Arma Reforger Script API
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Public Member Functions | Public Attributes | Protected Attributes | Static Protected Attributes | List of all members
SCR_AIWaitForNewCombatComponentWeapon Interface Reference

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

Inheritance diagram for SCR_AIWaitForNewCombatComponentWeapon:
[legend]

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
 

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 
)

◆ GetVariablesOut()

override TStringArray SCR_AIWaitForNewCombatComponentWeapon.GetVariablesOut ( )

◆ OnAbort()

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

◆ OnInit()

override void SCR_AIWaitForNewCombatComponentWeapon.OnInit ( AIAgent  owner)

◆ VisibleInPalette()

override bool SCR_AIWaitForNewCombatComponentWeapon.VisibleInPalette ( )

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_OR_MUZZLE
Definition: SCR_AIWaitForNewCombatComponentWeapon.c:12
static const string PORT_HANDLE_TREE
Definition: SCR_AIWaitForNewCombatComponentWeapon.c:11
static const string PORT_MAGAZINE_COMPONENT
Definition: SCR_AIWaitForNewCombatComponentWeapon.c:9
static const string PORT_WEAPON_COMPONENT
Definition: SCR_AIWaitForNewCombatComponentWeapon.c:8
static const string PORT_MUZZLE_ID
Definition: SCR_AIWaitForNewCombatComponentWeapon.c:10

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