AIFollowerRole
classscriptedClass
extends AIRole › IScriptable › ISerializable
Properties 11
| Name | Type | Flags |
|---|---|---|
attitudeGroupName | CName | scriptedprivatepersistent |
followerRef | EntityReference | scriptedprotectedpersistent |
followTarget | wref<GameObject> | scriptedprivate |
followTargetSquads | array<CName> | scriptedprivatepersistent |
friendlyTargetSlotListener | ref<AttachmentSlotsScriptListener> | scriptedprivate |
isFriendMelee | Bool | scriptedprivate |
isOwnerSniper | Bool | scriptedprivate |
lastStealthLeaveTimeStamp | EngineTime | scriptedprivate |
owner | wref<GameObject> | scriptedprivate |
ownerTargetSlotListener | ref<AttachmentSlotsScriptListener> | scriptedprivate |
playerCombatListener | ref<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