BlackICE Scripting

class

AIHumanComponent

  • 26 properties
  • 83 functions

Extends AICAgent game.Component ent.IComponent IScriptable ISerializable

Properties

PropertyTypeOffset
movementParamsRecordTDBID0x4F0
shootingBlackboardWeakHandle<game.IBlackboard>0x0 scripted
gadgetBlackboardWeakHandle<game.IBlackboard>0x10 scripted
coverBlackboardWeakHandle<game.IBlackboard>0x20 scripted
actionBlackboardWeakHandle<game.IBlackboard>0x30 scripted
patrolBlackboardWeakHandle<game.IBlackboard>0x40 scripted
alertedPatrolBlackboardWeakHandle<game.IBlackboard>0x50 scripted
prereqsBlackboardWeakHandle<game.IBlackboard>0x60 scripted
friendlyFireCheckIDuint0x70 scripted
ffsgame.IFriendlyFireSystem?0x78 scripted
LoSFinderCheckIDuint0x88 scripted
loSFinderSystemgame.LoSIFinderSystem?0x90 scripted
LoSFinderVisibleObjectWeakHandle<sense.VisibleObject>0xA0 scripted
actionAnimationScriptProxyActionAnimationScriptProxy?0xB0 scripted
lastOwnerBlockedAttackEventIDgame.DelayID0xC0 scripted
lastOwnerParriedAttackEventIDgame.DelayID0xC8 scripted
lastOwnerDodgedAttackEventIDgame.DelayID0xD0 scripted
grenadeThrowQueryTargetWeakHandle<game.Object>0xD8 scripted
grenadeThrowQueryIdint0xE8 scripted
scriptContextAIbehaviorScriptExecutionContext0xF0 scripted
scriptContextInitializedbool0x100 scripted
kerenzikovAbilityRecordgame.data.GameplayAbility_Record?0x108 scripted
highLevelCbuint0x118 scripted
lastReservedSeatVehicleent.EntityID0x120 scripted
assignedVehicleStuckbool0x128 scripted
activeCommandsAIbehaviorUniqueActiveCommandList0x130 scripted

Functions

  • void SetMovementParams(move.MovementParameters paramss) RTTI
  • move.MovementParameters GetMovementParams(move.MovementType type) RTTI
  • bool SetTDBMovementParams(TDBID paramsID) RTTI
  • bool WasForcedToEnterCrowd() RTTI
  • ent.EntityID GetAssignedVehicleId() RTTI
  • game.mounting.MountingSlotId GetAssignedVehicleSlot() RTTI
  • bool HasVehicleAssigned() RTTI
  • void OverrideAssignedVehicleInfoForPreventionBlockade() RTTI
  • uint GetFriendlyFireCheckID() RTTI
  • ScriptGameInstance GetGame() RTTI
  • void OnAttach() RTTI
  • void ResetBehaviorCoverArguments() RTTI
  • void OnDetach() RTTI
  • bool OnDeath(game.events.DeathEvent evt) RTTI
  • bool OnDefeated(game.events.DefeatedEvent evt) RTTI
  • bool OnPlayerCombatChanged(int value) RTTI
  • bool OnDelayPassiveConditionEvaluationEvent(DelayPassiveConditionEvaluationEvent evt) RTTI
  • game.IBlackboard? GetCoverBlackboard() RTTI
  • game.IBlackboard? GetShootingBlackboard() RTTI
  • game.IBlackboard? GetCombatGadgetBlackboard() RTTI
  • game.IBlackboard? GetActionBlackboard() RTTI
  • game.IBlackboard? GetAIPatrolBlackboard() RTTI
  • game.IBlackboard? GetAIAlertedPatrolBlackboard() RTTI
  • game.IBlackboard? GetAIPrereqsBlackboard() RTTI
  • AIRole? GetCurrentRole() RTTI
  • bool OnVehicleAssign(game.MountAIEvent evt) RTTI
  • bool OnStuckEvent(vehicle.VehicleStuckEvent evt) RTTI
  • bool IsAssignedVehicleStuck() RTTI
  • bool GetAssignedVehicleData(out ent.EntityID vehicleID, out game.mounting.MountingSlotId vehicleSlot) RTTI
  • bool GetAssignedVehicle(ScriptGameInstance gi, out WeakHandle<game.Object> vehicle) RTTI
  • bool GetVehicleHandle(ent.EntityID entityID, out vehicle.BaseObject vehicle) RTTI
  • bool OnReserveAssignedSeat(ReserveAssignedSeat evt) RTTI
  • void ReleaseReservedSeat() RTTI
  • void OnSeatReserved(ent.EntityID vehicleID) RTTI
  • void OnAIRoleChanged(AIRole newRole, AIRole oldRole) RTTI
  • bool IsPlayerCompanion() RTTI
  • bool GetFriendlyTargetAsPlayer(out WeakHandle<PlayerPuppet> player) RTTI
  • bool GetFriendlyTarget(out WeakHandle<game.Object> friendlyTarget) RTTI
  • ActionAnimationScriptProxy? GetActionAnimationScriptProxy() RTTI
  • void OnSignalCombatQueriesRequest(ushort signalId, bool newValue) RTTI
  • bool IsFriendlyFiring() RTTI
  • bool FriendlyFireCheck() RTTI
  • bool FriendlyFireCheckInit() RTTI
  • void FriendlyFireTargetUpdateInit() RTTI
  • bool LoSFinderCheckInit() RTTI
  • bool GetReachedLoSPosition(ent.EntityID ownerId, Vector4 entityPos, int losMode, float radiusXY, float radiusZ, float maxNotFoundTime) RTTI
  • bool CombatQueriesSystemInit() RTTI
  • bool OnStartGrenadeThrowQueryEvent(StartGrenadeThrowQueryEvent evt) RTTI
  • void StartGrenadeThrowQuery(WeakHandle<game.Object> target) RTTI
  • bool CanThrowGrenadeAtTarget(WeakHandle<game.Object> target, out Vector4 throwPositions, out float throwAngle, out game.GrenadeThrowStartType throwStartType) RTTI
  • bool CacheThrowGrenadeAtTargetQuery(WeakHandle<game.Object> target) RTTI
  • void NULLCachedThrowGrenadeAtTargetQuery() RTTI
  • bool OnSetScriptExecutionContext(SetScriptExecutionContextEvent evt) RTTI
  • bool GetScriptContext(out AIbehaviorScriptExecutionContext context) RTTI
  • bool CheckTweakCondition(string ActionConditionName) RTTI
  • bool TryBulletDodgeOpportunity() RTTI
  • bool OnHitAiEventReceived(AIAIEvent hitAIEvent) RTTI
  • void UpdateMyAttackBlockedCount(bool resetBB) RTTI
  • void UpdateMyAttackParriedCount(bool resetBB) RTTI
  • void UpdateMyAttackDodgedCount(bool resetBB) RTTI
  • void OnCommandStateChanged(AICommand command, AICommandState oldState, AICommandState newState) RTTI
  • void OnSignalCommandSignal(ushort signalId, bool newValue) RTTI
  • void TrackActionCommandID(CName[] commandClassNames) RTTI
  • void ClearActionCommandID(CName[] commandClassNames) RTTI
  • bool IsCommandReceivedOrOverriden(CName commandClassName) RTTI
  • bool IsCommandReceivedOrOverriden(uint commandID) RTTI
  • bool IsCommandActive(CName commandClassName) RTTI
  • int GetActiveCommandsCount() RTTI
  • bool IsCommandActive(uint commandID) RTTI
  • int GetActiveCommandID(CName commandClassName) RTTI
  • bool OnStatusEffectApplied(game.events.ApplyStatusEffectEvent evt) RTTI
  • bool OnStatusEffectRemoved(game.events.ApplyStatusEffectEvent evt) RTTI
  • bool OnNewThreat(AINewThreat evt) RTTI
  • bool OnHostileThreatDetected(AIHostileThreatDetected evt) RTTI
  • bool OnEnemyThreatDetected(AIEnemyThreatDetected evt) RTTI
  • bool OnThreatRemoved(AIThreatRemoved evt) RTTI
  • bool OnAnimParamsEvent(ent.AnimParamsEvent evt) RTTI
  • static bool GetScriptContext(WeakHandle<ScriptedPuppet> puppet, out AIbehaviorScriptExecutionContext context) staticRTTI global
  • static void SetCurrentRole(game.Object owner, AIRole newRole) staticRTTI global
  • static bool Get(WeakHandle<ScriptedPuppet> owner, out AIHumanComponent aiComponent) staticRTTI global
  • static bool GetLastUsedVehicleSlot(WeakHandle<ScriptedPuppet> owner, out CName vehicleSlotName) staticRTTI global
  • static bool GetAssignedVehicle(WeakHandle<ScriptedPuppet> owner, out WeakHandle<game.Object> vehicle) staticRTTI global
  • static bool GetLastUsedVehicleSlot(WeakHandle<ScriptedPuppet> owner, out game.mounting.MountingSlotId vehicleSlot) staticRTTI global