Toolkit_Actions.cpp
Category:
toolkitActive scripts:
4Source:
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:
75Event hooks:
Created,Custom,Action_CompletePersistence hooks: none detected
Key engine calls:
Find_Object,Action_Attack,Action_Goto,Action_ResetSummary 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:
375Event hooks:
Created,Timer_ExpiredPersistence hooks: none detected
Key engine calls:
Start_Timer,Get_Position,Get_A_Star,Action_GotoSummary 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:
341Event hooks:
Created,Action_Complete,Timer_ExpiredPersistence hooks: none detected
Key engine calls:
Start_Timer,Action_GotoSummary 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:
314Event hooks:
Created,CustomPersistence hooks: none detected
Key engine calls:
Set_Innate_Soldier_Home_LocationSummary source:
heuristic
Parameter Description:
Start_Now=1:int, Receive_Type:int, Receive_Param_On:int, Home_Location:vector3,
Wander_Distance=99999.0:float