AIScriptCondition
classnative name AIbehaviorconditionScriptnative
extends AIBehaviorScriptBase › IScriptable › ISerializable
Extended by 97 types
ActionWeightCondition AIAggressiveReactionPresetCondition AIAutonomousConditions AIDeathConditions AIDebugConditions AIItemHandlingCondition AINPCStateCheck AIRoleCondition AISignalCondition AIStatusEffectCondition AITimeCondition AIVehicleConditionAbstract AnimationsLoadedCondition CanDoReactionAction CanNPCRun CerberusDetectionCombat CerberusDetectionOpticalCamo CheckAbilityCanRetreat CheckAnimSetTags CheckArguments CheckBoolisValid CheckCurrentWorkspotTag CheckFloatIsValid CheckFollowTarget CheckFreeWorkspot CheckGameDifficulty CheckLastTriggeredStimuli CheckPathToCombatTarget CheckPhaseState CheckQuestFact CheckReaction CheckReactionStimType CheckReactionValueThreshold CheckStimID CheckStimRevealsInstigatorPosition CheckStimTag CheckTargetInVehicle CheckThreat CheckTimestamp CheckVectorIsValid CompareArguments DeathIsRagdollCondition EscalateProvoke FindTeleportPositionForTakedown HasPatrolAction HasPositionFarFromThreat HaveScavengeTargets HearStimThreshold HitConditions HorizontalLineTrace IdleActionsCondition IgnoreMoveCommandInCombatCondition InArmedVehicle InvestigateController IsAggressive IsAggressiveCrowd IsBlockedInTraffic IsBoss IsCerberus IsCrowdNPC IsDead IsInTrafficLane IsNPCInCourier IsNPCMarkedForDespawn IsPatrolProgressValid IsPlayerAKiller IsRagdolling IsTargetObjectPlayer IsValidCombatTarget IsWorkspotReaction KurtMeleeTakedownCooldownActive KurtTakedownKnifeLanded MountRequestCondition PlayInitFearAnimation PlayStartupLocoFearAnimation PreventionConditionAbstract PreviousFearPhaseCheck ReactAfterDodge RestrictedMovementAreaCondition ShouldContinuePatrolFromBeginning ShouldContinuePatrolFromClosestPoint ShouldContinuePatrolFromNextControlPoint ShouldNPCContinueInAlerted ShouldNPCReEquipWeaponOnDismount SimpleCanSwapWeapons SimpleCanUseAvoidLOSMovement SimpleCanUseCover SimpleCombatConditon SimpleCoverBehaviorCondition SimpleSandevistanDashShootCondition SimpleSandevistanHarassCondition SimpleShouldEvadeCondition SimpleSprintHarassCondition SlotAnimationInProgress StealthStimThreshold TweakAIActionConditionAbstract WasNPCForcedToJoinCrowd
Methods 7
protected func Activate(context: ScriptExecutionContext)scripted
protected func Check(context: ScriptExecutionContext) -> AIbehaviorConditionOutcomesscripted
protected func CheckOnEvent(context: ScriptExecutionContext, behaviorEvent: ref<AIEvent>) -> AIbehaviorConditionOutcomesscripted
protected func Deactivate(context: ScriptExecutionContext)scripted
native func ListenToSignal(context: ScriptExecutionContext, signalName: CName) -> Uint16
native func SetUpdateInterval(context: ScriptExecutionContext, interval: Float) -> Bool
native func StopListeningToSignal(context: ScriptExecutionContext, signalName: CName, callbackId: Uint16)