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void | SCR_AIVehicleCombatActivity (SCR_AIGroupUtilityComponent utility, AIWaypoint relatedWaypoint) |
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override float | CustomEvaluate () |
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override void | OnActionSelected () |
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void | GunnerRetreatLogic (AIAgent agent, IEntity vehicle) |
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bool | ShouldGunnerRetreatInVehicle (SCR_ChimeraAIAgent chimeraAgent, IEntity vehicleEntity) |
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void | VehicleUsageLogic (SCR_AIGroupVehicle vehicle) |
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bool | GetAvailableAgent (array< ref SCR_AIGroupFireteam > fireteams, out AIAgent availableAgent, out SCR_AIGroupFireteam agentsFireTeam) |
| returns first non bleeding conscious agent we have inside given array of fireteams
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void | OnAgentLifeStateChanged (AIAgent incapacitatedAgent, SCR_AIInfoComponent infoIncap, IEntity vehicle, ECharacterLifeState lifeState) |
| Reacts on incapacitated (or dead) driver agent it sends messages to other crew members to get in the driver seat, if that driver is gunner, finds new gunner outside the vehicle and moves towards him.
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override void | OnActionDeselected () |
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array< ref SCR_AIActivityFeatureBase > | GetActivityFeatures () |
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SCR_AIActivityFeatureBase | FindActivityFeature (TypeName featureType) |
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void | InitParameters (AIWaypoint relatedWaypoint) |
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void | SCR_AIActivityBase (SCR_AIGroupUtilityComponent utility, AIWaypoint relatedWaypoint) |
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override float | EvaluatePriorityLevel () |
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void | SetPriorityLevel (int priority) |
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override void | OnSetActionState (EAIActionState state) |
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override void | OnSetSuspended (bool suspended) |
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override void | OnComplete () |
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override void | OnFail () |
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override void | OnActionRemoved () |
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string | GetActionDebugInfo () |
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string | GetDebugPanelText () |
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override void | OnActionSelected () |
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override void | OnActionDeselected () |
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void | OnActionExecuted () |
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void | OnActionCompleted () |
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void | OnActionFailed () |
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bool | IsActionInterruptable () |
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void | SetActionInterruptable (bool IsInterruptable) |
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void | SetParametersToBTVariables (SCR_AIActionTask node) |
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void | GetParametersFromBTVariables (SCR_AIActionTask node) |
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TStringArray | GetPortNames () |
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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 () |
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proto external float | GetPriority () |
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proto external void | SetPriority (float priority) |
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proto external bool | GetActionIsSuspended () |
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proto external void | SetActionIsSuspended (bool val) |
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proto external bool | GetIsUniqueInActionQueue () |
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proto external void | SetIsUniqueInActionQueue (bool unique) |
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proto external EAIActionState | GetActionState () |
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proto external void | SetActionState (EAIActionState state) |
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proto external void | Fail () |
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proto external void | Complete () |
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proto external bool | GetRemoveAction () |
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proto external void | SetRemoveAction (bool val) |
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proto external ref AIActionBase | GetRelatedGroupActivity () |
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proto external void | SetRelatedGroupActivity (AIActionBase related) |
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float | CustomEvaluate () |
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float | EvaluatePriorityLevel () |
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void | OnSetSuspended (bool suspended) |
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void | OnSetActionState (EAIActionState state) |
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void | OnFail () |
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void | OnComplete () |
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bool | OnMessage (AIMessage msg) |
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void | OnActionSelected () |
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void | OnActionDeselected () |
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void | OnActionRemoved () |
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Activity which handles combat of a group if it has vehicles.