‪Black Ops 3 Source Code Explorer  0.1
‪An script explorer for Black Ops 3 by ZeRoY
archetype_human_interface.gsc
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1 #using scripts\shared\ai\archetype_human;
2 #using scripts\shared\ai\systems\ai_interface;
3 
4 #insert scripts\shared\archetype_shared\archetype_shared.gsh;
5 
6 #namespace HumanInterface;
7 
9 {
10  /*
11  * Name: can_be_meleed
12  * Summary: Controls whether other AI will choose to melee the human.
13  * Initial Value: true
14  * Attribute true: Normal behavior, humans will be meleed when close to their enemy.
15  * Attribute false: Forces other AI to shoot the AI instead of melee them at
16  * close distances.
17  * Example: entity ai::set_behavior_attribute( "can_be_meleed", true );
18  */
21  "can_be_meleed",
22  true,
23  ‪array( true, false ) );
24 
25  /*
26  * Name: can_melee
27  * Summary: Controls whether the human AI is able to melee their enemies.
28  * Initial Value: true
29  * Attribute true: Normal behavior, will melee when close to their enemy.
30  * Attribute false: Forced to shoot even when they are within melee distance.
31  * Example: entity ai::set_behavior_attribute( "can_melee", true );
32  */
35  "can_melee",
36  true,
37  ‪array( true, false ) );
38 
39  /*
40  * Name: can_initiateaivsaimelee
41  * Summary: Controls whether the human AI are able to initiate synced melee with their enemies.
42  * Initial Value: true
43  * Attribute true: Normal behavior, will do synced melee when appropriate conditions are met.
44  * Attribute false: Will never initiate synced melee even if it is possible.
45  * Example: entity ai::set_behavior_attribute( "can_initiateaivsaimelee", true );
46  */
49  "can_initiateaivsaimelee",
50  true,
51  ‪array( true, false ) );
52 
53  /*
54  * Name: coverIdleOnly
55  * Summary: Forces humans to only choose the idle behavior when at cover.
56  * Initial Value: false
57  * Attribute true : Forces a human to only idle at cover.
58  * Attribute false : Disables forcing idle.
59  * Example: entity ai::set_behavior_attribute( "coverIdleOnly", true );
60  */
63  "coverIdleOnly",
64  false,
65  ‪array( true, false ) );
66 
67  /*
68  * Name: cqb
69  * Summary: Controls whether humans will use their close quarter battle
70  * animation set. CQB animations are tailored for indoor combat distances.
71  * NOTE: This is only supported for male human characters.
72  * Initial Value: false
73  * Attribute true : Forces a human to use cqb animations.
74  * Attribute false : Uses the normal animation set.
75  * Example: entity ai::set_behavior_attribute( "cqb", true );
76  */
79  "cqb",
80  false,
81  ‪array( true, false ),
83 
84  /*
85  * Name: forceTacticalWalk
86  * Summary: Controls whether humans will forcefully tactical walk while moving.
87  * Initial Value: false
88  * Attribute true : Forces a human to tactical walk when moving.
89  * Attribute false : Disables forcing tactical walk.
90  * Example: entity ai::set_behavior_attribute( "forceTacticalWalk", true );
91  */
94  "forceTacticalWalk",
95  false,
96  ‪array( true, false ),
98 
99  /*
100  * Name: move_mode
101  * Summary: Controls how humans choose to move to their goal position.
102  * Initial Value normal
103  * Attribute normal: Adheres to normal movement and combat.
104  * Attribute rambo: Runs to goal position, allowed to shoot at enemies, but doesn't stop and
105  * fight enemies.
106  * Example: entity ai::set_behavior_attribute( "move_mode", "rambo" );
107  */
110  "move_mode",
111  "normal",
112  ‪array( "normal", "rambo" ),
114 
115  /*
116  * Name: useAnimationOverride
117  * Summary: Controls whether humans will use their specific animation set
118  * This set is meant to be used for level specific animation override
119  * NOTE: This is only supported for male human characters.
120  * NOTE: Talk to Sumeet before using this attribute.
121  * Initial Value: false
122  * Attribute true : Forces a human to use specific animation set.
123  * Attribute false : Uses the normal animation set.
124  * Example: entity ai::set_behavior_attribute( "useAnimationOverride", true );
125  */
128  "useAnimationOverride",
129  false,
130  ‪array( true, false ),
132 
133  /*
134  * Name: sprint
135  * Summary: Controls whether humans will forcefully sprint while moving,
136  * this prevents shooting while moving.
137  * Initial Value: false
138  * Attribute true : Forces a human to sprint when moving.
139  * Attribute false : Disables forcing sprint.
140  * Example: entity ai::set_behavior_attribute( "sprint", true );
141  */
144  "sprint",
145  false,
146  ‪array( true, false ) );
147 
148  /*
149  * Name: patrol
150  * Summary: Controls whether humans will use their patrol walking
151  * animation set. Patrol walks are meant for non-combat situations.
152  * NOTE: This is only supported for male human characters.
153  * Initial Value: false
154  * Attribute true : Non combat movement uses patrol walk animations.
155  * Attribute false : Non combat movement uses default animations.
156  * Example: entity ai::set_behavior_attribute( "patrol", true );
157  */
160  "patrol",
161  false,
162  ‪array( true, false ) );
163 
164  /*
165  * Name: disablearrivals
166  * Summary: Controls whether humans will use their arrival transitions while moving
167  * NOTE: This is only supported for male human characters.
168  * Initial Value: false
169  * Attribute true : when set to true, AI's will not use arrival transitions.
170  * Attribute false : AI will use arrival transitions.
171  * Example: entity ai::set_behavior_attribute( "disablearrivals", true );
172  */
175  "disablearrivals",
176  false,
177  ‪array( true, false ) );
178 
179  /*
180  * Name: disablesprint
181  * Summary: Controls whether humans will use their sprint locomotion.
182  * Initial Value: false
183  * Attribute true : when set to true, AI's will not use sprint locomotion.
184  * Attribute false : AI will use sprint locomotion when applicable.
185  * Example: entity ai::set_behavior_attribute( "disablesprint", true );
186  */
189  "disablesprint",
190  false,
191  ‪array( true, false ) );
192 
193  /*
194  * Name: stealth
195  * Summary: Controls whether humans will use stealth behavior or not.
196  * Initial Value: false
197  * Attribute true : Using stealth behavior.
198  * Attribute false : Not using stealth behavior (default).
199  * Example: entity ai::set_behavior_attribute( "stealth", true );
200  */
203  "stealth",
204  false,
205  ‪array( true, false ) );
206 
207  /*
208  * Name: vignette_mode
209  * Summary: Overrides the actor's default settings to handle controlled scripted
210  * situations. Normal AI in combat should not be placed in a vignette mode.
211  * Vignette modes change low level attributes on an AI, such as being able
212  * to push players, ignore avoidance with obstacles, and change steering behaviors.
213  * Initial Value: off
214  * Attribute off : Returns the AI to normal settings.
215  * Attribute slow : Configures the actor to handle slow paced vignettes prioritizing
216  * smooth movement while attempting to avoid other obstacles.
217  * Attribute fast : Configures the actor to handle fast paced vignettes prioritizing
218  * movement, with expectations that other AI will attempt to avoid them.
219  * Example: entity ai::set_behavior_attribute( "vignette", "slow" );
220  */
223  "vignette_mode",
224  "off",
225  ‪array( "off", "slow", "fast" ),
227 
228 
229  /*
230  * Name: useGrenades
231  * Summary: Controls whether humans will use their a grenades.
232  * NOTE: This is only supported for human archetypes.
233  * Initial Value: true
234  * Attribute true : when set to true, AI's will throw grenades at enemies.
235  * Attribute false : AI will not throw grendades at enemies.
236  * Example: entity ai::set_behavior_attribute( "useGrenades", false );
237  */
240  "useGrenades",
241  true,
242  ‪array( true, false ) );
243 }
‪VignetteModeCallback
‪function VignetteModeCallback(entity, attribute, oldValue, value)
Definition: archetype_human.gsc:396
‪UseAnimationOverrideCallback
‪function UseAnimationOverrideCallback(entity, attribute, oldValue, value)
Definition: archetype_human.gsc:384
‪RegisterMatchedInterface
‪function RegisterMatchedInterface(archetype, attribute, defaultValue, possibleValues, callbackFunction)
Definition: ai_interface.gsc:143
‪cqbAttributeCallback
‪function cqbAttributeCallback(entity, attribute, oldValue, value)
Definition: archetype_human.gsc:350
‪forceTacticalWalkCallback
‪function forceTacticalWalkCallback(entity, attribute, oldValue, value)
Definition: archetype_human.gsc:365
‪moveModeAttributeCallback
‪function moveModeAttributeCallback(entity, attribute, oldValue, value)
Definition: archetype_human.gsc:370
‪RegisterHumanInterfaceAttributes
‪function RegisterHumanInterfaceAttributes()
Definition: archetype_human_interface.gsc:8
‪array
‪function filter array
Definition: array_shared.csc:16
‪ARCHETYPE_HUMAN
‪#define ARCHETYPE_HUMAN
Definition: archetype_shared.gsh:4