SenseComponent
classnative name senseComponentnative
extends IPlacedComponent › IComponent › IScriptable › ISerializable
Properties 22
| Name | Type | Flags |
|---|---|---|
enableBeingDetectable | Bool | overriding |
enabledSenses | Bool | scriptedprivate |
forceDisableUI | Bool | overriding |
hideUIElements | Bool | scriptedprivate |
highLevelCb | ref<CallbackHandle> | scriptedprivate |
highLevelState | gamedataNPCHighLevelState | scriptedprivate |
isEnabled | Bool | overriding |
logSource | ESenseLogSource | scriptedprivate |
mainPreset | TweakDBID | scriptedprivate |
playerCarryingStateCallbackID | ref<CallbackHandle> | scriptedprivate |
playerInPerception | wref<PlayerPuppet> | scriptedprivate |
playerTakedownStateCallbackID | ref<CallbackHandle> | scriptedprivate |
playerUpperBodyStateCallbackID | ref<CallbackHandle> | scriptedprivate |
puppetBlackboard | wref<IBlackboard> | scriptedprivate |
reactionCb | ref<CallbackHandle> | scriptedprivate |
secondaryPreset | TweakDBID | scriptedprivate |
sensorObject | ref<SensorObject> | overriding |
shouldStartDetectingPlayerCached | Bool | scriptedprivate |
uiWantedBarBB | wref<IBlackboard> | scriptedprivate |
visibleObject | ref<VisibleObject> | overriding |
wantedLevelChangedCb | ref<CallbackHandle> | scriptedprivate |
wasPlayerLastReactionTarget | Bool | scriptedprivate |
Methods 107
native func AddDetection(target: ref<SenseComponent>, detection: Float) -> Bool
native func CreateHearingMappin()native func CreateSenseMappin()public final const func GetConstOwnerPuppet() -> ref<ScriptedPuppet>scripted
native func GetCurrentPreset() -> TweakDBID
native func GetCurrentPreset()native func GetDetection(entityID: EntityID) -> Float
native func GetDetectionMultiplier(entityID: EntityID) -> Float
native func GetDistToTraceEndFromPosToMainTrackedObject(traceType: AdditionalTraceType) -> Float
private final func GetGame() -> GameInstancescripted
public final func GetOwner() -> ref<GameObject>scripted
public final func GetOwnerDevice() -> ref<SensorDevice>scripted
public final func GetOwnerPuppet() -> ref<ScriptedPuppet>scripted
private final func GetSecuritySystem() -> ref<SecuritySystemControllerPS>scripted
native func GetSenseShapes() -> array<ref<ISenseShape>>
public final func GetShouldStartDetectingPlayerCached() -> Boolscripted
native func GetTimeSinceLastEntityVisible(entityID: EntityID) -> Float
native func GetVisibilityTraceEndToAgentDist(object: ref<GameObject>) -> Float
native func HasDetectionAttitudeOverwrite(attitudeGroup: CName) -> Bool
native func HasDetectionOverwrite(entityID: EntityID) -> Bool
native func HasHearingMappin() -> Bool
native func HasSenseMappin() -> Bool
native func IgnoreLODChange(ignoreLOD: Bool)
private final func InitDetectionOverwrite()scripted
native func IsAgentVisible(object: ref<GameObject>) -> Bool
native func IsHearingEnabled() -> Bool
private final func IsOwnerFriendlyTowardsPlayer() -> Boolscripted
private final func IsOwnerFriendlyTowardsTarget(target: wref<GameObject>) -> Boolscripted
private final func IsOwnerHostileTowardsPlayer() -> Boolscripted
private final func IsOwnerHostileTowardsTarget(target: wref<GameObject>) -> Boolscripted
private final func IsPlayerRecentlyDroppedThreat(target: wref<GameObject>) -> Boolscripted
private final func IsTargetInteresting(target: wref<GameObject>) -> Boolscripted
private final func IsTargetInterestingForSecuritySystem(target: wref<GameObject>) -> Boolscripted
private final func IsTargetPlayer(target: wref<GameObject>) -> Boolscripted
private final const func Log(category: CName, message: String)scripted
private final const func LogBySource(category: CName, message: String)scripted
private final const func LogCategory(suffix: String) -> CNamescripted
private final const func LogEnabled() -> Boolscripted
public final const func LogInfo(message: String)scripted
public final func LogStart(source: ESenseLogSource, message: String)scripted
public final const func LogTrueFalse(message: String, value: Bool)scripted
protected cb func OnAddToBlacklistEvent(evt: ref<AddToBlacklistEvent>) -> Boolscripted
protected cb func OnAttitudeChanged(evt: ref<AttitudeChangedEvent>) -> Boolscripted
protected cb func OnAttitudeGroupChanged(evt: ref<AttitudeGroupChangedEvent>) -> Boolscripted
protected cb func OnCurrentWantedLevelChanged(value: Int32) -> Boolscripted
protected cb func OnDeath(evt: ref<gameDeathEvent>) -> Boolscripted
protected cb func OnDefeated(evt: ref<DefeatedEvent>) -> Boolscripted
private final func OnDetach()scripted
protected cb func OnDetectedEvent(evt: ref<OnDetectedEvent>) -> Boolscripted
protected cb func OnDetectionReachedZero(evt: ref<OnRemoveDetection>) -> Boolscripted
protected cb func OnHACK_UseSensePresetEvent(evt: ref<HACK_UseSensePresetEvent>) -> Boolscripted
protected cb func OnHighLevelChanged(value: Int32) -> Boolscripted
private final func OnPlayerCarryingStateChange(carrying: Bool)scripted
private final func OnPlayerTakedownStateChange(takedownState: Int32)scripted
private final func OnPlayerUpperBodyStateChange(upperBodyState: Int32)scripted
protected cb func OnReactionChanged(value: Int32) -> Boolscripted
protected cb func OnReevaluateDetectionOverwriteEvent(evt: ref<ReevaluateDetectionOverwriteEvent>) -> Boolscripted
protected cb func OnRemoveFromBlacklistEvent(evt: ref<RemoveFromBlacklistEvent>) -> Boolscripted
protected cb func OnResurrect(evt: ref<ResurrectEvent>) -> Boolscripted
protected cb func OnSecurityAreaCrossingPerimeter(evt: ref<SecurityAreaCrossingPerimeter>) -> Boolscripted
protected cb func OnSenseEnabledEvent(evt: ref<SenseEnabledEvent>) -> Boolscripted
protected cb func OnSenseInitialize(evt: ref<SenseInitializeEvent>) -> Boolscripted
protected cb func OnSensePresetChangeEvent(evt: ref<SensePresetChangeEvent>) -> Boolscripted
protected cb func OnSenseVisibilityEvent(evt: ref<SenseVisibilityEvent>) -> Boolscripted
protected cb func OnSensorOwnerChangedEvent(evt: ref<SensorOwnerChangedEvent>) -> Boolscripted
protected cb func OnStatusEffectApplied(evt: ref<ApplyStatusEffectEvent>) -> Boolscripted
protected cb func OnSuspiciousObjectEvent(evt: ref<SuspiciousObjectEvent>) -> Boolscripted
protected cb func OnTargetAssessmentRequest(evt: ref<TargetAssessmentRequest>) -> Boolscripted
private final func PlayerEnteredPerception(player: wref<PlayerPuppet>)scripted
private final func PlayerExitedPercpetion(player: wref<PlayerPuppet>)scripted
public final func ReevaluateDetectionOverwrite(target: wref<GameObject>, opt isVisible: Bool) -> Boolscripted
private final func ReevaluatePlayerInterestFromSecuritySystemPOV() -> Boolscripted
public final func RefreshCombatDetectionMultiplier(target: ref<ScriptedPuppet>)scripted
native func RemoveDetectionAttitudeOverwrite(attitudeGroup: CName) -> Bool
native func RemoveDetectionOverwrite(entityID: EntityID) -> Bool
native func RemoveForcedSensesTracing(targetObjectType: gamedataSenseObjectType, attitudeToTarget: EAIAttitude) -> Bool
native func RemoveHearingMappin()native func RemoveSenseMappin()native func RequestRemovingSenseMappin()native func ResetDetection(entityID: EntityID) -> Bool
private final func SendDetectionRiseEvent(target: wref<GameObject>, isVisible: Bool)scripted
native func SetCrowdsAggressiveState(isAggresive: Bool)
native func SetDetectionAttitudeOverwrite(attitudeGroup: CName)
native func SetDetectionCoolDown(coolDown: Float)
native func SetDetectionDropFactor(detectionDrop: Float)
native func SetDetectionFactor(detection: Float, opt shapeName: CName) -> Bool
native func SetDetectionMinRange(range: Float) -> Bool
native func SetDetectionMultiplier(entityID: EntityID, multiplier: Float)
native func SetDetectionOverwrite(entityID: EntityID)
native func SetForcedSensesTracing(targetObjectType: gamedataSenseObjectType, attitudeToTarget: EAIAttitude) -> Bool
native func SetHasPierceableWapon(hasTechWeapon: Bool) -> Bool
native func SetHearingEnabled(enabled: Bool)
native func SetIsPlayerInterestingFromSecuritySystemPOV(isPlayerInteresting: Bool)
native func SetMainTrackedObject(target: wref<GameObject>) -> Bool
native func SetMainTrackedObjectTraceZOffset(traceType: AdditionalTraceType, zOffset: Float) -> Bool
native func SetSensorObjectType(objectType: gamedataSenseObjectType) -> Bool
native func SetTickDistanceOverride(overrideDistance: Float) -> Bool
native func SetVisibleObjectType(objectType: gamedataSenseObjectType) -> Bool
native func SetVisionBlockersIgnoredBySensor(ignoredVisionBlockers: VisionBlockerTypeFlags) -> Bool
private final func ShouldStartDetecting(target: ref<GameObject>) -> Boolscripted
public final func ShouldStartDetectingPlayer(player: ref<PlayerPuppet>) -> Boolscripted
public final func ToggleComponent(condition: Bool)scripted
public final func ToggleSenses(condition: Bool)scripted
public final func TryCreateSenseMappin() -> Boolscripted
native func UpdateCrowdMappin()public final func UpdateVisionBlockersIgnoredBySensor()scripted
native func UsePreset(presetID: TweakDBID) -> Bool