Toolkit_Actions.cpp =================== * Category: ``toolkit`` * Active scripts: ``4`` * Source: ``Code/Scripts/Toolkit_Actions.cpp`` M00_Action ---------- Configurable movement and attack controller that can start immediately or in response to a custom event. * Source line: ``75`` * Event hooks: ``Created``, ``Custom``, ``Action_Complete`` * Persistence hooks: none detected * Key engine calls: ``Find_Object``, ``Action_Attack``, ``Action_Goto``, ``Action_Reset`` * Summary source: ``manual`` Parameter Description:: Start_Now=0:int, Receive_Type=14:int, Receive_Param_On=1:int, Receive_Param_Off=0:int, Action_Priority=99:int, Action_ID=0:int, _Move_Target_ID=0:int, _Move_Following=0:int, _Move_Destination:vector3, _Move_Waypath_ID=0:int, _Move_Waypath_Start_ID=0:int, _Move_Waypath_End_ID:int, _Move_Waypath_Splined=0:int, _Move_Arrive_Distance=1.0:float, _Move_Speed=1.0:float, _Move_Crouch=0:int, _Move_Backwards=0:int, _Move_Pathfind=1:int, _Attack_Target_ID=0:int, _Attack_Location:vector3, _Attack_Range=100.0:float, _Attack_Deviation=0.0:float, _Attack_Primary=1:int, _Attack_Crouched=0:int, Debug_Mode=0:int Source Notes:: M00_Action Animations are not handled with this script - they are handled separately. Parameters: _Move_Target_ID = The Target ID to move towards. _Move_Following = Whether this unit should follow the Target ID or not. _Move_Destination = The Vector3 location of the movement destination. _Move_Waypath_ID = The ID of a waypath to follow. _Move_Waypath_Start_ID = The starting point to use on the waypath. _Move_Waypath_End_ID = The ending point to use on the waypath. _Move_Waypath_Splined = Whether to use splined movement or not on waypaths. _Move_Waypath_Looping = If the unit should circle on the waypath. _Move_Patrol_Radius = A radius to use if patrolling an area. _Move_Patrol_Loiter_Time = How long to wait at each point until patrolling again. _Move_Arrive_Distance = The distance to close to with the destination. _Move_Speed = The speed at which the unit moves. _Move_Crouch = Whether to move crouched or not. _Move_Backwards = Whether to move backwards or not. _Move_Pathfind = Whether to use pathfinding data for movement or not. _Attack_Target_ID = The attack target's ID. _Attack_Location = The location of the attack (if no target). _Attack_Range = The maximum effective range of the attack. _Attack_Deviation = The deviation of the attack. _Attack_Primary = Whether to use the primary weapon or not. _Attack_Crouched = Whether to crouch when firing or not. M00_Action_Innate_Follow_Player ------------------------------- M00_Action_Innate_Follow_Player in Toolkit_Actions.cpp initializes behavior when the object is created; continues work on timer callbacks; drives AI action commands; uses timers. * Source line: ``375`` * Event hooks: ``Created``, ``Timer_Expired`` * Persistence hooks: none detected * Key engine calls: ``Start_Timer``, ``Get_Position``, ``Get_A_Star``, ``Action_Goto`` * Summary source: ``heuristic`` M00_Action_Innate_Follow_Waypath -------------------------------- M00_Action_Innate_Follow_Waypath in Toolkit_Actions.cpp initializes behavior when the object is created; continues work on timer callbacks; drives AI action commands; uses timers. * Source line: ``341`` * Event hooks: ``Created``, ``Action_Complete``, ``Timer_Expired`` * Persistence hooks: none detected * Key engine calls: ``Start_Timer``, ``Action_Goto`` * Summary source: ``heuristic`` Parameter Description:: Waypath_ID:int M00_Action_Set_Home_Location ---------------------------- M00_Action_Set_Home_Location in Toolkit_Actions.cpp initializes behavior when the object is created; responds to custom events. * Source line: ``314`` * Event hooks: ``Created``, ``Custom`` * Persistence hooks: none detected * Key engine calls: ``Set_Innate_Soldier_Home_Location`` * Summary source: ``heuristic`` Parameter Description:: Start_Now=1:int, Receive_Type:int, Receive_Param_On:int, Home_Location:vector3, Wander_Distance=99999.0:float