Black Ops 3 Source Code Explorer
0.1
An script explorer for Black Ops 3 by ZeRoY
archetype_human_riotshield_interface.gsc
Go to the documentation of this file.
1
#using scripts\shared\ai\archetype_human_riotshield;
2
#using scripts\shared\ai\systems\ai_interface;
3
4
#namespace HumanRiotshieldInterface;
5
6
function
RegisterHumanRiotshieldInterfaceAttributes
()
7
{
8
/*
9
* Name: can_be_meleed
10
* Summary: Controls whether other AI will choose to melee the human.
11
* Initial Value: true
12
* Attribute true: Normal behavior, humans will be meleed when close to their enemy.
13
* Attribute false: Forces other AI to shoot the AI instead of melee them at
14
* close distances.
15
* Example: entity ai::set_behavior_attribute( "can_be_meleed", true );"
16
*/
17
ai::RegisterMatchedInterface
(
18
"human_riotshield"
,
19
"can_be_meleed"
,
20
true
,
21
array
(
true
,
false
) );
22
23
/*
24
* Name: can_melee
25
* Summary: Controls whether the human AI is able to melee their enemies.
26
* Initial Value: true
27
* Attribute true: Normal behavior, will melee when close to their enemy.
28
* Attribute false: Forced to shoot even when they are within melee distance.
29
* Example: entity ai::set_behavior_attribute( "can_melee", true );"
30
*/
31
ai::RegisterMatchedInterface
(
32
"human_riotshield"
,
33
"can_melee"
,
34
true
,
35
array
(
true
,
false
) );
36
37
/*
38
* Name: can_initiateaivsaimelee
39
* Summary: Controls whether the human AI are able to initiate synced melee with their enemies.
40
* Initial Value: true
41
* Attribute true: Normal behavior, will do synced melee when appropriate conditions are met.
42
* Attribute false: Will never initiate synced melee even if it is possible.
43
* Example: entity ai::set_behavior_attribute( "can_initiateaivsaimelee", true );"
44
*/
45
ai::RegisterMatchedInterface
(
46
"human_riotshield"
,
47
"can_initiateaivsaimelee"
,
48
true
,
49
array
(
true
,
false
) );
50
51
/*
52
* Name: coverIdleOnly
53
* Summary: Forces humans to only choose the idle behavior when at cover.
54
* Initial Value: false
55
* Attribute true : Forces a human to only idle at cover.
56
* Attribute false : Disables forcing idle.
57
* Example: entity ai::set_behavior_attribute( "coverIdleOnly", true );"
58
*/
59
ai::RegisterMatchedInterface
(
60
"human_riotshield"
,
61
"coverIdleOnly"
,
62
false
,
63
array
(
true
,
false
) );
64
65
/*
66
* Name: phalanx
67
* Summary: Controls whether the riotshield is in a phalanx formation or not.
68
* This value should be left to the phalanx system to manipulate.
69
* Initial Value: false
70
* Attribute true: Riotshield is in a phalanx formation.
71
* Attribute false: Riotshield is not in a phalanx formation.
72
* Example: entity ai::set_behavior_attribute( "phalanx", true );"
73
*/
74
ai::RegisterMatchedInterface
(
75
"human_riotshield"
,
76
"phalanx"
,
77
false
,
78
array
(
true
,
false
) );
79
80
/*
81
* Name: phalanx_force_stance
82
* Summary: Forces a riotshield in a phalanx formation to a specific stance when stationary.
83
* This value should be left to the phalanx system to manipulate.
84
* Initial Value: normal
85
* Attribute normal: Uses the default stance.
86
* Attribute stand: Forces the riotshield to stand.
87
* Attribute crouch: Forces the riotshield to crouch.
88
* Example: entity ai::set_behavior_attribute( "phalanx_force_stance", "stand" );"
89
*/
90
ai::RegisterMatchedInterface
(
91
"human_riotshield"
,
92
"phalanx_force_stance"
,
93
"normal"
,
94
array
(
"normal"
,
"stand"
,
"crouch"
) );
95
96
/*
97
* Name: sprint
98
* Summary: Controls whether humans will forcefully sprint while moving,
99
* this prevents shooting while moving.
100
* Initial Value: false
101
* Attribute true : Forces a human to sprint when moving.
102
* Attribute false : Disables forcing sprint.
103
* Example: entity ai::set_behavior_attribute( "sprint", true );"
104
*/
105
ai::RegisterMatchedInterface
(
106
"human_riotshield"
,
107
"sprint"
,
108
false
,
109
array
(
true
,
false
) );
110
111
/*
112
* Name: attack_mode
113
* Summary: Controls how human riot shields attack their enemies.
114
* Initial Value: normal
115
* Attribute normal: Adheres to normal combat.
116
* Attribute unarmed: Can't shoot at enemies, try to melee enemies within goal.
117
* Example: entity ai::set_behavior_attribute( "attack_mode", "unarmed" );"
118
*/
119
ai::RegisterMatchedInterface
(
120
"human_riotshield"
,
121
"attack_mode"
,
122
"normal"
,
123
array
(
"normal"
,
"unarmed"
) );
124
}
RegisterMatchedInterface
function RegisterMatchedInterface(archetype, attribute, defaultValue, possibleValues, callbackFunction)
Definition:
ai_interface.gsc:143
RegisterHumanRiotshieldInterfaceAttributes
function RegisterHumanRiotshieldInterfaceAttributes()
Definition:
archetype_human_riotshield_interface.gsc:6
array
function filter array
Definition:
array_shared.csc:16
scripts
shared
ai
archetype_human_riotshield_interface.gsc
Generated by
1.8.17