Arma Reforger Script API
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SCR_AILookAction Interface Reference
Inheritance diagram for SCR_AILookAction:

Public Member Functions

void SCR_AILookAction (SCR_AIUtilityComponent utility, bool prioritize)
 
void LookAt (vector pos, float priority, float duration=0.8)
 
void LookAt (IEntity ent, float priority, float duration=0.8)
 
void Cancel ()
 
void Complete ()
 
void MoveLookParametersToNode (out bool outCanLook, out vector outLookPos, out float outLookDuration, out bool outCancelLook, out bool outRestartLook)
 Must be called by look behavior tree to move data to it.
 

Public Attributes

SCR_AIUtilityComponent m_Utility
 
vector m_vPosition
 
bool m_bCancelLook
 
bool m_bRestartLook
 
float m_fDuration
 

Static Public Attributes

static const float PRIO_COMMANDER = 100
 
static const float PRIO_ENEMY_TARGET = 80
 
static const float PRIO_UNKNOWN_TARGET = 50
 
static const float PRIO_DANGER_EVENT = 20
 

Protected Attributes

float m_fPriority
 

Constructor & Destructor Documentation

◆ SCR_AILookAction()

void SCR_AILookAction.SCR_AILookAction ( SCR_AIUtilityComponent utility,
bool prioritize )

Member Function Documentation

◆ Cancel()

void SCR_AILookAction.Cancel ( )

◆ Complete()

void SCR_AILookAction.Complete ( )

◆ LookAt() [1/2]

void SCR_AILookAction.LookAt ( IEntity ent,
float priority,
float duration = 0::8 )

◆ LookAt() [2/2]

void SCR_AILookAction.LookAt ( vector pos,
float priority,
float duration = 0::8 )

◆ MoveLookParametersToNode()

void SCR_AILookAction.MoveLookParametersToNode ( out bool outCanLook,
out vector outLookPos,
out float outLookDuration,
out bool outCancelLook,
out bool outRestartLook )

Must be called by look behavior tree to move data to it.

This call also resets various flags.

Member Data Documentation

◆ m_bCancelLook

bool SCR_AILookAction.m_bCancelLook

◆ m_bRestartLook

bool SCR_AILookAction.m_bRestartLook

◆ m_fDuration

float SCR_AILookAction.m_fDuration

◆ m_fPriority

float SCR_AILookAction.m_fPriority
protected

◆ m_Utility

SCR_AIUtilityComponent SCR_AILookAction.m_Utility

◆ m_vPosition

vector SCR_AILookAction.m_vPosition

◆ PRIO_COMMANDER

const float SCR_AILookAction.PRIO_COMMANDER = 100
static

◆ PRIO_DANGER_EVENT

const float SCR_AILookAction.PRIO_DANGER_EVENT = 20
static

◆ PRIO_ENEMY_TARGET

const float SCR_AILookAction.PRIO_ENEMY_TARGET = 80
static

◆ PRIO_UNKNOWN_TARGET

const float SCR_AILookAction.PRIO_UNKNOWN_TARGET = 50
static

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