Arma Reforger Script API
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Public Member Functions | |
void | InitParameters (IEntity artilleryEntity, vector targetPos) |
void | SCR_AIStaticArtilleryBehavior (SCR_AIUtilityComponent utility, SCR_AIActivityBase groupActivity, IEntity artilleryEntity, vector targetPos, SCR_EAIArtilleryAmmoType ammoType, float priorityLevel=PRIORITY_LEVEL_NORMAL) |
ScriptInvokerBase< SCR_AIStaticArtilleryBehavior_OnArtilleryFired > | GetOnArtilleryFired () |
Returns event which is invoked every time AI who executes this behavior fires an artillery. | |
int | GetShotCount () |
void | Internal_OnArtilleryFired () |
Called by the SCR_AIStaticArtilleryBehavior_ShootingLogic node from behavior tree. | |
override void | OnActionSelected () |
override void | OnActionDeselected () |
void | OnArtilleryEntityDeleted (SCR_AIVehicleUsageComponent comp) |
bool | InitAmmoPrefabValue () |
Finds which prefab is used by the muzzle. | |
override string | GetActionDebugInfo () |
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void | SCR_AIBehaviorBase (SCR_AIUtilityComponent utility, SCR_AIActivityBase groupActivity) |
SCR_AIActivityBase | GetGroupActivityContext () |
override void | OnActionFailed () |
override void | OnActionCompleted () |
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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 | 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". | |
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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 Attributes | |
ref SCR_BTParam< IEntity > | m_ArtilleryEntity = new SCR_BTParam<IEntity>("ArtilleryEntity") |
ref SCR_BTParam< vector > | m_vTargetPos = new SCR_BTParam<vector>("TargetPos") |
ref SCR_BTParam< IEntity > | m_InventoryEntity = new SCR_BTParam<IEntity>("InventoryEntity") |
ref SCR_BTParam< ResourceName > | m_AmmoPrefab = new SCR_BTParam<ResourceName>("AmmoPrefab") |
int | m_iShotCount = 0 |
SCR_EAIArtilleryAmmoType | m_eAmmoType |
ref ScriptInvokerBase< SCR_AIStaticArtilleryBehavior_OnArtilleryFired > | m_OnArtilleryFired |
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ref SCR_BTParam< float > | m_fPriorityLevel = new SCR_BTParam<float>(SCR_AIActionTask.PRIORITY_LEVEL_PORT) |
EAIActionFailReason | m_eFailReason |
void SCR_AIStaticArtilleryBehavior.SCR_AIStaticArtilleryBehavior | ( | SCR_AIUtilityComponent | utility, |
SCR_AIActivityBase | groupActivity, | ||
IEntity | artilleryEntity, | ||
vector | targetPos, | ||
SCR_EAIArtilleryAmmoType | ammoType, | ||
float | priorityLevel = PRIORITY_LEVEL_NORMAL ) |
override string SCR_AIStaticArtilleryBehavior.GetActionDebugInfo | ( | ) |
Implements SCR_AIActionBase.
ScriptInvokerBase< SCR_AIStaticArtilleryBehavior_OnArtilleryFired > SCR_AIStaticArtilleryBehavior.GetOnArtilleryFired | ( | ) |
Returns event which is invoked every time AI who executes this behavior fires an artillery.
int SCR_AIStaticArtilleryBehavior.GetShotCount | ( | ) |
bool SCR_AIStaticArtilleryBehavior.InitAmmoPrefabValue | ( | ) |
Finds which prefab is used by the muzzle.
void SCR_AIStaticArtilleryBehavior.InitParameters | ( | IEntity | artilleryEntity, |
vector | targetPos ) |
void SCR_AIStaticArtilleryBehavior.Internal_OnArtilleryFired | ( | ) |
Called by the SCR_AIStaticArtilleryBehavior_ShootingLogic node from behavior tree.
override void SCR_AIStaticArtilleryBehavior.OnActionDeselected | ( | ) |
Implements SCR_AIActionBase.
override void SCR_AIStaticArtilleryBehavior.OnActionSelected | ( | ) |
Implements SCR_AIBehaviorBase.
void SCR_AIStaticArtilleryBehavior.OnArtilleryEntityDeleted | ( | SCR_AIVehicleUsageComponent | comp | ) |
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