Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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SCR_AISmartActionSentinelComponent.c
Go to the documentation of this file.
3 LEFT = -1,
4 NONE = 0,
5 RIGHT = 1,
6}
7
8class SCR_AISmartActionSentinelComponentClass : SCR_AISmartActionComponentClass
9{
10 [Attribute("0 0 0", UIWidgets.EditBox, desc: "Position where AI will look from action offset (in local coords of the object entity)", params: "inf inf 0 purpose=coords space=entity")]
11 protected vector m_vLookPosition;
12
13 [Attribute("180", UIWidgets.Coords, desc: "Range of rotation within which AI will restrict their observing")]
14 protected float m_fLookDirectionRange;
15
16 [Attribute("0", uiwidget: UIWidgets.ComboBox, "Desired stance the AI will use upon reaching the observationpost", "", ParamEnumArray.FromEnum(ECharacterStance))]
17 protected int m_iCharacterStance;
18
19 [Attribute("0", uiwidget: UIWidgets.CheckBox, "Whether the AI will be using binoculars during observation", "")]
20 protected bool m_bUseBinoculars;
21
22 [Attribute("0", uiwidget: UIWidgets.ComboBox, "Whether the AI will occasionally lean to side", "", ParamEnumArray.FromEnum(ELeaningType))]
24
25 [Attribute("0", UIWidgets.ComboBox, "Loiter animation to be played.", "", ParamEnumArray.FromEnum(ELoiteringType))];
27
28 [Attribute("false", UIWidgets.CheckBox, "Holster weapon during loiter animation?")];
29 protected bool m_bHolsterWeapon;
30
31 //------------------------------------------------------------------------------------------------
34 {
35 return m_vLookPosition;
36 }
37
38 //------------------------------------------------------------------------------------------------
41 {
43 }
44
45 //------------------------------------------------------------------------------------------------
48 {
49 return m_iCharacterStance;
50 }
51
52 //------------------------------------------------------------------------------------------------
55 {
56 return m_bUseBinoculars;
57 }
58
59 //------------------------------------------------------------------------------------------------
65
66 //----------------------------------------------------------------------------------------
71
72 //----------------------------------------------------------------------------------------
74 {
75 return m_bHolsterWeapon;
76 }
77}
78
80{
81 SCR_AISmartActionSentinelComponentClass GetPrefabData()
82 {
83 return SCR_AISmartActionSentinelComponentClass.Cast(GetComponentData(GetOwner()));
84 }
85
86 //------------------------------------------------------------------------------------------------
89 {
90 SCR_AISmartActionSentinelComponentClass prefabData = GetPrefabData();
91 return prefabData.GetLookPosition();
92 }
93
94 //------------------------------------------------------------------------------------------------
97 {
98 SCR_AISmartActionSentinelComponentClass prefabData = GetPrefabData();
99 return prefabData.GetLookDirectionRange();
100 }
101
102 //------------------------------------------------------------------------------------------------
104 int GetDesiredStance()
105 {
106 SCR_AISmartActionSentinelComponentClass prefabData = GetPrefabData();
107 return prefabData.GetDesiredStance();
108 }
109
110 //------------------------------------------------------------------------------------------------
112 bool GetUseBinoculars()
113 {
114 SCR_AISmartActionSentinelComponentClass prefabData = GetPrefabData();
115 return prefabData.GetUseBinoculars();
116 }
117
118 //------------------------------------------------------------------------------------------------
121 {
122 SCR_AISmartActionSentinelComponentClass prefabData = GetPrefabData();
123 return prefabData.GetLeaningType();
124 }
125
126 //----------------------------------------------------------------------------------------
128 {
129 SCR_AISmartActionSentinelComponentClass prefabData = GetPrefabData();
130 return prefabData.GetLoiterAnimation();
131 }
132
133 //----------------------------------------------------------------------------------------
134 bool GetHolsterWeapon()
135 {
136 SCR_AISmartActionSentinelComponentClass prefabData = GetPrefabData();
137 return prefabData.GetHolsterWeapon();
138 }
139}
ELoiteringType m_eLoiterAnimation
ELeaningType GetLeaningType()
float GetLookDirectionRange()
ELeaningType m_eLeaningType
ELoiteringType GetLoiterAnimation()
SCR_CharacterSoundComponentClass GetComponentData()
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
SCR_VehicleDamageManagerComponentClass GetPrefabData()
proto external GenericEntity GetOwner()
Get owner entity.
ECharacterStance
@ NONE
When Shape is created and not initialized yet.
Definition ShapeType.c:15
SCR_FieldOfViewSettings Attribute
@ LEFT
navigation
@ RIGHT