58 ref ScriptInvokerBase<SCR_AIOnCompartmentEntered>
m_OnCompartmentEntered =
new ScriptInvokerBase<SCR_AIOnCompartmentEntered>();
59 ref ScriptInvokerBase<SCR_AIOnCompartmentLeft>
m_OnCompartmentLeft =
new ScriptInvokerBase<SCR_AIOnCompartmentLeft>();
60 ref ScriptInvokerBase<SCR_AIOnAgentLifeStateChanged>
m_OnAgentLifeStateChanged =
new ScriptInvokerBase<SCR_AIOnAgentLifeStateChanged>();
68 super.OnPostInit(owner);
124 AIAgent agent = AIAgent.Cast(owner);
126 ent = agent.GetControlledEntity();
225 typename t = EUnitRole;
226 int tVarCount = t.GetVariableCount();
228 for (
int i = 0; i < tVarCount; i++)
231 t.GetVariableValue(null, i, flag);
315 return EAIThreatState.SAFE;
379 AIAgent agent = AIAgent.Cast(
GetOwner());
391 CompartmentAccessComponent compartComp = ent.GetCompartmentAccessComponent();
395 vehicle = compartComp.GetVehicleIn(ent);
409 float timeToUnconscious = -1;
411 if (bleedingPerSec > 0)
414 return timeToUnconscious;
435 AIAgent agent = AIAgent.Cast(
GetOwner());
437 SCR_CallsignCharacterComponent callsignComp = SCR_CallsignCharacterComponent.Cast(agent.GetControlledEntity().FindComponent(SCR_CallsignCharacterComponent));
439 FactionAffiliationComponent factionComp = FactionAffiliationComponent.Cast(agent.GetControlledEntity().FindComponent(FactionAffiliationComponent));
445 string faction = factionComp.GetAffiliatedFaction().GetFactionKey();
446 str = str +
string.Format(
"[%1] ", faction);
451 string company, platoon, squad, character, format;
452 bool setCallsign = callsignComp.GetCallsignNames(company, platoon, squad, character, format);
455 string callsign =
WidgetManager.Translate(format, company, platoon, squad, character);
456 str = str +
string.Format(
" %1", callsign);
enum EAIGroupCombatMode ComponentEditorProps(category:"GameScripted/AI", description:"Component for utility AI system for groups")
SCR_AIInfoComponentClass HAS_FRAG_GRENADE
SCR_AIInfoComponentClass RIFLEMAN
SCR_AIInfoComponentClass MACHINEGUNNER
SCR_AIInfoComponentClass SNIPER
func SCR_AIOnAgentLifeStateChanged
SCR_AIInfoComponentClass MEDIC
SCR_AIInfoComponentClass HAS_SMOKE_GRENADE
SCR_AIInfoComponentClass GRENADIER
SCR_AIInfoComponentClass AT_SPECIALIST
func SCR_AIOnCompartmentLeft
func SCR_AIOnCompartmentEntered
SCR_CommunicationSoundComponentClass PILOT
proto external Managed FindComponent(typename typeName)
SCR_CompartmentAccessComponent m_CompartmentAccessComponent
SCR_AICombatComponent m_CombatComponent
void AddUnitState(EUnitState state)
void SetMovementType(EMovementType mode)
SCR_CharacterDamageManagerComponent m_DamageManager
SCR_InventoryStorageManagerComponent m_inventoryManagerComponent
bool HasUnitState(EUnitState state)
float GetBleedTimeToUnconscious()
void EOnInit(IEntity owner)
void EvaluateWoundedState()
Returns true when state has changed and we must invoke an event.
SCR_AICombatComponent GetCombatComponent()
float m_fUnconsciousBloodLevel
void OnDamageEffectRemoved(notnull SCR_DamageEffect dmgEffect)
void ~SCR_AIInfoComponent()
SCR_CharacterControllerComponent m_CharacterController
EUnitAIState GetAIState()
BaseWeaponManagerComponent m_weaponManagerComponent
void InitThreatSystem(SCR_AIThreatSystem threatSystem)
void OnDelete(IEntity owner)
EMovementType GetMovementType()
PerceptionComponent m_Perception
void OnPostInit(IEntity owner)
void SetAIState(EUnitAIState state)
string GetBehaviorEditorDebugName()
int GetMagazineCountByWellType(typename magazinyWellType)
ref ScriptInvokerBase< SCR_AIOnCompartmentLeft > m_OnCompartmentLeft
void OnLifeStateChanged(ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState)
void OnVehicleEntered(IEntity vehicle, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move)
ECharacterStance GetStance()
void OnVehicleLeft(IEntity vehicle, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move)
bool IsOwnerAgent(AIAgent agent)
void OnDamageEffectAdded(notnull SCR_DamageEffect dmgEffect)
SCR_CharacterBloodHitZone m_BloodHitZone
ref ScriptInvokerBase< SCR_AIOnCompartmentEntered > m_OnCompartmentEntered
EUnitState GetUnitStates()
void DebugPrintToWidget(TextWidget w)
void RemoveUnitState(EUnitState state)
SCR_AIThreatSystem GetThreatSystem()
void SetStance(ECharacterStance stance)
bool HasRole(EUnitRole role)
SCR_AIThreatSystem m_ThreatSystem
EAIThreatState GetThreatState()
ref ScriptInvokerBase< SCR_AIOnAgentLifeStateChanged > m_OnAgentLifeStateChanged
Blood - does not receive damage directly, only via scripted events.
IEntity GetOwner()
Owner entity of the fuel tank.
@ NONE
When Shape is created and not initialized yet.
EntityEvent
Various entity events.