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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) |
| 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 () |
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 ) |
Scripted nodes are suposed to return SUCCESS, FAIL or RUNNING state.
Implements AITaskScripted.
| override TStringArray SCR_AILookAtThreatSystemLogic.GetVariablesOut | ( | ) |
Implements Node.
Implements AITaskScripted.
| override void SCR_AILookAtThreatSystemLogic.OnInit | ( | AIAgent | owner | ) |
Implements AITaskScripted.
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