10 protected ref SCR_BTParam<IEntity>
m_ArtilleryEntity =
new SCR_BTParam<IEntity>(
"ArtilleryEntity");
11 protected ref SCR_BTParam<vector>
m_vTargetPos =
new SCR_BTParam<vector>(
"TargetPos");
14 protected ref SCR_BTParam<IEntity>
m_InventoryEntity =
new SCR_BTParam<IEntity>(
"InventoryEntity");
17 protected ref SCR_BTParam<ResourceName>
m_AmmoPrefab =
new SCR_BTParam<ResourceName>(
"AmmoPrefab");
25 protected ref ScriptInvokerBase<SCR_AIStaticArtilleryBehavior_OnArtilleryFired>
m_OnArtilleryFired;
41 m_sBehaviorTree =
"{2CB767812037EDDE}AI/BehaviorTrees/Chimera/Soldier/StaticArtilleryBehavior.bt";
42 SetPriority(PRIORITY_BEHAVIOR_STATIC_ARTILLERY);
60 m_OnArtilleryFired =
new ScriptInvokerBase<SCR_AIStaticArtilleryBehavior_OnArtilleryFired>();
85 Print(
string.Format(
"SCR_AIStaticArtilleryBehavior: Failed to resolve ammo prefab of type %1 for artillery entity: %2",
93 agent.PreventMaxLOD();
123 if (ammoPrefab.IsEmpty())
133 return this.
ToString() +
" Operating " + m_ArtilleryEntity.m_Value.ToString();
169 m_Utility = SCR_AIUtilityComponent.Cast(owner.FindComponent(SCR_AIUtilityComponent));
184 bool aimingNeeded = (shotCount > 0) &&
ref SCR_BTParam< float > m_fPriorityLevel
enum EAIActionFailReason PRIORITY_LEVEL_NORMAL
TStringArray GetPortNames()
ResourceName m_sBehaviorTree
EAIActionFailReason
Fail reasons of actions. They can be generic or specific to some behavior.
void SetFailReason(EAIActionFailReason failReason)
Fail reason is an optional value which can be used to figure out why action failed.
void Fail(bool doNotCompleteWaypoint)
void SCR_AIActivityBase(SCR_AIGroupUtilityComponent utility, AIWaypoint relatedWaypoint)
enum SCR_EAIActivityCause m_Utility
void SCR_AIBehaviorBase(SCR_AIUtilityComponent utility, SCR_AIActivityBase groupActivity)
override TStringArray GetVariablesIn()
override ENodeResult EOnTaskSimulate(AIAgent owner, float dt)
SCR_AIPickupInventoryItemsBehavior s_aVarsOut
int m_iShotsBetweenAiming
SCR_AISetStaticArtilleryBehaviorParameters PORT_AIMING_NEEDED
func SCR_AIStaticArtilleryBehavior_OnArtilleryFired
override TStringArray GetVariablesOut()
SCR_AIUtilityComponent m_Utility
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
proto void SetVariableOut(string name, void val)
TStringArray GetVariablesOut()
static override bool VisibleInPalette()
static override bool VisibleInPalette()
override void OnActionDeselected()
override void OnActionSelected()
ref SCR_BTParam< IEntity > m_ArtilleryEntity
void InitParameters(IEntity artilleryEntity, vector targetPos)
SCR_EAIArtilleryAmmoType m_eAmmoType
ScriptInvokerBase< SCR_AIStaticArtilleryBehavior_OnArtilleryFired > GetOnArtilleryFired()
Returns event which is invoked every time AI who executes this behavior fires an artillery.
bool InitAmmoPrefabValue()
Finds which prefab is used by the muzzle.
ref SCR_BTParam< ResourceName > m_AmmoPrefab
void SCR_AIStaticArtilleryBehavior(SCR_AIUtilityComponent utility, SCR_AIActivityBase groupActivity, IEntity artilleryEntity, vector targetPos, SCR_EAIArtilleryAmmoType ammoType, float priorityLevel=PRIORITY_LEVEL_NORMAL)
ref ScriptInvokerBase< SCR_AIStaticArtilleryBehavior_OnArtilleryFired > m_OnArtilleryFired
override string GetActionDebugInfo()
void OnArtilleryEntityDeleted(SCR_AIVehicleUsageComponent comp)
ref SCR_BTParam< IEntity > m_InventoryEntity
void Internal_OnArtilleryFired()
Called by the SCR_AIStaticArtilleryBehavior_ShootingLogic node from behavior tree.
ref SCR_BTParam< vector > m_vTargetPos
ScriptInvokerBase< SCR_AIOnVehicleDeleted > GetOnDeleted()
proto void Print(void var, LogLevel level=LogLevel.NORMAL)
Prints content of variable to console/log.
LogLevel
Enum with severity of the logging message.
SCR_FieldOfViewSettings Attribute
array< string > TStringArray
proto external string ToString()
Plain C++ pointer, no weak pointers, no memory management.