Arma Reforger Script API
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SCR_AIStaticArtilleryActivity Interface Reference
Inheritance diagram for SCR_AIStaticArtilleryActivity:
SCR_AIActivityBase SCR_AIActionBase AIActionBase

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.
 
- Public Member Functions inherited from SCR_AIActivityBase
array< ref SCR_AIActivityFeatureBaseGetActivityFeatures ()
 
SCR_AIActivityFeatureBase FindActivityFeature (TypeName featureType)
 
void InitParameters (AIWaypoint relatedWaypoint)
 
void SCR_AIActivityBase (SCR_AIGroupUtilityComponent utility, AIWaypoint relatedWaypoint)
 
- 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 ()
 
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".
 
- 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 ()
 
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)
 
- Protected Member Functions inherited from SCR_AIActivityBase
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
 
- Protected Attributes inherited from SCR_AIActionBase
ref SCR_BTParam< float > m_fPriorityLevel = new SCR_BTParam<float>(SCR_AIActionTask.PRIORITY_LEVEL_PORT)
 
EAIActionFailReason m_eFailReason
 

Additional Inherited Members

- Public Attributes inherited from SCR_AIActivityBase
SCR_AIGroupUtilityComponent m_Utility
 
ref SCR_BTParam< bool > m_bIsWaypointRelated = new SCR_BTParam<bool>(SCR_AIActionTask.WAYPOINT_RELATED_PORT)
 
AIWaypoint m_RelatedWaypoint = null
 
bool m_bAllowFireteamRebalance = true
 
- 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_BTParamBasem_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
 

Constructor & Destructor Documentation

◆ SCR_AIStaticArtilleryActivity()

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.

Member Function Documentation

◆ FindBestAgentForArtillery()

AIAgent SCR_AIStaticArtilleryActivity.FindBestAgentForArtillery ( notnull array< AIAgent > agents,
notnull IEntity artilleryEntity,
out int outIndex )
protected

Selects best agent to operate artillery entity. Now selects nearest agent.

◆ OnActionCompleted()

override void SCR_AIStaticArtilleryActivity.OnActionCompleted ( )

Implements SCR_AIActionBase.

◆ OnActionDeselected()

override void SCR_AIStaticArtilleryActivity.OnActionDeselected ( )

Implements SCR_AIActionBase.

◆ OnActionFailed()

override void SCR_AIStaticArtilleryActivity.OnActionFailed ( )

Implements SCR_AIActionBase.

◆ OnActionSelected()

override void SCR_AIStaticArtilleryActivity.OnActionSelected ( )

Implements SCR_AIActionBase.

◆ OnChildBehaviorArtilleryFired()

void SCR_AIStaticArtilleryActivity.OnChildBehaviorArtilleryFired ( SCR_AIStaticArtilleryBehavior behavior,
AIAgent agent )
protected

◆ OnChildBehaviorCreated()

override void SCR_AIStaticArtilleryActivity.OnChildBehaviorCreated ( SCR_AIBehaviorBase childBehavior)

Implements SCR_AIActivityBase.

◆ OnChildBehaviorFinished()

override void SCR_AIStaticArtilleryActivity.OnChildBehaviorFinished ( SCR_AIBehaviorBase childBehavior)

Called by agent when he failed his behavior related to this activity.

Implements SCR_AIActivityBase.

◆ SendMessages()

void SCR_AIStaticArtilleryActivity.SendMessages ( notnull array< ref SCR_AIGroupVehicle > turrets,
notnull array< AIAgent > assignedAgents )
protected

Member Data Documentation

◆ m_aAssignedAgents

ref array<AIAgent> SCR_AIStaticArtilleryActivity.m_aAssignedAgents = {}
protected

◆ m_aFailedAgents

ref array<AIAgent> SCR_AIStaticArtilleryActivity.m_aFailedAgents = {}
protected

◆ m_eAmmoType

SCR_EAIArtilleryAmmoType SCR_AIStaticArtilleryActivity.m_eAmmoType
protected

◆ m_iActualShotCount

int SCR_AIStaticArtilleryActivity.m_iActualShotCount
protected

◆ m_iTargetShotCount

int SCR_AIStaticArtilleryActivity.m_iTargetShotCount
protected

◆ m_vTargetPos

vector SCR_AIStaticArtilleryActivity.m_vTargetPos
protected

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