◆ EOnTaskSimulate()
| override ENodeResult SCR_AISelectDoorOperatorAgent.EOnTaskSimulate |
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AIAgent | owner, |
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float | dt ) |
Scripted nodes are suposed to return SUCCESS, FAIL or RUNNING state.
Implements AITaskScripted.
◆ GetOnHoverDescription()
| static override string SCR_AISelectDoorOperatorAgent.GetOnHoverDescription |
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◆ GetVariablesIn()
| override TStringArray SCR_AISelectDoorOperatorAgent.GetVariablesIn |
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◆ GetVariablesOut()
| override TStringArray SCR_AISelectDoorOperatorAgent.GetVariablesOut |
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◆ VisibleInPalette()
| static override bool SCR_AISelectDoorOperatorAgent.VisibleInPalette |
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◆ PORT_DOOR_USER_AGENT
| const string SCR_AISelectDoorOperatorAgent.PORT_DOOR_USER_AGENT = "DoorUserAgent" |
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◆ PORT_DOOR_USER_ENTITY
| const string SCR_AISelectDoorOperatorAgent.PORT_DOOR_USER_ENTITY = "DoorUserEntity" |
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◆ PORT_NAVLINK_ENTITY
| const string SCR_AISelectDoorOperatorAgent.PORT_NAVLINK_ENTITY = "NavlinkEntity" |
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◆ PORT_USE_TELEKINESIS
| const string SCR_AISelectDoorOperatorAgent.PORT_USE_TELEKINESIS = "UseTelekinesis" |
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◆ PORT_VEHICLE_ENTITY
| const string SCR_AISelectDoorOperatorAgent.PORT_VEHICLE_ENTITY = "VehicleEntity" |
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staticprotected |
◆ s_aVarsIn
◆ s_aVarsOut
The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Vehicles/SCR_AISelectDoorOperatorAgent.c