Arma Reforger Script API
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SCR_AIWaitForNewCombatComponentWeapon Interface Reference

Waits for a change in combat component's selected or expected weapon value. More...

Inheritance diagram for SCR_AIWaitForNewCombatComponentWeapon:
AITaskScripted AITask Node

Public Member Functions

override void OnInit (AIAgent owner)
 
override void OnAbort (AIAgent owner, Node nodeCausingAbort)
 
override ENodeResult EOnTaskSimulate (AIAgent owner, float dt)
 Scripted nodes are suposed to return SUCCESS, FAIL or RUNNING state.
 
override TStringArray GetVariablesOut ()
 
- Public Member Functions inherited from AITaskScripted
void OnEnter (AIAgent owner)
 
- Public Member Functions inherited from Node
proto external int GetNodeID ()
 
proto external TypeName GetVariableType (bool inputPort, string name)
 
proto bool GetVariableIn (string name, out void val)
 
proto void SetVariableOut (string name, void val)
 
proto void ClearVariable (string name)
 
proto void GetCallstackStr (out string val)
 
proto void GetParentTreeName (out string val)
 

Static Public Member Functions

static override bool VisibleInPalette ()
 

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
 
- Static Protected Attributes inherited from Node
static ref TStringArray m_aEmptyVars = {}
 

Additional Inherited Members

- Protected Member Functions inherited from AITaskScripted
string GetNodeMiddleText ()
 
- Protected Member Functions inherited from Node
TStringArray GetVariablesIn ()
 
- Static Protected Member Functions inherited from Node
static string GetOnHoverDescription ()
 
static bool CanReturnRunning ()
 

Detailed Description

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.

Member Function Documentation

◆ EOnTaskSimulate()

override ENodeResult SCR_AIWaitForNewCombatComponentWeapon.EOnTaskSimulate ( AIAgent owner,
float dt )

Scripted nodes are suposed to return SUCCESS, FAIL or RUNNING state.

Implements AITaskScripted.

◆ GetVariablesOut()

override TStringArray SCR_AIWaitForNewCombatComponentWeapon.GetVariablesOut ( )

Implements Node.

◆ OnAbort()

override void SCR_AIWaitForNewCombatComponentWeapon.OnAbort ( AIAgent owner,
Node nodeCausingAbort )

Implements AITaskScripted.

◆ OnInit()

override void SCR_AIWaitForNewCombatComponentWeapon.OnInit ( AIAgent owner)

Implements AITaskScripted.

◆ VisibleInPalette()

static override bool SCR_AIWaitForNewCombatComponentWeapon.VisibleInPalette ( )
static

Implements Node.

Member Data Documentation

◆ m_bFirstRun

bool SCR_AIWaitForNewCombatComponentWeapon.m_bFirstRun = true

◆ m_CombatComponent

SCR_AICombatComponent SCR_AIWaitForNewCombatComponentWeapon.m_CombatComponent
protected

◆ m_MagazineComp

BaseMagazineComponent SCR_AIWaitForNewCombatComponentWeapon.m_MagazineComp
protected

◆ m_MuzzleId

int SCR_AIWaitForNewCombatComponentWeapon.m_MuzzleId
protected

◆ m_WeaponComp

BaseWeaponComponent SCR_AIWaitForNewCombatComponentWeapon.m_WeaponComp
protected

◆ PORT_HANDLE_TREE

const string SCR_AIWaitForNewCombatComponentWeapon.PORT_HANDLE_TREE = "WeaponHandlingTree"
staticprotected

◆ PORT_MAGAZINE_COMPONENT

const string SCR_AIWaitForNewCombatComponentWeapon.PORT_MAGAZINE_COMPONENT = "MagazineComponent"
staticprotected

◆ PORT_MUZZLE_ID

const string SCR_AIWaitForNewCombatComponentWeapon.PORT_MUZZLE_ID = "MuzzleId"
staticprotected

◆ PORT_WEAPON_COMPONENT

const string SCR_AIWaitForNewCombatComponentWeapon.PORT_WEAPON_COMPONENT = "WeaponComponent"
staticprotected

◆ PORT_WEAPON_OR_MUZZLE

const string SCR_AIWaitForNewCombatComponentWeapon.PORT_WEAPON_OR_MUZZLE = "WeaponOrMuzzleSwitch"
staticprotected

◆ s_aVarsOut

ref TStringArray SCR_AIWaitForNewCombatComponentWeapon.s_aVarsOut
staticprotected
Initial value:
= {
}
static const string PORT_WEAPON_COMPONENT
Definition SCR_AIEvaluateExpectedWeapon.c:7
static const string PORT_MAGAZINE_COMPONENT
Definition SCR_AIEvaluateExpectedWeapon.c:8
static const string PORT_MUZZLE_ID
Definition SCR_AIEvaluateExpectedWeapon.c:9
static const string PORT_WEAPON_OR_MUZZLE
Definition SCR_AIWaitForNewCombatComponentWeapon.c:12
static const string PORT_HANDLE_TREE
Definition SCR_AIWaitForNewCombatComponentWeapon.c:11

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