‪Black Ops 3 Source Code Explorer  0.1
‪An script explorer for Black Ops 3 by ZeRoY
archetype_human_riotshield_interface.gsc
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1 #using scripts\shared\ai\archetype_human_riotshield;
2 #using scripts\shared\ai\systems\ai_interface;
3 
4 #namespace HumanRiotshieldInterface;
5 
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  */
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  */
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  */
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  */
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  */
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  */
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  */
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  */
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