BlackICE Scripting

class

AITargetTrackerComponent

  • 1 property
  • 50 functions
  • 1 derived class

Extends game.Component ent.IComponent IScriptable ISerializable

Properties

PropertyTypeOffset
TriggersCombatbool0x1FD

Functions

  • void RegisterListener(ent.Entity et, AIScriptsTargetTrackingListener listener) RTTI
  • AITrackedLocation[] GetThreats(bool onlyVisible) RTTI
  • AITrackedLocation[] GetHostileThreats(bool onlyVisible) RTTI
  • bool GetTopHostileThreat(bool onlyVisible, out AITrackedLocation threat) RTTI
  • void ActivateThreat(ent.Entity et) RTTI
  • void DeactivateThreat(ent.Entity et) RTTI
  • uint AddThreat(ent.Entity et, bool isHostile, Vector4 pos, float accuracy, float cooldown, bool isPersistent) RTTI
  • uint AddThreatOnPosition(Vector4 pos, float timeToLive) RTTI
  • void SetThreatPersistence(ent.Entity et, bool isPersistent, uint src) RTTI
  • AIThreatPersistenceStatus GetThreatPersistence(ent.Entity et) RTTI
  • AIThreatPersistenceStatus GetThreatPersistenceBySource(ent.Entity et, uint src) RTTI
  • void SetCurrentThreatsPersistence(bool isPersistent, uint src) RTTI
  • void SetThreatBaseMul(ent.Entity et, float threatValue) RTTI
  • void ClearThreats() RTTI
  • void SetThreatAccuracy(ent.Entity et, float accuracy) RTTI
  • void SetThreatBeliefAccuracy(ent.Entity et, float accuracy) RTTI
  • float GetVisibleThreatBeliefAccuracy(ent.Entity et) RTTI
  • void RequestThreatBeliefAccuracyMinValue(ent.Entity et, CName reason, float minAccuracy) RTTI
  • void RemoveThreatBeliefAccuracyMinValue(ent.Entity et, CName reason) RTTI
  • void RemoveThreat(uint id) RTTI
  • uint MapThreat(ent.Entity et) RTTI
  • void ResetDroppingCooldown(ent.Entity et) RTTI
  • void AddDroppingCooldown(ent.Entity et, float value) RTTI
  • float GetDroppingCooldown(ent.Entity et) RTTI
  • TDBID GetCurrentPreset() RTTI
  • void SetCurrentPreset(TDBID presetId) RTTI
  • void PushSquadSync(AISquadType sqType) RTTI
  • void PullSquadSync(AISquadType sqType) RTTI
  • bool HasHostileThreat(bool onlyVisible, bool? onlyEntities) RTTI
  • bool ThreatFromEntity(ent.Entity et, out AITrackedLocation threat) RTTI
  • bool SetThreatPriorityDmgCurve(CName curveName) RTTI
  • bool SetThreatPriorityDistCurve(CName curveName) RTTI
  • bool SetThreatPriorityHisteresisCurve(CName curveName) RTTI
  • bool SetThreatPriorityAttackersCurve(CName curveName) RTTI
  • float GetThreatPriorityModFromDmgCurve(float timeSinceLastDmg) RTTI
  • float GetThreatPriorityModFromDistCurve(float distanceFromThreat) RTTI
  • float GetThreatPriorityModFromHisteresisCurve(float timeSinceTargetChange) RTTI
  • float GetThreatPriorityModFromAttackersCurve(uint attackers) RTTI
  • bool IsPositionValid(Vector4 pos) RTTI
  • void SetForceDetect() RTTI
  • void ClearForceDetected() RTTI
  • ent.Entity?[] CollectTrackers(bool onlyHostiles, bool onlyInContact) RTTI
  • ent.IPositionProvider? GetThreatLastKnownPositionProvider(WeakHandle<ent.Entity> threat, Vector3? offset, bool? failIfVisible, CName? slotName, ent.IPositionProvider? failSafeProvider) RTTI
  • ent.IPositionProvider? GetThreatBeliefPositionProvider(WeakHandle<ent.Entity> threat, Vector3? offset, bool? failIfVisible, CName? slotName, ent.IPositionProvider? failSafeProvider) RTTI
  • ent.IPositionProvider? GetThreatSharedLastKnownPositionProvider(WeakHandle<ent.Entity> threat, Vector3? offset, bool? failIfVisible, CName? slotName, ent.IPositionProvider? failSafeProvider) RTTI
  • ent.IPositionProvider? GetThreatSharedBeliefPositionProvider(WeakHandle<ent.Entity> threat, Vector3? offset, bool? failIfVisible, CName? slotName, ent.IPositionProvider? failSafeProvider) RTTI
  • void SetRecentlyDroppedThreat(WeakHandle<ent.Entity> threat, Vector4 position, float? validFor) RTTI
  • void ResetRecentlyDroppedThreat(float? delay) RTTI
  • void ResetRecentlyDroppedThreatNoCallbacks() RTTI
  • AIDroppedThreatData GetRecentlyDroppedThreat() RTTI