REDNODE / GAME API

AISubActionShootWithWeapon_Record

classnative name gamedataAISubActionShootWithWeapon_RecordnativeimportOnly

extends AISubAction_Record › TweakDBRecord › IScriptable › ISerializable

Extended by 4 types

AISubActionChimeraMetalstorm_Record AISubActionMissileRainCircular_Record AISubActionMissileRainGrid_Record AISubActionShootToPoint_Record

Methods 33

native func AimingDelay() -> Float
native func Delay() -> Float
native func DualWieldShootingStyle() -> CName
native func GetPauseConditionCount() -> Int32
native func GetPauseConditionItem(index: Int32) -> wref<AIActionCondition_Record>
native func GetPauseConditionItemHandle(index: Int32) -> ref<AIActionCondition_Record>
native func GetShootingPatternPackagesCount() -> Int32
native func GetShootingPatternPackagesItem(index: Int32) -> wref<AIPatternsPackage_Record>
native func GetShootingPatternPackagesItemHandle(index: Int32) -> ref<AIPatternsPackage_Record>
native func GetWeaponSlotsCount() -> Int32
native func GetWeaponSlotsItem(index: Int32) -> wref<AttachmentSlot_Record>
native func GetWeaponSlotsItemHandle(index: Int32) -> ref<AttachmentSlot_Record>
native func Instigator() -> wref<AIActionTarget_Record>
native func InstigatorHandle() -> ref<AIActionTarget_Record>
native func MaxNumberOfShots() -> Int32
native func NumberOfShots() -> Int32
native func PauseCondition(out outList: array<wref<AIActionCondition_Record>>)
native func PauseConditionCheckInterval() -> Float
native func PauseConditionContains(item: wref<AIActionCondition_Record>) -> Bool
native func PredictionTime() -> Float
native func RangedAttack() -> wref<RangedAttack_Record>
native func RangedAttackHandle() -> ref<RangedAttack_Record>
native func ShootingPatternPackages(out outList: array<wref<AIPatternsPackage_Record>>)
native func ShootingPatternPackagesContains(item: wref<AIPatternsPackage_Record>) -> Bool
native func Target() -> wref<AIActionTarget_Record>
native func TargetHandle() -> ref<AIActionTarget_Record>
native func TargetOffset() -> Vector3
native func TbhCoefficient() -> Float
native func TriggerMode() -> wref<TriggerMode_Record>
native func TriggerModeHandle() -> ref<TriggerMode_Record>
native func WeaponCustomEvent() -> CName
native func WeaponSlots(out outList: array<wref<AttachmentSlot_Record>>)
native func WeaponSlotsContains(item: wref<AttachmentSlot_Record>) -> Bool