REDNODE / GAME API

AIFollowerRole

classscriptedClass

extends AIRole › IScriptable › ISerializable

Properties 11

NameTypeFlags
attitudeGroupNameCNamescriptedprivatepersistent
followerRefEntityReferencescriptedprotectedpersistent
followTargetwref<GameObject>scriptedprivate
followTargetSquadsarray<CName>scriptedprivatepersistent
friendlyTargetSlotListenerref<AttachmentSlotsScriptListener>scriptedprivate
isFriendMeleeBoolscriptedprivate
isOwnerSniperBoolscriptedprivate
lastStealthLeaveTimeStampEngineTimescriptedprivate
ownerwref<GameObject>scriptedprivate
ownerTargetSlotListenerref<AttachmentSlotsScriptListener>scriptedprivate
playerCombatListenerref<CallbackHandle>scriptedprivate

Methods 18

private final func ChangeAttitude(owner: wref<GameObject>, ownAttitudeAgent: ref<AttitudeAgent>, followTarget: wref<GameObject>) -> Boolscripted
private final const func FindFollowTarget(owner: wref<GameObject>, out followTarget: wref<GameObject>) -> Boolscripted
public final const func GetFollowerRef() -> EntityReferencescripted
public final func GetFollowTarget() -> wref<GameObject>scripted
public const func GetRoleEnum() -> EAIRolescripted
public const func GetTweakRecordId() -> TweakDBIDscripted
private final func JoinFollowTargetSquads(owner: wref<ScriptedPuppet>)scripted
private final func LeaveFollowTargetSquads(owner: wref<ScriptedPuppet>)scripted
public final func OnFriendlyTargetWeaponChange(itemID: ItemID)scripted
public func OnHighLevelStateEnter(owner: wref<GameObject>, newState: gamedataNPCHighLevelState, previousState: gamedataNPCHighLevelState)scripted
public func OnHighLevelStateExit(owner: wref<GameObject>, leftState: gamedataNPCHighLevelState, nextState: gamedataNPCHighLevelState)scripted
public final func OnOwnerWeaponChange(itemID: ItemID)scripted
public func OnRoleCleared(owner: wref<GameObject>)scripted
public func OnRoleSet(owner: wref<GameObject>)scripted
private final func RegisterToPlayerCombat(owner: wref<ScriptedPuppet>, player: wref<PlayerPuppet>)scripted
public final func SetFollowTarget(followTarget: wref<GameObject>)scripted
private final func UnregisterToPlayerCombat(owner: wref<ScriptedPuppet>, player: wref<PlayerPuppet>)scripted
private final func UpdateSpatialsMultiplier()scripted