BlackICE Scripting

class world

NavigationScriptInterface

world.NavigationScriptInterface

  • 0 properties
  • 13 functions

Extends IScriptable ISerializable

Properties

None.

Functions

  • world.NavigationScriptPath? CalculatePathOnlyHumanNavmesh(Vector4 startPoint, Vector4 endPoint, NavGenAgentSize agentSize, float findPointTolerance, world.NavigationScriptCostModCircle? costModCircle) RTTI
  • world.NavigationScriptObstacle? AddObstacle(Vector4 position, float radius, float height, NavGenAgentSize agentSize) RTTI
  • void RemoveObstacle(world.NavigationScriptObstacle obstacle) RTTI
  • world.NavigationScriptFindWallResult? FindWallInLineOnlyHumanNavmesh(Vector4 startPoint, Vector4 endPoint, NavGenAgentSize agentSize, float findPointTolerance) RTTI
  • world.NavigationScriptFindPointResult FindPointInSphereOnlyHumanNavmesh(Vector4 center, float radius, NavGenAgentSize agentSize, bool heightDetail) RTTI
  • void FindPointInBox() RTTI
  • bool FindPursuitPoint(Vector4 playerPos, Vector4 pos, Vector4 dir, float radius, bool navVisCheck, NavGenAgentSize agentSize, out Vector4 destination, out bool isDestinationFallback) RTTI
  • bool FindPursuitPointRange(Vector4 playerPos, Vector4 pos, Vector4 dir, float radiusMin, float radiusMax, bool navVisCheck, NavGenAgentSize agentSize, out Vector4 destination, out bool isDestinationFallback) RTTI
  • bool FindPursuitPointsRange(Vector4 playerPos, Vector4 pos, Vector4 dir, float radiusMin, float radiusMax, int count, bool navVisCheck, NavGenAgentSize agentSize, out Vector4[] results, out Vector4[] fallbackResults) RTTI
  • bool FindNavmeshPointAwayFromReferencePoint(Vector4 pos, Vector4 refPos, float distance, NavGenAgentSize agentSize, out Vector4 destination, float? distanceTolerance, float? angleTolerance) RTTI
  • bool IsNavmeshStreamedInLocation(Vector4 origin, float findPointTolerance, ushort? allowedMask, ushort? blockedMask) RTTI
  • Vector4 GetNearestNavmeshPointBelowOnlyHumanNavmesh(Vector4 origin, float querySphereRadius, int numberOfSpheres) RTTI
  • bool IsOnGround(game.Object target, float? queryLength) RTTI