BlackICE Scripting

ReactionManagerComponent class

ReactionManagerComponent

Inheritance

Base: game.ScriptableComponent

Derived

None.

Properties

PropertyType
activeReactionAIReactionData? scripted
desiredReactionAIReactionData? scripted
stimuliCacheStimEventTaskData?[] scripted
reactionCacheAIReactionData?[] scripted
reactionPresetgame.data.ReactionPreset_Record? scripted
puppetReactionBlackboardgame.IBlackboard? scripted
receivedStimTypegame.data.StimType scripted
receivedStimPropagationgame.data.StimPropagation scripted
inCrowdbool scripted
inTrafficLanebool scripted
desiredFearPhaseint scripted
previousFearPhaseint scripted
NPCRadiusfloat scripted
bumpTriggerDistanceBufferMountedfloat scripted
bumpTriggerDistanceBufferCrouchedfloat scripted
delayReactionEventIDgame.DelayID scripted
delayVector2 scripted
delayDetectionEventIDgame.DelayID scripted
delayStimEventIDgame.DelayID scripted
resetReactionDataIDgame.DelayID scripted
callingPoliceIDgame.DelayID scripted
lookatEventent.LookAtAddEvent? scripted
ignoreListent.EntityID[] scripted
investigationListStimEventData[] scripted
pendingReactionAIReactionData? scripted
ovefloodCooldownfloat scripted
stanceStategame.data.NPCStanceState scripted
highLevelStategame.data.NPCHighLevelState scripted
aiRoleEAIRole scripted
pendingBehaviorCbred.CallbackObject? scripted
inPendingBehaviorbool scripted
cacheSecuritySysOutputSecuritySystemOutput? scripted
environmentalHazardssense.StimuliEvent?[] scripted
environmentalHazardsDelayIDsgame.DelayID[] scripted
stolenVehicleWeakHandle<vehicle.BaseObject> scripted
isAlertedByDeadBodybool scripted
isInCrosswalkbool scripted
beignHijackedbool scripted
owner_ident.EntityID scripted
presetNameCName scripted
updateByActivebool scripted
personalitiesgame.data.StatType[] scripted
workspotReactionPlayedbool scripted
inReactionSequencebool scripted
playerProximitybool scripted
fearToIdleDistanceVector2 scripted
exitWorkspotAimVector2 scripted
bumpedRecentlyint scripted
bumpTimestampfloat scripted
crowdAimingReactionDistancefloat scripted
fearInPlaceAroundDistancefloat scripted
lookatRepeatbool scripted
disturbingComfortZoneInProgressbool scripted
entereProximityRecentlyint scripted
comfortZoneTimestampfloat scripted
disturbComfortZoneEventIdgame.DelayID scripted
checkComfortZoneEventIdgame.DelayID scripted
spreadingFearEventIdgame.DelayID scripted
proximityLookatEventIdgame.DelayID scripted
resetFacialEventIdgame.DelayID scripted
exitWorkspotSequenceEventIdgame.DelayID scripted
exitFearInVehicleEventIdgame.DelayID scripted
fastWalkbool scripted
createThresholdbool scripted
initializedbool scripted
initCrowdbool scripted
facialCooldownfloat scripted
disturbComfortZoneAggressiveEventIdgame.DelayID scripted
backOffInProgressbool scripted
backOffTimestampfloat scripted
crowdFearStagegame.FearStage scripted
fearLocomotionWrapperbool scripted
successfulFearDeescalationfloat scripted
willingToCallPolicebool scripted
deadBodyInvestigatorsent.EntityID[] scripted
deadBodyStartingPositionVector4 scripted
currentStimThresholdValueint scripted
timeStampThresholdfloat scripted
currentStealthStimThresholdValueint scripted
stealthTimeStampThresholdfloat scripted
driverAllowedToGetAggressivebool scripted
driverIsAggressivebool scripted
logSourceEReactLogSource scripted
gracePeriodDurationfloat scripted
recentAlertObjectWeakHandle<game.Object> scripted
recentAlertTimeStampfloat scripted

Functions