Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
Loading...
Searching...
No Matches
SCR_ScenarioFrameworkWaypointArtillerySupport.c
Go to the documentation of this file.
1//------------------------------------------------------------------------------------------------
3class SCR_ScenarioFrameworkWaypointArtillerySupport : SCR_ScenarioFrameworkWaypointScripted
4{
5 [Attribute(defvalue: "10", uiwidget: UIWidgets.Slider, desc: "Radius in m", params: "0 inf")]
6 float m_fCompletionRadius;
7
8 [Attribute(defvalue: "{C524700A27CFECDD}Prefabs/AI/Waypoints/AIWaypoint_ArtillerySupport.et", desc: "In Default, it will use specific prefab for each class, but here you can change it if you know what you are doing")]
9 ResourceName m_sWaypointPrefab;
10
11 [Attribute(defvalue: EAIWaypointCompletionType.All.ToString(), UIWidgets.ComboBox, "AI Waypoint Completion Type", enumType: EAIWaypointCompletionType)]
12 EAIWaypointCompletionType m_eAIWaypointCompletionType;
13
14 [Attribute("0", UIWidgets.Slider, "Waypoint priority level", "0 2000 100")]
15 float m_fPriorityLevel;
16
17 [Attribute("0", "Fast init - units will be spawned on their defensive locations")]
18 bool m_bFastInit;
19
20 [Attribute("-1", UIWidgets.EditBox, desc: "Total amount of shots which must be fired at the target. -1 means infinite firing.", params: "-1 inf")]
21 int m_iTargetShotCount;
22
23 [Attribute(typename.EnumToString(SCR_EAIArtilleryAmmoType, SCR_EAIArtilleryAmmoType.HIGH_EXPLOSIVE), UIWidgets.ComboBox, desc: "Ammo type", enumType: SCR_EAIArtilleryAmmoType)]
25
26 //------------------------------------------------------------------------------------------------
27 override void SetupWaypoint(IEntity waypointEntity)
28 {
29 super.SetupWaypoint(waypointEntity);
30
31 SCR_AIWaypointArtillerySupport waypointArtillerySupport = SCR_AIWaypointArtillerySupport.Cast(waypointEntity);
32 if (!waypointArtillerySupport)
33 return;
34
35 waypointArtillerySupport.SetTargetShotCount(m_iTargetShotCount);
36 waypointArtillerySupport.SetAmmoType(m_eAmmoType);
37 }
38
39 //------------------------------------------------------------------------------------------------
40 override void SetWaypointCompletionRadius(float radius)
41 {
42 m_fCompletionRadius = radius;
43 }
44
45 //------------------------------------------------------------------------------------------------
47 {
48 return m_fCompletionRadius;
49 }
50
51 //------------------------------------------------------------------------------------------------
53 {
54 m_eAIWaypointCompletionType = type;
55 }
56
57 //------------------------------------------------------------------------------------------------
59 {
60 return m_eAIWaypointCompletionType;
61 }
62
63 //------------------------------------------------------------------------------------------------
64 override void SetWaypointPriorityLevel(float priority)
65 {
66 m_fPriorityLevel = priority;
67 }
68
69 //------------------------------------------------------------------------------------------------
70 override float GetWaypointPriorityLevel()
71 {
72 return m_fPriorityLevel;
73 }
74
75 //------------------------------------------------------------------------------------------------
76 override void SetWaypointPrefab(ResourceName prefab)
77 {
78 m_sWaypointPrefab = prefab;
79 }
80
81 //------------------------------------------------------------------------------------------------
83 {
84 return m_sWaypointPrefab;
85 }
86}
SCR_AIAnimation_Loitering BaseContainerProps
Commanding menu commanding element class.
EDamageType type
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
void SetTargetShotCount(int value, bool invokeEvent=true)
void SetAmmoType(SCR_EAIArtilleryAmmoType value, bool invokeEvent=true)
override void SetWaypointCompletionType(EAIWaypointCompletionType type)
SCR_FieldOfViewSettings Attribute