‪Black Ops 3 Source Code Explorer  0.1
‪An script explorer for Black Ops 3 by ZeRoY
archetype_human_rpg_interface.gsc
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1 #using scripts\shared\ai\archetype_human_rpg;
2 #using scripts\shared\ai\systems\ai_interface;
3 
4 #namespace HumanRpgInterface;
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_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  */
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  */
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  */
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  */
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