Arma Reforger Script API
|
Public Member Functions | |
void | SCR_AIStaticArtilleryActivity (SCR_AIGroupUtilityComponent utility, AIWaypoint relatedWaypoint, vector targetPos, SCR_EAIArtilleryAmmoType ammoType, int targetShotCount, float priorityLevel=PRIORITY_LEVEL_NORMAL) |
targetPos - position where artillery shells must land. | |
override void | OnActionSelected () |
override void | OnActionDeselected () |
override void | OnActionCompleted () |
override void | OnActionFailed () |
override void | OnChildBehaviorCreated (SCR_AIBehaviorBase childBehavior) |
override void | OnChildBehaviorFinished (SCR_AIBehaviorBase childBehavior) |
Called by agent when he failed his behavior related to this activity. | |
![]() | |
array< ref SCR_AIActivityFeatureBase > | GetActivityFeatures () |
SCR_AIActivityFeatureBase | FindActivityFeature (TypeName featureType) |
void | InitParameters (AIWaypoint relatedWaypoint) |
void | SCR_AIActivityBase (SCR_AIGroupUtilityComponent utility, AIWaypoint relatedWaypoint) |
![]() | |
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 () |
void | OnActionExecuted () |
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". | |
![]() | |
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 () |
bool | OnMessage (AIMessage msg) |
Protected Member Functions | |
AIAgent | FindBestAgentForArtillery (notnull array< AIAgent > agents, notnull IEntity artilleryEntity, out int outIndex) |
Selects best agent to operate artillery entity. Now selects nearest agent. | |
void | SendMessages (notnull array< ref SCR_AIGroupVehicle > turrets, notnull array< AIAgent > assignedAgents) |
void | OnChildBehaviorArtilleryFired (SCR_AIStaticArtilleryBehavior behavior, AIAgent agent) |
![]() | |
void | SendCancelMessagesToAllAgents () |
Protected Attributes | |
vector | m_vTargetPos |
SCR_EAIArtilleryAmmoType | m_eAmmoType |
int | m_iTargetShotCount |
ref array< AIAgent > | m_aAssignedAgents = {} |
ref array< AIAgent > | m_aFailedAgents = {} |
int | m_iActualShotCount |
![]() | |
ref SCR_BTParam< float > | m_fPriorityLevel = new SCR_BTParam<float>(SCR_AIActionTask.PRIORITY_LEVEL_PORT) |
EAIActionFailReason | m_eFailReason |
void SCR_AIStaticArtilleryActivity.SCR_AIStaticArtilleryActivity | ( | SCR_AIGroupUtilityComponent | utility, |
AIWaypoint | relatedWaypoint, | ||
vector | targetPos, | ||
SCR_EAIArtilleryAmmoType | ammoType, | ||
int | targetShotCount, | ||
float | priorityLevel = PRIORITY_LEVEL_NORMAL ) |
targetPos - position where artillery shells must land.
targetShotCount - total amount of shots which must be fired. If it's -1, artillery will be fired infinitely.
|
protected |
Selects best agent to operate artillery entity. Now selects nearest agent.
override void SCR_AIStaticArtilleryActivity.OnActionCompleted | ( | ) |
Implements SCR_AIActionBase.
override void SCR_AIStaticArtilleryActivity.OnActionDeselected | ( | ) |
Implements SCR_AIActionBase.
override void SCR_AIStaticArtilleryActivity.OnActionFailed | ( | ) |
Implements SCR_AIActionBase.
override void SCR_AIStaticArtilleryActivity.OnActionSelected | ( | ) |
Implements SCR_AIActionBase.
|
protected |
override void SCR_AIStaticArtilleryActivity.OnChildBehaviorCreated | ( | SCR_AIBehaviorBase | childBehavior | ) |
Implements SCR_AIActivityBase.
override void SCR_AIStaticArtilleryActivity.OnChildBehaviorFinished | ( | SCR_AIBehaviorBase | childBehavior | ) |
Called by agent when he failed his behavior related to this activity.
Implements SCR_AIActivityBase.
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |