BlackICE Scripting

class

AIFollowerRole

  • 11 properties
  • 18 functions

Extends AIRole IScriptable ISerializable

Properties

PropertyTypeOffset
followerRefgame.EntityReference0x0 scripted
followTargetWeakHandle<game.Object>0x38 scripted
ownerWeakHandle<game.Object>0x48 scripted
attitudeGroupNameCName0x58 scripted
followTargetSquadsCName[]0x60 scripted
playerCombatListenerred.CallbackObject?0x70 scripted
lastStealthLeaveTimeStampEngineTime0x80 scripted
friendlyTargetSlotListenergame.AttachmentSlotsScriptListener?0x88 scripted
ownerTargetSlotListenergame.AttachmentSlotsScriptListener?0x98 scripted
isFriendMeleebool0xA8 scripted
isOwnerSniperbool0xA9 scripted

Functions

  • void OnFriendlyTargetWeaponChange(game.ItemID itemID) RTTI
  • void OnOwnerWeaponChange(game.ItemID itemID) RTTI
  • void UpdateSpatialsMultiplier() RTTI
  • game.EntityReference GetFollowerRef() RTTI
  • bool FindFollowTarget(WeakHandle<game.Object> owner, out WeakHandle<game.Object> followTarget) RTTI
  • EAIRole GetRoleEnum() overrideRTTI
  • TDBID GetTweakRecordId() overrideRTTI
  • void OnRoleSet(WeakHandle<game.Object> owner) overrideRTTI
  • void OnRoleCleared(WeakHandle<game.Object> owner) overrideRTTI
  • bool ChangeAttitude(WeakHandle<game.Object> owner, game.AttitudeAgent ownAttitudeAgent, WeakHandle<game.Object> followTarget) RTTI
  • void RegisterToPlayerCombat(WeakHandle<ScriptedPuppet> owner, WeakHandle<PlayerPuppet> player) RTTI
  • void UnregisterToPlayerCombat(WeakHandle<ScriptedPuppet> owner, WeakHandle<PlayerPuppet> player) RTTI
  • void JoinFollowTargetSquads(WeakHandle<ScriptedPuppet> owner) RTTI
  • void LeaveFollowTargetSquads(WeakHandle<ScriptedPuppet> owner) RTTI
  • void SetFollowTarget(WeakHandle<game.Object> followTarget) RTTI
  • WeakHandle<game.Object> GetFollowTarget() RTTI
  • void OnHighLevelStateEnter(WeakHandle<game.Object> owner, game.data.NPCHighLevelState newState, game.data.NPCHighLevelState previousState) overrideRTTI
  • void OnHighLevelStateExit(WeakHandle<game.Object> owner, game.data.NPCHighLevelState leftState, game.data.NPCHighLevelState nextState) overrideRTTI