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SCR_ScenarioFrameworkWaypointGetInNearest.c
Go to the documentation of this file.
1
//------------------------------------------------------------------------------------------------
2
[
BaseContainerProps
()]
3
class
SCR_ScenarioFrameworkWaypointGetInNearest
: SCR_ScenarioFrameworkWaypointBoardingTimed
4
{
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[
Attribute
(defvalue:
"20"
, uiwidget:
UIWidgets
.Slider,
desc
:
"Radius in m"
)]
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float
m_fCompletionRadius;
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[
Attribute
(defvalue:
"{B049D4C74FBC0C4D}Prefabs/AI/Waypoints/AIWaypoint_GetInNearest.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"
)]
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ResourceName
m_sWaypointPrefab;
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[
Attribute
(defvalue:
EAIWaypointCompletionType
.All.ToString(),
UIWidgets
.ComboBox,
"AI Waypoint Completion Type"
,
""
, ParamEnumArray.FromEnum(
EAIWaypointCompletionType
))]
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EAIWaypointCompletionType
m_eAIWaypointCompletionType;
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[
Attribute
(
"0"
,
UIWidgets
.SpinBox,
"Waypoint priority level"
,
"0 2000 1000"
)]
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float
m_fPriorityLevel;
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[
Attribute
(
"30"
,
UIWidgets
.EditBox,
"Minimal time to hold the waypoint before it completes"
)]
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float
m_fHoldingTime;
19
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[
Attribute
(
"1"
,
UIWidgets
.CheckBox,
"Occupy driver"
)]
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bool
m_bDriverAllowed;
22
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[
Attribute
(
"1"
,
UIWidgets
.CheckBox,
"Occupy gunner"
)]
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bool
m_bGunnerAllowed;
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[
Attribute
(
"1"
,
UIWidgets
.CheckBox,
"Occupy cargo"
)]
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bool
m_bCargoAllowed;
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//------------------------------------------------------------------------------------------------
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override
void
SetDriverAllowed(
bool
enabled)
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{
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m_bDriverAllowed = enabled;
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}
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//------------------------------------------------------------------------------------------------
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override
bool
GetDriverAllowed()
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{
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return
m_bDriverAllowed;
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}
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//------------------------------------------------------------------------------------------------
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override
void
SetGunnerAllowed(
bool
enabled)
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{
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m_bGunnerAllowed = enabled;
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}
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//------------------------------------------------------------------------------------------------
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override
bool
GetGunnerAllowed()
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{
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return
m_bGunnerAllowed;
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}
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//------------------------------------------------------------------------------------------------
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override
void
SetCargoAllowed(
bool
enabled)
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{
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m_bCargoAllowed = enabled;
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}
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//------------------------------------------------------------------------------------------------
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override
bool
GetCargoAllowed()
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{
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return
m_bCargoAllowed;
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}
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//------------------------------------------------------------------------------------------------
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override
void
SetWaypointHoldingTime(
float
time)
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{
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m_fHoldingTime = time;
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}
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//------------------------------------------------------------------------------------------------
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override
float
GetWaypointHoldingTime()
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{
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return
m_fHoldingTime;
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}
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//------------------------------------------------------------------------------------------------
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override
void
SetWaypointCompletionRadius(
float
radius)
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{
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m_fCompletionRadius = radius;
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}
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//------------------------------------------------------------------------------------------------
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override
float
GetWaypointCompletionRadius()
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{
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return
m_fCompletionRadius;
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}
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//------------------------------------------------------------------------------------------------
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override
void
SetWaypointCompletionType(
EAIWaypointCompletionType
type
)
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{
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m_eAIWaypointCompletionType =
type
;
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}
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//------------------------------------------------------------------------------------------------
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override
EAIWaypointCompletionType
GetWaypointCompletionType()
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{
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return
m_eAIWaypointCompletionType;
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}
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//------------------------------------------------------------------------------------------------
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override
void
SetWaypointPriorityLevel(
float
priority)
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{
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m_fPriorityLevel = priority;
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}
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//------------------------------------------------------------------------------------------------
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override
float
GetWaypointPriorityLevel()
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{
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return
m_fPriorityLevel;
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}
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//------------------------------------------------------------------------------------------------
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override
void
SetWaypointPrefab(
ResourceName
prefab)
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{
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m_sWaypointPrefab = prefab;
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}
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//------------------------------------------------------------------------------------------------
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override
ResourceName
GetWaypointPrefab()
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{
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return
m_sWaypointPrefab;
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}
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}
BaseContainerProps
SCR_AIAnimation_Loitering BaseContainerProps
Commanding menu commanding element class.
Definition
SCR_AIAnimationWaypoint.c:14
type
EDamageType type
Definition
SCR_DestructibleTreeV2.c:32
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition
SCR_RespawnBriefingComponent.c:17
ResourceName
Definition
ResourceName.c:13
SCR_ScenarioFrameworkWaypointGetInNearest
Definition
SCR_ScenarioFrameworkWaypointGetInNearest.c:4
UIWidgets
Definition
attributes.c:40
EAIWaypointCompletionType
EAIWaypointCompletionType
Definition
EAIWaypointCompletionType.c:13
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
scripts
Game
ScenarioFramework
Waypoints
SCR_ScenarioFrameworkWaypointGetInNearest.c
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