BlackICE Scripting

class

AIbehaviorconditionScript

  • 0 properties
  • 7 functions
  • 97 derived classes

Extends AIbehaviorScriptBase IScriptable ISerializable

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) RTTI
  • void StopListeningToSignal(AIbehaviorScriptExecutionContext context, CName signalName, ushort callbackId) RTTI
  • bool SetUpdateInterval(AIbehaviorScriptExecutionContext context, float interval) RTTI
  • void Activate(AIbehaviorScriptExecutionContext context) RTTI
  • void Deactivate(AIbehaviorScriptExecutionContext context) RTTI
  • AIbehaviorConditionOutcomes Check(AIbehaviorScriptExecutionContext context) RTTI
  • AIbehaviorConditionOutcomes CheckOnEvent(AIbehaviorScriptExecutionContext context, AIAIEvent behaviorEvent) RTTI