AIbehaviorconditionScript
Base: AIbehaviorScriptBase
AIAggressiveReactionPresetCondition, AIAutonomousConditions, AIDeathConditions, AIDebugConditions, AIItemHandlingCondition, AINPCStateCheck, AIRoleCondition, AISignalCondition, AIStatusEffectCondition, AITimeCondition
AIVehicleConditionAbstract, ActionWeightCondition, AnimationsLoadedCondition, CanDoReactionAction, CanNPCRun, CerberusDetectionCombat, CerberusDetectionOpticalCamo, CheckAbilityCanRetreat, CheckAnimSetTags, CheckArguments, CheckBoolisValid, CheckCurrentWorkspotTag, CheckFloatIsValid, CheckFollowTarget, CheckFreeWorkspot, CheckGameDifficulty, CheckLastTriggeredStimuli, CheckPathToCombatTarget, CheckPhaseState, CheckQuestFact, CheckReaction, CheckReactionStimType, CheckReactionValueThreshold, CheckStimID, CheckStimRevealsInstigatorPosition, CheckStimTag, CheckTargetInVehicle, CheckThreat, CheckTimestamp, CheckVectorIsValid, CompareArguments, DeathIsRagdollCondition, EscalateProvoke, FindTeleportPositionForTakedown, HasPatrolAction, HasPositionFarFromThreat, HaveScavengeTargets, HearStimThreshold, HitConditions, HorizontalLineTrace, IdleActionsCondition, IgnoreMoveCommandInCombatCondition, InArmedVehicle, InvestigateController, IsAggressive, IsAggressiveCrowd, IsBlockedInTraffic, IsBoss, IsCerberus, IsCrowdNPC, IsDead, IsInTrafficLane, IsNPCInCourier, IsNPCMarkedForDespawn, IsPatrolProgressValid, IsPlayerAKiller, IsRagdolling, IsTargetObjectPlayer, IsValidCombatTarget, IsWorkspotReaction, KurtMeleeTakedownCooldownActive, KurtTakedownKnifeLanded, MountRequestCondition, PlayInitFearAnimation, PlayStartupLocoFearAnimation, PreventionConditionAbstract, PreviousFearPhaseCheck, ReactAfterDodge, RestrictedMovementAreaCondition, ShouldContinuePatrolFromBeginning, ShouldContinuePatrolFromClosestPoint, ShouldContinuePatrolFromNextControlPoint, ShouldNPCContinueInAlerted, ShouldNPCReEquipWeaponOnDismount, SimpleCanSwapWeapons, SimpleCanUseAvoidLOSMovement, SimpleCanUseCover, SimpleCombatConditon, SimpleCoverBehaviorCondition, SimpleSandevistanDashShootCondition, SimpleSandevistanHarassCondition, SimpleShouldEvadeCondition, SimpleSprintHarassCondition, SlotAnimationInProgress, StealthStimThreshold, TweakAIActionConditionAbstract, WasNPCForcedToJoinCrowd
None.
ushort ListenToSignal(AIbehaviorScriptExecutionContext context, CName signalName) RTTIvoid StopListeningToSignal(AIbehaviorScriptExecutionContext context, CName signalName, ushort callbackId) RTTIbool SetUpdateInterval(AIbehaviorScriptExecutionContext context, float interval) RTTIvoid Activate(AIbehaviorScriptExecutionContext context) RTTIvoid Deactivate(AIbehaviorScriptExecutionContext context) RTTIAIbehaviorConditionOutcomes Check(AIbehaviorScriptExecutionContext context) RTTIAIbehaviorConditionOutcomes CheckOnEvent(AIbehaviorScriptExecutionContext context, AIAIEvent behaviorEvent) RTTI