BlackICE Scripting

class

AISubActionShootWithWeapon_Record_Implementation

  • 0 properties
  • 15 functions

Extends IScriptable ISerializable

Properties

None.

Functions

  • static void Activate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record) staticRTTI global
  • static AIbehaviorUpdateOutcome Update(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, float duration) staticRTTI global
  • static bool GetWeapon(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, WeakHandle<game.weapon.Object>[] weaponsList) staticRTTI global
  • static void QueueNextShot(WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, float duration) staticRTTI global
  • static bool ShouldTrackTarget(WeakHandle<game.Puppet> owner, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, WeakHandle<game.weapon.Object> weapon) staticRTTI global
  • static bool SetShootPointsBytag(AIbehaviorScriptExecutionContext context, CName[] tags, Vector4[] shootPointPosition) staticRTTI global
  • static void QueueFirstShot(WeakHandle<game.weapon.Object> weapon) staticRTTI global
  • static Vector4[] ConvertVector3ArrayToVector4Array(Vector3[] v3) staticRTTI global
  • static void Deactivate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, float duration, bool interrupted) staticRTTI global
  • static void Shoot(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, float duration, WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, Vector4 targetPosition, WeakHandle<game.Object> target, Vector4 offset, float predictionTime, Vector4 muzzleOffset, CName weaponCustomEvent) staticRTTI global
  • static bool SetShootPointsByCoordinate(AIbehaviorScriptExecutionContext context, WeakHandle<game.Object> target, Vector4[] coordinateArray, Vector4[] shootPointPosition) staticRTTI global
  • static bool ShootMissileRainCircular(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionMissileRainCircular_Record> record, WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, WeakHandle<game.Object> target, Vector4 targetPosition, float duration) staticRTTI global
  • static bool ShootChimeraMetalstorm(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionChimeraMetalstorm_Record> record, WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, WeakHandle<game.Object> target, Vector4 targetPosition, float duration) staticRTTI global
  • static bool ShootMissileRainGrid(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionMissileRainGrid_Record> record, WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, WeakHandle<game.Object> target, Vector4 targetPosition, float duration) staticRTTI global
  • static bool ShootToPoints(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionShootToPoint_Record> record, WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, float duration) staticRTTI global