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Arma Reforger Script API
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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_AIActivityFeatureBase > | GetActivityFeatures () |
| SCR_AIActivityFeatureBase | FindActivityFeature (TypeName featureType) |
| void | InitParameters (AIWaypoint relatedWaypoint) |
| void | SCR_AIActivityBase (SCR_AIGroupUtilityComponent utility, AIWaypoint relatedWaypoint) |
| void | Fail (bool doNotCompleteWaypoint) |
| This is an overload of basic Fail() method, since we need to pass extra information regarding related waypoint. | |
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 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 |
| 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.
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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.
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| 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.
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