Dayz Build 1.29.163047, Scripts Rev. 123548
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AIWorld Class Reference
Inheritance diagram for AIWorld:
Managed

Private Member Functions

void AIWorld ()
void ~AIWorld ()
proto native AIGroup CreateDefaultGroup ()
 Creates group with no group behaviour.
proto native AIGroup CreateGroup (string templateName)
 Creates group with group behaviour specified by templateName param.
proto native void DeleteGroup (notnull AIGroup group)
 Destroys group and all AIAgents attached.
proto native bool FindPath (vector from, vector to, PGFilter pgFilter, out TVectorArray waypoints)
 Finds path on navmesh using path graph filter.
proto native bool RaycastNavMesh (vector from, vector to, PGFilter pgFilter, out vector hitPos, out vector hitNormal)
 Raytest in navmesh.
proto native bool SampleNavmeshPosition (vector position, float maxDistance, PGFilter pgFilter, out vector sampledPosition)
 Finds closest point on navmesh within maxDistance radius using path graph filter.
Private Member Functions inherited from Managed
void ~IntroSceneCharacter ()
void BleedingIndicator (int source_ID, int severity, GameplayEffectsDataBleeding parent)
void CharacterLoad (int character_id, vector char_pos, vector char_rot)
void CharacterUnload ()
void CheckBlood ()
void CheckHealth ()
void CheckValues ()
void CreateDefaultCharacter ()
void CreateNewCharacter ()
void CreateNewCharacterById (int character_id)
void CreateNewCharacterByName (string character_name, bool randomize_equip=true)
void CreateNewCharacterRandom ()
bool DataInitialized ()
void ForceStop ()
void GameplayEffectsData (array< ref Widget > input, int type, int user_override=-1)
float GetBlood ()
ECharGender GetCharacterGender ()
int GetCharacterID ()
string GetCharacterName ()
string GetCharacterNameById (int char_id)
PlayerBase GetCharacterObj ()
TStringArray GetCharGenderList ()
TStringArray GetCharList (ECharGender gender)
TStringArray GetCharPantsList ()
TStringArray GetCharShirtsList ()
TStringArray GetCharShoesList ()
bool GetEndNow ()
float GetHealth ()
void GetLastPlayedServer (int characterID, out string address, out string name, out int port)
void GetLastPlayedServerEx (int characterID, out string address, out string name, out int port, out int steamQueryPort)
int GetNextCharacterID ()
vector GetPosition ()
int GetPrevCharacterID ()
int GetSeverity ()
array< ref WidgetGetWidgetSet ()
int GetWidgetSetID ()
int GetWidgetSetType ()
bool HasDefinedHandle ()
 Returns 'true' if this class contains update info.
void Init ()
void Init (array< ref Widget > input, int type, Widget layout_root, int user_override=-1)
void InitIndicator (vector position)
void IntroSceneCharacter ()
bool IsCharacterFemale ()
bool IsDefaultCharacter ()
bool IsRunningDrops ()
 Are any drops currently being animated?
void LoadCharacterData (vector char_pos, vector char_rot, bool default_char=false)
 Generates random equip for the new IntroSceneCharacter, whatever is defined in 'cfgCharacterCreation'.
void OnRPC (ParamsReadContext ctx)
void OnScheduledTick (float deltatime)
void ReceiveValue (int value_type, float value)
void RegisterData (Param p)
void ResetIndicator ()
void ResetSequence ()
void SaveCharName (string name)
void SaveDefaultCharacter ()
void SendInitValues ()
 Sends values on object creation.
void SendValue (int value_type, float value)
void SetAttachment (string type, int slot)
void SetCharacterGender (ECharGender gender)
void SetCharacterID (int char_id)
void SetToDefaultCharacter ()
void SetupPlayerName (bool new_name)
void ShowDebugValues (bool show)
void StartRunningDrops ()
void StopIndicator (bool instant=false)
void TransferValues (PlayerBase player)
void TrySpawnNextDrop ()
void Update (float timeSlice)
void Update (float timeSlice=0, Param p=null, int handle=-1)
void UpdateVisibility (bool state)

Additional Inherited Members

Private Attributes inherited from Managed
ref set< ref BleedingIndicatorDropDatam_ActiveDrops
int m_ActiveDropsCount
float m_AverageFrequency
vector m_BasePosition
MenuData m_CharacterDta
int m_CharacterId
PlayerBase m_CharacterObj
vector m_CharacterPos
vector m_CharacterRot
ref map< ECharGender, ref array< string > > m_Characters = new map<ECharGender, ref array<string>>
string m_CharacterType
ECharGender m_CharGender
ref TStringArray m_CharGenderList = new TStringArray
ref TStringArray m_CharPantsList = new TStringArray
ref TStringArray m_CharShirtList = new TStringArray
ref TStringArray m_CharShoesList = new TStringArray
ref set< intm_CleanupQueue
int m_CurrentDropProbabilityStep
array< floatm_DropProbabilityArray
int m_DropProbabilityRollsCount
float m_DropSpawnMaxDelay
float m_DropSpawnMinDelay
int m_DropSpawnsQueued
bool m_EndNow = false
bool m_Initialized
bool m_InitialSyncSent
bool m_IsRunning = false
float m_LastDropSpawnTime
Widget m_LayoutRoot
GameplayEffectsDataBleeding m_ParentMetaData
float m_SequenceDuration
float m_SequenceTick
int m_Severity
int m_SourceID
bool m_Terminating = false
float m_TimeElapsedSequence
float m_TimeElapsedTotal
int m_Type
ref array< ref Widgetm_WidgetArray
int m_WidgetSetIdentifier

Detailed Description

Definition at line 70 of file aiworld.c.

Constructor & Destructor Documentation

◆ AIWorld()

void AIWorld ( )
private

◆ ~AIWorld()

void ~AIWorld ( )
private

Member Function Documentation

◆ CreateDefaultGroup()

proto native AIGroup CreateDefaultGroup ( )
private

Creates group with no group behaviour.

◆ CreateGroup()

proto native AIGroup CreateGroup ( string templateName)
private

Creates group with group behaviour specified by templateName param.

AIGroups lifetime is managed by AIWorld, e.g. empty groups are deleted automatically.

◆ DeleteGroup()

proto native void DeleteGroup ( notnull AIGroup group)
private

Destroys group and all AIAgents attached.

◆ FindPath()

proto native bool FindPath ( vector from,
vector to,
PGFilter pgFilter,
out TVectorArray waypoints )
private

Finds path on navmesh using path graph filter.

/param [in] from starting position /param [in] to ending position /param [in] pgFilter filter used for searching /param [out] waypoints waypoints array including starting and ending position /returns true - if path has been found

◆ RaycastNavMesh()

proto native bool RaycastNavMesh ( vector from,
vector to,
PGFilter pgFilter,
out vector hitPos,
out vector hitNormal )
private

Raytest in navmesh.

/param [in] from starting position /param [in] to ending position /param [in] pgFilter filter used for searching /param [out] hitPos hit position /param [out] hitNormal hit normal /returns true - if ray hits navmesh edge

◆ SampleNavmeshPosition()

proto native bool SampleNavmeshPosition ( vector position,
float maxDistance,
PGFilter pgFilter,
out vector sampledPosition )
private

Finds closest point on navmesh within maxDistance radius using path graph filter.

/param [in] position position wanted /param [in] maxDistance search radius /param [in] pgFilter filter used for searching /param [out] sampledPosition closest position on navmesh to position /returns true - function succeedes and found position is written to output paramter "sampledPosition" /returns false - function failed to find position on navmesh within given radius, output paramter is left intact


The documentation for this class was generated from the following file: