BlackICE Scripting

class game.data

AIAction_Record

game.data.AIAction_Record

  • 0 properties
  • 80 functions

Extends game.data.AINode_Record game.data.AIRecord_Record game.data.TweakDBRecord IScriptable ISerializable

Properties

None.

Functions

  • WeakHandle<game.data.AIActionAnimData_Record> AnimData() RTTI
  • game.data.AIActionAnimData_Record? AnimDataHandle() RTTI
  • WeakHandle<game.data.AIActionPhase_Record> Recovery() RTTI
  • game.data.AIActionPhase_Record? RecoveryHandle() RTTI
  • WeakHandle<game.data.AIActionPhase_Record> Startup() RTTI
  • game.data.AIActionPhase_Record? StartupHandle() RTTI
  • WeakHandle<game.data.AIActionOR_Record> RecoveryEndCondition() RTTI
  • game.data.AIActionOR_Record? RecoveryEndConditionHandle() RTTI
  • WeakHandle<game.data.AIActionOR_Record> StartupRepeatCondition() RTTI
  • game.data.AIActionOR_Record? StartupRepeatConditionHandle() RTTI
  • WeakHandle<game.data.AIActionOR_Record> StartupEndCondition() RTTI
  • game.data.AIActionOR_Record? StartupEndConditionHandle() RTTI
  • WeakHandle<game.data.AIActionOR_Record> LoopRepeatCondition() RTTI
  • game.data.AIActionOR_Record? LoopRepeatConditionHandle() RTTI
  • WeakHandle<game.data.AIActionOR_Record> RecoveryRepeatCondition() RTTI
  • game.data.AIActionOR_Record? RecoveryRepeatConditionHandle() RTTI
  • WeakHandle<game.data.GameplayAbility_Record> Ability() RTTI
  • game.data.GameplayAbility_Record? AbilityHandle() RTTI
  • WeakHandle<game.data.AIActionOR_Record> LoopEndCondition() RTTI
  • game.data.AIActionOR_Record? LoopEndConditionHandle() RTTI
  • WeakHandle<game.data.AIActionPhase_Record> Loop() RTTI
  • game.data.AIActionPhase_Record? LoopHandle() RTTI
  • void LoopSubActions(out WeakHandle<game.data.AISubAction_Record>[] outList) RTTI
  • int GetLoopSubActionsCount() RTTI
  • WeakHandle<game.data.AISubAction_Record> GetLoopSubActionsItem(int index) RTTI
  • game.data.AISubAction_Record? GetLoopSubActionsItemHandle(int index) RTTI
  • bool LoopSubActionsContains(WeakHandle<game.data.AISubAction_Record> item) RTTI
  • void StartupSubActions(out WeakHandle<game.data.AISubAction_Record>[] outList) RTTI
  • int GetStartupSubActionsCount() RTTI
  • WeakHandle<game.data.AISubAction_Record> GetStartupSubActionsItem(int index) RTTI
  • game.data.AISubAction_Record? GetStartupSubActionsItemHandle(int index) RTTI
  • bool StartupSubActionsContains(WeakHandle<game.data.AISubAction_Record> item) RTTI
  • void RecoverySubActions(out WeakHandle<game.data.AISubAction_Record>[] outList) RTTI
  • int GetRecoverySubActionsCount() RTTI
  • WeakHandle<game.data.AISubAction_Record> GetRecoverySubActionsItem(int index) RTTI
  • game.data.AISubAction_Record? GetRecoverySubActionsItemHandle(int index) RTTI
  • bool RecoverySubActionsContains(WeakHandle<game.data.AISubAction_Record> item) RTTI
  • void SubActions(out WeakHandle<game.data.AISubAction_Record>[] outList) RTTI
  • int GetSubActionsCount() RTTI
  • WeakHandle<game.data.AISubAction_Record> GetSubActionsItem(int index) RTTI
  • game.data.AISubAction_Record? GetSubActionsItemHandle(int index) RTTI
  • bool SubActionsContains(WeakHandle<game.data.AISubAction_Record> item) RTTI
  • void Cooldowns(out WeakHandle<game.data.AIActionCooldown_Record>[] outList) RTTI
  • int GetCooldownsCount() RTTI
  • WeakHandle<game.data.AIActionCooldown_Record> GetCooldownsItem(int index) RTTI
  • game.data.AIActionCooldown_Record? GetCooldownsItemHandle(int index) RTTI
  • bool CooldownsContains(WeakHandle<game.data.AIActionCooldown_Record> item) RTTI
  • void Tickets(out WeakHandle<game.data.AITicketType_Record>[] outList) RTTI
  • int GetTicketsCount() RTTI
  • WeakHandle<game.data.AITicketType_Record> GetTicketsItem(int index) RTTI
  • game.data.AITicketType_Record? GetTicketsItemHandle(int index) RTTI
  • bool TicketsContains(WeakHandle<game.data.AITicketType_Record> item) RTTI
  • void InitCooldowns(out WeakHandle<game.data.AIActionCooldown_Record>[] outList) RTTI
  • int GetInitCooldownsCount() RTTI
  • WeakHandle<game.data.AIActionCooldown_Record> GetInitCooldownsItem(int index) RTTI
  • game.data.AIActionCooldown_Record? GetInitCooldownsItemHandle(int index) RTTI
  • bool InitCooldownsContains(WeakHandle<game.data.AIActionCooldown_Record> item) RTTI
  • CName[] Commands() RTTI
  • int GetCommandsCount() RTTI
  • CName GetCommandsItem(int index) RTTI
  • bool CommandsContains(CName item) RTTI
  • void Lookats(out WeakHandle<game.data.AIActionLookAtData_Record>[] outList) RTTI
  • int GetLookatsCount() RTTI
  • WeakHandle<game.data.AIActionLookAtData_Record> GetLookatsItem(int index) RTTI
  • game.data.AIActionLookAtData_Record? GetLookatsItemHandle(int index) RTTI
  • bool LookatsContains(WeakHandle<game.data.AIActionLookAtData_Record> item) RTTI
  • CName[] AnimationWrapperOverrides() RTTI
  • int GetAnimationWrapperOverridesCount() RTTI
  • CName GetAnimationWrapperOverridesItem(int index) RTTI
  • bool AnimationWrapperOverridesContains(CName item) RTTI
  • float AllowBlendDuration() RTTI
  • float TicketAcknowledgeTimeout() RTTI
  • float AllowBlendPercCap() RTTI
  • bool SubActionsCanCompleteAction() RTTI
  • bool FailIfAnimationNotStreamedIn() RTTI
  • bool DisableAction() RTTI
  • bool WaitForAnimationToLoad() RTTI
  • bool DisableActionInMultiplayer() RTTI
  • bool CompleteWithFailure() RTTI
  • bool RevokingTicketCompletesAction() RTTI