AIFollowerRole class
AIFollowerRole
Inheritance
Base: AIRole
Derived
None.
Properties
| Property | Type | |
|---|---|---|
followerRef | game.EntityReference | scripted |
followTarget | WeakHandle<game.Object> | scripted |
owner | WeakHandle<game.Object> | scripted |
attitudeGroupName | CName | scripted |
followTargetSquads | CName[] | scripted |
playerCombatListener | red.CallbackObject? | scripted |
lastStealthLeaveTimeStamp | EngineTime | scripted |
friendlyTargetSlotListener | game.AttachmentSlotsScriptListener? | scripted |
ownerTargetSlotListener | game.AttachmentSlotsScriptListener? | scripted |
isFriendMelee | bool | scripted |
isOwnerSniper | bool | scripted |
Functions
void OnFriendlyTargetWeaponChange(game.ItemID itemID)RTTIvoid OnOwnerWeaponChange(game.ItemID itemID)RTTIvoid UpdateSpatialsMultiplier()RTTIgame.EntityReference GetFollowerRef()RTTIEAIRole GetRoleEnum()overrideRTTITDBID GetTweakRecordId()overrideRTTIvoid OnRoleSet(WeakHandle<game.Object> owner)overrideRTTIvoid OnRoleCleared(WeakHandle<game.Object> owner)overrideRTTIbool ChangeAttitude(WeakHandle<game.Object> owner, game.AttitudeAgent ownAttitudeAgent, WeakHandle<game.Object> followTarget)RTTIvoid RegisterToPlayerCombat(WeakHandle<ScriptedPuppet> owner, WeakHandle<PlayerPuppet> player)RTTIvoid UnregisterToPlayerCombat(WeakHandle<ScriptedPuppet> owner, WeakHandle<PlayerPuppet> player)RTTIvoid JoinFollowTargetSquads(WeakHandle<ScriptedPuppet> owner)RTTIvoid LeaveFollowTargetSquads(WeakHandle<ScriptedPuppet> owner)RTTIvoid SetFollowTarget(WeakHandle<game.Object> followTarget)RTTIWeakHandle<game.Object> GetFollowTarget()RTTIvoid OnHighLevelStateEnter(WeakHandle<game.Object> owner, game.data.NPCHighLevelState newState, game.data.NPCHighLevelState previousState)overrideRTTIvoid OnHighLevelStateExit(WeakHandle<game.Object> owner, game.data.NPCHighLevelState leftState, game.data.NPCHighLevelState nextState)overrideRTTI