AIFollowerRole
Base: AIRole
None.
| Property | Type | |
|---|---|---|
followerRef | game.EntityReference | scripted |
followTarget | WeakHandle<game.Object> | scripted |
owner | WeakHandle<game.Object> | scripted |
attitudeGroupName | CName | scripted |
followTargetSquads | CName[] | scripted |
playerCombatListener | red.CallbackObject? | scripted |
lastStealthLeaveTimeStamp | EngineTime | scripted |
friendlyTargetSlotListener | game.AttachmentSlotsScriptListener? | scripted |
ownerTargetSlotListener | game.AttachmentSlotsScriptListener? | scripted |
isFriendMelee | bool | scripted |
isOwnerSniper | bool | scripted |
void OnFriendlyTargetWeaponChange(game.ItemID itemID) RTTIvoid OnOwnerWeaponChange(game.ItemID itemID) RTTIvoid UpdateSpatialsMultiplier() RTTIgame.EntityReference GetFollowerRef() RTTIEAIRole GetRoleEnum() overrideRTTITDBID GetTweakRecordId() overrideRTTIvoid OnRoleSet(WeakHandle<game.Object> owner) overrideRTTIvoid OnRoleCleared(WeakHandle<game.Object> owner) overrideRTTIbool ChangeAttitude(WeakHandle<game.Object> owner, game.AttitudeAgent ownAttitudeAgent, WeakHandle<game.Object> followTarget) RTTIvoid RegisterToPlayerCombat(WeakHandle<ScriptedPuppet> owner, WeakHandle<PlayerPuppet> player) RTTIvoid UnregisterToPlayerCombat(WeakHandle<ScriptedPuppet> owner, WeakHandle<PlayerPuppet> player) RTTIvoid JoinFollowTargetSquads(WeakHandle<ScriptedPuppet> owner) RTTIvoid LeaveFollowTargetSquads(WeakHandle<ScriptedPuppet> owner) RTTIvoid SetFollowTarget(WeakHandle<game.Object> followTarget) RTTIWeakHandle<game.Object> GetFollowTarget() RTTIvoid OnHighLevelStateEnter(WeakHandle<game.Object> owner, game.data.NPCHighLevelState newState, game.data.NPCHighLevelState previousState) overrideRTTIvoid OnHighLevelStateExit(WeakHandle<game.Object> owner, game.data.NPCHighLevelState leftState, game.data.NPCHighLevelState nextState) overrideRTTI