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SCR_ScenarioFrameworkWaypointHeal.c
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1 //------------------------------------------------------------------------------------------------
3 class SCR_ScenarioFrameworkWaypointHeal : SCR_ScenarioFrameworkWaypointEntity
4 {
5  [Attribute(defvalue: "10", desc: "Radius in m")]
6  float m_fCompletionRadius;
7 
8  [Attribute(defvalue: "{36ED7C150D5BB654}Prefabs/AI/Waypoints/AIWaypoint_Heal.et", desc: "In Default, it will use specific prefab for each class, but here you can change it if you know what you are doing")]
9  ResourceName m_sWaypointPrefab;
10 
11  [Attribute(defvalue: EAIWaypointCompletionType.All.ToString(), UIWidgets.ComboBox, "AI Waypoint Completion Type", "", ParamEnumArray.FromEnum(EAIWaypointCompletionType))]
12  EAIWaypointCompletionType m_eAIWaypointCompletionType;
13 
14  [Attribute("0", UIWidgets.SpinBox, "Waypoint priority level", "0 2000 1000")]
15  float m_fPriorityLevel;
16 
17  //------------------------------------------------------------------------------------------------
18  override void SetWaypointCompletionRadius(float radius)
19  {
20  m_fCompletionRadius = radius;
21  }
22 
23  //------------------------------------------------------------------------------------------------
24  override float GetWaypointCompletionRadius()
25  {
26  return m_fCompletionRadius;
27  }
28 
29  //------------------------------------------------------------------------------------------------
30  override void SetWaypointCompletionType(EAIWaypointCompletionType type)
31  {
32  m_eAIWaypointCompletionType = type;
33  }
34 
35  //------------------------------------------------------------------------------------------------
36  override EAIWaypointCompletionType GetWaypointCompletionType()
37  {
38  return m_eAIWaypointCompletionType;
39  }
40 
41  //------------------------------------------------------------------------------------------------
42  override void SetWaypointPriorityLevel(float priority)
43  {
44  m_fPriorityLevel = priority;
45  }
46 
47  //------------------------------------------------------------------------------------------------
48  override float GetWaypointPriorityLevel()
49  {
50  return m_fPriorityLevel;
51  }
52 
53  //------------------------------------------------------------------------------------------------
54  override void SetWaypointPrefab(ResourceName prefab)
55  {
56  m_sWaypointPrefab = prefab;
57  }
58 
59  //------------------------------------------------------------------------------------------------
60  override ResourceName GetWaypointPrefab()
61  {
62  return m_sWaypointPrefab;
63  }
64 }
m_fPriorityLevel
float m_fPriorityLevel
Definition: SendGoalMessage.c:3
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition: SCR_RespawnBriefingComponent.c:17
Attribute
typedef Attribute
Post-process effect of scripted camera.
SCR_ScenarioFrameworkWaypointHeal
Definition: SCR_ScenarioFrameworkWaypointHeal.c:3
type
EDamageType type
Definition: SCR_DestructibleTreeV2.c:32
BaseContainerProps
SCR_AIGoalReaction_Follow BaseContainerProps
Handles insects that are supposed to be spawned around selected prefabs defined in prefab names array...
Definition: SCR_AIGoalReaction.c:468