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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 | __init__ () |
function | actor_lase_force_laser_on () |
function | actor_lase_laser_off_on_death () |
function | actor_lase_points_behavior (entity_or_point_array) |
function | actor_lase_stop () |
function | agent_init () |
function | goal_wait_notify_lase (node) |
function | goal_watcher_patrol () |
function | goal_watcher_target () |
function | init_node_scan (targetName) |
function | is_firing (a_owner) |
function | lase_point (entity_or_point) |
function | patrol_lase_goal_waiter () |
function | target_lase_fire_at (v_eye, entity_or_point, a_owner, allow_interrupts=true) |
function | target_lase_next (node) |
function | target_lase_override (v_eye, entity_or_point, sight_timeout, a_owner, fire_weapon, allow_interrupts=true) |
function | target_lase_points (entity_or_point_array, e_owner) |
function | target_lase_points_ally_track (v_eye, entity_or_point_array, a_owner) |
function | target_lase_transition (entity_or_point, owner) |
function | velocity_approach (endPosition, totalTime, b_early_out) |
function __init__ | ( | ) |
Definition at line 16 of file ai_sniper_shared.gsc.
References init_node_scan().
function actor_lase_force_laser_on | ( | ) |
Definition at line 323 of file ai_sniper_shared.gsc.
References WAIT_SERVER_FRAME.
Referenced by actor_lase_points_behavior().
function actor_lase_laser_off_on_death | ( | ) |
Definition at line 348 of file ai_sniper_shared.gsc.
Referenced by actor_lase_points_behavior().
function actor_lase_points_behavior | ( | entity_or_point_array | ) |
Description:
"Function Name: actor_lase_points_behavior( <entity_or_point_array> )"
"Summary: Puts an actor into a state where they target an invisible entity that travels from point to point in a loop." "Module: AI" "CallOn: an actor"
"Example:guy thread actor_lase_points_behavior( sniper_target_points );"
"Optional Argument(s): <entity_or_point_array> : series of vector points or entities to lase - when not defined it will check self.targetname to find first struct - supports following a path"
"Single Player / Multi Player: singleplayer"
Definition at line 230 of file ai_sniper_shared.gsc.
References actor_lase_force_laser_on(), actor_lase_laser_off_on_death(), CONTEXT, delete_on_death(), get(), lase_point(), SetBlackBoardAttribute(), shoot_at_target(), Spawn(), target_lase_points(), and target_lase_points_ally_track().
Referenced by patrol_lase_goal_waiter().
function actor_lase_stop | ( | ) |
Description:
"Function Name: actor_lase_stop( )"
"Summary: Removes an actor from state where they target an invisible entity that travels from point to point in a loop." "Module: AI" "CallOn: an actor"
"Example:guy actor_lase_stop();"
"Single Player / Multi Player: singleplayer"
Definition at line 295 of file ai_sniper_shared.gsc.
References CONTEXT, and SetBlackBoardAttribute().
function agent_init | ( | ) |
Description:
"Function Name: agent_init( )"
"Summary: Initializes an actor on spawn for support of ai_sniper behavior automatically based on node arrival." "Module: AI" "CallOn: an actor"
"Single Player / Multi Player: singleplayer"
Definition at line 96 of file ai_sniper_shared.gsc.
References goal_watcher_patrol(), goal_watcher_target(), and patrol_lase_goal_waiter().
function goal_wait_notify_lase | ( | node | ) |
Definition at line 103 of file ai_sniper_shared.gsc.
References end_and_clean_patrol_behaviors(), IS_TRUE, and WAIT_SERVER_FRAME.
Referenced by goal_watcher_patrol(), and goal_watcher_target().
function goal_watcher_patrol | ( | ) |
Definition at line 131 of file ai_sniper_shared.gsc.
References goal_wait_notify_lase().
Referenced by agent_init().
function goal_watcher_target | ( | ) |
Definition at line 145 of file ai_sniper_shared.gsc.
References goal_wait_notify_lase(), and IS_TRUE.
Referenced by agent_init().
function init_node_scan | ( | targetName | ) |
Description:
"Function Name: init_node_scan( [targetName] )"
"Summary: Initializes path nodes that should serve as a sniping action stopping point." "Module: AI" "CallOn: an actor"
"Example:ai_sniper::init_node_scan();"
"Optional Argument(s): [targetName] : targetname of script origins or structs to check (default "ai_sniper_node_scan")
<br/>"Single Player / Multi Player: singleplayer"
Definition at line 31 of file ai_sniper_shared.gsc.
References get(), get_array(), and WAIT_SERVER_FRAME.
Referenced by __init__().
function is_firing | ( | a_owner | ) |
Description:
"Function Name: is_firing( a_owner )"
"Summary: Returns true if this actor is sniper firing at something via ai_sniper_shared logic." "Module: AI" "CallOn: an actor"
"Example:if ( ai_sniper::is_firing( guy ) )"
"Mandatory Argument(s): <a_owner> : the actor in question"
"Single Player / Multi Player: singleplayer"
Definition at line 779 of file ai_sniper_shared.gsc.
function lase_point | ( | entity_or_point | ) |
Definition at line 358 of file ai_sniper_shared.gsc.
References result().
Referenced by actor_lase_points_behavior(), target_lase_override(), target_lase_points_ally_track(), and target_lase_transition().
function patrol_lase_goal_waiter | ( | ) |
Definition at line 164 of file ai_sniper_shared.gsc.
References actor_lase_points_behavior(), get_behavior_attribute(), has_behavior_attribute(), patrol(), set_behavior_attribute(), and stop_shoot_at_target().
Referenced by agent_init().
function target_lase_fire_at | ( | v_eye | , |
entity_or_point | , | ||
a_owner | , | ||
allow_interrupts | = true |
||
) |
Definition at line 453 of file ai_sniper_shared.gsc.
References target_lase_override().
Referenced by target_lase_points_ally_track().
function target_lase_next | ( | node | ) |
Description:
"Function Name: target_lase_next( <node> )"
"Summary: Gets next node from a given route node." "Module: AI" "CallOn: an entity/struct"
"Example:guy.targetEnt thread target_lase_transition( point );"
"Mandatory Argument(s): <entity_or_point> : new destination"
"Optional Argument(s): <sight_timeout> : after this many seconds without line of sight to the ent/point, terminate the thread"
"Single Player / Multi Player: singleplayer"
Definition at line 603 of file ai_sniper_shared.gsc.
References get().
Referenced by target_lase_points().
function target_lase_override | ( | v_eye | , |
entity_or_point | , | ||
sight_timeout | , | ||
a_owner | , | ||
fire_weapon | , | ||
allow_interrupts | = true |
||
) |
Description:
"Function Name: target_lase_override( <v_eye>, <entity_or_point>, [sight_timeout], [a_owner], [fire_weapon] )"
"Summary: Puts targeting entity to lock onto a given entiry or point pausing any target_lase_points() sequence." "Module: AI" "CallOn: an entity"
"Example:guy.targetEnt thread target_lase_override( player2, 8.0 );"
"Mandatory Argument(s): <v_eye> : the eye point to check for line of sight"
"Mandatory Argument(s): <entity_or_point> : an entity to track or a point to track"
"Optional Argument(s): <sight_timeout> : after this many seconds without line of sight to the ent/point, terminate the thread"
"Optional Argument(s): <fire_weapon> : should fire weapon at override (default false)"
"Single Player / Multi Player: singleplayer"
Definition at line 707 of file ai_sniper_shared.gsc.
References fire_weapon(), lase_point(), SERVER_FRAME, target_lase_transition(), and WAIT_SERVER_FRAME.
Referenced by target_lase_fire_at().
function target_lase_points | ( | entity_or_point_array | , |
e_owner | |||
) |
Description:
"Function Name: target_lase_points( <entity_or_point_array>, [e_owner] )"
"Summary: Puts an targeting entity into a state where it travels from point to point pausing at each." "Module: AI" "CallOn: an entity"
"Example:guy.targetEnt thread target_lase_points( entity_or_point_array );"
"Mandatory Argument(s): <entity_or_point_array> : series of vector points or entities to lase or single struct that follows a path"
"Optional Argument(s): <e_owner> : for notification when finished with each loop"
"Single Player / Multi Player: singleplayer"
Definition at line 474 of file ai_sniper_shared.gsc.
References script_wait(), target_lase_next(), target_lase_transition(), and WAIT_SERVER_FRAME.
Referenced by actor_lase_points_behavior().
function target_lase_points_ally_track | ( | v_eye | , |
entity_or_point_array | , | ||
a_owner | |||
) |
Description:
"Function Name: target_lase_points_ally_track( v_eye, entity_or_point_array, [a_owner] )"
"Summary: Interrupts normal point lasing behavior to track a particular ally (ai or player) when they come near and are in view." "Module: AI" "CallOn: an entity"
"Example:guy.targetEnt thread actor_lase_points_player_track();"
"Single Player / Multi Player: singleplayer"
Definition at line 385 of file ai_sniper_shared.gsc.
References IS_TRUE, lase_point(), target_lase_fire_at(), and WAIT_SERVER_FRAME.
Referenced by actor_lase_points_behavior().
function target_lase_transition | ( | entity_or_point | , |
owner | |||
) |
Description:
"Function Name: target_lase_transition( <entity_or_point>, [sight_timeout] )"
"Summary: Moves the lase target from where it is to a destination point or entity." "Module: AI" "CallOn: an entity"
"Example:guy.targetEnt thread target_lase_transition( point );"
"Mandatory Argument(s): <entity_or_point> : new destination"
"Optional Argument(s): <sight_timeout> : after this many seconds without line of sight to the ent/point, terminate the thread"
"Single Player / Multi Player: singleplayer"
Definition at line 650 of file ai_sniper_shared.gsc.
References lase_point(), velocity_approach(), and WAIT_SERVER_FRAME.
Referenced by target_lase_override(), and target_lase_points().
function velocity_approach | ( | endPosition | , |
totalTime | , | ||
b_early_out | |||
) |
Definition at line 535 of file ai_sniper_shared.gsc.
References SERVER_FRAME, startTime, and WAIT_SERVER_FRAME.
Referenced by target_lase_transition().