9 [
Attribute( defvalue:
"0.5", uiwidget: UIWidgets.Slider,
desc:
"Unit skill",
params:
"0 1 0.01" )]
12 [
Attribute( defvalue:
"1", uiwidget: UIWidgets.CheckBox,
desc:
"Alow movement" )]
15 [
Attribute( defvalue:
"1", uiwidget: UIWidgets.CheckBox,
desc:
"Allow reacting on danger events" )]
18 [
Attribute( defvalue:
"1", uiwidget: UIWidgets.CheckBox,
desc:
"Allow reacting on perceived targets" )]
21 [
Attribute( defvalue:
"1", uiwidget: UIWidgets.CheckBox,
desc:
"Allow shooting and attacking in general" )]
24 [
Attribute( defvalue:
"1", uiwidget: UIWidgets.CheckBox,
desc:
"Allow finding and taking cover" )]
27 [
Attribute( defvalue:
"1", uiwidget: UIWidgets.CheckBox,
desc:
"Allow aiming and gestures in general" )]
30 [
Attribute( defvalue:
"1", uiwidget: UIWidgets.CheckBox,
desc:
"Allow sending AI messages" )]
33 [
Attribute( defvalue:
"0", uiwidget: UIWidgets.CheckBox,
desc:
"Allow leader to stop when formation is deformed" )]
36 [
Attribute( defvalue:
"1", uiwidget: UIWidgets.CheckBox,
desc:
"Allow artificial aiming error for AI." )]
44 ref map<EAIDangerEventType, ref SCR_AIDangerReaction>
m_mDangerReactions =
new map<EAIDangerEventType, ref SCR_AIDangerReaction>();
65 [
Attribute(
"", UIWidgets.Auto,
"Specifies which behavior tree is used for specific weapon type",
category:
"Weapon Handling")]
68 [
Attribute(
"{3EA0ED1A7C3B8FE5}AI/BehaviorTrees/Chimera/Soldier/HandleWeapon_Default.bt", UIWidgets.Auto,
"Fallback BT when nothing found in WeaponTypeSelectionConfig",
category:
"Weapon Handling")]
74 super.OnPostInit(owner);
75 SetEventMask(owner, EntityEvent.INIT);
81 SCR_AISettingsComponent settings = SCR_AISettingsComponent.GetInstance();
128 Debug.Error(
"Message mismatch");
134 reaction.PerformReaction(utility, message);
148 Debug.Error(
"Message mismatch");
154 reaction.PerformReaction(utility, message);
168 Debug.Error(
"Message mismatch");
174 reaction.PerformReaction(utility, message);
188 Debug.Error(
"Message mismatch");
194 reaction.PerformReaction(utility, message);
209 return reaction.PerformReaction(utility, utility.m_ThreatSystem, dangerEvent);
221 reaction.PerformReaction(utility);
232 reaction.PerformReaction(utility);
242 if (configItem.m_eWeaponType ==
EWeaponType.WT_NONE || configItem.m_eWeaponType == weaponType)
244 if (configItem.m_eMuzzleType == muzzleType)
246 return configItem.m_sBehaviorTree;