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SCR_AIReactionBase.c
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1 //------------------------------------------------------------------------------------------------
2 // BASIC REACTIONS
3 //------------------------------------------------------------------------------------------------
4 
7 {
8  // TODO: Behavior overriding will break the behavior, it's forbidden for now
9  //[Attribute(defvalue: "", uiwidget: UIWidgets.stringPicker, desc: "BT assigned to behavior", params: "bt")]
10  [Attribute(defvalue: "", uiwidget: UIWidgets.EditBox, desc: "(TEMP) Relavive path to a behavior tree with forward slashes \nExample: 'AI/BehaviorTrees/Chimera/Soldier/Wait.bt'", params: "bt")]
11  string m_OverrideBehaviorTree;
12 
13  void PerformReaction(notnull SCR_AIUtilityComponent utility) {}
14  void PerformReaction(notnull SCR_AIGroupUtilityComponent utility) {}
15 
16  #ifdef AI_DEBUG
17  protected void AddDebugMessage(SCR_AIUtilityComponent utility, string str)
18  {
19  SCR_AIInfoBaseComponent infoComp = SCR_AIInfoBaseComponent.Cast(utility.GetOwner().FindComponent(SCR_AIInfoBaseComponent));
20  infoComp.AddDebugMessage(string.Format("%1: %2", this, str), msgType: EAIDebugMsgType.REACTION);
21  }
22  #endif
23 };
24 
25 //------------------------------------------------------------------------------------------------
26 // GENERIC REACTIONS
27 //------------------------------------------------------------------------------------------------
28 
31 {
32  override void PerformReaction(notnull SCR_AIUtilityComponent utility)
33  {
34  auto behavior = new SCR_AIWaitBehavior(utility, null);
35  //if (behavior.m_sBehaviorTree != string.Empty)
36  //behavior.m_sBehaviorTree = m_OverrideBehaviorTree;
37  utility.AddAction(behavior);
38  }
39 };
40 
43 {
44  override void PerformReaction(notnull SCR_AIUtilityComponent utility)
45  {
46  auto behavior = new SCR_AIIdleBehavior(utility, null);
47  //if (behavior.m_sBehaviorTree != string.Empty)
48  //behavior.m_sBehaviorTree = m_OverrideBehaviorTree;
49  utility.AddAction(behavior);
50  }
51 
52  override void PerformReaction(notnull SCR_AIGroupUtilityComponent utility)
53  {
54  auto activity = new SCR_AIIdleActivity(utility, null);
55  utility.AddAction(activity);
56  }
57 };
SCR_AIIdleBehavior
Definition: SCR_AIBehavior.c:50
SCR_AIIdleActivity
Definition: SCR_AIActivity.c:72
EAIDebugMsgType
EAIDebugMsgType
Definition: SCR_AIDebugMessage.c:1
SCR_AIWaitReaction
Definition: SCR_AIReactionBase.c:30
desc
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SCR_AIIdleReaction
Definition: SCR_AIReactionBase.c:42
Attribute
typedef Attribute
Post-process effect of scripted camera.
params
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Definition: SCR_NotificationSenderComponent.c:24
SCR_AIReactionBase
Definition: SCR_AIReactionBase.c:6
BaseContainerProps
SCR_AIGoalReaction_Follow BaseContainerProps
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Definition: SCR_AIGoalReaction.c:468
SCR_AIWaitBehavior
Definition: SCR_AIBehavior.c:41