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Arma Reforger Script API
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Public Member Functions | |
| SCR_AIBehaviorBase | EvaluateBehavior (BaseTarget unknownTarget) |
| bool | ShouldKeepFormation () |
| Returns true if we should be mindful about our formation overall. | |
| bool | GetSubformationLeaderMoving () |
| Returns state of m_MovementDetector of our subformation leader. | |
| bool | GetNearSubformationLeader () |
| bool | IsSubformationLeader () |
| Returns true if this agent is leader of its subformation. | |
| 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 () |
| SCR_CharacterControllerComponent | GetCharacterController () |
| 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 () |
| ScriptCallQueue | GetCallqueue () |
| Returns CallQueue of this AI. It gets updated from EvaluateBehavior, so that it's synchronous with other AI logic. | |
| 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 AIActionBase | GetCurrentAction () |
| proto external void | SetCurrentAction (AIActionBase executed) |
| proto external AIActionBase | GetExecutedAction () |
| proto external void | SetExecutedAction (AIActionBase executed) |
| proto external AIAgent | GetOwner () |
| void | OnPostInit (IEntity owner) |
| void | EOnDeactivate (IEntity owner) |
| void | EOnActivate (IEntity owner) |
Public Member Functions inherited from AIComponent | |
| proto external AIAgent | GetAIAgent () |
Public Attributes | |
| GenericEntity | m_OwnerEntity |
| SCR_AIConfigComponent | m_ConfigComponent |
| SCR_AIInfoComponent | m_AIInfo |
| SCR_AICombatComponent | m_CombatComponent |
| PerceptionComponent | m_PerceptionComponent |
| SCR_MailboxComponent | m_Mailbox |
| SCR_AICharacterSettingsComponent | m_SettingsComponent |
| ref SCR_AIThreatSystem | m_ThreatSystem |
| ref SCR_AISectorThreatFilter | m_SectorThreatFilter |
| 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 |
| ref SCR_AIMovementDetector | m_MovementDetector |
Protected Member Functions | |
| AIAgent | GetSubformationLeaderAgent () |
| Returns leader agent of subformation of this agent. | |
Protected Attributes | |
| SCR_CharacterControllerComponent | m_OwnerController |
| FactionAffiliationComponent | m_FactionComponent |
| ref ScriptCallQueue | m_Callqueue |
| 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 |
| ScriptCallQueue SCR_AIUtilityComponent.GetCallqueue | ( | ) |
Returns CallQueue of this AI. It gets updated from EvaluateBehavior, so that it's synchronous with other AI logic.
| SCR_CharacterControllerComponent SCR_AIUtilityComponent.GetCharacterController | ( | ) |
| SCR_AIBehaviorBase SCR_AIUtilityComponent.GetCurrentBehavior | ( | ) |
| bool SCR_AIUtilityComponent.GetNearSubformationLeader | ( | ) |
| vector SCR_AIUtilityComponent.GetOrigin | ( | ) |
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Returns leader agent of subformation of this agent.
| bool SCR_AIUtilityComponent.GetSubformationLeaderMoving | ( | ) |
Returns state of m_MovementDetector of our subformation leader.
See SCR_AIMovementFilter class.
| bool SCR_AIUtilityComponent.IsMilitary | ( | ) |
Are we a military AI or not?
| bool SCR_AIUtilityComponent.IsSubformationLeader | ( | ) |
Returns true if this agent is leader of its subformation.
| void SCR_AIUtilityComponent.LookAt | ( | vector | pos, |
| float | duration = 2 ) |
| 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 ) |
| bool SCR_AIUtilityComponent.ShouldKeepFormation | ( | ) |
Returns true if we should be mindful about our formation overall.
| void SCR_AIUtilityComponent.WrapBehaviorOutsideOfVehicle | ( | SCR_AIActionBase | action | ) |
| [in] | action |
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how bigger must be old distance to new in IsInvestigationRelevant()
| SCR_AIInfoComponent SCR_AIUtilityComponent.m_AIInfo |
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| 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 |
| ref SCR_AIMovementDetector SCR_AIUtilityComponent.m_MovementDetector |
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| GenericEntity SCR_AIUtilityComponent.m_OwnerEntity |
| PerceptionComponent SCR_AIUtilityComponent.m_PerceptionComponent |
| ref SCR_AISectorThreatFilter SCR_AIUtilityComponent.m_SectorThreatFilter |
| SCR_AICharacterSettingsComponent SCR_AIUtilityComponent.m_SettingsComponent |
| ref SCR_AIThreatSystem SCR_AIUtilityComponent.m_ThreatSystem |
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staticprotected |
what is the minimal distance of new vs old in IsInvestigationRelevant()
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staticprotected |
how often to react to same unknown target if it didn't change