3 ref SCR_BTParamAssignable<vector> m_Target =
new SCR_BTParamAssignable<vector>(
"RetreatToPoint");
4 ref SCR_BTParamAssignable<vector> m_LookAt =
new SCR_BTParamAssignable<vector>(
"LookAt");
6 bool m_TimeSet =
false;
8 const float m_MaxTime = 3;
14 m_LookAt.Init(
this, tempPos);
16 m_sBehaviorTree =
"{9673533977BD9950}AI/BehaviorTrees/Chimera/Soldier/RetreatWhileLookAt.bt";
17 SetPriority(PRIORITY_BEHAVIOR_RETREAT_MELEE);
21 override float CustomEvaluate()
25 m_Timestamp =
GetGame().GetWorld().GetWorldTime();
30 float current =
GetGame().GetWorld().GetWorldTime();
32 float secondsPassed = (current - m_Timestamp)/1000;
35 if(secondsPassed >= m_MaxTime)
49 ref SCR_BTParamRef<BaseTarget> m_RetreatFromTarget =
new SCR_BTParamRef<BaseTarget>(
"RetreatFromTarget");
53 m_RetreatFromTarget.Init(
this, retreatFromTarget);
54 m_sBehaviorTree =
"{91B8D5FDB60C1C80}AI/BehaviorTrees/Chimera/Soldier/RetreatFromTarget.bt";
55 SetPriority(PRIORITY_BEHAVIOR_RETREAT_FROM_TARGET);
59 override float CustomEvaluate()
61 if (m_RetreatFromTarget.m_Value.GetTargetCategory() !=
ETargetCategory.ENEMY)