REDNODE / GAME API

AIDriveCommandsDelegate

classscriptedClass

extends ScriptBehaviorDelegate › BehaviorDelegate › BehaviorBlackboard › IScriptable › ISerializable

Properties 59

NameTypeFlags
aggressiveRammingEnabledBoolscriptedprivate
allowSimplifiedMovementBoolscriptedprivate
audioCurvesParamref<vehicleAudioCurvesParam>scriptedprivate
boostDrivingStatsBoolscriptedprivate
clearTrafficOnPathBoolscriptedprivate
disabeStuckDetectionBoolscriptedprivate
distanceMaxFloatscriptedprivate
distanceMinFloatscriptedprivate
driveBackwardsBoolscriptedprivate
driveChaseCommandref<AIVehicleChaseCommand>scriptedprivate
driveDownTheRoadIndefinitelyBoolscriptedprivate
driveFollowCommandref<AIVehicleFollowCommand>scriptedprivate
driveJoinTrafficCommandref<AIVehicleJoinTrafficCommand>scriptedprivate
driveOnSplineCommandref<AIVehicleOnSplineCommand>scriptedprivate
drivePanicCommandref<AIVehiclePanicCommand>scriptedprivate
drivePatrolCommandref<AIVehicleDrivePatrolCommand>scriptedprivate
driveRacingCommandref<AIVehicleRacingCommand>scriptedprivate
driveToNodeCommandref<AIVehicleToNodeCommand>scriptedprivate
driveToPointAutonomousCommandref<AIVehicleDriveToPointAutonomousCommand>scriptedprivate
emergencyPatrolBoolscriptedprivate
forcedStartSpeedFloatscriptedprivate
forceGreenLightsBoolscriptedprivate
ignoreChaseVehiclesLimitBoolscriptedprivate
ignoreNoAIDrivingLanesBoolscriptedprivate
ignoreTicketsBoolscriptedprivate
isPlayerBoolscriptedprivate
keepDistanceBoolBoolscriptedprivate
keepDistanceCompanionwref<GameObject>scriptedprivate
keepDistanceDistanceFloatscriptedprivate
maxSpeedFloatscriptedprivate
minimumDistanceToTargetFloatscriptedprivate
minSpeedFloatscriptedprivate
needDriverBoolscriptedprivate
nodeRefNodeRefscriptedprivate
numPatrolLoopsUint32scriptedprivate
portalsref<vehiclePortalsList>scriptedprivate
reverseSplineBoolscriptedprivate
rubberBandingBoolBoolscriptedprivate
rubberBandingMaxDistanceFloatscriptedprivate
rubberBandingMinDistanceFloatscriptedprivate
rubberBandingStayInFrontBoolscriptedprivate
rubberBandingStopAndWaitBoolscriptedprivate
rubberBandingTargetForwardOffsetFloatscriptedprivate
rubberBandingTargetRefwref<GameObject>scriptedprivate
rubberBandingTeleportToCatchUpBoolscriptedprivate
secureTimeOutFloatscriptedprivate
speedInTrafficFloatscriptedprivate
splineRefNodeRefscriptedprivate
startFromClosestBoolscriptedprivate
stopAtPathEndBoolscriptedprivate
stopWhenTargetReachedBoolscriptedprivate
targetwref<GameObject>scriptedprivate
targetPositionVector3scriptedprivate
trafficTryNeighborsForEndBoolscriptedprivate
trafficTryNeighborsForStartBoolscriptedprivate
tryDriveAwayFromPlayerBoolscriptedprivate
useKinematicBoolscriptedprivate
useSpeedBasedLookupRangeBoolscriptedprivate
useTrafficBoolscriptedprivate

Methods 27

public final func DoEndDriveFollow(context: ScriptExecutionContext) -> Boolscripted
public final func DoEndDriveJoinTraffic() -> Boolscripted
public final func DoEndDriveOnSpline() -> Boolscripted
public final func DoEndDriveRacing() -> Boolscripted
public final func DoEndDriveToNode() -> Boolscripted
public final func DoStartDriveChase(context: ScriptExecutionContext) -> Boolscripted
public final func DoStartDriveFollow(context: ScriptExecutionContext) -> Boolscripted
public final func DoStartDriveJoinTraffic(context: ScriptExecutionContext) -> Boolscripted
public final func DoStartDriveOnSpline(context: ScriptExecutionContext) -> Boolscripted
public final func DoStartDrivePanic(context: ScriptExecutionContext) -> Boolscripted
public final func DoStartDrivePatrol(context: ScriptExecutionContext) -> Boolscripted
public final func DoStartDriveRacing(context: ScriptExecutionContext) -> Boolscripted
public final func DoStartDriveToNode(context: ScriptExecutionContext) -> Boolscripted
public final func DoStartDriveToPointAutonomous(context: ScriptExecutionContext) -> Boolscripted
public final func DoStartDriveToPointAutonomousAutodrive(context: ScriptExecutionContext) -> Boolscripted
public final func DoStartDriveToPointAutonomousAutodriveInCombat(context: ScriptExecutionContext) -> Boolscripted
public final func DoStopDriveChase(context: ScriptExecutionContext) -> Boolscripted
public final func DoStopDriveFollow(context: ScriptExecutionContext) -> Boolscripted
public final func DoStopDrivePanic(context: ScriptExecutionContext) -> Boolscripted
public final func DoStopDrivePatrol(context: ScriptExecutionContext) -> Boolscripted
public final func DoStopDriveToPointAutonomous(context: ScriptExecutionContext) -> Boolscripted
public final func DoUpdateDriveChase(context: ScriptExecutionContext) -> Boolscripted
public final func DoUpdateDriveFollow(context: ScriptExecutionContext) -> Boolscripted
public final func DoUpdateDrivePanic(context: ScriptExecutionContext) -> Boolscripted
public final func DoUpdateDrivePatrol(context: ScriptExecutionContext) -> Boolscripted
public final func DoUpdateDriveToPointAutonomous(context: ScriptExecutionContext) -> Boolscripted
public final func DoUpdateDriveToPointAutonomousAutodrive(context: ScriptExecutionContext) -> Boolscripted