◆ EOnTaskSimulate()
| override ENodeResult SCR_AIStaticArtilleryBehavior_ShootingLogic.EOnTaskSimulate |
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AIAgent | owner, |
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float | dt ) |
Scripted nodes are suposed to return SUCCESS, FAIL or RUNNING state.
Implements AITaskScripted.
◆ GetVariablesOut()
| override TStringArray SCR_AIStaticArtilleryBehavior_ShootingLogic.GetVariablesOut |
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◆ OnInit()
| override void SCR_AIStaticArtilleryBehavior_ShootingLogic.OnInit |
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AIAgent | owner | ) |
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◆ VisibleInPalette()
| static override bool SCR_AIStaticArtilleryBehavior_ShootingLogic.VisibleInPalette |
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◆ m_iShotsBetweenAiming
| int SCR_AIStaticArtilleryBehavior_ShootingLogic.m_iShotsBetweenAiming |
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protected |
◆ m_Utility
◆ PORT_AIMING_NEEDED
| const string SCR_AIStaticArtilleryBehavior_ShootingLogic.PORT_AIMING_NEEDED = "AimingNeeded" |
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staticprotected |
◆ s_aVarsOut
| ref TStringArray SCR_AIStaticArtilleryBehavior_ShootingLogic.s_aVarsOut = { PORT_AIMING_NEEDED } |
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staticprotected |
The documentation for this interface was generated from the following file:
- Game/AI/Behavior/SCR_AIStaticArtilleryBehavior.c