REDNODE / GAME API

AIHumanComponent

classnative

extends AIComponent › GameComponent › IComponent › IScriptable › ISerializable

Properties 26

NameTypeFlags
actionAnimationScriptProxyref<ActionAnimationScriptProxy>scriptedprivate
actionBlackboardwref<IBlackboard>scriptedprivate
activeCommandsAIActiveCommandListscriptedprivate
alertedPatrolBlackboardwref<IBlackboard>scriptedprivate
assignedVehicleStuckBoolscriptedprivate
coverBlackboardwref<IBlackboard>scriptedprivate
ffsref<IFriendlyFireSystem>scriptedprivate
friendlyFireCheckIDUint32scriptedprivate
gadgetBlackboardwref<IBlackboard>scriptedprivate
grenadeThrowQueryIdInt32scriptedprivate
grenadeThrowQueryTargetwref<GameObject>scriptedprivate
highLevelCbUint32scriptedprivate
kerenzikovAbilityRecordref<GameplayAbility_Record>scriptedprivate
lastOwnerBlockedAttackEventIDDelayIDscriptedprivate
lastOwnerDodgedAttackEventIDDelayIDscriptedprivate
lastOwnerParriedAttackEventIDDelayIDscriptedprivate
lastReservedSeatVehicleEntityIDscriptedprivate
LoSFinderCheckIDUint32scriptedprivate
loSFinderSystemref<ILoSFinderSystem>scriptedprivate
LoSFinderVisibleObjectwref<VisibleObject>scriptedprivate
movementParamsRecordTweakDBIDoverriding
patrolBlackboardwref<IBlackboard>scriptedprivate
prereqsBlackboardwref<IBlackboard>scriptedprivate
scriptContextScriptExecutionContextscriptedprivate
scriptContextInitializedBoolscriptedprivate
shootingBlackboardwref<IBlackboard>scriptedprivate

Methods 77

public final func CacheThrowGrenadeAtTargetQuery(target: wref<GameObject>) -> Boolscripted
public final const func CanThrowGrenadeAtTarget(target: wref<GameObject>, out throwPositions: Vector4, out throwAngle: Float, out throwStartType: gameGrenadeThrowStartType) -> Boolscripted
public final const func CheckTweakCondition(ActionConditionName: script_ref<String>) -> Boolscripted
private final func ClearActionCommandID(commandClassNames: script_ref<array<CName>>)scripted
private final func CombatQueriesSystemInit() -> Boolscripted
public final const func FriendlyFireCheck() -> Boolscripted
private final func FriendlyFireCheckInit() -> Boolscripted
private final func FriendlyFireTargetUpdateInit()scripted
public final func GetActionAnimationScriptProxy() -> ref<ActionAnimationScriptProxy>scripted
public final func GetActionBlackboard() -> ref<IBlackboard>scripted
public final const func GetActiveCommandID(commandClassName: CName) -> Int32scripted
public final const func GetActiveCommandsCount() -> Int32scripted
public final func GetAIAlertedPatrolBlackboard() -> ref<IBlackboard>scripted
public final func GetAIPatrolBlackboard() -> ref<IBlackboard>scripted
public final func GetAIPrereqsBlackboard() -> ref<IBlackboard>scripted
public final const func GetAssignedVehicle(gi: GameInstance, out vehicle: wref<GameObject>) -> Boolscripted
public final const func GetAssignedVehicleData(out vehicleID: EntityID, out vehicleSlot: MountingSlotId) -> Boolscripted
native const func GetAssignedVehicleId() -> EntityID
native const func GetAssignedVehicleSlot() -> MountingSlotId
public final func GetCombatGadgetBlackboard() -> ref<IBlackboard>scripted
public final func GetCoverBlackboard() -> ref<IBlackboard>scripted
public final const func GetCurrentRole() -> ref<AIRole>scripted
public final func GetFriendlyFireCheckID() -> Uint32scripted
public final const func GetFriendlyTarget(out friendlyTarget: wref<GameObject>) -> Boolscripted
public final const func GetFriendlyTargetAsPlayer(out player: wref<PlayerPuppet>) -> Boolscripted
private final func GetGame() -> GameInstancescripted
native func GetMovementParams(type: moveMovementType) -> MovementParameters
public final func GetReachedLoSPosition(ownerId: EntityID, entityPos: Vector4, losMode: Int32, radiusXY: Float, radiusZ: Float, maxNotFoundTime: Float) -> Boolscripted
public final const func GetScriptContext(out context: ScriptExecutionContext) -> Boolscripted
public final func GetShootingBlackboard() -> ref<IBlackboard>scripted
public final func GetVehicleHandle(entityID: EntityID, out vehicle: ref<VehicleObject>) -> Boolscripted
native const func HasVehicleAssigned() -> Bool
public final const func IsAssignedVehicleStuck() -> Boolscripted
public final const func IsCommandActive(commandClassName: CName) -> Boolscripted
public final const func IsCommandActive(commandID: Uint32) -> Boolscripted
public final const func IsCommandReceivedOrOverriden(commandClassName: CName) -> Boolscripted
public final const func IsCommandReceivedOrOverriden(commandID: Uint32) -> Boolscripted
public final const func IsFriendlyFiring() -> Boolscripted
public final const func IsPlayerCompanion() -> Boolscripted
private final func LoSFinderCheckInit() -> Boolscripted
public final func NULLCachedThrowGrenadeAtTargetQuery()scripted
private final func OnAIRoleChanged(newRole: ref<AIRole>, oldRole: ref<AIRole>)scripted
protected cb func OnAnimParamsEvent(evt: ref<AnimParamsEvent>) -> Boolscripted
private final func OnAttach()scripted
public final func OnCommandStateChanged(command: ref<NPCCommand>, oldState: AICommandState, newState: AICommandState)scripted
protected cb func OnDeath(evt: ref<gameDeathEvent>) -> Boolscripted
protected cb func OnDefeated(evt: ref<DefeatedEvent>) -> Boolscripted
protected cb func OnDelayPassiveConditionEvaluationEvent(evt: ref<DelayPassiveConditionEvaluationEvent>) -> Boolscripted
private final func OnDetach()scripted
protected cb func OnEnemyThreatDetected(evt: ref<EnemyThreatDetected>) -> Boolscripted
protected cb func OnHitAiEventReceived(hitAIEvent: ref<AIEvent>) -> Boolscripted
protected cb func OnHostileThreatDetected(evt: ref<HostileThreatDetected>) -> Boolscripted
protected cb func OnNewThreat(evt: ref<NewThreat>) -> Boolscripted
protected cb func OnPlayerCombatChanged(value: Int32) -> Boolscripted
protected cb func OnReserveAssignedSeat(evt: ref<ReserveAssignedSeat>) -> Boolscripted
public final func OnSeatReserved(vehicleID: EntityID)scripted
protected cb func OnSetScriptExecutionContext(evt: ref<SetScriptExecutionContextEvent>) -> Boolscripted
public final func OnSignalCombatQueriesRequest(signalId: Uint16, newValue: Bool)scripted
public final func OnSignalCommandSignal(signalId: Uint16, newValue: Bool)scripted
protected cb func OnStartGrenadeThrowQueryEvent(evt: ref<StartGrenadeThrowQueryEvent>) -> Boolscripted
protected cb func OnStatusEffectApplied(evt: ref<ApplyStatusEffectEvent>) -> Boolscripted
protected cb func OnStatusEffectRemoved(evt: ref<ApplyStatusEffectEvent>) -> Boolscripted
protected cb func OnStuckEvent(evt: ref<VehicleStuckEvent>) -> Boolscripted
protected cb func OnThreatRemoved(evt: ref<ThreatRemoved>) -> Boolscripted
protected cb func OnVehicleAssign(evt: ref<MountAIEvent>) -> Boolscripted
native func OverrideAssignedVehicleInfoForPreventionBlockade()
public final func ReleaseReservedSeat()scripted
private final func ResetBehaviorCoverArguments()scripted
native func SetMovementParams(params: MovementParameters)
native func SetTDBMovementParams(paramsID: TweakDBID) -> Bool
private final const func StartGrenadeThrowQuery(target: wref<GameObject>)scripted
private final func TrackActionCommandID(commandClassNames: script_ref<array<CName>>)scripted
public final func TryBulletDodgeOpportunity() -> Boolscripted
private final func UpdateMyAttackBlockedCount(resetBB: Bool)scripted
private final func UpdateMyAttackDodgedCount(resetBB: Bool)scripted
private final func UpdateMyAttackParriedCount(resetBB: Bool)scripted
native func WasForcedToEnterCrowd() -> Bool