Arma Reforger Script API
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Behavior to observe supposed location of where gunshot came from. More...
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_BTParamBase > | m_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 |
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.
void SCR_AIObserveUnknownFireBehavior.SCR_AIObserveUnknownFireBehavior | ( | SCR_AIUtilityComponent | utility, |
SCR_AIActivityBase | groupActivity, | ||
vector | posWorld, | ||
bool | useMovement, | ||
float | priorityLevel = PRIORITY_LEVEL_NORMAL , |
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float | priority = PRIORITY_BEHAVIOR_OBSERVE_UNKNOWN_FIRE |
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override float SCR_AIObserveUnknownFireBehavior.CustomEvaluate | ( | ) |
Implements AIActionBase.
void SCR_AIObserveUnknownFireBehavior.InitParameters | ( | vector | position, |
bool | useMovement | ||
) |
void SCR_AIObserveUnknownFireBehavior.InitTimeout | ( | float | timeout_s | ) |
void SCR_AIObserveUnknownFireBehavior.InitTiming | ( | float | distance | ) |
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override void SCR_AIObserveUnknownFireBehavior.OnActionSelected | ( | ) |
Implements SCR_AIBehaviorBase.
void SCR_AIObserveUnknownFireBehavior.SetUseMovement | ( | bool | value | ) |
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ref SCR_BTParam<bool> SCR_AIObserveUnknownFireBehavior.m_bLookedOnce = new SCR_BTParam<bool>("LookedOnce") |
ref SCR_BTParam<bool> SCR_AIObserveUnknownFireBehavior.m_bUseBinoculars = new SCR_BTParam<bool>("UseBinoculars") |
ref SCR_BTParam<bool> SCR_AIObserveUnknownFireBehavior.m_bUseMovement = new SCR_BTParam<bool>("UseMovement") |
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ref SCR_BTParam<float> SCR_AIObserveUnknownFireBehavior.m_fDelay = new SCR_BTParam<float>("Delay") |
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ref SCR_BTParam<float> SCR_AIObserveUnknownFireBehavior.m_fDuration = new SCR_BTParam<float>("Duration") |
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ref SCR_BTParam<float> SCR_AIObserveUnknownFireBehavior.m_fRadius = new SCR_BTParam<float>("Radius") |
ref SCR_BTParam<vector> SCR_AIObserveUnknownFireBehavior.m_vPosition = new SCR_BTParam<vector>("Position") |
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