BlackICE Scripting

class

AINavigationSystem

  • 0 properties
  • 19 functions

Extends AIINavigationSystem game.IGameSystem IScriptable ISerializable

Properties

None.

Functions

  • world.NavigationScriptPath? CalculatePathForCharacter(Vector4 startPoint, Vector4 endPoint, float findPointTolerance, ent.Entity owner, world.NavigationScriptCostModCircle? costModCircle) RTTI
  • world.NavigationScriptFindPointResult FindPointInBoxForCharacter(Vector4 center, Vector4 extents, ent.Entity owner) RTTI
  • world.NavigationScriptFindPointResult FindPointInSphereForCharacter(Vector4 center, float radius, ent.Entity owner) RTTI
  • world.NavigationScriptFindWallResult? FindWallInLineForCharacter(Vector4 startPoint, Vector4 endPoint, float findPointTolerance, ent.Entity owner) RTTI
  • bool GetResult(uint id, AINavigationSystemResult result) RTTI
  • uint StartPathfinding(AINavigationSystemQuery query) RTTI
  • bool StopPathfinding(uint id) RTTI
  • bool IsPointOnNavmesh(WeakHandle<ent.Entity> character, Vector4 point, float? tolerance) RTTI
  • bool IsPointOnNavmesh(WeakHandle<ent.Entity> character, Vector4 point, Vector4 tolerance) RTTI
  • bool IsPointOnNavmesh(WeakHandle<ent.Entity> character, Vector4 point, Vector4 tolerance, out Vector4 navmeshPoint) RTTI
  • world.NavigationScriptFindPointResult FindPointBelowForCharacter(Vector4 origin, float querySphereRadius, int numberOfSpheres, WeakHandle<ent.Entity> character, out float resultingZOffset) RTTI
  • world.NavigationScriptFindPointResult FindPointBelowForCharacter(Vector4 origin, float querySphereRadius, int numberOfSpheres, WeakHandle<ent.Entity> character) RTTI
  • Vector4 GetNearestNavmeshPointBelow(WeakHandle<ent.Entity> character, Vector4 origin, float querySphereRadius, int numberOfSpheres) RTTI
  • bool GetNearestNavmeshPointBehind(WeakHandle<ent.Entity> origin, float querySphereRadius, int numberOfSpheres, out Vector4 point, bool? checkPathToOrigin) RTTI
  • bool GetFurthestNavmeshPointBehind(WeakHandle<ent.Entity> origin, float querySphereRadius, int numberOfSpheres, out Vector4 point, Vector4? offsetFromOrigin, bool? checkPathToOrigin, CName? ratioCurveName) RTTI
  • bool GetFurthestNavmeshPointInFront(WeakHandle<ent.Entity> origin, float querySphereRadius, int numberOfSpheres, out Vector4 point, Vector4? offsetFromOrigin, bool? checkPathToOrigin, CName? ratioCurveName) RTTI
  • bool TryToFindNavmeshPointAroundPoint(WeakHandle<ent.Entity> owner, Vector4 originPosition, Quaternion originOrientation, Vector4 probeDimensions, int numberOfSpheres, float sphereDistanceFromOrigin, out Vector4 point, bool? checkPathToOrigin) RTTI
  • bool HasPathForward(WeakHandle<game.Object> sourceObject, float distance) RTTI
  • static bool HasPathFromAtoB(WeakHandle<ent.Entity> owner, ScriptGameInstance game, Vector4 originPoint, Vector4 targetPoint) staticRTTI global