21 [
Attribute( defvalue:
"1", uiwidget:
UIWidgets.CheckBox,
desc:
"Allow shooting and attacking in general" )]
33 [
Attribute( defvalue:
"0", uiwidget:
UIWidgets.CheckBox,
desc:
"Allow leader to stop when formation is deformed" )]
73 [
Attribute(
"", UIWidgets.Object,
"Default weapon handling config",
category:
"Weapon Handling")]
76 [
Attribute(
"{3EA0ED1A7C3B8FE5}AI/BehaviorTrees/Chimera/Soldier/HandleWeapon_Default.bt",
UIWidgets.Auto,
"Fallback BT when nothing found in WeaponTypeSelectionConfig",
category:
"Weapon Handling")]
82 super.OnPostInit(owner);
89 SCR_AISettingsComponent settings = SCR_AISettingsComponent.GetInstance();
158 Debug.Error(
"Message mismatch");
164 reaction.PerformReaction(utility, message);
178 Debug.Error(
"Message mismatch");
184 reaction.PerformReaction(utility, message);
198 Debug.Error(
"Message mismatch");
204 reaction.PerformReaction(utility, message);
218 Debug.Error(
"Message mismatch");
224 reaction.PerformReaction(utility, message);
239 return reaction.PerformReaction(utility, utility.m_ThreatSystem, dangerEvent, dangerEventCount);
251 reaction.PerformReaction(utility);
262 reaction.PerformReaction(utility);
272 if (configItem.m_eWeaponType ==
EWeaponType.WT_NONE || configItem.m_eWeaponType == weaponType)
274 if (configItem.m_eMuzzleType == muzzleType)
276 return configItem.m_sBehaviorTree;
ref array< ref SCR_AIInfoReaction > m_aInfoReactionsPacked
ref array< ref SCR_AIGoalReaction > m_aGoalReactions
ref array< ref SCR_AIGoalReaction > m_aGoalReactionsPacked
ref array< ref SCR_AIWeaponTypeHandlingConfig > m_aWeaponTypeHandlingConfig
ref map< EWeaponType, ref SCR_AIWeaponTypeHandlingConfig > m_mWeaponTypeHandlingConfig
ref array< int > m_aMinSuppressiveMagCountSpec
ref array< ref SCR_AIReactionBase > m_aDefaultReactions
void AddDefaultBehaviors(SCR_AIUtilityComponent utility)
ref array< ref SCR_AIInfoReaction > m_aInfoReactions
void PerformInfoReaction(SCR_AIGroupUtilityComponent utility, SCR_AIMessageBase message)
ref SCR_AITargetReaction_SelectedTargetChangedBase m_Reaction_SelectedTargetChanged
bool PerformDangerReaction(SCR_AIUtilityComponent utility, AIDangerEvent dangerEvent, int dangerEventCount)
ref SCR_AITargetReactionBase m_Reaction_UnknownTarget
void PerformGoalReaction(SCR_AIUtilityComponent utility, SCR_AIMessageBase message)
ref array< ref SCR_AIDangerReaction > m_aDangerReactions
ResourceName GetTreeNameForWeaponType(EWeaponType weaponType, EMuzzleType muzzleType)
Returns resource name set for specific WeaponType and MuzzleType as sub-filter.
ResourceName m_sDefaultWeaponBehaviorTree
bool m_EnableDangerEvents
ref map< EAIDangerEventType, ref SCR_AIDangerReaction > m_mDangerReactions
ref array< ref SCR_AIWeaponTypeSelectionConfig > m_aWeaponTypeSelectionConfig
void AddDefaultActivities(SCR_AIGroupUtilityComponent utility)
ref SCR_AITargetReactionBase m_Reaction_RetreatFromTarget
SCR_AIWeaponTypeHandlingConfig GetWeaponTypeHandlingConfig(EWeaponType weaponType)
ref SCR_AIWeaponTypeHandlingConfig m_DefaultWeaponTypeHandlingConfig
bool m_EnableCommunication
enum EAIGroupCombatMode ComponentEditorProps(category:"GameScripted/AI", description:"Component for utility AI system for groups")
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Event which gets broadcasted from danger-causing places to AI.
proto external int SetEventMask(notnull IEntity owner, int mask)
This reaction is called every time selected target changes from anything to anything,...
void EOnInit(IEntity owner)
SCR_FieldOfViewSettings Attribute
EntityEvent
Various entity events.