Arma Reforger Script API
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SCR_AIVehicleUsageComponent Interface Reference

This component should be attached to root entity of all vehicles and static turrets which are usable by AI. More...

Inheritance diagram for SCR_AIVehicleUsageComponent:
SCR_AIStaticArtilleryVehicleUsageComponent

Public Member Functions

ScriptInvokerBase< SCR_AIOnVehicleDeleted > GetOnDeleted ()
 
ScriptInvokerBase< SCR_AIOnVehicleDamageStateChanged > GetOnDamageStateChanged ()
 
TurretCompartmentSlot GetTurretCompartmentSlot ()
 
PilotCompartmentSlot GetPilotCompartmentSlot ()
 
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
 
TurretCompartmentSlot m_TurretSlot
 
PilotCompartmentSlot m_PilotSlot
 

Detailed Description

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.

Constructor & Destructor Documentation

◆ ~SCR_AIVehicleUsageComponent()

void SCR_AIVehicleUsageComponent.~SCR_AIVehicleUsageComponent ( )
protected

Member Function Documentation

◆ CanBePiloted()

bool SCR_AIVehicleUsageComponent.CanBePiloted ( )

AI can use the pilot compartments on this vehicle.

◆ EOnInit()

override void SCR_AIVehicleUsageComponent.EOnInit ( IEntity owner)
protected

◆ ErrorIncorrectType()

static void SCR_AIVehicleUsageComponent.ErrorIncorrectType ( notnull IEntity entity)
static

◆ ErrorNoComponent()

static void SCR_AIVehicleUsageComponent.ErrorNoComponent ( notnull IEntity entity)
static

◆ FindOnNearestParent()

static SCR_AIVehicleUsageComponent SCR_AIVehicleUsageComponent.FindOnNearestParent ( notnull IEntity ent,
out IEntity componentOwner )
static

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.

◆ GetOnDamageStateChanged()

ScriptInvokerBase< SCR_AIOnVehicleDamageStateChanged > SCR_AIVehicleUsageComponent.GetOnDamageStateChanged ( )

◆ GetOnDeleted()

ScriptInvokerBase< SCR_AIOnVehicleDeleted > SCR_AIVehicleUsageComponent.GetOnDeleted ( )

◆ GetPilotCompartmentSlot()

PilotCompartmentSlot SCR_AIVehicleUsageComponent.GetPilotCompartmentSlot ( )

◆ GetTurretCompartmentSlot()

TurretCompartmentSlot SCR_AIVehicleUsageComponent.GetTurretCompartmentSlot ( )

◆ GetVehicleType()

EAIVehicleType SCR_AIVehicleUsageComponent.GetVehicleType ( )

◆ IsVehicleTypeValid()

bool SCR_AIVehicleUsageComponent.IsVehicleTypeValid ( )

◆ OnDamageStateChanged()

void SCR_AIVehicleUsageComponent.OnDamageStateChanged ( EDamageState damageState)
protected

◆ OnPostInit()

override void SCR_AIVehicleUsageComponent.OnPostInit ( IEntity owner)
protected

Member Data Documentation

◆ m_bCanBePiloted

bool SCR_AIVehicleUsageComponent.m_bCanBePiloted
protected

◆ m_eVehicleType

EAIVehicleType SCR_AIVehicleUsageComponent.m_eVehicleType
protected

◆ m_OnDamageStateChanged

ref ScriptInvokerBase<SCR_AIOnVehicleDamageStateChanged> SCR_AIVehicleUsageComponent.m_OnDamageStateChanged
protected

◆ m_OnDeleted

ref ScriptInvokerBase<SCR_AIOnVehicleDeleted> SCR_AIVehicleUsageComponent.m_OnDeleted
protected

◆ m_PilotSlot

PilotCompartmentSlot SCR_AIVehicleUsageComponent.m_PilotSlot
protected

◆ m_TurretSlot

TurretCompartmentSlot SCR_AIVehicleUsageComponent.m_TurretSlot
protected

The documentation for this interface was generated from the following file: