Arma Reforger Script API
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This component should be attached to root entity of all vehicles and static turrets which are usable by AI. More...
Public Member Functions | |
ScriptInvokerBase< SCR_AIOnVehicleDeleted > | GetOnDeleted () |
ScriptInvokerBase< SCR_AIOnVehicleDamageStateChanged > | GetOnDamageStateChanged () |
bool | CanBePiloted () |
AI can use the pilot compartments on this vehicle. | |
EAIVehicleType | GetVehicleType () |
bool | IsVehicleTypeValid () |
Static Public Member Functions | |
static SCR_AIVehicleUsageComponent | FindOnNearestParent (notnull IEntity ent, out IEntity componentOwner) |
Finds the component on nearest parent of that entity, including that entity. | |
static void | ErrorNoComponent (notnull IEntity entity) |
static void | ErrorIncorrectType (notnull IEntity entity) |
Protected Member Functions | |
void | OnDamageStateChanged (EDamageState damageState) |
void | ~SCR_AIVehicleUsageComponent () |
override void | OnPostInit (IEntity owner) |
override void | EOnInit (IEntity owner) |
Protected Attributes | |
EAIVehicleType | m_eVehicleType |
bool | m_bCanBePiloted |
ref ScriptInvokerBase< SCR_AIOnVehicleDeleted > | m_OnDeleted |
ref ScriptInvokerBase< SCR_AIOnVehicleDamageStateChanged > | m_OnDamageStateChanged |
This component should be attached to root entity of all vehicles and static turrets which are usable by AI.
In case of a static tripod inside composition, this component should be on static tripod though, not on composition root. Other AI systems depend on this, so some AI functionality might not work with vehicles without this component.
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bool SCR_AIVehicleUsageComponent.CanBePiloted | ( | ) |
AI can use the pilot compartments on this vehicle.
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Finds the component on nearest parent of that entity, including that entity.
This should help with vehicles which have benches as slots, or static weapons which are children of compositions.
ScriptInvokerBase< SCR_AIOnVehicleDamageStateChanged > SCR_AIVehicleUsageComponent.GetOnDamageStateChanged | ( | ) |
ScriptInvokerBase< SCR_AIOnVehicleDeleted > SCR_AIVehicleUsageComponent.GetOnDeleted | ( | ) |
EAIVehicleType SCR_AIVehicleUsageComponent.GetVehicleType | ( | ) |
bool SCR_AIVehicleUsageComponent.IsVehicleTypeValid | ( | ) |
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