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SCR_ScenarioFrameworkWaypointObservationPost.c
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1 //------------------------------------------------------------------------------------------------
3 class SCR_ScenarioFrameworkWaypointObservationPost : SCR_ScenarioFrameworkWaypointSmartAction
4 {
5  [Attribute(defvalue: "10", desc: "Radius in m")]
6  float m_fCompletionRadius;
7 
8  [Attribute(defvalue: "{97FB527ECC7CA49E}Prefabs/AI/Waypoints/AIWaypoint_ObservationPost.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  [Attribute("ObservationPost", UIWidgets.EditBox, "Tag of the smart action")]
18  string m_sSmartActionTag;
19 
20  //------------------------------------------------------------------------------------------------
21  override void SetWaypointSmartActionTag(string tag)
22  {
23  }
24 
25  //------------------------------------------------------------------------------------------------
26  override string GetWaypointSmartActionTag()
27  {
28  return string.Empty;
29  }
30 
31  //------------------------------------------------------------------------------------------------
32  override void SetWaypointCompletionRadius(float radius)
33  {
34  m_fCompletionRadius = radius;
35  }
36 
37  //------------------------------------------------------------------------------------------------
38  override float GetWaypointCompletionRadius()
39  {
40  return m_fCompletionRadius;
41  }
42 
43  //------------------------------------------------------------------------------------------------
44  override void SetWaypointCompletionType(EAIWaypointCompletionType type)
45  {
46  m_eAIWaypointCompletionType = type;
47  }
48 
49  //------------------------------------------------------------------------------------------------
50  override EAIWaypointCompletionType GetWaypointCompletionType()
51  {
52  return m_eAIWaypointCompletionType;
53  }
54 
55  //------------------------------------------------------------------------------------------------
56  override void SetWaypointPriorityLevel(float priority)
57  {
58  m_fPriorityLevel = priority;
59  }
60 
61  //------------------------------------------------------------------------------------------------
62  override float GetWaypointPriorityLevel()
63  {
64  return m_fPriorityLevel;
65  }
66 
67  //------------------------------------------------------------------------------------------------
68  override void SetWaypointPrefab(ResourceName prefab)
69  {
70  m_sWaypointPrefab = prefab;
71  }
72 
73  //------------------------------------------------------------------------------------------------
74  override ResourceName GetWaypointPrefab()
75  {
76  return m_sWaypointPrefab;
77  }
78 }
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_ScenarioFrameworkWaypointObservationPost
Definition: SCR_ScenarioFrameworkWaypointObservationPost.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