Arma Reforger Script API
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Public Member Functions | Static Public Member Functions | Protected Member Functions | Protected Attributes | List of all members
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:
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Public Member Functions

ScriptInvokerBase< SCR_AIOnVehicleDeleted > GetOnDeleted ()
 
ScriptInvokerBase< SCR_AIOnVehicleDamageStateChanged > GetOnDamageStateChanged ()
 

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)
 

Protected Member Functions

void OnDamageStateChanged (EDamageState damageState)
 
void ~SCR_AIVehicleUsageComponent ()
 
override void OnPostInit (IEntity owner)
 
override void EOnInit (IEntity owner)
 

Protected Attributes

ref ScriptInvokerBase< SCR_AIOnVehicleDeleted > m_OnDeleted
 
ref ScriptInvokerBase< SCR_AIOnVehicleDamageStateChanged > m_OnDamageStateChanged
 

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

◆ EOnInit()

override void SCR_AIVehicleUsageComponent.EOnInit ( IEntity  owner)
protected

◆ 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 ( )

◆ OnDamageStateChanged()

void SCR_AIVehicleUsageComponent.OnDamageStateChanged ( EDamageState  damageState)
protected

◆ OnPostInit()

override void SCR_AIVehicleUsageComponent.OnPostInit ( IEntity  owner)
protected

Member Data Documentation

◆ m_OnDamageStateChanged

ref ScriptInvokerBase<SCR_AIOnVehicleDamageStateChanged> SCR_AIVehicleUsageComponent.m_OnDamageStateChanged
protected

◆ m_OnDeleted

ref ScriptInvokerBase<SCR_AIOnVehicleDeleted> SCR_AIVehicleUsageComponent.m_OnDeleted
protected

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