REDNODE / GAME API

AIScriptUtils

structnative name AIbehaviorScriptUtilsnativeimportOnly

Methods 23

static native func ArePositionsEqual(a: Vector4, b: Vector4) -> Bool
static native func CalculateDistanceToEndFrom(game: GameInstance, splineRef: NodeRef, refPoint: Vector4, out endDistance: Float) -> Bool
static native func CallActivateSubAction(context: ScriptExecutionContext, subAction: ref<AISubAction_Record>)
static native func CallCheckSubCondition(context: ScriptExecutionContext, check: ref<AIActionSubCondition_Record>) -> Bool
static native func CallDeactivateSubAction(context: ScriptExecutionContext, subAction: ref<AISubAction_Record>, duration: Float, interrupted: Bool)
static native func CallGetAnimVariation(context: ScriptExecutionContext, subActionRecord: ref<AISubAction_Record>) -> Int32
static native func CallGetPhaseDuration(context: ScriptExecutionContext, subActionRecord: ref<AISubAction_Record>, actionPhase: Int32, baseDuration: Float) -> Float
static native func CallUpdateSubAction(context: ScriptExecutionContext, subAction: ref<AISubAction_Record>, duration: Float) -> AIbehaviorUpdateOutcome
static native func CheckActionCondition(ctx: ScriptExecutionContext, condition: wref<AIActionCondition_Record>) -> Bool
static native func CheckActionCooldowns(context: ScriptExecutionContext, check: ref<AIAction_Record>) -> Bool
static native func CheckAnimation(context: script_ref<ScriptExecutionContext>, animFeatureName: CName, animVariation: Int32, animState: Int32, triggerPreload: Bool) -> Bool
static native func CheckCooldownConditions(context: ScriptExecutionContext, check: ref<AICooldownCond_Record>) -> Bool
static native func DebugLog(entityId: EntityID, category: CName, message: String)
static native func GetActionNameFromRecord(recordId: TweakDBID, out actionName: TweakDBID) -> Bool
static native func GetActionTarget(context: ScriptExecutionContext, target: ref<AIActionTarget_Record>, out object: ref<GameObject>) -> Bool
static native func GetActionTarget2(context: ScriptExecutionContext, targetId: TweakDBID, predictionTime: Float, out object: ref<GameObject>, out position: Vector4, out coverId: Uint64) -> Bool
static native func GetClosestPointOnSpline(game: GameInstance, splineRef: NodeRef, refPoint: Vector4, out closestPoint: Vector4) -> Bool
static native func GetEndPointOfSpline(game: GameInstance, splineRef: NodeRef, out endPoint: Vector4) -> Bool
static native func GetStartPointOfSpline(game: GameInstance, splineRef: NodeRef, out startPoint: Vector4) -> Bool
static native func GetTicketType(ticketName: CName, puppet: ref<gamePuppet>, fallbackSquad: ref<AISquadParams_Record>, out outTicket: ref<AITicket_Record>, out outSquadRecord: ref<AISquadParams_Record>) -> Bool
static native func GetWaterLevel(game: GameInstance, position: Vector3, out outWaterLevel: Float) -> Bool
static native func IsArchetypeAction(recordId: TweakDBID) -> Bool
static native func IsSplineStartRecalculated(context: ScriptExecutionContext, splineRef: NodeRef, splineRecalculation: Bool) -> Bool