true |
ResourceName | m_sBehaviorTree |
ResourceName | m_sAbortBehaviorTree |
ref ScriptInvoker | m_OnActionCompleted = new ScriptInvoker() |
ref ScriptInvoker | m_OnActionFailed = new ScriptInvoker() |
ref array< SCR_BTParamBase > | m_aParams = {} |
Protected Attributes | |
float | m_fTimeCreated_ms |
float | m_fPriorityDelay_ms |
Protected Attributes inherited from SCR_AIActionBase | |
ref SCR_BTParam< float > | m_fPriorityLevel = new SCR_BTParam<float>(SCR_AIActionTask.PRIORITY_LEVEL_PORT) |
Static Protected Attributes | |
const float | PRIORITY_DELAY_MIN_MS = 800.0 |
const float | PRIORITY_DELAY_MAX_MS = 1200.0 |
const float | MAX_TIME_TO_UNCON_HIGH_PRIORITY_S = 30 |
void SCR_AIHealBehavior.SCR_AIHealBehavior | ( | SCR_AIUtilityComponent | utility, |
SCR_AIActivityBase | groupActivity, | ||
IEntity | entityToHeal, | ||
bool | allowHealMove, | ||
float | priority = PRIORITY_BEHAVIOR_HEAL , |
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float | priorityLevel = PRIORITY_LEVEL_NORMAL |
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) |
priority should be between normal Move and AttackMove and replaced by enum later, maybe evaluated dynamicly
override float SCR_AIHealBehavior.CustomEvaluate | ( | ) |
Implements AIActionBase.
override void SCR_AIHealBehavior.OnActionCompleted | ( | ) |
Implements SCR_AIActionBase.
SCR_AIInfoComponent SCR_AIHealBehavior.m_AIInfo |
SCR_DamageManagerComponent SCR_AIHealBehavior.m_DamageManager |
IEntity SCR_AIHealBehavior.m_EntityToHeal |
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