3 SCR_AIUtilityComponent m_Utility;
6 bool m_bAllowLook =
true;
7 bool m_bResetLook =
false;
8 bool m_bUseCombatMove =
false;
14 SetRelatedGroupActivity(groupActivity);
24 override void OnActionSelected()
26 super.OnActionSelected();
28 m_Utility.m_LookAction.Cancel();
33 override protected void AddDebugMessage(
string str)
35 SCR_AIInfoBaseComponent infoComp = SCR_AIInfoBaseComponent.Cast(m_Utility.GetOwner().FindComponent(SCR_AIInfoBaseComponent));
36 infoComp.AddDebugMessage(
string.Format(
"%1: %2",
this, str), msgType:
EAIDebugMsgType.ACTION);
45 m_sBehaviorTree =
"AI/BehaviorTrees/Chimera/Soldier/Wait.bt";
56 m_sBehaviorTree =
"AI/BehaviorTrees/Chimera/Soldier/Idle.bt";
60 override void OnActionSelected()
62 super.OnActionSelected();
65 m_Utility.m_CombatComponent.SetExpectedEnemyType(
EAIUnitType.UnitType_Infantry);