Arma Reforger Script API
Loading...
Searching...
No Matches
SCR_AILookAtThreatSystemLogic Interface Reference

Behavior tree node which controls looking. More...

Inheritance diagram for SCR_AILookAtThreatSystemLogic:
AITaskScripted AITask Node

Public Member Functions

override void OnInit (AIAgent owner)
 
override void OnAbort (AIAgent owner, Node nodeCausingAbort)
 
override ENodeResult EOnTaskSimulate (AIAgent owner, float dt)
 Scripted nodes are suposed to return SUCCESS, FAIL or RUNNING state.
 
override TStringArray GetVariablesOut ()
 
- Public Member Functions inherited from AITaskScripted
void OnEnter (AIAgent owner)
 
- Public Member Functions inherited from Node
proto external int GetNodeID ()
 
proto external TypeName GetVariableType (bool inputPort, string name)
 
proto bool GetVariableIn (string name, out void val)
 
proto void SetVariableOut (string name, void val)
 
proto void ClearVariable (string name)
 
proto void GetCallstackStr (out string val)
 
proto void GetParentTreeName (out string val)
 

Static Public Member Functions

static override bool VisibleInPalette ()
 

Protected Member Functions

void Reset ()
 
void SwitchState_ObserveMajorSector ()
 
void SwitchState_ObserveMinorSector ()
 
void SwitchState_Idle ()
 
void SwitchState_Intermission (int stateAfterIntermission)
 
- Protected Member Functions inherited from AITaskScripted
string GetNodeMiddleText ()
 
- Protected Member Functions inherited from Node
TStringArray GetVariablesIn ()
 

Protected Attributes

SCR_AISectorThreatFilter m_ThreatFilter
 
IEntity m_MyEntity
 
int m_iSectorMajor
 
int m_iSectorMinor
 
int m_iState
 
int m_iStateAfterIntermission
 
float m_fTimer
 
float m_fTimerThreshold
 
WorldTimestamp m_TimestampLastUpdate
 
float m_fLookDurationMajor
 
float m_fLookDurationMinor
 
float m_fIntermissionDuration
 
float m_fTimerRandomizationCoefficient
 
bool m_bEvaluateEquipmentUsage
 

Static Protected Attributes

static const string PORT_CURRENT_POSITION = "CurrentPos"
 
static const string PORT_RESET_LOOK = "ResetLook"
 
static const string PORT_ACTIVE = "Active"
 
static const string PORT_RAISE_WEAPON = "RaiseWeapon"
 
static const string PORT_USE_OPTICS = "UseOptics"
 
static const int STATE_IDLE = 0
 
static const int STATE_OBSERVING_MAJOR = 1
 
static const int STATE_OBSERVING_MINOR = 2
 
static const int STATE_INTERMISSION = 3
 
static const float DANGER_THRESHOLD_RAISE_WEAPON = 0.5
 
static const float DISTANCE_USE_OPTICS_SQ = 200*200
 
static ref TStringArray s_aVarsOut = { PORT_ACTIVE, PORT_RESET_LOOK, PORT_CURRENT_POSITION, PORT_RAISE_WEAPON, PORT_USE_OPTICS }
 
- Static Protected Attributes inherited from Node
static ref TStringArray m_aEmptyVars = {}
 

Additional Inherited Members

- Static Protected Member Functions inherited from Node
static string GetOnHoverDescription ()
 
static bool CanReturnRunning ()
 

Detailed Description

Behavior tree node which controls looking.

It takes data from threat system and alternates looking at major and minor threat sector, with a pause in between. The loop is this: look at major sector -> intermission -> look at minor sector -> intermission -> repeat

Member Function Documentation

◆ EOnTaskSimulate()

override ENodeResult SCR_AILookAtThreatSystemLogic.EOnTaskSimulate ( AIAgent owner,
float dt )

Scripted nodes are suposed to return SUCCESS, FAIL or RUNNING state.

Implements AITaskScripted.

◆ GetVariablesOut()

override TStringArray SCR_AILookAtThreatSystemLogic.GetVariablesOut ( )

Implements Node.

◆ OnAbort()

override void SCR_AILookAtThreatSystemLogic.OnAbort ( AIAgent owner,
Node nodeCausingAbort )

Implements AITaskScripted.

◆ OnInit()

override void SCR_AILookAtThreatSystemLogic.OnInit ( AIAgent owner)

Implements AITaskScripted.

◆ Reset()

void SCR_AILookAtThreatSystemLogic.Reset ( )
protected

◆ SwitchState_Idle()

void SCR_AILookAtThreatSystemLogic.SwitchState_Idle ( )
protected

◆ SwitchState_Intermission()

void SCR_AILookAtThreatSystemLogic.SwitchState_Intermission ( int stateAfterIntermission)
protected

◆ SwitchState_ObserveMajorSector()

void SCR_AILookAtThreatSystemLogic.SwitchState_ObserveMajorSector ( )
protected

◆ SwitchState_ObserveMinorSector()

void SCR_AILookAtThreatSystemLogic.SwitchState_ObserveMinorSector ( )
protected

◆ VisibleInPalette()

static override bool SCR_AILookAtThreatSystemLogic.VisibleInPalette ( )
static

Implements Node.

Member Data Documentation

◆ DANGER_THRESHOLD_RAISE_WEAPON

const float SCR_AILookAtThreatSystemLogic.DANGER_THRESHOLD_RAISE_WEAPON = 0.5
staticprotected

◆ DISTANCE_USE_OPTICS_SQ

const float SCR_AILookAtThreatSystemLogic.DISTANCE_USE_OPTICS_SQ = 200*200
staticprotected

◆ m_bEvaluateEquipmentUsage

bool SCR_AILookAtThreatSystemLogic.m_bEvaluateEquipmentUsage
protected

◆ m_fIntermissionDuration

float SCR_AILookAtThreatSystemLogic.m_fIntermissionDuration
protected

◆ m_fLookDurationMajor

float SCR_AILookAtThreatSystemLogic.m_fLookDurationMajor
protected

◆ m_fLookDurationMinor

float SCR_AILookAtThreatSystemLogic.m_fLookDurationMinor
protected

◆ m_fTimer

float SCR_AILookAtThreatSystemLogic.m_fTimer
protected

◆ m_fTimerRandomizationCoefficient

float SCR_AILookAtThreatSystemLogic.m_fTimerRandomizationCoefficient
protected

◆ m_fTimerThreshold

float SCR_AILookAtThreatSystemLogic.m_fTimerThreshold
protected

◆ m_iSectorMajor

int SCR_AILookAtThreatSystemLogic.m_iSectorMajor
protected

◆ m_iSectorMinor

int SCR_AILookAtThreatSystemLogic.m_iSectorMinor
protected

◆ m_iState

int SCR_AILookAtThreatSystemLogic.m_iState
protected

◆ m_iStateAfterIntermission

int SCR_AILookAtThreatSystemLogic.m_iStateAfterIntermission
protected

◆ m_MyEntity

IEntity SCR_AILookAtThreatSystemLogic.m_MyEntity
protected

◆ m_ThreatFilter

SCR_AISectorThreatFilter SCR_AILookAtThreatSystemLogic.m_ThreatFilter
protected

◆ m_TimestampLastUpdate

WorldTimestamp SCR_AILookAtThreatSystemLogic.m_TimestampLastUpdate
protected

◆ PORT_ACTIVE

const string SCR_AILookAtThreatSystemLogic.PORT_ACTIVE = "Active"
staticprotected

◆ PORT_CURRENT_POSITION

const string SCR_AILookAtThreatSystemLogic.PORT_CURRENT_POSITION = "CurrentPos"
staticprotected

◆ PORT_RAISE_WEAPON

const string SCR_AILookAtThreatSystemLogic.PORT_RAISE_WEAPON = "RaiseWeapon"
staticprotected

◆ PORT_RESET_LOOK

const string SCR_AILookAtThreatSystemLogic.PORT_RESET_LOOK = "ResetLook"
staticprotected

◆ PORT_USE_OPTICS

const string SCR_AILookAtThreatSystemLogic.PORT_USE_OPTICS = "UseOptics"
staticprotected

◆ s_aVarsOut

ref TStringArray SCR_AILookAtThreatSystemLogic.s_aVarsOut = { PORT_ACTIVE, PORT_RESET_LOOK, PORT_CURRENT_POSITION, PORT_RAISE_WEAPON, PORT_USE_OPTICS }
staticprotected

◆ STATE_IDLE

const int SCR_AILookAtThreatSystemLogic.STATE_IDLE = 0
staticprotected

◆ STATE_INTERMISSION

const int SCR_AILookAtThreatSystemLogic.STATE_INTERMISSION = 3
staticprotected

◆ STATE_OBSERVING_MAJOR

const int SCR_AILookAtThreatSystemLogic.STATE_OBSERVING_MAJOR = 1
staticprotected

◆ STATE_OBSERVING_MINOR

const int SCR_AILookAtThreatSystemLogic.STATE_OBSERVING_MINOR = 2
staticprotected

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