Black Ops 3 Source Code Explorer
0.1
An script explorer for Black Ops 3 by ZeRoY
archetype_human_rpg_interface.gsc
Go to the documentation of this file.
1
#using scripts\shared\ai\archetype_human_rpg;
2
#using scripts\shared\ai\systems\ai_interface;
3
4
#namespace HumanRpgInterface;
5
6
function
RegisterHumanRpgInterfaceAttributes
()
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_rpg"
,
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_rpg"
,
33
"can_melee"
,
34
true
,
35
array
(
true
,
false
) );
36
37
/*
38
* Name: coverIdleOnly
39
* Summary: Forces humans to only choose the idle behavior when at cover.
40
* Initial Value: false
41
* Attribute true : Forces a human to only idle at cover.
42
* Attribute false : Disables forcing idle.
43
* Example: entity ai::set_behavior_attribute( "coverIdleOnly", true );"
44
*/
45
ai::RegisterMatchedInterface
(
46
"human_rpg"
,
47
"coverIdleOnly"
,
48
false
,
49
array
(
true
,
false
) );
50
51
/*
52
* Name: sprint
53
* Summary: Controls whether humans will forcefully sprint while moving,
54
* this prevents shooting while moving.
55
* Initial Value: false
56
* Attribute true : Forces a human to sprint when moving.
57
* Attribute false : Disables forcing sprint.
58
* Example: entity ai::set_behavior_attribute( "sprint", true );"
59
*/
60
ai::RegisterMatchedInterface
(
61
"human_rpg"
,
62
"sprint"
,
63
false
,
64
array
(
true
,
false
) );
65
66
/*
67
* Name: patrol
68
* Summary: Controls whether humans will use their patrol walking
69
* animation set. Patrol walks are meant for non-combat situations.
70
* NOTE: This is only supported for male human characters.
71
* Initial Value: false
72
* Attribute true : Non combat movement uses patrol walk animations.
73
* Attribute false : Non combat movement uses default animations.
74
* Example: entity ai::set_behavior_attribute( "patrol", true );"
75
*/
76
ai::RegisterMatchedInterface
(
77
"human_rpg"
,
78
"patrol"
,
79
false
,
80
array
(
true
,
false
) );
81
}
RegisterHumanRpgInterfaceAttributes
function RegisterHumanRpgInterfaceAttributes()
Definition:
archetype_human_rpg_interface.gsc:6
RegisterMatchedInterface
function RegisterMatchedInterface(archetype, attribute, defaultValue, possibleValues, callbackFunction)
Definition:
ai_interface.gsc:143
array
function filter array
Definition:
array_shared.csc:16
scripts
shared
ai
archetype_human_rpg_interface.gsc
Generated by
1.8.17