AIbehaviorconditionScript class
AIbehaviorconditionScript
Inheritance
Base: AIbehaviorScriptBase
Derived
AIAggressiveReactionPresetCondition, AIAutonomousConditions, AIDeathConditions, AIDebugConditions, AIItemHandlingCondition, AINPCStateCheck, AIRoleCondition, AISignalCondition, AIStatusEffectCondition, AITimeCondition
Show 87 more of 97 derived classes
AIVehicleConditionAbstract, ActionWeightCondition, AnimationsLoadedCondition, CanDoReactionAction, CanNPCRun, CerberusDetectionCombat, CerberusDetectionOpticalCamo, CheckAbilityCanRetreat, CheckAnimSetTags, CheckArguments, CheckBoolisValid, CheckCurrentWorkspotTag, CheckFloatIsValid, CheckFollowTarget, CheckFreeWorkspot, CheckGameDifficulty, CheckLastTriggeredStimuli, CheckPathToCombatTarget, CheckPhaseState, CheckQuestFact, CheckReaction, CheckReactionStimType, CheckReactionValueThreshold, CheckStimID, CheckStimRevealsInstigatorPosition, CheckStimTag, CheckTargetInVehicle, CheckThreat, CheckTimestamp, CheckVectorIsValid, CompareArguments, DeathIsRagdollCondition, EscalateProvoke, FindTeleportPositionForTakedown, HasPatrolAction, HasPositionFarFromThreat, HaveScavengeTargets, HearStimThreshold, HitConditions, HorizontalLineTrace, IdleActionsCondition, IgnoreMoveCommandInCombatCondition, InArmedVehicle, InvestigateController, IsAggressive, IsAggressiveCrowd, IsBlockedInTraffic, IsBoss, IsCerberus, IsCrowdNPC, IsDead, IsInTrafficLane, IsNPCInCourier, IsNPCMarkedForDespawn, IsPatrolProgressValid, IsPlayerAKiller, IsRagdolling, IsTargetObjectPlayer, IsValidCombatTarget, IsWorkspotReaction, KurtMeleeTakedownCooldownActive, KurtTakedownKnifeLanded, MountRequestCondition, PlayInitFearAnimation, PlayStartupLocoFearAnimation, PreventionConditionAbstract, PreviousFearPhaseCheck, ReactAfterDodge, RestrictedMovementAreaCondition, ShouldContinuePatrolFromBeginning, ShouldContinuePatrolFromClosestPoint, ShouldContinuePatrolFromNextControlPoint, ShouldNPCContinueInAlerted, ShouldNPCReEquipWeaponOnDismount, SimpleCanSwapWeapons, SimpleCanUseAvoidLOSMovement, SimpleCanUseCover, SimpleCombatConditon, SimpleCoverBehaviorCondition, SimpleSandevistanDashShootCondition, SimpleSandevistanHarassCondition, SimpleShouldEvadeCondition, SimpleSprintHarassCondition, SlotAnimationInProgress, StealthStimThreshold, TweakAIActionConditionAbstract, WasNPCForcedToJoinCrowd
Properties
None.
Functions
ushort ListenToSignal(AIbehaviorScriptExecutionContext context, CName signalName)RTTIvoid StopListeningToSignal(AIbehaviorScriptExecutionContext context, CName signalName, ushort callbackId)RTTIbool SetUpdateInterval(AIbehaviorScriptExecutionContext context, float interval)RTTIvoid Activate(AIbehaviorScriptExecutionContext context)RTTIvoid Deactivate(AIbehaviorScriptExecutionContext context)RTTIAIbehaviorConditionOutcomes Check(AIbehaviorScriptExecutionContext context)RTTIAIbehaviorConditionOutcomes CheckOnEvent(AIbehaviorScriptExecutionContext context, AIAIEvent behaviorEvent)RTTI