AiActorController¶
Members¶
Member |
Description |
---|---|
Charge towards target at all times. |
|
While false, the player cannot issue a join squad order on this AI bot. |
|
The target this AI is currently attacking |
|
The current waypoint. |
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Returns true if the AI is traversing a path. |
|
Returns true if the AI has a target vehicle to enter, or that they are already seated in. |
|
Ignore FOV Check when querying sight. |
|
True if the built in AI movement is disabled. |
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Returns true if the AI has a target vehicle, and is currently attempting to enter it. |
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The destination point of the last Goto() order. |
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The last reached path waypoint. |
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The maximum range in meters at which the AI will attempt to charge an enemy. |
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The default altitude the AI will try to maintain in an Aircraft. |
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Returns the target vehicle the AI is entering or is already seated in. |
|
Methods¶
Method |
Description |
---|---|
Stops the current AI path movement. |
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Pathfinds to the closest destination point on the current navmesh. |
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Orders the AI to enter the specified vehicle. Also sets the AI’s target vehicle to the specified vehicle. |
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Go straight to the destination point, ignoring pathfinding. |
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Returns true if the targetActor is inside this actor’s field of view. |
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Returns true if the position is inside this actor’s field of view. |
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Leaves the target vehicle. |
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Disables the built in AI movement, allowing full movement control from scripts. |
|
Re-enables the built in AI movement. |
|
Details¶
-
class
AiActorController
¶ -
bool
alwaysChargeTarget
¶ Charge towards target at all times. If set to true, this AI will always run towards an enemy target, even when it is out of melee range.
-
bool
canJoinPlayerSquad
¶ While false, the player cannot issue a join squad order on this AI bot.
-
bool
canSprint
¶
-
const GameObject
gameObject
¶
-
const bool
hasPath
¶ Returns true if the AI is traversing a path.
-
const bool
hasTargetVehicle
¶ Returns true if the AI has a target vehicle to enter, or that they are already seated in.
-
bool
ignoreFovCheck
¶ Ignore FOV Check when querying sight. If set to true, this AI is able to see enemies all around, even behind.
-
const bool
isDefaultMovementOverridden
¶ True if the built in AI movement is disabled.
-
const bool
isEnteringVehicle
¶ Returns true if the AI has a target vehicle, and is currently attempting to enter it.
-
float
meleeChargeRange
¶ The maximum range in meters at which the AI will attempt to charge an enemy. Default is 30.
-
SkillLevel
skillLevel
¶
-
float
targetFlightAltitude
¶ The default altitude the AI will try to maintain in an Aircraft. This value is randomized every time a bot enters or exits an aircraft.
-
void
CancelPath
()¶ Stops the current AI path movement.
-
void
GotoAndEnterVehicle
(Vehicle vehicle)¶ Orders the AI to enter the specified vehicle. Also sets the AI’s target vehicle to the specified vehicle.
-
bool
IsInFOV
(Actor targetActor)¶ Returns true if the targetActor is inside this actor’s field of view.
-
void
LeaveVehicle
()¶ Leaves the target vehicle.
-
void
OverrideDefaultMovement
()¶ Disables the built in AI movement, allowing full movement control from scripts.
-
void
ReleaseDefaultMovementOverride
()¶ Re-enables the built in AI movement.
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string
ToString
()¶
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bool