Arma Reforger Script API
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Behavior tree node which controls looking. More...
Public Member Functions | |
override void | OnInit (AIAgent owner) |
override void | OnAbort (AIAgent owner, Node nodeCausingAbort) |
override ENodeResult | EOnTaskSimulate (AIAgent owner, float dt) |
override TStringArray | GetVariablesOut () |
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 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 } |
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
override ENodeResult SCR_AILookAtThreatSystemLogic.EOnTaskSimulate | ( | AIAgent | owner, |
float | dt ) |
override TStringArray SCR_AILookAtThreatSystemLogic.GetVariablesOut | ( | ) |
override void SCR_AILookAtThreatSystemLogic.OnAbort | ( | AIAgent | owner, |
Node | nodeCausingAbort ) |
override void SCR_AILookAtThreatSystemLogic.OnInit | ( | AIAgent | owner | ) |
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