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PerceptionComponent.c
Go to the documentation of this file.
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/*
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===========================================
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Do not modify, this script is generated
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===========================================
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*/
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class
PerceptionComponentClass
:
AIComponentEntityClass
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{
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}
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class
PerceptionComponent: AIComponentEntity
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{
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proto external
int
GetSimulateCounter
();
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proto external
int
GetTargetsList
(out notnull array<BaseTarget> outTargets,
ETargetCategory
category
);
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proto external
int
GetTargetCount
(
ETargetCategory
category
);
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proto external
BaseTarget
GetLastSeenTarget
(
ETargetCategory
category
,
float
timeSinceSeenMax);
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proto external
BaseTarget
GetTargetPerceptionObject
(
IEntity
entityToFind,
ETargetCategory
targetCategory);
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proto external
BaseTarget
FindTargetPerceptionObject
(
IEntity
entityToFind);
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proto external
BaseTarget
GetClosestTarget
(
ETargetCategory
category
,
float
timeSinceSeenMax,
float
timeSinceDetectedMax);
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proto external
void
SetPerceptionFactor
(
float
value);
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// Returns the desired update interval of Perception Component, as configured in PerceptionSystem. It depends on LOD level.
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proto external
float
GetUpdateInterval
();
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proto external
IEntity
GetFriendlyInLineOfFire
();
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proto external
void
SetFriendlyFireCheck
(
bool
on);
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}
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category
params category
Definition
SCR_VehicleDamageManagerComponent.c:302
AIComponentEntityClass
Definition
AIComponentEntity.c:13
BaseTarget
Definition
BaseTarget.c:13
IEntity
Definition
IEntity.c:13
PerceptionComponentClass
Definition
PerceptionComponent.c:13
GetSimulateCounter
AIChimeraBehaviorTreeComponentClass AIBehaviorTreeComponentClass GetSimulateCounter()
GetFriendlyInLineOfFire
proto external IEntity GetFriendlyInLineOfFire()
GetTargetCount
proto external int GetTargetCount(ETargetCategory category)
GetTargetsList
proto external int GetTargetsList(out notnull array< BaseTarget > outTargets, ETargetCategory category)
GetUpdateInterval
proto external float GetUpdateInterval()
GetTargetPerceptionObject
proto external BaseTarget GetTargetPerceptionObject(IEntity entityToFind, ETargetCategory targetCategory)
SetFriendlyFireCheck
proto external void SetFriendlyFireCheck(bool on)
GetClosestTarget
proto external BaseTarget GetClosestTarget(ETargetCategory category, float timeSinceSeenMax, float timeSinceDetectedMax)
SetPerceptionFactor
proto external void SetPerceptionFactor(float value)
Sets perception factor - how good this AI can recognize enemy, independent of enemy state....
FindTargetPerceptionObject
proto external BaseTarget FindTargetPerceptionObject(IEntity entityToFind)
Same as GetTargetPerceptionObject, but searches in all categories.
GetLastSeenTarget
proto external BaseTarget GetLastSeenTarget(ETargetCategory category, float timeSinceSeenMax)
ETargetCategory
ETargetCategory
Definition
ETargetCategory.c:13
scripts
Game
generated
Components
PerceptionComponent.c
Generated by
1.17.0