5 SCR_AIConfigComponent m_Config;
7 ref SCR_BTParam<IEntity> m_EntityToHeal =
new SCR_BTParam<IEntity>(
SCR_AIActionTask.ENTITY_PORT);
12 protected const float MAX_THREAT_THRESHOLD = 0.002;
14 void SCR_AIMedicHealBehavior(SCR_AIUtilityComponent utility,
SCR_AIActivityBase groupActivity, IEntity entityToHeal,
bool allowHealMove,
float priority = PRIORITY_BEHAVIOR_MEDIC_HEAL,
float priorityLevel = PRIORITY_LEVEL_NORMAL)
16 m_EntityToHeal.Init(
this, entityToHeal);
17 m_sBehaviorTree =
"{990FE3889BBA5839}AI/BehaviorTrees/Chimera/Soldier/MedicHeal.bt";
18 SetPriority(priority);
23 override void OnActionSelected()
25 m_Utility.m_AIInfo.SetAIState(EUnitAIState.BUSY);
28 override void OnActionCompleted()
30 super.OnActionCompleted();
31 m_Utility.m_AIInfo.SetAIState(EUnitAIState.AVAILABLE);
38 override void OnActionFailed()
40 super.OnActionFailed();
41 m_Utility.m_AIInfo.SetAIState(EUnitAIState.AVAILABLE);