Arma Reforger Script API
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Public Member Functions | |
SCR_AIBehaviorBase | EvaluateBehavior (BaseTarget unknownTarget) |
bool | CanIndependentlyMove () |
Independent attacking with movement is allowed only when group combat move is not present or unit state is EUnitState.IN_TURRET. | |
SCR_AIBehaviorBase | GetCurrentBehavior () |
void | CancelAllGroupActivityBehaviors (notnull SCR_AIGroupUtilityComponent groupUtility) |
void | WrapBehaviorOutsideOfVehicle (SCR_AIActionBase action) |
override void | EOnInit (IEntity owner) |
void | OnCompartmentEntered (AIAgent agent, IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move) |
void | OnCompartmentLeft (AIAgent agent, IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move) |
bool | IsMilitary () |
Are we a military AI or not? | |
override void | EOnDiag (IEntity owner, float timeSlice) |
vector | GetOrigin () |
void | LookAt (vector pos, float duration=2) |
void | ~SCR_AIUtilityComponent () |
Public Member Functions inherited from SCR_AIBaseUtilityComponent | |
void | SendMessage (AIMessage msg, AIAgent receiver=null) |
int | DiagGetCounter () |
void | DiagIncreaseCounter () |
void | DiagSetBreakpoint () |
Public Member Functions inherited from AIBaseUtilityComponent | |
proto external AIActionBase | EvaluateActions () |
Evaluate all actions and return the highest evaluated action which is not suspended. Returns nullptr if none found. | |
proto external void | AddAction (AIActionBase action) |
Adds an action. | |
proto external bool | RemoveObsoleteActions () |
Removes actions which are failed or completed. | |
proto external void | SetStateAllActionsOfType (TypeName actionType, EAIActionState actionState, bool includeInherited=false) |
Iterates through the actions changing the state of those of the type or that inherit from it. | |
proto external bool | HasActionOfType (TypeName actionType) |
Returns true when there is an action of exactly this type. | |
proto external AIActionBase | FindActionOfType (TypeName actionType) |
Finds action of exactly this type. | |
proto external AIActionBase | FindActionOfInheritedType (TypeName actionType) |
Finds action of provided type or a type inherited from it. | |
proto external void | FindActionsOfType (TypeName actionType, notnull array< ref AIActionBase > outActions) |
proto external void | FindActionsOfInheritedType (TypeName actionType, notnull array< ref AIActionBase > outActions) |
proto external void | SetStateOfRelatedAction (AIActionBase relatedAction, EAIActionState state) |
proto external bool | CallActionsOnMessage (AIMessage msg) |
proto external void | GetActions (notnull array< ref AIActionBase > outActions) |
proto external ref AIActionBase | GetCurrentAction () |
proto external void | SetCurrentAction (AIActionBase executed) |
proto external ref AIActionBase | GetExecutedAction () |
proto external void | SetExecutedAction (AIActionBase executed) |
proto external AIAgent | GetOwner () |
void | EOnInit (IEntity owner) |
void | OnPostInit (IEntity owner) |
void | EOnDeactivate (IEntity owner) |
void | EOnDiag (IEntity owner, float timeSlice) |
void | EOnActivate (IEntity owner) |
Public Attributes | |
GenericEntity | m_OwnerEntity |
SCR_AIConfigComponent | m_ConfigComponent |
SCR_AIInfoComponent | m_AIInfo |
SCR_AICombatComponent | m_CombatComponent |
PerceptionComponent | m_PerceptionComponent |
SCR_MailboxComponent | m_Mailbox |
ref SCR_AIThreatSystem | m_ThreatSystem |
ref SCR_AILookAction | m_LookAction |
ref SCR_AICommsHandler | m_CommsHandler |
ref SCR_AIBehaviorBase | m_CurrentBehavior |
Used for avoiding constant casting, outside of this class use GetCurrentBehavior() | |
ref SCR_AICombatMoveState | m_CombatMoveState |
Protected Attributes | |
SCR_CharacterControllerComponent | m_OwnerController |
FactionAffiliationComponent | m_FactionComponent |
ref BaseTarget | m_UnknownTarget |
float | m_fReactionUnknownTargetTime_ms |
WorldTime timestamp. | |
float | m_fLastUpdateTime |
Static Protected Attributes | |
static const float | DISTANCE_HYSTERESIS_FACTOR = 0.45 |
how bigger must be old distance to new in IsInvestigationRelevant() | |
static const float | NEARBY_DISTANCE_SQ = 2500 |
what is the minimal distance of new vs old in IsInvestigationRelevant() | |
static const float | REACTION_TO_SAME_UNKNOWN_TARGET_INTERVAL_MS = 2500 |
how often to react to same unknown target if it didn't change | |
void SCR_AIUtilityComponent.~SCR_AIUtilityComponent | ( | ) |
void SCR_AIUtilityComponent.CancelAllGroupActivityBehaviors | ( | notnull SCR_AIGroupUtilityComponent | groupUtility | ) |
bool SCR_AIUtilityComponent.CanIndependentlyMove | ( | ) |
Independent attacking with movement is allowed only when group combat move is not present or unit state is EUnitState.IN_TURRET.
override void SCR_AIUtilityComponent.EOnDiag | ( | IEntity | owner, |
float | timeSlice | ||
) |
Implements AIBaseUtilityComponent.
override void SCR_AIUtilityComponent.EOnInit | ( | IEntity | owner | ) |
Implements AIBaseUtilityComponent.
SCR_AIBehaviorBase SCR_AIUtilityComponent.EvaluateBehavior | ( | BaseTarget | unknownTarget | ) |
[in] | unknownTarget |
SCR_AIBehaviorBase SCR_AIUtilityComponent.GetCurrentBehavior | ( | ) |
vector SCR_AIUtilityComponent.GetOrigin | ( | ) |
bool SCR_AIUtilityComponent.IsMilitary | ( | ) |
Are we a military AI or not?
void SCR_AIUtilityComponent.LookAt | ( | vector | pos, |
float | duration = 2 |
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) |
void SCR_AIUtilityComponent.OnCompartmentEntered | ( | AIAgent | agent, |
IEntity | targetEntity, | ||
BaseCompartmentManagerComponent | manager, | ||
int | mgrID, | ||
int | slotID, | ||
bool | move | ||
) |
void SCR_AIUtilityComponent.OnCompartmentLeft | ( | AIAgent | agent, |
IEntity | targetEntity, | ||
BaseCompartmentManagerComponent | manager, | ||
int | mgrID, | ||
int | slotID, | ||
bool | move | ||
) |
void SCR_AIUtilityComponent.WrapBehaviorOutsideOfVehicle | ( | SCR_AIActionBase | action | ) |
[in] | action |
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staticprotected |
how bigger must be old distance to new in IsInvestigationRelevant()
SCR_AIInfoComponent SCR_AIUtilityComponent.m_AIInfo |
SCR_AICombatComponent SCR_AIUtilityComponent.m_CombatComponent |
ref SCR_AICombatMoveState SCR_AIUtilityComponent.m_CombatMoveState |
ref SCR_AICommsHandler SCR_AIUtilityComponent.m_CommsHandler |
SCR_AIConfigComponent SCR_AIUtilityComponent.m_ConfigComponent |
ref SCR_AIBehaviorBase SCR_AIUtilityComponent.m_CurrentBehavior |
Used for avoiding constant casting, outside of this class use GetCurrentBehavior()
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WorldTime timestamp.
ref SCR_AILookAction SCR_AIUtilityComponent.m_LookAction |
SCR_MailboxComponent SCR_AIUtilityComponent.m_Mailbox |
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GenericEntity SCR_AIUtilityComponent.m_OwnerEntity |
PerceptionComponent SCR_AIUtilityComponent.m_PerceptionComponent |
ref SCR_AIThreatSystem SCR_AIUtilityComponent.m_ThreatSystem |
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what is the minimal distance of new vs old in IsInvestigationRelevant()
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how often to react to same unknown target if it didn't change