Third Person Cover Shooter  1.6
CoverShooter Namespace Reference

Classes

class  ActionButton
 Starts an AI action when pressed. More...
 
class  Actor
 Each character inside the level must have this component as the AI only regards objects with Actor as characters. More...
 
class  ActorHUD
 Manages and instantiates health bars and arrows for enemies. More...
 
struct  ActorMemory
 
class  Actors
 
struct  ActorTarget
 Describes enemy positions for the AI to aim at. More...
 
class  AggressiveSelector
 Sets aggressivness of the active character when enabled. More...
 
class  AIAction
 Describes and executes an AI action. More...
 
class  AIActions
 Stores possible actions for the AI to take. More...
 
class  AIActionsEditor
 
class  AIAim
 Manages head, body and arm direction for both civilians and fighters. More...
 
class  AIAlerts
 Generates alerts on various character events. More...
 
struct  AIApproximationSettings
 Describes possible error of the AI guesses. More...
 
class  AIAssault
 Makes the AI run towards the enemy as an assault. More...
 
class  AIBackupCall
 Continuously checks the situation. More...
 
class  AIBase
 Base parent class for some AI components. More...
 
class  AIBaseRegrouper
 Regroups other brains around the AI. More...
 
struct  AICall
 Results of an AI call. More...
 
class  AICommunication
 Finds nearby friends and makes connections to them. More...
 
class  AICopCall
 Creates a call event when the AI sees an enemy. More...
 
class  AICover
 Finds covers when asked by the brains. More...
 
class  AIEffects
 Listens for events comign from AI components and instantiates effects. More...
 
class  AIFear
 Checks the situation and issues a command to the brains to become scared. More...
 
class  AIFire
 Controls the equipment of weapons and their fire. More...
 
class  AIFlashlight
 Takes commands from other components and turns a flashlight on and off depending on a situation. More...
 
class  AIFlee
 If AI becomes scared they flee towards a flee zone, ignoring everything else. More...
 
class  AIFollow
 Moves and rotates the character motor so that it faces and follows the enemy when needed. More...
 
class  AIForget
 Resets the AI if no update of the enemy has occured for long enough. More...
 
class  AIFormation
 Moves the AI to a certain position. More...
 
struct  AIGrenadeSettings
 Settings for AI grenades. More...
 
class  AIInvestigation
 When the fighter brains enters investigation mode it passes the command of the character motor to this component. More...
 
class  AIItemBase
 Base class for an item management component. More...
 
class  AILeave
 Makes the AI to reset when the enemy is too far away. More...
 
class  AIListener
 Finds alerts surrounding the AI. More...
 
class  AIListeners
 
class  AIMelee
 
class  AIMovement
 Takes movement commands from other components and uses pathfinding to walk the character motor towards a destination. More...
 
struct  AimSettings
 Speed and angle settings for CharacterMotor. More...
 
class  AIPhone
 Allows the AI to take phonecalls and film using a phone. More...
 
class  AIProtector
 Sets the AI to attack enemies that attack the Target. More...
 
class  AIRadio
 Allows the AI to use a radio to take calls. More...
 
class  AIRegrouperButton
 Displays a button inside the inspector that triggers a manual regroup. More...
 
class  AIRegrouperButtonEditor
 
class  AIRegrouperCompany
 Triggers a regroup when the number of friends falls below a threshold. More...
 
class  AIRegrouperHealth
 Triggers a regroup when health falls below a certain threshold. More...
 
class  AIRegrouperProximity
 Triggers a regroup when the enemy is close enough. More...
 
class  AIRegrouperRetreat
 Triggers a regroup when the AI is retreating. More...
 
class  AISearch
 Allows the AI to search the level to find an enemy. More...
 
class  AISight
 Continuously updates a list of visible actors. More...
 
class  AISounds
 Plays various sounds on AI events. More...
 
struct  AIStartSettings
 Settings for AI start. More...
 
struct  AITargetSettings
 
class  AIThreatControl
 Manually manages the active enemy of the FighterBrain component. More...
 
class  AIUtil
 A number of utility functions related to the AI. More...
 
class  AIWaypoints
 When asked to, walks the character motor around the waypoints. More...
 
class  AIWaypointsEditor
 
class  Alert
 Generates alerts. More...
 
class  Alerts
 
class  AmmoBar
 Displays information about specific weapons ammunition. More...
 
class  AnimatedActorAction
 An action that moves the actor towards the target and executes an animation. More...
 
class  AnimatedAreaAction
 An action that is performed on an area. More...
 
class  AnimatedMassAction
 An action that is performed on everyone matching a criteria, no matter the distance. More...
 
class  ArmorBuff
 Multiplies received damage by CharacterHealth. More...
 
class  AttackAction
 Sets the AI to attack a target, overrides it's previous target. More...
 
class  AutoActionToggle
 Toggles whether an AI action is performed automatically or manually. More...
 
class  BaseBrain
 Base implementation of all the AI brains. More...
 
class  BaseBuff
 Base implementation for all buffs. More...
 
class  BaseCamera
 A camera that is pointed at a CharacterMotor. More...
 
class  BaseDialog
 Base dialog component. More...
 
class  BaseGun
 Guns raycasts bullets, manage magazine and recoil. More...
 
class  BaseMelee
 
class  BaseTab
 Button that actives objects when pressed. More...
 
class  BodyPartHealth
 Acts similarly to Character Health, but passed the taken damage to a first found Character Health component in the hierarchy. More...
 
class  BuffBar
 Displays buffs active on the given target object. More...
 
class  BulletShield
 Stops bullets and melee attacks from moving past the game object. More...
 
struct  Bursts
 Settings for bursts of fire. More...
 
class  CameraManager
 Holds the camera object. More...
 
class  CameraObjectFader
 Hides objects that are in front of the camera. More...
 
struct  CameraState
 Defines camera state for a single gameplay situation. More...
 
struct  CameraStates
 Settings for each camera state. More...
 
struct  Character
 Describes a human character. More...
 
class  CharacterAlerts
 Generates alerts for the AI to pick up on various character events. More...
 
class  CharacterCamera
 All cameras are to be able to update at certain moments in a frame. More...
 
class  CharacterEffects
 Spawns prefab instances on various character events. More...
 
class  CharacterFace
 Reacts to character events and modifies blend shapes in a mesh. More...
 
class  CharacterHealth
 Manages health and sets Is Alive in Character Motor to false when it reaches 0. More...
 
class  CharacterHealthEditor
 
struct  CharacterIK
 
class  CharacterInventory
 
class  CharacterMotor
 Characters must have a Character Motor component attached. More...
 
class  CharacterMotorEditor
 
struct  CharacterMovement
 Movement information of a character. More...
 
class  CharacterName
 Contains a character name used by the UI. More...
 
class  CharacterOutline
 Displays an outline around the character mesh. More...
 
class  CharacterPlatform
 Keeps character on top of a moving platform. More...
 
struct  CharacterProcess
 Custom motor process description. More...
 
class  Characters
 Manages a list of all characters inside the level. More...
 
class  CharacterSelector
 Changes active character when pressed. More...
 
class  CharacterSleep
 Turns off some components of character object when it is far away from the player’s character. More...
 
class  CharacterSounds
 Spawns sound instances on various character events. More...
 
class  CharacterStamina
 Maintains character health. More...
 
class  CharacterSwitcher
 Manages a list of actors. More...
 
class  CivilianBrain
 Simulates a peaceful civilian. More...
 
class  CivilianBrainEditor
 
class  ClimbAnimation
 
struct  ClimbSettings
 Climbing settings for a character. More...
 
class  ClimbStart
 
class  CloseButton
 Disables the target dialog when pressed. More...
 
class  Cover
 Walls usable for taking covers have to be marked by cover markers. More...
 
struct  CoverAimState
 Maintains state of aiming in cover. More...
 
class  CoverAnimation
 
struct  CoverBursts
 Settings for bursts of fire when in cover. More...
 
class  CoverCache
 Builds and maintains a list of covers near a position. More...
 
class  CoverEditor
 
struct  CoverItem
 Describes a single cover relative to an AI actor. More...
 
class  CoverOffsetAnimation
 
class  CoverSearch
 Manages a cache of covers used for search. More...
 
struct  CoverSettings
 Defines cover settings for a character. More...
 
struct  CoverState
 Cover state held by a CharacterMotor. More...
 
struct  CoverUpdateSettings
 
struct  CoverUser
 Describes an actor and its position. More...
 
class  Crosshair
 
struct  CrosshairSettings
 
class  CrouchTouch
 When pressed toggles associated characters crouch state. More...
 
class  CrouchTouchEditor
 
struct  CustomAction
 Describes a key used to trigger a custom action, animation and message names. More...
 
class  DamageBuff
 Multiplies damage dealt by the character's weapons. More...
 
class  DamageBuffAction
 Applies a DamageBuff to a target actor. More...
 
class  DamageTrigger
 Deals damage to Character Health components attached to objects that enter its trigger area. More...
 
class  DangerZone
 Denotes a zone that prompts the AI to be careful. More...
 
class  DarkZone
 Denotes a zone where objects have less visibility (decreases view distance for the AI). More...
 
class  DarkZoneEditor
 
class  DebugText
 
class  DelayedDestroy
 Destroys the game object after a certain amount of time. More...
 
class  DelayedDisable
 Disables the game object after a certain amount of time. More...
 
struct  DistanceRange
 Describes a value that is calculated based on a distance. More...
 
class  EffectAction
 An action that has an attached effect that is executed at the target position. More...
 
class  EnemyDisplayManager
 Creates and manages objects with Health Bar for all enemies visible on screen. More...
 
struct  EnemyDistanceRange
 Min and max distances for enemy to be in position for camera to zoom out. More...
 
class  EnemyHealth
 Takes a target of a character motor and sets a sibling Health Bar component to take its values. More...
 
class  EnemySight
 Generates and maintains a mesh depicting field of view for a character motor. More...
 
class  EquipAnimation
 
class  EquipBar
 When pressed makes a character pick that weapon. More...
 
class  EquipEditor
 
class  ExitToEscape
 Exits the game when an escape key is pressed. More...
 
class  ExplosionPreview
 Displays a sphere depicting an area of grenade explosion. More...
 
struct  FaceSettings
 Collection of modifiers for a face. More...
 
struct  FadedObject
 Holds the object with changed transparency. More...
 
struct  FadedRenderer
 Holds information about a faded renderer. More...
 
struct  FadeTarget
 Objects closer than the target are faded. More...
 
class  FighterBrain
 Simulates a fighter, takes cover, assaults, uses weapons, throws grenades, etc. More...
 
class  FighterBrainEditor
 
struct  FighterGrenadeAvoidSettings
 
struct  FighterInvestigationWaitSettings
 
struct  FighterRetreatSettings
 
struct  FighterSpeedSettings
 
class  Flashlight
 Turns on or off Unity's Light component. More...
 
class  FleeBlockEditor
 
class  FleeZone
 Denotes a target zone for the fleeing AI to run to. More...
 
class  FormationSelector
 Sets formation type of the active character when enabled. More...
 
struct  FreeRoamInDangerSettings
 Settings for a free roam formation when in danger. More...
 
struct  FreeRoamOutOfDangerSettings
 Settings for a free roam formation when not in danger. More...
 
struct  GeneratedAlert
 Describes an alert to be picked up by an AI (AIListener). More...
 
class  GetHitAnimation
 
struct  GlobalSearchCache
 Stores covers and search blocks inside the level. More...
 
class  GrassZone
 Denotes an area with grass. More...
 
class  Grenade
 Moves the object through the air and causes an explosion event after certain amount of time passes. More...
 
class  GrenadeAction
 Throws a grenade. More...
 
class  GrenadeAnimation
 
class  GrenadeBar
 On touch makes the character pick up a grenade. More...
 
struct  GrenadeDescription
 A grenade description passed to functions inside GrenadePath. More...
 
class  GrenadeList
 All currently active grenades. More...
 
class  GrenadePath
 Contains functions used for grenade path calculation. More...
 
struct  GrenadeSettings
 Grenade settings for the CharacterMotor. More...
 
class  Gun
 Default implementation of the BaseGun script. More...
 
class  GunAlerts
 Generates alerts for the AI to pick up on various gun events. More...
 
class  GunAmmo
 Maintains information about the gun and it's ammo. More...
 
class  GunAmmoEditor
 
class  GunEffects
 Spawns effects prefabs on various gun events like reloads or gunfire. More...
 
struct  GunRecoilSettings
 Recoil settings for a gun. More...
 
class  GunSounds
 Generates randomised sounds on various gun events. More...
 
struct  HandOverwrite
 Defines hand position markers to overwrite the default marker. More...
 
class  HealAction
 Heals a single actor. More...
 
class  HealthBar
 Takes a relative health from a Character Health component and displays a bar that displays the value. More...
 
class  HealthBarEditor
 
struct  Hit
 Description of a bullet hit. More...
 
class  HitAlerts
 Broadcasts alerts upon a hit. More...
 
class  HitEffect
 Spawns an effect upon a hit. More...
 
class  HitResponseSettings
 Settings for the CharacterMotor IK when hit. More...
 
class  HitSounds
 Plays sounds upon a hit. More...
 
class  HoldPositionAction
 Tells the AI to stay at a position no matter what. More...
 
class  HoldPositionMarker
 Instantiates a prefab and manages it, based on events generated by other AI components. More...
 
interface  IAlertListener
 
interface  ICharacterController
 Requires all character controllers to be able to be updated after camera. More...
 
interface  ICharacterCoverListener
 
interface  ICharacterGunListener
 
interface  ICharacterHealthListener
 
interface  ICharacterHeightListener
 
interface  ICharacterPhysicsListener
 
interface  ICharacterSuccessfulHitListener
 
interface  ICharacterToolListener
 
interface  ICharacterWalkListener
 
interface  ICharacterWeaponChangeListener
 
interface  ICharacterZoomListener
 
interface  IGunListener
 
class  IK
 Object that calculates IK transformations. More...
 
struct  IKBone
 Settings of a bone to be manipulated by IK. More...
 
struct  IKConfig
 
struct  IKSettings
 Character's IK settings. More...
 
class  IKTransform
 Representation of a transform manipulated by IK. More...
 
interface  IMeleeListener
 
class  InstantAction
 An action that is performed instantly with no delay. More...
 
struct  InvestigatedPoint
 Information about an already investigated position. More...
 
class  JumpAnimation
 
struct  JumpSettings
 Character jump settings. More...
 
struct  KeepCloseTo
 Describes a position and distance for the AI to stay from it. More...
 
class  Laser
 Generates and displays a laser mesh. More...
 
class  LayerManager
 
class  LayerManagerEditor
 
class  Layers
 Stores object layers. More...
 
class  LightZone
 Denotes a zone with increased visibility. More...
 
struct  LineFormationSettings
 Settings for a line formation. More...
 
class  MassArmorBuffAction
 Applies ArmorBuff to everyone matching a certain criteria, no matter the distance. More...
 
class  MassDamageBuffAction
 Applies DamageBuff to everyone matching a certain criteria, no matter the distance. More...
 
class  MassHealAction
 Heals everyone matching a certain criteria, no matter the distance. More...
 
class  Melee
 
class  MeleeAlerts
 Generates alerts for the AI to pick up on various melee events. More...
 
class  MeleeAnimation
 
class  MeleeAttackEditor
 
class  MeleeEffects
 Spawns effects prefabs on various melee events. More...
 
class  MeleeSounds
 Generates randomised sounds on various melee events. More...
 
class  MeleeTouch
 When pressed makes the target motor attack with melee. More...
 
class  Menu
 
class  MobileCamera
 Manages the camera object by setting an appropriate position depending on the target object's state. More...
 
struct  MobileCameraTargetOffsets
 Camera target offsets. More...
 
class  MobileController
 Takes touch screen input and translates that to Character Motor commands. More...
 
class  MouseLock
 Locks mouse cursor inside the game window. More...
 
class  ParticleCameraMotionBlur
 Sets up motion vector generation mode to camera. More...
 
class  PathPreview
 Builds a path mesh that depicts the approximated flight of a grenade. More...
 
class  Phone
 Denotes the object as a phone. More...
 
class  PlayerArmTrigger
 Causes player characters to pick a weapon when they enter the trigger area. More...
 
class  PlayerDisarmTrigger
 Causes player characters to hide their weapon upon entering the area. More...
 
class  PressButton
 Registers pointer events and adjusts Image based on the UI state. More...
 
struct  PressButtonSettings
 Describes button graphics for each possible UI state. More...
 
class  Projectile
 An object that flies a distance and then destroys itself. More...
 
class  Radio
 Denotes the object as a radio. More...
 
class  RandomAudio
 Picks a random audio sample from the supplied list and sets Audio Source to play it. More...
 
class  RegroupButton
 Stops all actions and tells the characters to move back to default positions. More...
 
class  ReloadAnimation
 
class  ResetOnDeath
 Reset the level on character's death. More...
 
class  RollAnimation
 
struct  RollSettings
 Character roll settings. More...
 
struct  SearchBlock
 
class  SearchBlockCache
 
struct  SearchPoint
 Information about a searchable position. More...
 
class  SearchPointData
 
class  SearchZone
 Denotes an open area for the AI to check out when searching. More...
 
class  SearchZoneCache
 Maintains a list of search zones inside an area (denoted by a position and radius). More...
 
class  SearchZoneEditor
 
class  ShieldAction
 Enables the target object. More...
 
struct  ShoulderSettings
 Relative positions for the camera. More...
 
class  SmokeGrenade
 A version of a grenade that applies a VisionBuff to objects with CharacterMotor. More...
 
class  SpawnGroup
 Manages a group of spawn points. More...
 
class  SpawnPicker
 Manages a collection of spanw groups. More...
 
class  SpawnPoint
 Denotes a single point in space and prefabs that are by default spanwed here when required. More...
 
class  SpawnPointEditor
 
struct  SquareFormationSettings
 Settings for a square formation. More...
 
class  StaminaBar
 Manages the display of a character's stamina. More...
 
class  StrategyCamera
 Simple camera that looks and follows at characters from above. More...
 
class  StrategyInput
 Allows to perform AIActions based on the player input. More...
 
class  SupportDialog
 Manages the UI for adjusting support parameters of the active character. More...
 
class  SupportSelector
 Denotes a single possible character value to be supported for the currently active character. More...
 
class  TempOutline
 A basic buff that displays only an outline. More...
 
class  ThirdPersonCamera
 Manages the camera object by setting an appropriate orientation depending on the target object's state. More...
 
class  ThirdPersonCameraEditor
 
class  ThirdPersonController
 Takes player input (usually from ThirdPersonInput) and translates that to commands to CharacterMotor. More...
 
class  ThirdPersonInput
 Takes player input and transform it to commands to ThirdPersonController. More...
 
struct  Threat
 
class  ThreatSelector
 Changes threat priority when pressed for the currently active character. More...
 
class  ThrowAnimation
 
class  Tool
 Tools are like Gun or Melee attached to a weapon. More...
 
class  TopDownCamera
 Strategical top down camera that follows characters and adjusts it's height based on the situation. More...
 
class  TopDownInput
 Takes player input and transform it to commands to ThirdPersonController. More...
 
class  TouchAiming
 Takes directional input from the touch screen and passes it to Mobile Controller as aim direction. More...
 
class  TouchBase
 Base implementation for character touch controls. More...
 
class  TouchMovement
 Takes directional movement input from the touch screen and passes it to Mobile Controller. More...
 
class  ToxicGrenade
 A version of a grenade that applies a DamageBuff to objects with CharacterMotor. More...
 
class  TriggerCountWave
 A version of SpawnGroup that triggers when a certain team has less members than specified. More...
 
struct  TurnSettings
 Speed and angle settings for CharacterMotor. More...
 
class  UnequipAnimation
 
class  Util
 Utility functions. More...
 
struct  VaultSettings
 Vault settings for a character. More...
 
class  Visibility
 Records and stores Unity renderer visibility. More...
 
class  VisionBuff
 Adjusts AISight when active. More...
 
class  WalkAnimation
 
struct  Waypoint
 Definition of an AI patrol waypoint. More...
 
struct  WeaponDescription
 Description of a weapon/tool held by a CharacterMotor. More...
 
class  WeaponUseAnimation
 
class  Zone
 Denotes a trigger zone area. More...
 

Enumerations

enum  CivilianState {
  CivilianState.idle, CivilianState.walkAround, CivilianState.follow, CivilianState.flee,
  CivilianState.call
}
 Possible states for the civilian AI to take. More...
 
enum  FighterState {
  FighterState.none, FighterState.idle, FighterState.idleButAlerted, FighterState.patrol,
  FighterState.standAndFight, FighterState.keepCloseTo, FighterState.maintainPosition, FighterState.takeCover,
  FighterState.takeDefenseCover, FighterState.switchCover, FighterState.retreatToCover, FighterState.fightInCover,
  FighterState.hideInCover, FighterState.avoidAndFight, FighterState.runAway, FighterState.avoidGrenade,
  FighterState.circle, FighterState.assault, FighterState.search, FighterState.investigate,
  FighterState.flee, FighterState.call, FighterState.process
}
 Possible states for the fighting AI to take. More...
 
enum  FormationType { FormationType.Free, FormationType.Square, FormationType.Line }
 
enum  InventoryUsage { InventoryUsage.autoFind, InventoryUsage.index, InventoryUsage.none }
 
enum  ThreatPriority { ThreatPriority.Closest, ThreatPriority.LeastHealth, ThreatPriority.LeadersTarget }
 
enum  ReloadType { ReloadType.Magazine, ReloadType.Bullet, ReloadType.Pump }
 
enum  ChainElement {
  ChainElement.lowerArm, ChainElement.upperArm, ChainElement.shoulder, ChainElement.head,
  ChainElement.neck, ChainElement.chest, ChainElement.spine
}
 
enum  CoverOffsetState { CoverOffsetState.None, CoverOffsetState.Entering, CoverOffsetState.Using, CoverOffsetState.Exiting }
 Current cover offset state inside the character motor. More...
 
enum  WeaponEquipState { WeaponEquipState.unequipped, WeaponEquipState.equipping, WeaponEquipState.equipped, WeaponEquipState.unequipping }
 State of the weapon in character's hands. More...
 
enum  CharacterSpeed { CharacterSpeed.Walk, CharacterSpeed.Run, CharacterSpeed.Sprint }
 
enum  CoverClimb { CoverClimb.No, CoverClimb.Climb, CoverClimb.Vault }
 Types of cover climbing More...
 
enum  AimStep { AimStep.None, AimStep.Enter, AimStep.Aiming }
 Aiming step. More...
 
enum  DamageType { DamageType.Relative, DamageType.Constant }
 Type of damage dealt. More...
 
enum  AIStartMode {
  AIStartMode.idle, AIStartMode.patrol, AIStartMode.alerted, AIStartMode.searchAround,
  AIStartMode.searchPosition, AIStartMode.investigate
}
 
enum  Pivot { Pivot.constant, Pivot.rightShoulder, Pivot.leftShoulder }
 
enum  Limb { Limb.RightHand, Limb.LeftHand }
 
enum  HitType {
  HitType.Pistol, HitType.Rifle, HitType.Shotgun, HitType.Sniper,
  HitType.Fist, HitType.Machete, HitType.PistolMelee, HitType.RifleMelee,
  HitType.ShotgunMelee, HitType.SniperMelee, HitType.Explosion
}
 
enum  ToolType { ToolType.none, ToolType.radio, ToolType.phone, ToolType.flashlight }
 Denotes the type of the tool, used by the CharacterMotor and AI. More...
 
enum  WeaponType {
  WeaponType.Pistol, WeaponType.Rifle, WeaponType.Shotgun, WeaponType.Sniper,
  WeaponType.Fist, WeaponType.Machete
}
 Defines character animations used with a weapon. More...
 
enum  WeaponAiming { WeaponAiming.input, WeaponAiming.always, WeaponAiming.alwaysImmediateTurn }
 Weapon aiming setting. More...
 
enum  VisibilityType { VisibilityType.constant, VisibilityType.multiplier }
 Visiblity type, it can be either a modification over the AI view distance property or a constant and independent value. More...
 

Enumeration Type Documentation

◆ AimStep

enum CoverShooter.AimStep
strong

Aiming step.

Enumerator
None 
Enter 
Aiming 

◆ AIStartMode

Enumerator
idle 
patrol 
alerted 
searchAround 
searchPosition 
investigate 

◆ ChainElement

Enumerator
lowerArm 
upperArm 
shoulder 
head 
neck 
chest 
spine 

◆ CharacterSpeed

Enumerator
Walk 
Run 
Sprint 

◆ CivilianState

Possible states for the civilian AI to take.

Enumerator
idle 
walkAround 
follow 
flee 
call 

◆ CoverClimb

Types of cover climbing

Enumerator
No 
Climb 
Vault 

◆ CoverOffsetState

Current cover offset state inside the character motor.

Enumerator
None 
Entering 
Using 
Exiting 

◆ DamageType

Type of damage dealt.

Relative means relative to MaxHealth. Constant is always the same no matter the character that triggers.

Enumerator
Relative 
Constant 

◆ FighterState

Possible states for the fighting AI to take.

Enumerator
none 
idle 
idleButAlerted 
patrol 
standAndFight 
keepCloseTo 
maintainPosition 
takeCover 
takeDefenseCover 
switchCover 
retreatToCover 
fightInCover 
hideInCover 
avoidAndFight 
runAway 
avoidGrenade 
circle 
assault 
search 
investigate 
flee 
call 
process 

◆ FormationType

Enumerator
Free 
Square 
Line 

◆ HitType

enum CoverShooter.HitType
strong
Enumerator
Pistol 
Rifle 
Shotgun 
Sniper 
Fist 
Machete 
PistolMelee 
RifleMelee 
ShotgunMelee 
SniperMelee 
Explosion 

◆ InventoryUsage

Enumerator
autoFind 
index 
none 

◆ Limb

enum CoverShooter.Limb
strong
Enumerator
RightHand 
LeftHand 

◆ Pivot

enum CoverShooter.Pivot
strong
Enumerator
constant 
rightShoulder 
leftShoulder 

◆ ReloadType

Enumerator
Magazine 
Bullet 
Pump 

◆ ThreatPriority

Enumerator
Closest 
LeastHealth 
LeadersTarget 

◆ ToolType

enum CoverShooter.ToolType
strong

Denotes the type of the tool, used by the CharacterMotor and AI.

Enumerator
none 
radio 
phone 
flashlight 

◆ VisibilityType

Visiblity type, it can be either a modification over the AI view distance property or a constant and independent value.

Enumerator
constant 
multiplier 

◆ WeaponAiming

Weapon aiming setting.

Enumerator
input 

Wait for controller input to aim.

always 

Always point the gun (if not in cover).

alwaysImmediateTurn 

Always point the gun (if not in cover) and turn immediately.

◆ WeaponEquipState

State of the weapon in character's hands.

Enumerator
unequipped 
equipping 
equipped 
unequipping 

◆ WeaponType

Defines character animations used with a weapon.

Enumerator
Pistol 
Rifle 
Shotgun 
Sniper 
Fist 
Machete