Arma Reforger Script API
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Behavior for looking at sectors from the threat system. More...
Public Member Functions | |
void | SCR_AIObserveThreatSystemBehavior (SCR_AIUtilityComponent utility, SCR_AIActivityBase groupActivity) |
void | ~SCR_AIObserveThreatSystemBehavior () |
override void | OnActionSelected () |
override void | OnActionDeselected () |
override float | CustomEvaluate () |
override void | OnActionExecuted () |
void | OnThreatSectorEscalation (SCR_AISectorThreatFilter ts, int sectorId, float dangerValue) |
void | OnMajorSectorChanged (SCR_AISectorThreatFilter ts, int newSectorId, int oldSectorId, float dangerValue) |
void | OnDamageTaken (SCR_AISectorThreatFilter ts, int sectorId) |
void | OnMovementCompleted (bool inCover) |
Called by combat movement logic. | |
override int | GetCause () |
Returns cause value, used for SCR_AISetting. | |
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void | SCR_AIBehaviorBase (SCR_AIUtilityComponent utility, SCR_AIActivityBase groupActivity) |
SCR_AIActivityBase | GetGroupActivityContext () |
override void | OnActionFailed () |
override void | OnActionCompleted () |
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override float | EvaluatePriorityLevel () |
void | SetPriorityLevel (int priority) |
EAIActionFailReason | GetFailReason () |
void | SetFailReason (EAIActionFailReason failReason) |
Fail reason is an optional value which can be used to figure out why action failed. | |
override void | OnSetActionState (EAIActionState state) |
override void | OnSetSuspended (bool suspended) |
override void | OnComplete () |
override void | OnFail () |
override void | OnActionRemoved () |
string | GetActionDebugInfo () |
string | GetDebugPanelText () |
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". | |
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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) |
bool | OnMessage (AIMessage msg) |
Protected Member Functions | |
void | Reset () |
Resets whole behavior to default state. | |
float | CalculateObserveDuration (int sectorId) |
How much should we look at this? More range -> bigger duration, more danger -> bigger duration. | |
void | SwitchToHighPriorityState (float duration_s) |
void | StopHighPriorityState () |
bool | IsInHighPriorityState () |
Protected Attributes | |
bool | m_bBehaviorActive |
int | m_iCurrentSector |
float | m_fCurrentSectorDanger |
SCR_EAIThreatSectorFlags | m_eCurrentSectorFlags |
int | m_iCurrentSectorObserveCounter |
WorldTimestamp | m_TimestampStartHighPriorityState |
float | m_fHighPriorityDuration_s |
ref SCR_AICombatMoveLogic_HideFromThreatSystem | m_CombatMoveLogic |
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ref SCR_BTParam< float > | m_fPriorityLevel = new SCR_BTParam<float>(SCR_AIActionTask.PRIORITY_LEVEL_PORT) |
EAIActionFailReason | m_eFailReason |
Static Protected Attributes | |
static const float | HIGH_PRIORITY_INITIAL_DURATION_S = 6.0 |
Behavior for looking at sectors from the threat system.
void SCR_AIObserveThreatSystemBehavior.SCR_AIObserveThreatSystemBehavior | ( | SCR_AIUtilityComponent | utility, |
SCR_AIActivityBase | groupActivity ) |
void SCR_AIObserveThreatSystemBehavior.~SCR_AIObserveThreatSystemBehavior | ( | ) |
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How much should we look at this? More range -> bigger duration, more danger -> bigger duration.
override float SCR_AIObserveThreatSystemBehavior.CustomEvaluate | ( | ) |
Implements AIActionBase.
override int SCR_AIObserveThreatSystemBehavior.GetCause | ( | ) |
Returns cause value, used for SCR_AISetting.
The return value should tell for which reason this action is being executed, to decide if certain SCR_AISetting can be applied when this action runs, or not.
Implements SCR_AIActionBase.
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override void SCR_AIObserveThreatSystemBehavior.OnActionDeselected | ( | ) |
Implements SCR_AIActionBase.
override void SCR_AIObserveThreatSystemBehavior.OnActionExecuted | ( | ) |
Implements SCR_AIActionBase.
override void SCR_AIObserveThreatSystemBehavior.OnActionSelected | ( | ) |
Implements SCR_AIBehaviorBase.
void SCR_AIObserveThreatSystemBehavior.OnDamageTaken | ( | SCR_AISectorThreatFilter | ts, |
int | sectorId ) |
void SCR_AIObserveThreatSystemBehavior.OnMajorSectorChanged | ( | SCR_AISectorThreatFilter | ts, |
int | newSectorId, | ||
int | oldSectorId, | ||
float | dangerValue ) |
void SCR_AIObserveThreatSystemBehavior.OnMovementCompleted | ( | bool | inCover | ) |
Called by combat movement logic.
void SCR_AIObserveThreatSystemBehavior.OnThreatSectorEscalation | ( | SCR_AISectorThreatFilter | ts, |
int | sectorId, | ||
float | dangerValue ) |
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Resets whole behavior to default state.
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