|
Third Person Cover Shooter
1.6
|
Checks the situation and issues a command to the brains to become scared. More...
Public Member Functions | |
| void | OnAlert (ref GeneratedAlert alert) |
| Registers an alert. More... | |
| void | OnThreat (Actor threat) |
| Is notified of an existance of a threat. More... | |
| void | OnNoThreat () |
| Is notified that there is no threat. More... | |
| void | OnSeeActor (Actor actor) |
| Notified by the sight AI that an actor has entered the view. More... | |
| void | OnUnseeActor (Actor actor) |
| Notified by the sight AI that an actor has dissappeared from the view. More... | |
Public Member Functions inherited from CoverShooter.AIBase | |
| void | Message (string name) |
| Sends a message to other components. More... | |
| void | Message (string name, object value) |
| Sends a message to other components. More... | |
Public Attributes | |
| bool | OnlyScaredOfArmed = true |
| AI doesn't get afraid of enemies with no equipped weapons. More... | |
| float | ImmediateScareChance = 0.25f |
| Chance that an alerted civilian will immediately flee. More... | |
| float | MinFightHealth = 0.25f |
| Fraction of health at which the AI runs in fear. More... | |
| bool | FleeAfterSomeTime = false |
| Should the AI flee after some time passes. More... | |
| float | MinFleeTime = 0 |
| Minimum possible time the AI will fight before fleeing. More... | |
| float | MaxFleeTime = 60 |
| Maximum possible the AI will fight before fleeing. More... | |
| bool | FleeOnHostileAlerts = false |
| Will the AI flee on hearing gunfire and other hostile alerts. More... | |
| bool | FleeOnSeingMilitary = false |
| Will the AI flee on sight of an active military. More... | |
Checks the situation and issues a command to the brains to become scared.
Can be used by both civilians and fighters.
| void CoverShooter.AIFear.OnAlert | ( | ref GeneratedAlert | alert | ) |
| void CoverShooter.AIFear.OnNoThreat | ( | ) |
Is notified that there is no threat.
| void CoverShooter.AIFear.OnSeeActor | ( | Actor | actor | ) |
Notified by the sight AI that an actor has entered the view.
| void CoverShooter.AIFear.OnThreat | ( | Actor | threat | ) |
Is notified of an existance of a threat.
May immediately flee.
| void CoverShooter.AIFear.OnUnseeActor | ( | Actor | actor | ) |
Notified by the sight AI that an actor has dissappeared from the view.
| bool CoverShooter.AIFear.FleeAfterSomeTime = false |
Should the AI flee after some time passes.
| bool CoverShooter.AIFear.FleeOnHostileAlerts = false |
Will the AI flee on hearing gunfire and other hostile alerts.
| bool CoverShooter.AIFear.FleeOnSeingMilitary = false |
Will the AI flee on sight of an active military.
| float CoverShooter.AIFear.ImmediateScareChance = 0.25f |
Chance that an alerted civilian will immediately flee.
| float CoverShooter.AIFear.MaxFleeTime = 60 |
Maximum possible the AI will fight before fleeing.
| float CoverShooter.AIFear.MinFightHealth = 0.25f |
Fraction of health at which the AI runs in fear.
| float CoverShooter.AIFear.MinFleeTime = 0 |
Minimum possible time the AI will fight before fleeing.
Ised only when FleeAfterSomeTime is enabled.
| bool CoverShooter.AIFear.OnlyScaredOfArmed = true |
AI doesn't get afraid of enemies with no equipped weapons.