Arma Reforger Script API
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SCR_AIStaticArtilleryBehavior Interface Reference
Inheritance diagram for SCR_AIStaticArtilleryBehavior:
SCR_AIBehaviorBase SCR_AIActionBase AIActionBase

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 ()
 
- Public Member Functions inherited from SCR_AIBehaviorBase
void SCR_AIBehaviorBase (SCR_AIUtilityComponent utility, SCR_AIActivityBase groupActivity)
 
SCR_AIActivityBase GetGroupActivityContext ()
 
override void OnActionFailed ()
 
override void OnActionCompleted ()
 
- 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 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 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
 
- 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_AIBehaviorBase
SCR_AIUtilityComponent m_Utility
 
float m_fThreat = 0.0
 
bool m_bAllowLook = true
 
bool m_bResetLook = false
 
bool m_bUseCombatMove = false
 
- 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_AIStaticArtilleryBehavior()

void SCR_AIStaticArtilleryBehavior.SCR_AIStaticArtilleryBehavior ( SCR_AIUtilityComponent utility,
SCR_AIActivityBase groupActivity,
IEntity artilleryEntity,
vector targetPos,
SCR_EAIArtilleryAmmoType ammoType,
float priorityLevel = PRIORITY_LEVEL_NORMAL )

Member Function Documentation

◆ GetActionDebugInfo()

override string SCR_AIStaticArtilleryBehavior.GetActionDebugInfo ( )

Implements SCR_AIActionBase.

◆ GetOnArtilleryFired()

ScriptInvokerBase< SCR_AIStaticArtilleryBehavior_OnArtilleryFired > SCR_AIStaticArtilleryBehavior.GetOnArtilleryFired ( )

Returns event which is invoked every time AI who executes this behavior fires an artillery.

◆ GetShotCount()

int SCR_AIStaticArtilleryBehavior.GetShotCount ( )

◆ InitAmmoPrefabValue()

bool SCR_AIStaticArtilleryBehavior.InitAmmoPrefabValue ( )

Finds which prefab is used by the muzzle.

◆ InitParameters()

void SCR_AIStaticArtilleryBehavior.InitParameters ( IEntity artilleryEntity,
vector targetPos )

◆ Internal_OnArtilleryFired()

void SCR_AIStaticArtilleryBehavior.Internal_OnArtilleryFired ( )

Called by the SCR_AIStaticArtilleryBehavior_ShootingLogic node from behavior tree.

◆ OnActionDeselected()

override void SCR_AIStaticArtilleryBehavior.OnActionDeselected ( )

Implements SCR_AIActionBase.

◆ OnActionSelected()

override void SCR_AIStaticArtilleryBehavior.OnActionSelected ( )

Implements SCR_AIBehaviorBase.

◆ OnArtilleryEntityDeleted()

void SCR_AIStaticArtilleryBehavior.OnArtilleryEntityDeleted ( SCR_AIVehicleUsageComponent comp)

Member Data Documentation

◆ m_AmmoPrefab

ref SCR_BTParam<ResourceName> SCR_AIStaticArtilleryBehavior.m_AmmoPrefab = new SCR_BTParam<ResourceName>("AmmoPrefab")
protected

◆ m_ArtilleryEntity

ref SCR_BTParam<IEntity> SCR_AIStaticArtilleryBehavior.m_ArtilleryEntity = new SCR_BTParam<IEntity>("ArtilleryEntity")
protected

◆ m_eAmmoType

SCR_EAIArtilleryAmmoType SCR_AIStaticArtilleryBehavior.m_eAmmoType
protected

◆ m_InventoryEntity

ref SCR_BTParam<IEntity> SCR_AIStaticArtilleryBehavior.m_InventoryEntity = new SCR_BTParam<IEntity>("InventoryEntity")
protected

◆ m_iShotCount

int SCR_AIStaticArtilleryBehavior.m_iShotCount = 0
protected

◆ m_OnArtilleryFired

ref ScriptInvokerBase<SCR_AIStaticArtilleryBehavior_OnArtilleryFired> SCR_AIStaticArtilleryBehavior.m_OnArtilleryFired
protected

◆ m_vTargetPos

ref SCR_BTParam<vector> SCR_AIStaticArtilleryBehavior.m_vTargetPos = new SCR_BTParam<vector>("TargetPos")
protected

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