BlackICE Scripting

class

AICondition

  • 0 properties
  • 103 functions

Extends IScriptable ISerializable

Properties

None.

Functions

  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIIsShootingBlockedFromPrevention_Record> condition) staticRTTI global
  • static bool CheckRestrictedMovementAreas(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AICanShootInCarChaseCond_Record> condition) staticRTTI global
  • static bool IsAwareOfBeingFlankedByThreat(WeakHandle<ScriptedPuppet> ownerPuppet, AITrackedLocation threat) staticRTTI global
  • static bool CheckSpatial(AIbehaviorScriptExecutionContext ownerContext, AIbehaviorScriptExecutionContext targetContext, WeakHandle<game.data.AISpatialCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIExtendTargetCirclingCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIEverPerformedChase_Record> condition) staticRTTI global
  • static bool CheckActionCondition(WeakHandle<ScriptedPuppet> puppet, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI global
  • static bool CheckStates(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AICoverCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIDodgeCountCond_Record> condition) staticRTTI global
  • static bool CheckCalculatePaths(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI global
  • static bool CheckDistanceInternal(game.Puppet owner, Vector4 sourcePosition, Vector4 targetPosition, Vector2 distanceRange, WeakHandle<game.data.AISpatialCond_Record> condition, out bool returnVal) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISignalCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIGoToCoverCond_Record> condition) staticRTTI global
  • static int GetPowerDifferentialValue(game.EPowerDifferential difficulty) staticRTTI global
  • static bool ActivationCheck(AIbehaviorScriptExecutionContext context, game.data.AIAction_Record actionRecord) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AITargetCond_Record> condition) staticRTTI global
  • static bool CheckStatPools(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI global
  • static bool CheckZDiffInternal(Vector4 sourcePosition, Vector4 targetPosition, Vector2 ZDiffRange, WeakHandle<game.data.AISpatialCond_Record> condition, out bool returnVal) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIFriendlyFireCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AINPCRarityCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AINPCTypeCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIIsFromDynamicSpawnSystem_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIVelocityDotCond_Record> condition) staticRTTI global
  • static bool CheckAngle2ObjInternal(WeakHandle<game.Puppet> owner, WeakHandle<game.Object> source, Vector4 sourcePosition, ulong sourceCoverID, WeakHandle<game.Object> target, Vector4 targetPosition, ulong targetCoverID, Vector2 coneAngleRange, WeakHandle<game.data.AISpatialCond_Record> condition, out bool returnVal) staticRTTI global
  • static bool CheckStatusEffects(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIIsOnNavmeshCond_Record> condition) staticRTTI global
  • static int GetDifficultyValue(game.Difficulty difficulty) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AICalculatePathCond_Record> condition) staticRTTI global
  • static bool IsAwareOfBeingFlankedByAnyThreat(WeakHandle<ScriptedPuppet> ownerPuppet, AITrackedLocation[] threats) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIHitCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AINPCDifficultyCond_Record> condition) staticRTTI global
  • static bool RepeatPhaseCheck(AIbehaviorScriptExecutionContext context, uint phase, game.data.AIAction_Record actionRecord) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIAssignedVehicleCanReachTargetCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AITargetStandingOnTopOfMovingVehicleCond_Record> condition) staticRTTI global
  • static Vector4 GetPuppetVelocity(WeakHandle<ScriptedPuppet> puppet, float timePeriod) staticRTTI global
  • static bool CheckReactions(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIItemCond_Record> condition) staticRTTI global
  • static bool CheckTresspassings(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI global
  • static bool AnimationStreamedInCheck(AIbehaviorScriptExecutionContext context, game.data.AIAction_Record actionRecord) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISlotCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AICalculateLineOfSightVector_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIMovingInCirclesCond_Record> condition) staticRTTI global
  • static bool CheckWeakSpots(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI global
  • static bool CheckAbilities(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIPreviousAttackCond_Record> condition) staticRTTI global
  • static bool CheckItems(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIStatPoolCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIIsHeatStage5Active_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AITargetInUnmountingRangeCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIAbilityCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIWeaponLockedOnTargetCond_Record> condition) staticRTTI global
  • static bool CheckCalculateLineOfSightVector(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI global
  • static bool CheckCommands(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIHasWeapon_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIVelocityCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIBlockCountCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIInTacticPositionCond_Record> condition) staticRTTI global
  • static bool CheckMovements(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI global
  • static bool CheckAmmoCounts(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AICommandCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIPercentageChanceCond_Record> condition) staticRTTI global
  • static bool CheckAngle3ObjInternal(WeakHandle<game.Puppet> owner, WeakHandle<game.Object> source, Vector4 sourcePosition, ulong sourceCoverID, WeakHandle<game.Object> target, Vector4 targetPosition, ulong targetCoverID, WeakHandle<game.Object> targetOpt, Vector4 targetPositionOpt, ulong targetCoverIDOpt, Vector2 coneAngleRange, WeakHandle<game.data.AISpatialCond_Record> condition, out bool returnVal) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIVehicleInsideInnerAreaOfAreaSpeedLimiter_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AILoSPositionCond_Record> condition) staticRTTI global
  • static bool CheckSlots(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIInArmedVehicleCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIValidCoversCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIGameDifficultyCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIIsInActiveCameraCond_Record> condition) staticRTTI global
  • static bool CheckSpatials(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIWorkspotCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIVelocitiesDotCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIVehicleCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIOptimalDistanceCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISpatialCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIMovementCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIStatusEffectCond_Record> condition) staticRTTI global
  • static bool CheckSignals(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISecurityCond_Record> condition) staticRTTI global
  • static bool NextPhaseCheck(AIbehaviorScriptExecutionContext context, uint phase, game.data.AIAction_Record actionRecord) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIAssignedVehicleInRace_Record> condition) staticRTTI global
  • static bool CheckActionCondition(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI global
  • static bool CheckTickets(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AITresspassingCond_Record> condition) staticRTTI global
  • static bool CheckLookats(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AITargetInPreventionFreeArea_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIDriverCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIReactionCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIIsFromPreventionSystem_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AILookAtCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIStateCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIAssignedVehicleInPanicDriving_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIWeakSpotCond_Record> condition) staticRTTI global
  • static bool CheckAbility(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.GameplayAbility_Record> ability) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIRestrictedMovementAreaCond_Record> condition) staticRTTI global
  • static bool CheckVehicles(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIThrowCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISquadCond_Record> condition) staticRTTI global
  • static bool Check(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIAmmoCountCond_Record> condition) staticRTTI global
  • static bool CheckActionConditions(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIActionCondition_Record>[] conditions) staticRTTI global
  • static void OnCantFindProperCheck(CName conditionName) staticRTTI global