Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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SCR_AIReactionBase.c
Go to the documentation of this file.
1//------------------------------------------------------------------------------------------------
2// BASIC REACTIONS
3//------------------------------------------------------------------------------------------------
4
7{
8 // TODO: Behavior overriding will break the behavior, it's forbidden for now
9 //[Attribute(defvalue: "", uiwidget: UIWidgets.stringPicker, desc: "BT assigned to behavior", params: "bt")]
10 [Attribute(defvalue: "", uiwidget: UIWidgets.EditBox, desc: "(TEMP) Relavive path to a behavior tree with forward slashes \nExample: 'AI/BehaviorTrees/Chimera/Soldier/Wait.bt'", params: "bt")]
11 string m_OverrideBehaviorTree;
12
13 void PerformReaction(notnull SCR_AIUtilityComponent utility) {}
14 void PerformReaction(notnull SCR_AIGroupUtilityComponent utility) {}
15
16 #ifdef AI_DEBUG
17 protected void AddDebugMessage(SCR_AIUtilityComponent utility, string str)
18 {
19 SCR_AIInfoBaseComponent infoComp = SCR_AIInfoBaseComponent.Cast(utility.GetOwner().FindComponent(SCR_AIInfoBaseComponent));
20 infoComp.AddDebugMessage(string.Format("%1: %2", this, str), msgType: EAIDebugMsgType.REACTION);
21 }
22 #endif
23};
24
25//------------------------------------------------------------------------------------------------
26// GENERIC REACTIONS
27//------------------------------------------------------------------------------------------------
28
31{
32 override void PerformReaction(notnull SCR_AIUtilityComponent utility)
33 {
34 auto behavior = new SCR_AIWaitBehavior(utility, null);
35 //if (behavior.m_sBehaviorTree != string.Empty)
36 //behavior.m_sBehaviorTree = m_OverrideBehaviorTree;
37 utility.AddAction(behavior);
38 }
39};
40
43{
44 override void PerformReaction(notnull SCR_AIUtilityComponent utility)
45 {
46 auto behavior = new SCR_AIIdleBehavior(utility, null);
47 //if (behavior.m_sBehaviorTree != string.Empty)
48 //behavior.m_sBehaviorTree = m_OverrideBehaviorTree;
49 utility.AddAction(behavior);
50 }
51
52 override void PerformReaction(notnull SCR_AIGroupUtilityComponent utility)
53 {
54 auto activity = new SCR_AIIdleActivity(utility, null);
55 utility.AddAction(activity);
56 }
57};
58
61{
62 override void PerformReaction(notnull SCR_AIUtilityComponent utility)
63 {
64 auto behavior = new SCR_AIObserveThreatSystemBehavior(utility, null);
65 utility.AddAction(behavior);
66 }
67}
SCR_AIAnimation_Loitering BaseContainerProps
Commanding menu commanding element class.
EAIDebugMsgType
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Behavior for looking at sectors from the threat system.
SCR_FieldOfViewSettings Attribute