Arma Reforger Script API
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Waits for a change in combat component's selected or expected weapon value. More...
Public Member Functions | |
override void | OnInit (AIAgent owner) |
override void | OnAbort (AIAgent owner, Node nodeCausingAbort) |
override ENodeResult | EOnTaskSimulate (AIAgent owner, float dt) |
override bool | VisibleInPalette () |
override TStringArray | GetVariablesOut () |
Public Attributes | |
bool | m_bFirstRun = true |
Protected Attributes | |
SCR_AICombatComponent | m_CombatComponent |
BaseWeaponComponent | m_WeaponComp |
int | m_MuzzleId |
BaseMagazineComponent | m_MagazineComp |
Static Protected Attributes | |
static const string | PORT_WEAPON_COMPONENT = "WeaponComponent" |
static const string | PORT_MAGAZINE_COMPONENT = "MagazineComponent" |
static const string | PORT_MUZZLE_ID = "MuzzleId" |
static const string | PORT_HANDLE_TREE = "WeaponHandlingTree" |
static const string | PORT_WEAPON_OR_MUZZLE = "WeaponOrMuzzleSwitch" |
static ref TStringArray | s_aVarsOut |
Waits for a change in combat component's selected or expected weapon value.
Returns Running until the change is detected. Returns Success on every change and outputs data to the output port. Also returns Success and outputs data on first run.
override ENodeResult SCR_AIWaitForNewCombatComponentWeapon.EOnTaskSimulate | ( | AIAgent | owner, |
float | dt | ||
) |
override TStringArray SCR_AIWaitForNewCombatComponentWeapon.GetVariablesOut | ( | ) |
override void SCR_AIWaitForNewCombatComponentWeapon.OnAbort | ( | AIAgent | owner, |
Node | nodeCausingAbort | ||
) |
override void SCR_AIWaitForNewCombatComponentWeapon.OnInit | ( | AIAgent | owner | ) |
override bool SCR_AIWaitForNewCombatComponentWeapon.VisibleInPalette | ( | ) |
bool SCR_AIWaitForNewCombatComponentWeapon.m_bFirstRun = true |
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