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