Arma Reforger Script API
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Public Member Functions | Static Public Member Functions | Public Attributes | Protected Attributes | Static Protected Attributes | List of all members
SCR_AIObserveUnknownFireBehavior Interface Reference

Behavior to observe supposed location of where gunshot came from. More...

Inheritance diagram for SCR_AIObserveUnknownFireBehavior:
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Public Member Functions

void SCR_AIObserveUnknownFireBehavior (SCR_AIUtilityComponent utility, SCR_AIActivityBase groupActivity, vector posWorld, bool useMovement, float priorityLevel=PRIORITY_LEVEL_NORMAL, float priority=PRIORITY_BEHAVIOR_OBSERVE_UNKNOWN_FIRE)
 
void InitParameters (vector position, bool useMovement)
 
void InitTiming (float distance)
 
void InitTimeout (float timeout_s)
 
void SetUseMovement (bool value)
 
override void OnActionSelected ()
 
override float CustomEvaluate ()
 
- Public Member Functions inherited from SCR_AIBehaviorBase
void SCR_AIBehaviorBase (SCR_AIUtilityComponent utility, SCR_AIActivityBase groupActivity)
 
SCR_AIActivityBase GetGroupActivityContext ()
 
override void OnActionSelected ()
 
- Public Member Functions inherited from SCR_AIActionBase
override float EvaluatePriorityLevel ()
 
void SetPriorityLevel (int priority)
 
override void OnSetActionState (EAIActionState state)
 
override void OnSetSuspended (bool suspended)
 
override void OnComplete ()
 
override void OnFail ()
 
override void OnActionRemoved ()
 
string GetActionDebugInfo ()
 
string GetDebugPanelText ()
 
override void OnActionSelected ()
 
override void OnActionDeselected ()
 
void OnActionExecuted ()
 
void OnActionCompleted ()
 
void OnActionFailed ()
 
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".
 
- Public Member Functions inherited from AIActionBase
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)
 
float CustomEvaluate ()
 
float EvaluatePriorityLevel ()
 
void OnSetSuspended (bool suspended)
 
void OnSetActionState (EAIActionState state)
 
void OnFail ()
 
void OnComplete ()
 
bool OnMessage (AIMessage msg)
 
void OnActionSelected ()
 
void OnActionDeselected ()
 
void OnActionRemoved ()
 

Static Public Member Functions

static bool IsNewPositionMoreRelevant (vector myWorldPos, vector oldWorldPos, vector newWorldPos)
 

Public Attributes

ref SCR_BTParam< vector > m_vPosition = new SCR_BTParam<vector>("Position")
 
ref SCR_BTParam< float > m_fDuration = new SCR_BTParam<float>("Duration")
 
ref SCR_BTParam< float > m_fRadius = new SCR_BTParam<float>("Radius")
 
ref SCR_BTParam< bool > m_bUseBinoculars = new SCR_BTParam<bool>("UseBinoculars")
 
ref SCR_BTParam< float > m_fDelay = new SCR_BTParam<float>("Delay")
 
ref SCR_BTParam< bool > m_bUseMovement = new SCR_BTParam<bool>("UseMovement")
 
ref SCR_BTParam< bool > m_bLookedOnce = new SCR_BTParam<bool>("LookedOnce")
 
- Public Attributes inherited from SCR_AIBehaviorBase
SCR_AIUtilityComponent m_Utility
 
float m_fThreat = 0.0
 
bool m_bAllowLook = true
 
bool m_bResetLook = false
 
bool m_bUseCombatMove = false
 
- Public Attributes inherited from SCR_AIActionBase
bool m_bIsInterruptable = true
 
ResourceName m_sBehaviorTree
 
ResourceName m_sAbortBehaviorTree
 
ref ScriptInvoker m_OnActionCompleted = new ScriptInvoker()
 
ref ScriptInvoker m_OnActionFailed = new ScriptInvoker()
 
ref array< SCR_BTParamBasem_aParams = {}
 

Protected Attributes

float m_fPriority
 
float m_fDeleteActionTime_ms
 
float m_fCombatMoveLogicTimeout = 0
 
- Protected Attributes inherited from SCR_AIActionBase
ref SCR_BTParam< float > m_fPriorityLevel = new SCR_BTParam<float>(SCR_AIActionTask.PRIORITY_LEVEL_PORT)
 

Static Protected Attributes

const float TIMEOUT_S = 16.0
 
const float DURATION_MIN_S = 3.0
 
const float DIRECTION_SPAN_DEG = 32.0
 
const float DURATION_S_PER_METER = 0.1
 
const float USE_BINOCULARS_DISTANCE_THRESHOLD = 70
 
const float HIGH_PRIORITY_MAX_DISTANCE = 50
 
const float DELAY_MIN_S = 0.15
 
const float DELAY_S_PER_METER = 0.0015
 

Additional Inherited Members

- Static Public Attributes inherited from SCR_AIActionBase
const static float PRIORITY_LEVEL_NORMAL = 0
 
const static float PRIORITY_LEVEL_PLAYER = 1000
 
const static float PRIORITY_LEVEL_GAMEMASTER = 2000
 
const static float PRIORITY_BEHAVIOR_RETREAT_MELEE = 190 + PRIORITY_LEVEL_PLAYER
 
const static float PRIORITY_BEHAVIOR_GET_OUT_VEHICLE_HIGH_PRIORITY = 162 + PRIORITY_LEVEL_PLAYER
 
const static float PRIORITY_BEHAVIOR_MOVE_FROM_DANGER = 160 + PRIORITY_LEVEL_PLAYER
 
const static float PRIORITY_BEHAVIOR_ATTACK_HIGH_PRIORITY = 120 + PRIORITY_LEVEL_PLAYER
 
const static float PRIORITY_BEHAVIOR_HEAL_HIGH_PRIORITY = 115 + PRIORITY_LEVEL_PLAYER
 
const static float PRIORITY_BEHAVIOR_OBSERVE_UNKNOWN_FIRE_HIGH_PRIORITY = 113 + PRIORITY_LEVEL_PLAYER
 
const static float PRIORITY_BEHAVIOR_GET_IN_VEHICLE = 130
 
const static float PRIORITY_BEHAVIOR_GET_OUT_VEHICLE = 125
 
const static float PRIORITY_BEHAVIOR_PICKUP_INVENTORY_ITEMS = 118
 
const static float PRIORITY_BEHAVIOR_FIRE_ILLUM_FLARE = 113
 
const static float PRIORITY_BEHAVIOR_THROW_GRENADE = 112
 
const static float PRIORITY_BEHAVIOR_MEDIC_HEAL = 111
 
const static float PRIORITY_BEHAVIOR_RETREAT_FROM_TARGET = 110
 
const static float PRIORITY_BEHAVIOR_PROVIDE_AMMO = 100
 
const static float PRIORITY_BEHAVIOR_ATTACK_SELECTED = 90
 
const static float PRIORITY_BEHAVIOR_HEAL_WAIT = 83
 
const static float PRIORITY_BEHAVIOR_MOVE_FROM_VEHICLE_HORN = 72
 
const static float PRIORITY_BEHAVIOR_ATTACK_NOT_SELECTED = 70
 
const static float PRIORITY_BEHAVIOR_MOVE_FROM_UNKNOWN_FIRE = 68
 
const static float PRIORITY_BEHAVIOR_OBSERVE_UNKNOWN_FIRE = 66
 
const static float PRIORITY_BEHAVIOR_HEAL = 65
 
const static float PRIORITY_BEHAVIOR_MOVE_AND_INVESTIGATE = 64
 
const static float PRIORITY_BEHAVIOR_SUPPRESS = 63
 
const static float PRIORITY_BEHAVIOR_OBSERVE_EXPLOSION = 62
 
const static float PRIORITY_BEHAVIOR_DEFEND = 61
 
const static float PRIORITY_BEHAVIOR_FIND_FIRE_POSITION = 60
 
const static float PRIORITY_BEHAVIOR_OBSERVE_LOW_PRIORITY = 59
 
const static float PRIORITY_BEHAVIOR_MOVE_INDIVIDUALLY = 58
 
const static float PRIORITY_BEHAVIOR_OPEN_NAVLINK_DOOR = 54
 
const static float PRIORITY_BEHAVIOR_PERFORM_ACTION = 30
 
const static float PRIORITY_BEHAVIOR_MOVE = 30
 
const static float PRIORITY_BEHAVIOR_MOVE_IN_FORMATION = 30
 
const static float PRIORITY_BEHAVIOR_WAIT = 10
 
const static float PRIORITY_BEHAVIOR_IDLE_DRIVER = 2
 
const static float PRIORITY_BEHAVIOR_IDLE = 1
 
const static float PRIORITY_BEHAVIOR_DISMOUNT_TURRET = 300
 
const static float PRIORITY_BEHAVIOR_DISMOUNT_TURRET_INVESTIGATE = 21
 
const static float PRIORITY_BEHAVIOR_DISMOUNT_TURRET_GET_IN = 20
 
const static float PRIORITY_ACTIVITY_GET_IN = 130
 
const static float PRIORITY_ACTIVITY_FOLLOW = 130
 
const static float PRIORITY_ACTIVITY_RESUPPLY = 100
 
const static float PRIORITY_ACTIVITY_COMBAT_WITH_VEHICLES = 85
 
const static float PRIORITY_ACTIVITY_HEAL = 80
 
const static float PRIORITY_ACTIVITY_ATTACK_CLUSTER = 70
 
const static float PRIORITY_ACTIVITY_SEEK_AND_DESTROY = 60
 
const static float PRIORITY_ACTIVITY_INVESTIGATE_CLUSTER = 55
 
const static float PRIORITY_ACTIVITY_DEFEND_FROM_CLUSTER = 55
 
const static float PRIORITY_ACTIVITY_MOVE = 50
 
const static float PRIORITY_ACTIVITY_PERFORM_ACTION = 50
 
const static float PRIORITY_ACTIVITY_DEFEND = 50
 
const static float PRIORITY_ACTIVITY_GET_OUT = 50
 
const static float PRIORITY_ACTIVITY_SUPPRESS = 40
 

Detailed Description

Behavior to observe supposed location of where gunshot came from.

Looking lasts for some time (duration). There is also a timeout value, after which the action will fail even if never started.

Constructor & Destructor Documentation

◆ SCR_AIObserveUnknownFireBehavior()

void SCR_AIObserveUnknownFireBehavior.SCR_AIObserveUnknownFireBehavior ( SCR_AIUtilityComponent  utility,
SCR_AIActivityBase  groupActivity,
vector  posWorld,
bool  useMovement,
float  priorityLevel = PRIORITY_LEVEL_NORMAL,
float  priority = PRIORITY_BEHAVIOR_OBSERVE_UNKNOWN_FIRE 
)

Member Function Documentation

◆ CustomEvaluate()

override float SCR_AIObserveUnknownFireBehavior.CustomEvaluate ( )

Implements AIActionBase.

◆ InitParameters()

void SCR_AIObserveUnknownFireBehavior.InitParameters ( vector  position,
bool  useMovement 
)

◆ InitTimeout()

void SCR_AIObserveUnknownFireBehavior.InitTimeout ( float  timeout_s)

◆ InitTiming()

void SCR_AIObserveUnknownFireBehavior.InitTiming ( float  distance)

◆ IsNewPositionMoreRelevant()

static bool SCR_AIObserveUnknownFireBehavior.IsNewPositionMoreRelevant ( vector  myWorldPos,
vector  oldWorldPos,
vector  newWorldPos 
)
static

◆ OnActionSelected()

override void SCR_AIObserveUnknownFireBehavior.OnActionSelected ( )

Implements SCR_AIBehaviorBase.

◆ SetUseMovement()

void SCR_AIObserveUnknownFireBehavior.SetUseMovement ( bool  value)

Member Data Documentation

◆ DELAY_MIN_S

const float SCR_AIObserveUnknownFireBehavior.DELAY_MIN_S = 0.15
staticprotected

◆ DELAY_S_PER_METER

const float SCR_AIObserveUnknownFireBehavior.DELAY_S_PER_METER = 0.0015
staticprotected

◆ DIRECTION_SPAN_DEG

const float SCR_AIObserveUnknownFireBehavior.DIRECTION_SPAN_DEG = 32.0
staticprotected

◆ DURATION_MIN_S

const float SCR_AIObserveUnknownFireBehavior.DURATION_MIN_S = 3.0
staticprotected

◆ DURATION_S_PER_METER

const float SCR_AIObserveUnknownFireBehavior.DURATION_S_PER_METER = 0.1
staticprotected

◆ HIGH_PRIORITY_MAX_DISTANCE

const float SCR_AIObserveUnknownFireBehavior.HIGH_PRIORITY_MAX_DISTANCE = 50
staticprotected

◆ m_bLookedOnce

ref SCR_BTParam<bool> SCR_AIObserveUnknownFireBehavior.m_bLookedOnce = new SCR_BTParam<bool>("LookedOnce")

◆ m_bUseBinoculars

ref SCR_BTParam<bool> SCR_AIObserveUnknownFireBehavior.m_bUseBinoculars = new SCR_BTParam<bool>("UseBinoculars")

◆ m_bUseMovement

ref SCR_BTParam<bool> SCR_AIObserveUnknownFireBehavior.m_bUseMovement = new SCR_BTParam<bool>("UseMovement")

◆ m_fCombatMoveLogicTimeout

float SCR_AIObserveUnknownFireBehavior.m_fCombatMoveLogicTimeout = 0
protected

◆ m_fDelay

ref SCR_BTParam<float> SCR_AIObserveUnknownFireBehavior.m_fDelay = new SCR_BTParam<float>("Delay")

◆ m_fDeleteActionTime_ms

float SCR_AIObserveUnknownFireBehavior.m_fDeleteActionTime_ms
protected

◆ m_fDuration

ref SCR_BTParam<float> SCR_AIObserveUnknownFireBehavior.m_fDuration = new SCR_BTParam<float>("Duration")

◆ m_fPriority

float SCR_AIObserveUnknownFireBehavior.m_fPriority
protected

◆ m_fRadius

ref SCR_BTParam<float> SCR_AIObserveUnknownFireBehavior.m_fRadius = new SCR_BTParam<float>("Radius")

◆ m_vPosition

ref SCR_BTParam<vector> SCR_AIObserveUnknownFireBehavior.m_vPosition = new SCR_BTParam<vector>("Position")

◆ TIMEOUT_S

const float SCR_AIObserveUnknownFireBehavior.TIMEOUT_S = 16.0
staticprotected

◆ USE_BINOCULARS_DISTANCE_THRESHOLD

const float SCR_AIObserveUnknownFireBehavior.USE_BINOCULARS_DISTANCE_THRESHOLD = 70
staticprotected

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