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Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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Protected Member Functions | |
| ScriptInvokerBase< SCR_AIOnVehicleDeleted > | GetOnDeleted () |
| ScriptInvokerBase< SCR_AIOnVehicleDamageStateChanged > | GetOnDamageStateChanged () |
| TurretCompartmentSlot | GetTurretCompartmentSlot () |
| PilotCompartmentSlot | GetPilotCompartmentSlot () |
| bool | CanBePiloted () |
| AI can use the pilot compartments on this vehicle. | |
| EAIVehicleType | GetVehicleType () |
| bool | IsVehicleTypeValid () |
| bool | IsOccupiedByGroup (notnull SCR_AIGroup aiGroup) |
| bool | IsOccupiedBy (IEntity entity) |
| EDamageState | GetDamageState () |
| void | OnDamageStateChanged (EDamageState damageState) |
| void | ~SCR_AIVehicleUsageComponent () |
| override void | OnPostInit (IEntity owner) |
| override void | EOnInit (IEntity owner) |
Static Protected Member Functions | |
| static SCR_AIVehicleUsageComponent | FindOnNearestParent (notnull IEntity ent, out IEntity componentOwner) |
| static void | ErrorNoComponent (notnull IEntity entity) |
| static void | ErrorIncorrectType (notnull IEntity entity) |
Protected Attributes | |
| EAIVehicleType | m_eVehicleType |
| bool | m_bCanBePiloted |
| ref ScriptInvokerBase< SCR_AIOnVehicleDeleted > | m_OnDeleted |
| ref ScriptInvokerBase< SCR_AIOnVehicleDamageStateChanged > | m_OnDamageStateChanged |
| TurretCompartmentSlot | m_TurretSlot |
| PilotCompartmentSlot | m_PilotSlot |
| SCR_DamageManagerComponent | m_DamageManager |
This component should be attached to root entity of all vehicles and static turrets which are usable by AI. In case of a static tripod inside composition, this component should be on static tripod though, not on composition root. Other AI systems depend on this, so some AI functionality might not work with vehicles without this component.
Definition at line 29 of file SCR_AIVehicleUsageComponent.c.
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Definition at line 167 of file SCR_AIVehicleUsageComponent.c.
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AI can use the pilot compartments on this vehicle.
Definition at line 73 of file SCR_AIVehicleUsageComponent.c.
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Definition at line 186 of file SCR_AIVehicleUsageComponent.c.
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Definition at line 217 of file SCR_AIVehicleUsageComponent.c.
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Definition at line 211 of file SCR_AIVehicleUsageComponent.c.
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Finds the component on nearest parent of that entity, including that entity. This should help with vehicles which have benches as slots, or static weapons which are children of compositions.
Definition at line 140 of file SCR_AIVehicleUsageComponent.c.
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Definition at line 129 of file SCR_AIVehicleUsageComponent.c.
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Definition at line 53 of file SCR_AIVehicleUsageComponent.c.
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Definition at line 44 of file SCR_AIVehicleUsageComponent.c.
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Definition at line 66 of file SCR_AIVehicleUsageComponent.c.
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Definition at line 61 of file SCR_AIVehicleUsageComponent.c.
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Definition at line 79 of file SCR_AIVehicleUsageComponent.c.
Checks whether the specified entity is occupying any compartment in this vehicle.
| [in] | entity | The entity to check for occupancy. |
Definition at line 111 of file SCR_AIVehicleUsageComponent.c.
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Determines whether the specified AI group is occupying this vehicle.
| [in] | aiGroup | The AI group to check for occupancy. |
Definition at line 94 of file SCR_AIVehicleUsageComponent.c.
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Definition at line 85 of file SCR_AIVehicleUsageComponent.c.
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Definition at line 158 of file SCR_AIVehicleUsageComponent.c.
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Definition at line 177 of file SCR_AIVehicleUsageComponent.c.
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Definition at line 35 of file SCR_AIVehicleUsageComponent.c.
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Definition at line 41 of file SCR_AIVehicleUsageComponent.c.
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Definition at line 32 of file SCR_AIVehicleUsageComponent.c.
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Definition at line 38 of file SCR_AIVehicleUsageComponent.c.
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Definition at line 37 of file SCR_AIVehicleUsageComponent.c.
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Definition at line 40 of file SCR_AIVehicleUsageComponent.c.
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Definition at line 39 of file SCR_AIVehicleUsageComponent.c.