Arma Reforger Script API
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SCR_AIScenarioFrameworkDummyPriorityAction Interface Reference
Inheritance diagram for SCR_AIScenarioFrameworkDummyPriorityAction:
Additional Inherited Members
Public Member Functions inherited from
SCR_AIActionBase
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.
int
GetCause
()
Returns cause value, used for SCR_AISetting.
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
AIActionBase
GetRelatedGroupActivity
()
proto external void
SetRelatedGroupActivity
(
AIActionBase
related)
float
CustomEvaluate
()
bool
OnMessage
(
AIMessage
msg)
Public Attributes inherited from
SCR_AIActionBase
bool
m_bIsInterruptable
= true
ResourceName
m_sBehaviorTree
ref ScriptInvoker
m_OnActionCompleted
= new ScriptInvoker()
ref ScriptInvoker
m_OnActionFailed
= new ScriptInvoker()
ref array<
SCR_BTParamBase
>
m_aParams
= {}
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_AVOID_CHARACTER
= 180 +
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_STATIC_ARTILLERY
= 114
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_OBSERVE_THREATS_HIGH_PRIORITY
= 69
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_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_ATTACK_DISREGARD_THREATS
= 20
const static float
PRIORITY_BEHAVIOR_WAIT
= 10
const static float
PRIORITY_BEHAVIOR_OBSERVE_THREATS_LOW_PRIORITY
= 4
const static float
PRIORITY_BEHAVIOR_MOVE_IN_FORMATION_LOW_PRIORITY
= 3
const static float
PRIORITY_BEHAVIOR_IDLE_DRIVER
= 2
const static float
PRIORITY_BEHAVIOR_ANIMATE
= 1.5
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_ARTILLERY_SUPPORT
= 75
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
const static float
PRIORITY_ACTIVITY_ANIMATE
= 10
Protected Attributes inherited from
SCR_AIActionBase
ref SCR_BTParam< float >
m_fPriorityLevel
= new SCR_BTParam<float>(
SCR_AIActionTask.PRIORITY_LEVEL_PORT
)
EAIActionFailReason
m_eFailReason
The documentation for this interface was generated from the following file:
Game/AI/Behavior/
SCR_AIScenarioFrameworkPriorityAction.c
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