BlackICE Scripting

class game

PreventionSpawnSystem

game.PreventionSpawnSystem

  • 0 properties
  • 50 functions

Extends game.IPreventionSpawnSystem game.IGameSystem IScriptable ISerializable

Properties

None.

Functions

  • void CancelSpawnRequest(uint requestID) RTTI
  • void CancelAllSpawnRequests() RTTI
  • uint RequestUnitSpawn(TDBID recordID, WorldTransform spawnTransform) RTTI
  • uint RequestChaseVehicle(TDBID vehicleRecordID, TDBID[] passengersRecordIDs, vehicle.BaseStrategyRequest strategy) RTTI
  • void SetStrategyPreCheckRequests(vehicle.BaseStrategyRequest[] preCheckRequests) RTTI
  • void ClearStrategyPreCheckRequests() RTTI
  • bool IsStrategyAvailable(vehicle.PoliceStrategy strategy) RTTI
  • bool IsAnyStrategyAvailable() RTTI
  • bool GetAvailableStrategies(out vehicle.PoliceStrategy[] strategies) RTTI
  • vehicle.PoliceStrategy GetRandomAvailableStrategyInRange(byte minStrat, byte maxStrat) RTTI
  • vehicle.PoliceStrategy GetRandomAvailableStrategy(vehicle.PoliceStrategy[] wantedStrategies) RTTI
  • void DebugTryOverrideWithForcedStrategy(out vehicle.PoliceStrategy strategy) RTTI
  • Vector4 GetIntersectionInFrontOfPlayerPos() RTTI
  • bool IsPlayerOnHighway() RTTI
  • bool IsPlayerInDogTown() RTTI
  • void GetNearestRoadFromPlayerInfo(out game.NearestRoadFromPlayerInfo info) RTTI
  • uint RequestRoadBlockadeSpawn(TDBID[] vehiclessRecordIDs, Vector2 spawnDistanceRange, uint numberNPCsPerCar) RTTI
  • uint RequestAVSpawnPoints(WeakHandle<IScriptable> scriptable, string functionName, Vector2 spawnDistanceRange, uint maxSpawnPoints, bool useOffTrafficPoints) RTTI
  • uint RequestAVSpawnAtLocation(TDBID recordID, Vector3 location) RTTI
  • uint RequestAVSpawn(TDBID recordID, Vector2 spawnDistanceRange, bool useOffTrafficPoints) RTTI
  • void ReinitAll() RTTI
  • void RequestDespawn(ent.EntityID entityID) RTTI
  • void RequestDespawnVehicleAndPassengers(WeakHandle<vehicle.BaseObject> vehicle) RTTI
  • void RequestDespawnAll(bool shouldUseAggressiveDespawn) RTTI
  • int GetNumberOfSpawnedPreventionUnits() RTTI
  • bool IsPreventionVehicleEnabled() RTTI
  • void FindPursuitPointsRangeAsync(Vector4[] spawnOriginPositions, float radiusMin, float radiusMax, uint unitCount, TDBID[] characterRecords, bool navVisCheck, NavGenAgentSize agentSize, WeakHandle<IScriptable> scriptable, string functionName) RTTI
  • void ToggleFreeArea(NodeRef areaReference, bool enable) RTTI
  • void TogglePreventionQuestTrigger(NodeRef areaReference, bool enable) RTTI
  • bool GetPreventionSystemCanSpawnInCrowd() RTTI
  • void RegisterEntityDeathCallback(WeakHandle<IScriptable> scriptable, string functionName, ent.EntityID entityID) RTTI
  • void UnregisterEntityDeathCallback(WeakHandle<IScriptable> scriptable, string functionName, ent.EntityID entityID) RTTI
  • void TogglePreventionCrowdSpawns(bool toggle) RTTI
  • void TogglePreventionActive(bool isActive) RTTI
  • void InterruptAllActionAndCommands(WeakHandle<vehicle.BaseObject> veh) RTTI
  • bool IsPointInPreventionFreeArea(Vector4 point) RTTI
  • bool IsEntityRegistered(ent.EntityID id) RTTI
  • void MarkAsDead(ent.EntityID entityID) RTTI
  • bool TryGetVehicleType(ent.EntityID id, out game.DynamicVehicleType vehicleType) RTTI
  • void NotifyPlayerMounted(bool isPlayerMounted) RTTI
  • bool IsPlayerInSoftDeescalationTrigger() RTTI
  • bool IsInUnmountingRange(Vector3 position) RTTI
  • void SpawnRequestFinished(game.SpawnRequestResult requestResult) RTTI
  • void DespawnCallback(ent.EntityID entityID) RTTI
  • bool TryFillPreventionSystemDebugData(out game.PreventionSystemDebugData dataToFill) RTTI
  • void Debug_EmulateDamageDealt(float damageAmount) RTTI
  • void VehicleEarlyInit(vehicle.WheeledBaseObject vehicleObject) RTTI
  • void RoadblockadeNPCEarlyInit(game.Puppet puppet) RTTI
  • void OnEnterPreventionQuestTrigger(bool disablePreventionSystem) RTTI
  • vehicle.PoliceStrategy SetIfAvailable(vehicle.PoliceStrategy value) RTTI