REDNODE / GAME API

SensorDeviceControllerPS

classscriptedClasssavable

extends ExplosiveDeviceControllerPS › BasicDistractionDeviceControllerPS › ScriptableDeviceComponentPS › SharedGameplayPS › DeviceComponentPS › GameComponentPS › PersistentState › IScriptable › ISerializable

Extended by 3 types

SecurityTurretControllerPS SniperNestControllerPS SurveillanceCameraControllerPS

Properties 26

NameTypeFlags
canTagEnemiesBoolscriptedprotectedpersistent
detectionParametersDetectionParametersscriptedprotectedpersistent
idleActiveRefEffectRefscriptedprotected
idleFriendlyRefEffectRefscriptedprotected
ignoreTargetTrackerComponentBoolscriptedprotected
isAnyTargetIsLockedBoolscriptedprivate
isAttitudeChangedBoolscriptedprivatepersistent
isIdleForcedBoolscriptedprivatepersistent
isInFollowModeBoolscriptedprivatepersistent
isInTagKillModeBoolscriptedprivatepersistent
isPartOfPreventionBoolscriptedprotected
isRecognizableBySensesBoolscriptedprivatepersistent
linkedStatusEffectLinkedStatusEffectscriptedprivate
lookAtPresetHorTweakDBIDscriptedprotected
lookAtPresetVertTweakDBIDscriptedprotected
netrunnerIDEntityIDscriptedprivate
netrunnerProxyIDEntityIDscriptedprivate
netrunnerTargetIDEntityIDscriptedprivate
questForcedTargetIDEntityIDscriptedprivatepersistent
questTargetSpottedBoolscriptedprivate
questTargetToSpotEntityIDscriptedprivatepersistent
scanGameEffectRefEffectRefscriptedprotected
tagLockFromSystemBoolscriptedprotected
targetingBehaviourTargetingBehaviourscriptedprotectedpersistent
visionConeEffectRefEffectRefscriptedprotected
visionConeFriendlyEffectRefEffectRefscriptedprotected

Methods 92

protected func ActionForceIgnoreTargets() -> ref<ForceIgnoreTargets>scripted
protected final func ActionQuestFollowTarget() -> ref<QuestFollowTarget>scripted
protected final func ActionQuestForceAttitude() -> ref<QuestForceAttitude>scripted
protected final func ActionQuestForceScanEffect() -> ref<QuestForceScanEffect>scripted
protected final func ActionQuestForceScanEffectStop() -> ref<QuestForceScanEffectStop>scripted
protected final func ActionQuestLookAtTarget() -> ref<QuestLookAtTarget>scripted
protected final func ActionQuestSetDetectionToFalse() -> ref<QuestSetDetectionToFalse>scripted
protected final func ActionQuestSetDetectionToTrue() -> ref<QuestSetDetectionToTrue>scripted
protected final func ActionQuestSpotTargetReference() -> ref<QuestSpotTargetReference>scripted
protected final func ActionQuestStopFollowingTarget() -> ref<QuestStopFollowingTarget>scripted
protected final func ActionQuestStopLookAtTarget() -> ref<QuestStopLookAtTarget>scripted
protected func ActionQuickHackToggleON() -> ref<QuickHackToggleON>scripted
protected func ActionSetDeviceTagKillMode() -> ref<SetDeviceTagKillMode>scripted
public final const func CanTagEnemies() -> Boolscripted
public final func ClearLinkedStatusEffect()scripted
public final const func GetBehaviourCanDetectIntruders() -> Boolscripted
public final const func GetBehaviourCanRotate() -> Boolscripted
public final const func GetBehaviourLastTargetLookAtTime() -> Floatscripted
public final const func GetBehaviourLostTargetSearchTime() -> Floatscripted
public final const func GetBehaviourMaxRotationAngle() -> Floatscripted
public final const func GetBehaviourOverrideRootRotation() -> Floatscripted
public final const func GetBehaviourPitchAngle() -> Floatscripted
public final const func GetBehaviourRotationSpeed() -> Floatscripted
public final const func GetBehaviourtimeToTakeAction() -> Floatscripted
public final const func GetCurrentTarget() -> ref<GameObject>scripted
public final const func GetForcedTargetID() -> EntityIDscripted
public final const func GetIdleActiveRef() -> EffectRefscripted
public final const func GetIdleFriendlyRef() -> EffectRefscripted
public final const func GetInitialWakeState() -> ESensorDeviceWakeStatescripted
public final const func GetLinkedStatusEffect() -> LinkedStatusEffectscripted
public final const func GetLookAtPresetHor() -> TweakDBIDscripted
public final const func GetLookAtPresetVert() -> TweakDBIDscripted
public final const func GetNetrunnerID() -> EntityIDscripted
public final const func GetNetrunnerProxyID() -> EntityIDscripted
public final const func GetNetrunnerTargetID() -> EntityIDscripted
public final const func GetQuestSpotTargetID() -> EntityIDscripted
public final const func GetScanGameEffectRef() -> EffectRefscripted
public final const func GetVisionConeEffectRef() -> EffectRefscripted
public final const func GetVisionConeFriendlyEffectRef() -> EffectRefscripted
public final const func IgnoreTargetTrackerComponent() -> Boolscripted
public final const func IsAnyTargetLocked() -> Boolquestscripted
public final const func IsAttitudeChanged() -> Boolscripted
protected final func IsAttitudeFromContextHostile() -> Boolscripted
public const func IsDetectingDebug() -> Boolscripted
public final const func IsIdleForced() -> Boolscripted
public final const func IsInFollowMode() -> Boolscripted
public final const func IsInTagKillMode() -> Boolscripted
public final const func IsNoTargetLocked() -> Boolquestscripted
public final const func IsPartOfPrevention() -> Boolscripted
public final const func IsQuestTargetSpotted() -> Boolquestscripted
public final const func NotifyAboutSpottingPlayer(doSee: Bool)scripted
public final func OnForceIgnoreTargets(evt: ref<ForceIgnoreTargets>) -> EntityNotificationTypescripted
protected final func OnQuestFollowTarget(evt: ref<QuestFollowTarget>) -> EntityNotificationTypescripted
protected final func OnQuestForceAttitude(evt: ref<QuestForceAttitude>) -> EntityNotificationTypescripted
public final func OnQuestForceScanEffect(evt: ref<QuestForceScanEffect>) -> EntityNotificationTypescripted
public final func OnQuestForceScanEffectStop(evt: ref<QuestForceScanEffectStop>) -> EntityNotificationTypescripted
protected final func OnQuestForceStopTakeControlOverCamera(evt: ref<QuestForceStopTakeControlOverCamera>) -> EntityNotificationTypescripted
protected final func OnQuestForceTakeControlOverCamera(evt: ref<QuestForceTakeControlOverCamera>) -> EntityNotificationTypescripted
protected final func OnQuestForceTakeControlOverCameraWithChain(evt: ref<QuestForceTakeControlOverCameraWithChain>) -> EntityNotificationTypescripted
protected final func OnQuestLookAtTarget(evt: ref<QuestLookAtTarget>) -> EntityNotificationTypescripted
protected final func OnQuestSetDetectionToFalse(evt: ref<QuestSetDetectionToFalse>) -> EntityNotificationTypescripted
protected final func OnQuestSetDetectionToTrue(evt: ref<QuestSetDetectionToTrue>) -> EntityNotificationTypescripted
protected final func OnQuestSpotTargetReference(evt: ref<QuestSpotTargetReference>) -> EntityNotificationTypescripted
protected final func OnQuestStopFollowingTarget(evt: ref<QuestStopFollowingTarget>) -> EntityNotificationTypescripted
protected final func OnQuestStopLookAtTarget(evt: ref<QuestStopLookAtTarget>) -> EntityNotificationTypescripted
public final func OnReprimandUpdate(evt: ref<ReprimandUpdate>) -> EntityNotificationTypescripted
public final func OnRevealEnemiesProgram(evt: ref<RevealEnemiesProgram>) -> EntityNotificationTypescripted
public func OnSecurityAreaCrossingPerimeter(evt: ref<SecurityAreaCrossingPerimeter>) -> EntityNotificationTypescripted
protected final func OnSecuritySystemDisabled(evt: ref<SecuritySystemDisabled>) -> EntityNotificationTypescripted
protected final func OnSecuritySystemEnabled(evt: ref<SecuritySystemEnabled>) -> EntityNotificationTypescripted
public func OnSecuritySystemOutput(evt: ref<SecuritySystemOutput>) -> EntityNotificationTypescripted
protected final func OnSecuritySystemSupport(evt: ref<ReactoToPreventionSystem>) -> EntityNotificationTypescripted
protected final func OnSecuritySystemSupport(evt: ref<SecuritySystemSupport>) -> EntityNotificationTypescripted
public final func OnSetAnyTargetIsLocked(evt: ref<SetAnyTargetIsLocked>) -> EntityNotificationTypescripted
protected func OnSetDeviceAttitude(evt: ref<SetDeviceAttitude>) -> EntityNotificationTypescripted
protected final func OnSetDeviceTagKillMode(evt: ref<SetDeviceTagKillMode>) -> EntityNotificationTypescripted
public final func OnSetQuestTargetWasSeen(evt: ref<SetQuestTargetWasSeen>) -> EntityNotificationTypescripted
public func OnTargetAssessmentRequest(evt: ref<TargetAssessmentRequest>) -> EntityNotificationTypescripted
protected func PerformRestart()scripted
public final func QuestReleaseCurrentObject()scripted
private final func SendQuestTakeOverControlRequest(shouldCreateChain: Bool)scripted
public final func SetCanDetectIntruders(value: Bool)scripted
public final func SetIsAttitudeChanged(isChanged: Bool)scripted
public final func SetIsIdleForced(value: Bool)scripted
public final func SetIsInTagKillMode(value: Bool)scripted
public final func SetLinkedStatusEffect(value: script_ref<LinkedStatusEffect>)scripted
public final func SetNetrunnerID(value: EntityID)scripted
public final func SetNetrunnerProxyID(value: EntityID)scripted
public final func SetNetrunnerTargetID(value: EntityID)scripted
public final func SetQuestTargetSpotted(value: Bool)scripted
public final func SetTagLockFromSystem(value: Bool)scripted
public final func SetTargetIsLocked(value: Bool)scripted