AIDriveCommandsDelegate
classscriptedClass
extends ScriptBehaviorDelegate › BehaviorDelegate › BehaviorBlackboard › IScriptable › ISerializable
Properties 59
| Name | Type | Flags |
|---|---|---|
aggressiveRammingEnabled | Bool | scriptedprivate |
allowSimplifiedMovement | Bool | scriptedprivate |
audioCurvesParam | ref<vehicleAudioCurvesParam> | scriptedprivate |
boostDrivingStats | Bool | scriptedprivate |
clearTrafficOnPath | Bool | scriptedprivate |
disabeStuckDetection | Bool | scriptedprivate |
distanceMax | Float | scriptedprivate |
distanceMin | Float | scriptedprivate |
driveBackwards | Bool | scriptedprivate |
driveChaseCommand | ref<AIVehicleChaseCommand> | scriptedprivate |
driveDownTheRoadIndefinitely | Bool | scriptedprivate |
driveFollowCommand | ref<AIVehicleFollowCommand> | scriptedprivate |
driveJoinTrafficCommand | ref<AIVehicleJoinTrafficCommand> | scriptedprivate |
driveOnSplineCommand | ref<AIVehicleOnSplineCommand> | scriptedprivate |
drivePanicCommand | ref<AIVehiclePanicCommand> | scriptedprivate |
drivePatrolCommand | ref<AIVehicleDrivePatrolCommand> | scriptedprivate |
driveRacingCommand | ref<AIVehicleRacingCommand> | scriptedprivate |
driveToNodeCommand | ref<AIVehicleToNodeCommand> | scriptedprivate |
driveToPointAutonomousCommand | ref<AIVehicleDriveToPointAutonomousCommand> | scriptedprivate |
emergencyPatrol | Bool | scriptedprivate |
forcedStartSpeed | Float | scriptedprivate |
forceGreenLights | Bool | scriptedprivate |
ignoreChaseVehiclesLimit | Bool | scriptedprivate |
ignoreNoAIDrivingLanes | Bool | scriptedprivate |
ignoreTickets | Bool | scriptedprivate |
isPlayer | Bool | scriptedprivate |
keepDistanceBool | Bool | scriptedprivate |
keepDistanceCompanion | wref<GameObject> | scriptedprivate |
keepDistanceDistance | Float | scriptedprivate |
maxSpeed | Float | scriptedprivate |
minimumDistanceToTarget | Float | scriptedprivate |
minSpeed | Float | scriptedprivate |
needDriver | Bool | scriptedprivate |
nodeRef | NodeRef | scriptedprivate |
numPatrolLoops | Uint32 | scriptedprivate |
portals | ref<vehiclePortalsList> | scriptedprivate |
reverseSpline | Bool | scriptedprivate |
rubberBandingBool | Bool | scriptedprivate |
rubberBandingMaxDistance | Float | scriptedprivate |
rubberBandingMinDistance | Float | scriptedprivate |
rubberBandingStayInFront | Bool | scriptedprivate |
rubberBandingStopAndWait | Bool | scriptedprivate |
rubberBandingTargetForwardOffset | Float | scriptedprivate |
rubberBandingTargetRef | wref<GameObject> | scriptedprivate |
rubberBandingTeleportToCatchUp | Bool | scriptedprivate |
secureTimeOut | Float | scriptedprivate |
speedInTraffic | Float | scriptedprivate |
splineRef | NodeRef | scriptedprivate |
startFromClosest | Bool | scriptedprivate |
stopAtPathEnd | Bool | scriptedprivate |
stopWhenTargetReached | Bool | scriptedprivate |
target | wref<GameObject> | scriptedprivate |
targetPosition | Vector3 | scriptedprivate |
trafficTryNeighborsForEnd | Bool | scriptedprivate |
trafficTryNeighborsForStart | Bool | scriptedprivate |
tryDriveAwayFromPlayer | Bool | scriptedprivate |
useKinematic | Bool | scriptedprivate |
useSpeedBasedLookupRange | Bool | scriptedprivate |
useTraffic | Bool | scriptedprivate |
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