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SCR_ScenarioFrameworkWaypointScout.c
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1 //------------------------------------------------------------------------------------------------
3 class SCR_ScenarioFrameworkWaypointScout : SCR_ScenarioFrameworkWaypointTimed
4 {
5  [Attribute(defvalue: "20", desc: "Radius in m")]
6  float m_fCompletionRadius;
7 
8  [Attribute(defvalue: "{A88F0B6CF25BD1DE}Prefabs/AI/Waypoints/AIWaypoint_Scout.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("1000", UIWidgets.EditBox, "Minimal time to hold the waypoint before it completes")]
18  float m_fHoldingTime;
19 
20  //------------------------------------------------------------------------------------------------
21  override void SetWaypointHoldingTime(float time)
22  {
23  m_fHoldingTime = time;
24  }
25 
26  //------------------------------------------------------------------------------------------------
27  override float GetWaypointHoldingTime()
28  {
29  return m_fHoldingTime;
30  }
31 
32  //------------------------------------------------------------------------------------------------
33  override void SetWaypointCompletionRadius(float radius)
34  {
35  m_fCompletionRadius = radius;
36  }
37 
38  //------------------------------------------------------------------------------------------------
39  override float GetWaypointCompletionRadius()
40  {
41  return m_fCompletionRadius;
42  }
43 
44  //------------------------------------------------------------------------------------------------
45  override void SetWaypointCompletionType(EAIWaypointCompletionType type)
46  {
47  m_eAIWaypointCompletionType = type;
48  }
49 
50  //------------------------------------------------------------------------------------------------
51  override EAIWaypointCompletionType GetWaypointCompletionType()
52  {
53  return m_eAIWaypointCompletionType;
54  }
55 
56  //------------------------------------------------------------------------------------------------
57  override void SetWaypointPriorityLevel(float priority)
58  {
59  m_fPriorityLevel = priority;
60  }
61 
62  //------------------------------------------------------------------------------------------------
63  override float GetWaypointPriorityLevel()
64  {
65  return m_fPriorityLevel;
66  }
67 
68  //------------------------------------------------------------------------------------------------
69  override void SetWaypointPrefab(ResourceName prefab)
70  {
71  m_sWaypointPrefab = prefab;
72  }
73 
74  //------------------------------------------------------------------------------------------------
75  override ResourceName GetWaypointPrefab()
76  {
77  return m_sWaypointPrefab;
78  }
79 }
m_fPriorityLevel
float m_fPriorityLevel
Definition: SendGoalMessage.c:3
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
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SCR_ScenarioFrameworkWaypointScout
Definition: SCR_ScenarioFrameworkWaypointScout.c:3
Attribute
typedef Attribute
Post-process effect of scripted camera.
type
EDamageType type
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BaseContainerProps
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Definition: SCR_AIGoalReaction.c:468