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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) |
| 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 () |
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 ) |
Scripted nodes are suposed to return SUCCESS, FAIL or RUNNING state.
Implements AITaskScripted.
| override TStringArray SCR_AIWaitForNewCombatComponentWeapon.GetVariablesOut | ( | ) |
Implements Node.
| override void SCR_AIWaitForNewCombatComponentWeapon.OnAbort | ( | AIAgent | owner, |
| Node | nodeCausingAbort ) |
Implements AITaskScripted.
| override void SCR_AIWaitForNewCombatComponentWeapon.OnInit | ( | AIAgent | owner | ) |
Implements AITaskScripted.
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Implements Node.
| bool SCR_AIWaitForNewCombatComponentWeapon.m_bFirstRun = true |
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