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

Behavior for one soldier to provide ammunition to another one. More...

Inheritance diagram for SCR_AIProvideAmmoBehavior:
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Public Member Functions

void SCR_AIProvideAmmoBehavior (SCR_AIUtilityComponent utility, SCR_AIActivityBase groupActivity, IEntity ammoConsumer, TypeName magazineWellType, float priorityLevel=PRIORITY_LEVEL_NORMAL)
 
override float CustomEvaluate ()
 
override void OnActionCompleted ()
 
override void OnActionFailed ()
 
- 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 ()
 

Public Attributes

ref SCR_BTParam< IEntity > m_AmmoConsumer = new SCR_BTParam<IEntity>(AMMO_CONSUMER_ENTITY_PORT)
 
ref SCR_BTParam< TypeName > m_MagazineWellType = new SCR_BTParam<TypeName>(MAGAZINE_WELL_TYPE_PORT)
 
ref SCR_AIMoveIndividuallyBehavior m_MoveBehavior
 
- 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 = {}
 

Static Public Attributes

static const string AMMO_CONSUMER_ENTITY_PORT = "AmmoConsumerEntity"
 
static const string MAGAZINE_WELL_TYPE_PORT = "MagazineWellType"
 
- 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
 

Protected Attributes

float MOVE_COMPLETION_RADIUS = 10
 
- Protected Attributes inherited from SCR_AIActionBase
ref SCR_BTParam< float > m_fPriorityLevel = new SCR_BTParam<float>(SCR_AIActionTask.PRIORITY_LEVEL_PORT)
 

Detailed Description

Behavior for one soldier to provide ammunition to another one.

Constructor & Destructor Documentation

◆ SCR_AIProvideAmmoBehavior()

void SCR_AIProvideAmmoBehavior.SCR_AIProvideAmmoBehavior ( SCR_AIUtilityComponent  utility,
SCR_AIActivityBase  groupActivity,
IEntity  ammoConsumer,
TypeName  magazineWellType,
float  priorityLevel = PRIORITY_LEVEL_NORMAL 
)

Member Function Documentation

◆ CustomEvaluate()

override float SCR_AIProvideAmmoBehavior.CustomEvaluate ( )

Implements AIActionBase.

◆ OnActionCompleted()

override void SCR_AIProvideAmmoBehavior.OnActionCompleted ( )

Implements SCR_AIActionBase.

◆ OnActionFailed()

override void SCR_AIProvideAmmoBehavior.OnActionFailed ( )

Implements SCR_AIActionBase.

Member Data Documentation

◆ AMMO_CONSUMER_ENTITY_PORT

const string SCR_AIProvideAmmoBehavior.AMMO_CONSUMER_ENTITY_PORT = "AmmoConsumerEntity"
static

◆ m_AmmoConsumer

ref SCR_BTParam<IEntity> SCR_AIProvideAmmoBehavior.m_AmmoConsumer = new SCR_BTParam<IEntity>(AMMO_CONSUMER_ENTITY_PORT)

◆ m_MagazineWellType

ref SCR_BTParam<TypeName> SCR_AIProvideAmmoBehavior.m_MagazineWellType = new SCR_BTParam<TypeName>(MAGAZINE_WELL_TYPE_PORT)

◆ m_MoveBehavior

ref SCR_AIMoveIndividuallyBehavior SCR_AIProvideAmmoBehavior.m_MoveBehavior

◆ MAGAZINE_WELL_TYPE_PORT

const string SCR_AIProvideAmmoBehavior.MAGAZINE_WELL_TYPE_PORT = "MagazineWellType"
static

◆ MOVE_COMPLETION_RADIUS

float SCR_AIProvideAmmoBehavior.MOVE_COMPLETION_RADIUS = 10
protected

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