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