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Black Ops 3 Source Code Explorer
0.1
An script explorer for Black Ops 3 by ZeRoY
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Go to the source code of this file.
Functions | |
function private | _allowPainRestore () |
function | _force_goal (s_tracker, goto, n_radius, b_shoot=true, str_end_on, b_keep_colors=false, b_should_sprint=false) |
function | bloody_death (n_delay, hit_loc) |
function | disable_pain () |
function | enable_pain () |
function | end_and_clean_patrol_behaviors () |
function | end_patrol_on_enemy_targetting () |
function | force_goal (goto, n_radius, b_shoot=true, str_end_on, b_keep_colors=false, b_should_sprint=false) |
function | get_behavior_attribute (attribute) |
function | gun_recall () |
function | gun_remove () |
function | gun_switchto (weapon, whichHand) |
function | has_behavior_attribute (attribute) |
function | is_dead_sentient () |
function | painWaitInterval (mSec) |
function | patrol (start_path_node) |
function | patrol_next_node () |
function | set_behavior_attribute (attribute, value) |
function | set_goal (value, key="targetname", b_force=false) |
function | set_ignoreall (val) |
function | set_ignoreme (val) |
function | set_pacifist (val) |
function | shoot_at_target (mode, target, tag, duration, setHealth, ignoreFirstShotWait) |
function | shouldRegisterClientFieldForArchetype (archetype) |
function | stop_shoot_at_target () |
function | stopPainWaitInterval () |
function private | wait_for_shoot () |
function | wait_until_done_speaking () |
function | waittill_dead (guys, num, timeoutLength) |
function | waittill_dead_or_dying (guys, num, timeoutLength) |
function | waittill_dead_or_dying_thread (ent) |
function private | waittill_dead_thread (ent) |
function | waittill_dead_timeout (timeoutLength) |
function private _allowPainRestore | ( | ) |
Definition at line 682 of file ai_shared.gsc.
References waittill_any().
Referenced by painWaitInterval().
function _force_goal | ( | s_tracker | , |
goto | , | ||
n_radius | , | ||
b_shoot | = true , |
||
str_end_on | , | ||
b_keep_colors | = false , |
||
b_should_sprint | = false |
||
) |
Definition at line 578 of file ai_shared.gsc.
References clear(), disable(), disable_pain(), enable(), enable_pain(), get_force_color(), set(), set_behavior_attribute(), set_ignoreall(), set_ignoreme(), wait_till_clear(), and waittill_any().
Referenced by force_goal().
function bloody_death | ( | n_delay | , |
hit_loc | |||
) |
Description:
"Function Name: bloody_death([n_delay], [hit_loc])"
"Summary: Kills the AI by damaging the given hit_loc. If not, then a random hit_loc is chosen." "Module: AI"
"Optional Argument(s): <n_delay> : delay before death."
"Optional Argument(s): <hit_loc> : hit location to do the damage at."
"Example:self ai::bloody_death( 3, "neck" );"
"Single Player / Multi Player: singleplayer"
Definition at line 893 of file ai_shared.gsc.
References IS_TRUE.
function disable_pain | ( | ) |
Description:
"Function Name: disable_pain()"
"Summary: Disables pain on the AI" "Module: Utility" "CallOn: An ai"
"Example:level.zakhaev disable_pain();"
"Single Player / Multi Player: singleplayer"
Definition at line 80 of file ai_shared.gsc.
Referenced by _force_goal(), and apply_vortex_fx().
function enable_pain | ( | ) |
Description:
"Function Name: enable_pain()"
"Summary: Enables pain on the AI" "Module: Utility" "CallOn: An ai"
"Example:level.zakhaev enable_pain();"
"Single Player / Multi Player: singleplayer"
Definition at line 95 of file ai_shared.gsc.
Referenced by _force_goal(), and apply_vortex_fx().
function end_and_clean_patrol_behaviors | ( | ) |
Definition at line 868 of file ai_shared.gsc.
References has_behavior_attribute(), set_behavior_attribute(), and stop().
Referenced by end_patrol_on_enemy_targetting(), goal_wait_notify_lase(), and patrol_next_node().
function end_patrol_on_enemy_targetting | ( | ) |
Definition at line 851 of file ai_shared.gsc.
References end_and_clean_patrol_behaviors().
Referenced by patrol().
function force_goal | ( | goto | , |
n_radius | , | ||
b_shoot | = true , |
||
str_end_on | , | ||
b_keep_colors | = false , |
||
b_should_sprint | = false |
||
) |
Description:
"Function Name: force_goal(<goto>, [n_radius], [b_shoot], [str_end_on], [b_keep_colors])"
"Summary: Force an AI to go to goal by temporarily disabling AI features." "Module: AI"
"Mandatory Argument(s): <pos>/<node>/<entity>/<volume> - position, node, entity or volume to go to"
"Optional Argument(s): [n_radius] : Option goal radius. AI will be considered at goal within this distance from goal."
"Optional Argument(s): [b_shoot] : Enable/Disable shoot while moving (defaults to true)."
"Optional Argument(s): [str_end_on] : The endon string that will set this AI back to normal (defaults to 'goal')."
"Optional Argument(s): [b_keep_colors] : If colors will be enabled again after force goal (defaults to 'false')."
"Example:self thread ai::force_goal( node, 20, true );"
"Single Player / Multi Player: singleplayer"
Definition at line 570 of file ai_shared.gsc.
References _force_goal().
Referenced by _reach(), color_force_goal(), and set_goalradius_based_on_settings().
function get_behavior_attribute | ( | attribute | ) |
Description:
"Function Name: get_behavior_attribute()"
"Summary: Call on an AI to return the current value of a behavior interface attribute." + "Available attributes are archetype specific and located in the archetype's interface gsc." + "For example, robot attributes are in archetype_robot_interface.gsc" "Module: AI" "CallOn: an actor"
"Mandatory Argument(s): <attribute> : The interface attribute to retrieve."
"Example:guy get_behavior_attribute( "sprint" );"
Definition at line 184 of file ai_shared.gsc.
References GetAiAttribute().
Referenced by _IsValidRusher(), _robotCoverPosition(), _robotEscortPosition(), _robotGuardPosition(), _robotRusherPosition(), _tryGibbingLegs(), BB_ActorIsPatroling(), BB_GetArrivalType(), BB_GetShouldHowlStatus(), BecomeCrawler(), chooseArchetypeVariant(), chooseBetterCoverServiceCodeVersion(), cqbAttributeCallback(), forceRobotSoldierMindControlLevel2(), get_locomotion_target(), getParasiteFiringRate(), hasAIvsAIEnemy(), isFollowingSquadLeader(), isInPhalanx(), isInPhalanxStance(), locomotionShouldPatrol(), need_to_run(), patrol_lase_goal_waiter(), planHumanArrivalAtCover(), riotshieldAdvanceOnEnemyService(), riotshieldMoveMode(), riotshieldShouldFlinch(), robotBecomeCrawler(), robotCanJuke(), robotEmpIdleUpdate(), robotForceCrawler(), robotGibDamageOverride(), robotGibDeathOverride(), robotMoveModeAttributeCallback(), robotOutsideSprintRange(), robotOutsideTacticalWalkRange(), robotPositionService(), robotRogueHasCloseEnemyToMelee(), robotRogueHasEnemyToMelee(), robotShouldExplode(), robotShouldProceduralTraverse(), robotShouldShutdown(), robotTryReacquireService(), robotWithinSprintRange(), robotWithinSuperSprintRange(), rogueControlAttributeCallback(), rogueControlForceGoalAttributeCallback(), scriptRequiresToSprintCondition(), shouldArriveExposed(), shouldChooseBetterCover(), shouldCoverIdleOnly(), shouldStealth(), shouldTakeOverCondition(), state_strafe_enter(), state_strafe_update(), takeOverInitialize(), takeOverTerminate(), thrasherShouldBeStunned(), thrasherTargetService(), togglePhalanxStance(), zombieAttackableObjectService(), zombieJuke(), and zombieShouldMeleeSuicide().
function gun_recall | ( | ) |
Description:
"Function Name: gun_recall()"
"Summary: Give the AI his gun back." "Module: AI" "CallOn: An AI"
"Example:level.price gun_recall();"
"Single Player / Multi Player: singleplayer"
Definition at line 141 of file ai_shared.gsc.
References placeWeaponOn().
Referenced by attach_weapon(), and notetrackShowWeapon().
function gun_remove | ( | ) |
Description:
"Function Name: gun_remove()"
"Summary: Removed the gun from the given AI. Often used for scripted sequences where you dont want the AI to carry a weapon." "Module: AI" "CallOn: An AI"
"Example:level.price gun_remove();"
"Single Player / Multi Player: singleplayer"
Definition at line 110 of file ai_shared.gsc.
References placeWeaponOn().
Referenced by detach_weapon(), and notetrackHideWeapon().
function gun_switchto | ( | weapon | , |
whichHand | |||
) |
Description:
"Function Name: gun_switchto()"
"Summary: Switches the given AI's gun to the one specified." "Module: AI" "CallOn: An AI"
"Mandatory Argument(s): <weaponName> : The weapontype name you want the AI to switch to."
"Mandatory Argument(s): <whichHand> : Which hand to put the weapon in."
"Example:level.zeitzev gun_switchto( GetWeapon( "ppsh" ), "right" );"
"Single Player / Multi Player: singleplayer"
Definition at line 127 of file ai_shared.gsc.
References placeWeaponOn().
Referenced by attach_weapon().
function has_behavior_attribute | ( | attribute | ) |
Description:
"Function Name: has_behavior_attribute()"
"Summary: Call on an AI to return whether the actor has a particular attribute defined." "Module: AI" "CallOn: an actor"
"Mandatory Argument(s): <attribute> : The interface attribute to retrieve."
"Example:guy has_behavior_attribute( "sprint" );"
Definition at line 198 of file ai_shared.gsc.
References HasAiAttribute().
Referenced by _reach(), BB_ActorIsPatroling(), BB_GetShouldHowlStatus(), end_and_clean_patrol_behaviors(), get_locomotion_target(), hasAIvsAIEnemy(), locomotionShouldPatrol(), notetrackGibDisable(), patrol(), patrol_lase_goal_waiter(), playScriptedMeleeAnimations(), round_spawning(), set_behavior_attribute(), shouldChooseBetterCover(), shouldStealth(), zombieAttackableObjectService(), and zombieJuke().
function is_dead_sentient | ( | ) |
Description:
"Function Name: is_dead_sentient()"
"Summary: Checks to see if the AI is not defined, not sentient, and dead" "CallOn: AI"
"Example:if ( guy ai::is_dead_sentient() )"
Definition at line 210 of file ai_shared.gsc.
Referenced by _get_any_priority_targets(), _get_potential_targets(), is_valid_ent(), and is_valid_target().
function painWaitInterval | ( | mSec | ) |
Description:
"Function Name: painWaitInterval(<mSec>)"
"Summary: Block pain reaction for mSec. AI still takes damage but doesn't play pain animations" "Module: AI"
"Mandatory Argument(s): <mSec> - number of milliseconds to block pain"
"Example:self thread ai::allowPainWithMinimumInterval( 5000 );"
"Single Player / Multi Player: singleplayer"
Definition at line 698 of file ai_shared.gsc.
References _allowPainRestore().
function patrol | ( | start_path_node | ) |
Description:
"Function Name: patrol( start_path_node )"
"Summary: Sets a human to patrol along the points of a path, stopping to play scenes or wait for a short period of time at each path node. Behavior ends when actor gets a target, or hits the end of the path. Be sure to set Alert on Spawn to false on the actor's spawner"
"Summary: Set self.should_stop_patrolling to true to end the patrol behavior early." "Module: patrol_human" "Mandatory Aarg: start_path_node - the first path node for the path the actor should follow"
"Example:guy patrol_human::patrol( begin_node)"
"Single Player / Multi Player: SP"
Definition at line 729 of file ai_shared.gsc.
References end_patrol_on_enemy_targetting(), has_behavior_attribute(), init(), patrol_next_node(), play(), set(), and set_behavior_attribute().
Referenced by patrol_lase_goal_waiter().
function patrol_next_node | ( | ) |
Definition at line 823 of file ai_shared.gsc.
References end_and_clean_patrol_behaviors(), and get_array().
Referenced by patrol().
function set_behavior_attribute | ( | attribute | , |
value | |||
) |
Description:
"Function Name: set_behavior_attribute()"
"Summary: Call on an AI to change a behavior interface attribute." + "Available attributes are archetype specific and located in the archetype's interface gsc." + "For example, robot attributes are in archetype_robot_interface.gsc" "Module: AI" "CallOn: an actor"
"Mandatory Argument(s): <attribute> : The interface attribute to modify."
"Mandatory Argument(s): <value> : Value to set."
"Example:guy set_behavior_attribute( "sprint", true );"
Definition at line 159 of file ai_shared.gsc.
References has_behavior_attribute(), IS_BONUSZM, and SetAiAttribute().
Referenced by _AssignPhalanxStance(), _ConfigureRobotTeam(), _Escort(), _force_goal(), _GuardPosition(), _InitializeRobot(), _InitializeSentient(), _reach(), _ReleaseRobot(), _ReleaseSentient(), civilianPanic(), ConfigureTeamPost(), direwolfSpawnSetup(), end_and_clean_patrol_behaviors(), forceRobotSoldierMindControlLevel1(), forceRobotSoldierMindControlLevel2(), forceRobotSoldierMindControlLevel3(), notetrackGibDisable(), OnCombatRobotTimeout(), patrol(), patrol_lase_goal_waiter(), playScriptedMeleeAnimations(), RemoveAIFromSqaud(), robotDeathOverride(), robotLightsFlicker(), robotLightsOff(), robotLightsOn(), robotMoveModeAttributeCallback(), robotRushEnemyService(), robotRushNeighborService(), robotSoldierSpawnSetup(), rogueControlForceGoalAttributeCallback(), round_spawning(), SpawnMannequin(), SquadMemberThink(), thrasherDamageCallback(), thrasherPlayedBerserkIntro(), thrasherSporeDamageCallback(), thrasherStunUpdate(), and zombie_setup_attack_properties_wasp().
function set_goal | ( | value | , |
key | = "targetname" , |
||
b_force | = false |
||
) |
Description:
"Function Name: set_goal( <value>, [key = "targetname"], [b_force] )"
"Summary: Set's the ai's goal based on KVP." "Module: AI" "CallOn: An AI"
"Mandatory Argument(s): <value>: Either a vector, or a KVP value of a node, ent, struct to set the goal to"
"Optional Argument(s): [key]: If the value is a KVP, use this key"
"Optional Argument(s): [b_force]: force goal param passed to SetGoal()"
"Example:guy ai::set_goal( value, key );"
"Single Player / Multi Player: singleplayer"
Definition at line 527 of file ai_shared.gsc.
References get().
function set_ignoreall | ( | val | ) |
Description:
"Function Name: set_ignoreall( <val> )"
"Summary: Sets an actor's .ignoreall value" "Module: AI" "CallOn: an actor"
"Example:guy set_ignoreall( true );"
"Mandatory Argument(s): <val> : Boolean"
"Single Player / Multi Player: singleplayer"
Definition at line 49 of file ai_shared.gsc.
Referenced by _force_goal(), disintegrate_zombie(), and parasite_variables().
function set_ignoreme | ( | val | ) |
Description:
"Function Name: set_ignoreme( <val> )"
"Summary: Sets an actor's .ignoreme value. If 'true', other entities will ignore him." "Module: AI" "CallOn: an actor"
"Example:guy set_ignoreme( true );"
"Mandatory Argument(s): <val> : Boolean"
"Single Player / Multi Player: singleplayer"
Definition at line 33 of file ai_shared.gsc.
Referenced by _force_goal(), and spectator_respawn().
function set_pacifist | ( | val | ) |
Description:
"Function Name: set_pacifist( <val> )"
"Summary: Sets an actor's .pacifist value. If 'true', he'll only fire back if fired upon first." "Module: AI" "CallOn: an actor"
"Example:guy set_pacifist( true );"
"Mandatory Argument(s): <val> : Boolean"
"Single Player / Multi Player: singleplayer"
Definition at line 65 of file ai_shared.gsc.
function shoot_at_target | ( | mode | , |
target | , | ||
tag | , | ||
duration | , | ||
setHealth | , | ||
ignoreFirstShotWait | |||
) |
Description:
"Function Name: shoot_at_target(mode, target, tag, duration)"
"Summary: Force AI to aim and shoot at given target" "Module: AI" "CallOn: An AI"
"Mandatory Argument(s): <mode> The mode of firing. The three modes are 'normal', 'shoot_until_target_dead', 'kill_within_time'"
"Mandatory Argument(s): <target> The target entity to shoot at"
"Optional Argument(s): <tag> The tag of the entity to shoot at"
"Optional Argument(s): <duration> The duraton of firing. Leave undefined for one shot only."
"Optional Argument(s): <setHealth> If defined, sets the health of the target."
"Optional Argument(s): <ignoreFirstShotWait> If true, will not wait before calculating the duration."
"Example:ai_friendly shoot_at_target("normal", enemy, undefined, 5); This fires at the enemy for 5 seconds." + "ai_friendly shoot_at_target("shoot_until_target_dead", enemy, "j_head"); This fires at the enemy till he dies. Also, the tag is set to aim for the head." + "ai_friendly shoot_at_target("kill_within_time", enemy, undefined, 3); This ensures that the ai will kill the target within 3 seconds."
"Single Player / Multi Player: singleplayer"
Definition at line 380 of file ai_shared.gsc.
References ClearAllCooldowns(), IS_EQUAL, IS_TRUE, stop_shoot_at_target(), wait_for_shoot(), and WAIT_SERVER_FRAME.
Referenced by actor_lase_points_behavior().
function shouldRegisterClientFieldForArchetype | ( | archetype | ) |
Description:
"Function Name: shouldRegisterClientFieldForArchetype([archetype])"
"Summary: returns true if clientfields should be registered for a given archetype. Need level.clientFieldAICheck set in level for this function to work." "Module: AI" "Mandatory Arg: archetype"
"Example:shouldRegisterClientFieldForArchetype(ARCHETYPE_WARLORD);"
"Single Player / Multi Player: both"
Definition at line 941 of file ai_shared.gsc.
References IS_TRUE.
function stop_shoot_at_target | ( | ) |
Description:
"Function Name: stop_shoot_at_target()"
"Summary: Give the AI his gun back." "Module: AI" "CallOn: An AI"
"Example:level.price stop_shoot_at_target();"
"Single Player / Multi Player: singleplayer"
Definition at line 491 of file ai_shared.gsc.
References IS_TRUE.
Referenced by patrol_lase_goal_waiter(), and shoot_at_target().
function stopPainWaitInterval | ( | ) |
Description:
"Function Name: stopPainWaitInterval()"
"Summary: Removes pain block" "Module: AI"
"Example:self thread ai::allowPainWithMinimumInterval( 5000 );"
"Single Player / Multi Player: singleplayer"
Definition at line 677 of file ai_shared.gsc.
function private wait_for_shoot | ( | ) |
Definition at line 349 of file ai_shared.gsc.
Referenced by shoot_at_target().
function wait_until_done_speaking | ( | ) |
Definition at line 506 of file ai_shared.gsc.
References WAIT_SERVER_FRAME.
function waittill_dead | ( | guys | , |
num | , | ||
timeoutLength | |||
) |
Description:
"Function Name: waittill_dead( <guys> , <num> , <timeoutLength> )"
"Summary: Waits until all the AI in array < guys > are dead." "Module: AI" "CallOn: "
"Mandatory Argument(s): <guys> : Array of actors to wait until dead"
"Optional Argument(s): <timeoutLength> : Number of seconds before this function times out and continues"
"Example:waittill_dead( GetAITeamArray( "axis" ) );"
"Single Player / Multi Player: singleplayer"
Definition at line 233 of file ai_shared.gsc.
References waittill_dead_thread(), and waittill_dead_timeout().
function waittill_dead_or_dying | ( | guys | , |
num | , | ||
timeoutLength | |||
) |
Description:
"Function Name: waittill_dead_or_dying( <guys> , <num> , <timeoutLength> )"
"Summary: Similar to waittill_dead(). Waits until all the AI in array < guys > are dead OR dying (long deaths)." "Module: AI" "CallOn: "
"Mandatory Argument(s): <guys> : Array of actors to wait until dead or dying"
"Optional Argument(s): <num> : Number of guys that must die or be dying for this function to continue"
"Optional Argument(s): <timeoutLength> : Number of seconds before this function times out and continues"
"Example:waittill_dead_or_dying( GetAITeamArray( "axis" ) );"
"Single Player / Multi Player: singleplayer"
Definition at line 292 of file ai_shared.gsc.
References waittill_dead_or_dying_thread(), and waittill_dead_timeout().
function waittill_dead_or_dying_thread | ( | ent | ) |
Definition at line 335 of file ai_shared.gsc.
References waittill_either().
Referenced by waittill_dead_or_dying().
function private waittill_dead_thread | ( | ent | ) |
Definition at line 328 of file ai_shared.gsc.
Referenced by waittill_dead().
function waittill_dead_timeout | ( | timeoutLength | ) |
Definition at line 342 of file ai_shared.gsc.
Referenced by waittill_dead(), and waittill_dead_or_dying().