Table of Contents

Class Mission

Namespace
TaleWorlds.MountAndBlade
Assembly
TaleWorlds.MountAndBlade.dll
public sealed class Mission : DotNetObject, IMission
Inheritance
Mission
Implements
Inherited Members

Constructors

Mission(MissionInitializerRecord, MissionState)

public Mission(MissionInitializerRecord rec, MissionState missionState)

Parameters

rec MissionInitializerRecord
missionState MissionState

Fields

AgentVisualCreator

public IAgentVisualCreator AgentVisualCreator

Field Value

IAgentVisualCreator

AllowAiTicking

public bool AllowAiTicking

Field Value

bool

DisableDying

public bool DisableDying

Field Value

bool

ForceNoFriendlyFire

public bool ForceNoFriendlyFire

Field Value

bool

IsFriendlyMission

public bool IsFriendlyMission

Field Value

bool

IsInPhotoMode

public bool IsInPhotoMode

Field Value

bool

IsOrderMenuOpen

public bool IsOrderMenuOpen

Field Value

bool

IsTransferMenuOpen

public bool IsTransferMenuOpen

Field Value

bool

MaxDamage

public const int MaxDamage = 2000

Field Value

int

MaxNavMeshId

public const int MaxNavMeshId = 1000000

Field Value

int

MaxRuntimeMissionObjects

public const int MaxRuntimeMissionObjects = 4095

Field Value

int

MissionCloseTimeAfterFinish

public float MissionCloseTimeAfterFinish

Field Value

float

MusicCulture

public BasicCultureObject MusicCulture

Field Value

BasicCultureObject

NextCheckTimeEndMission

public float NextCheckTimeEndMission

Field Value

float

NumOfFormationsSpawnedTeamOne

public int NumOfFormationsSpawnedTeamOne

Field Value

int

NumOfFormationsSpawnedTeamTwo

public int NumOfFormationsSpawnedTeamTwo

Field Value

int

Properties

ActiveMissionObjects

public MBReadOnlyList<MissionObject> ActiveMissionObjects { get; }

Property Value

MBReadOnlyList<MissionObject>

AddedEntitiesInfo

public MBReadOnlyList<Mission.DynamicallyCreatedEntity> AddedEntitiesInfo { get; }

Property Value

MBReadOnlyList<Mission.DynamicallyCreatedEntity>

Agents

public MBReadOnlyList<Agent> Agents { get; }

Property Value

MBReadOnlyList<Agent>

AllAgents

public MBReadOnlyList<Agent> AllAgents { get; }

Property Value

MBReadOnlyList<Agent>

AttackerAllyTeam

public Team AttackerAllyTeam { get; }

Property Value

Team

AttackerTeam

public Team AttackerTeam { get; }

Property Value

Team

Boundaries

public Mission.MBBoundaryCollection Boundaries { get; }

Property Value

Mission.MBBoundaryCollection

CameraAddedDistance

public static float CameraAddedDistance { get; set; }

Property Value

float

CameraIsFirstPerson

public bool CameraIsFirstPerson { get; set; }

Property Value

bool

ClearSceneTimerElapsedTime

public float ClearSceneTimerElapsedTime { get; }

Property Value

float

CombatType

public Mission.MissionCombatType CombatType { get; set; }

Property Value

Mission.MissionCombatType

Current

public static Mission Current { get; }

Property Value

Mission

CurrentState

public Mission.State CurrentState { get; }

Property Value

Mission.State

CurrentTime

public float CurrentTime { get; }

Property Value

float

DamageFromPlayerToFriendsMultiplier

public float DamageFromPlayerToFriendsMultiplier { get; }

Property Value

float

DamageToFriendsMultiplier

public float DamageToFriendsMultiplier { get; }

Property Value

float

DamageToPlayerMultiplier

public float DamageToPlayerMultiplier { get; }

Property Value

float

DefenderAllyTeam

public Team DefenderAllyTeam { get; }

Property Value

Team

DefenderTeam

public Team DefenderTeam { get; }

Property Value

Team

DeploymentPlan

public IMissionDeploymentPlan DeploymentPlan { get; }

Property Value

IMissionDeploymentPlan

DoesMissionRequireCivilianEquipment

public bool DoesMissionRequireCivilianEquipment { get; set; }

Property Value

bool

EnemyAlarmStateIndicator

public int EnemyAlarmStateIndicator { get; }

Property Value

int

FixedDeltaTime

public float FixedDeltaTime { get; set; }

Property Value

float

FixedDeltaTimeMode

public bool FixedDeltaTimeMode { get; set; }

Property Value

bool

ForceTickOccasionally

public bool ForceTickOccasionally { get; set; }

Property Value

bool

HasSpawnPath

public bool HasSpawnPath { get; }

Property Value

bool

HasValidTerrainType

public bool HasValidTerrainType { get; }

Property Value

bool

InputManager

public IInputContext InputManager { get; set; }

Property Value

IInputContext

IsBannerWindowAccessAllowed

public bool IsBannerWindowAccessAllowed { get; }

Property Value

bool

IsBannerWindowAccessible

public bool IsBannerWindowAccessible { set; }

Property Value

bool

IsCharacterWindowAccessAllowed

public bool IsCharacterWindowAccessAllowed { get; }

Property Value

bool

IsCharacterWindowAccessible

public bool IsCharacterWindowAccessible { set; }

Property Value

bool

IsClanWindowAccessAllowed

public bool IsClanWindowAccessAllowed { get; }

Property Value

bool

IsClanWindowAccessible

public bool IsClanWindowAccessible { set; }

Property Value

bool

IsEncyclopediaWindowAccessAllowed

public bool IsEncyclopediaWindowAccessAllowed { get; }

Property Value

bool

IsEncyclopediaWindowAccessible

public bool IsEncyclopediaWindowAccessible { set; }

Property Value

bool

IsFastForward

public bool IsFastForward { get; }

Property Value

bool

IsFieldBattle

public bool IsFieldBattle { get; }

Property Value

bool

IsFinalized

public bool IsFinalized { get; }

Property Value

bool

IsInventoryAccessAllowed

public bool IsInventoryAccessAllowed { get; }

Property Value

bool

IsInventoryAccessible

public bool IsInventoryAccessible { set; }

Property Value

bool

IsKingdomWindowAccessAllowed

public bool IsKingdomWindowAccessAllowed { get; }

Property Value

bool

IsKingdomWindowAccessible

public bool IsKingdomWindowAccessible { set; }

Property Value

bool

IsLoadingFinished

public bool IsLoadingFinished { get; }

Property Value

bool

IsMainAgentItemInteractionEnabled

public bool IsMainAgentItemInteractionEnabled { get; set; }

Property Value

bool

IsMainAgentObjectInteractionEnabled

public bool IsMainAgentObjectInteractionEnabled { get; set; }

Property Value

bool

IsMissionEnding

public bool IsMissionEnding { get; }

Property Value

bool

IsPartyWindowAccessAllowed

public bool IsPartyWindowAccessAllowed { get; }

Property Value

bool

IsPartyWindowAccessible

public bool IsPartyWindowAccessible { set; }

Property Value

bool

IsQuestScreenAccessAllowed

public bool IsQuestScreenAccessAllowed { get; }

Property Value

bool

IsQuestScreenAccessible

public bool IsQuestScreenAccessible { set; }

Property Value

bool

IsSallyOutBattle

public bool IsSallyOutBattle { get; }

Property Value

bool

IsSiegeBattle

public bool IsSiegeBattle { get; }

Property Value

bool

IsTeleportingAgents

public bool IsTeleportingAgents { get; set; }

Property Value

bool

MainAgent

public Agent MainAgent { get; set; }

Property Value

Agent

MainAgentServer

public Agent MainAgentServer { get; set; }

Property Value

Agent

Missiles

public IEnumerable<Mission.Missile> Missiles { get; }

Property Value

IEnumerable<Mission.Missile>

MissionBehaviors

public List<MissionBehavior> MissionBehaviors { get; }

Property Value

List<MissionBehavior>

MissionEnded

public bool MissionEnded { get; }

Property Value

bool

MissionIsEnding

public bool MissionIsEnding { get; }

Property Value

bool

MissionLogics

public List<MissionLogic> MissionLogics { get; }

Property Value

List<MissionLogic>

MissionObjects

public MBReadOnlyList<MissionObject> MissionObjects { get; }

Property Value

MBReadOnlyList<MissionObject>

MissionResult

public MissionResult MissionResult { get; }

Property Value

MissionResult

MissionTeamAIType

public Mission.MissionTeamAITypeEnum MissionTeamAIType { get; set; }

Property Value

Mission.MissionTeamAITypeEnum

MissionTimeTracker

public MissionTimeTracker MissionTimeTracker { get; }

Property Value

MissionTimeTracker

Mode

public MissionMode Mode { get; }

Property Value

MissionMode

MountsWithoutRiders

public MBReadOnlyList<KeyValuePair<Agent, MissionTime>> MountsWithoutRiders { get; }

Property Value

MBReadOnlyList<KeyValuePair<Agent, MissionTime>>

NeedsMemoryCleanup

public bool NeedsMemoryCleanup { get; }

Property Value

bool

PauseAITick

public bool PauseAITick { get; set; }

Property Value

bool

PlayerAlarmIndicator

public float PlayerAlarmIndicator { get; }

Property Value

float

PlayerAllyTeam

public Team PlayerAllyTeam { get; }

Property Value

Team

PlayerEnemyTeam

public Team PlayerEnemyTeam { get; }

Property Value

Team

PlayerTeam

public Team PlayerTeam { get; set; }

Property Value

Team

Recorder

public MissionRecorder Recorder { get; }

Property Value

MissionRecorder

RetreatSide

public BattleSideEnum RetreatSide { get; }

Property Value

BattleSideEnum

Scene

public Scene Scene { get; }

Property Value

Scene

SceneLevels

public string SceneLevels { get; }

Property Value

string

SceneName

public string SceneName { get; }

Property Value

string

SpectatorTeam

public Team SpectatorTeam { get; set; }

Property Value

Team

Teams

public Mission.TeamCollection Teams { get; }

Property Value

Mission.TeamCollection

TerrainType

public TerrainType TerrainType { get; }

Property Value

TerrainType

Methods

ActivateMissionObject(MissionObject)

public void ActivateMissionObject(MissionObject missionObject)

Parameters

missionObject MissionObject

AddActiveMissionObject(MissionObject)

public void AddActiveMissionObject(MissionObject missionObject)

Parameters

missionObject MissionObject

AddAiDebugText(string)

public void AddAiDebugText(string str)

Parameters

str string

AddCustomMissile(Agent, MissionWeapon, Vec3, Vec3, Mat3, float, float, bool, MissionObject, int)

public void AddCustomMissile(Agent shooterAgent, MissionWeapon missileWeapon, Vec3 position, Vec3 direction, Mat3 orientation, float baseSpeed, float speed, bool addRigidBody, MissionObject missionObjectToIgnore, int forcedMissileIndex = -1)

Parameters

shooterAgent Agent
missileWeapon MissionWeapon
position Vec3
direction Vec3
orientation Mat3
baseSpeed float
speed float
addRigidBody bool
missionObjectToIgnore MissionObject
forcedMissileIndex int

AddDynamicallySpawnedMissionObjectInfo(DynamicallyCreatedEntity)

public void AddDynamicallySpawnedMissionObjectInfo(Mission.DynamicallyCreatedEntity entityInfo)

Parameters

entityInfo Mission.DynamicallyCreatedEntity

AddFleePosition(FleePosition)

public void AddFleePosition(FleePosition fleePosition)

Parameters

fleePosition FleePosition

AddListener(IMissionListener)

public void AddListener(IMissionListener listener)

Parameters

listener IMissionListener

AddMissionBehavior(MissionBehavior)

public void AddMissionBehavior(MissionBehavior missionBehavior)

Parameters

missionBehavior MissionBehavior

AddMountWithoutRider(Agent)

public void AddMountWithoutRider(Agent mount)

Parameters

mount Agent

AddParticleSystemBurstByName(string, MatrixFrame, bool)

public void AddParticleSystemBurstByName(string particleSystem, MatrixFrame frame, bool synchThroughNetwork)

Parameters

particleSystem string
frame MatrixFrame
synchThroughNetwork bool

AddSoundAlarmFactorToAgents(int, Vec3, float)

public void AddSoundAlarmFactorToAgents(int ownerId, Vec3 position, float alarmFactor)

Parameters

ownerId int
position Vec3
alarmFactor float

AddSpawnedItemEntityCreatedAtRuntime(SpawnedItemEntity)

public void AddSpawnedItemEntityCreatedAtRuntime(SpawnedItemEntity spawnedItemEntity)

Parameters

spawnedItemEntity SpawnedItemEntity

AddTimeSpeedRequest(TimeSpeedRequest)

public void AddTimeSpeedRequest(Mission.TimeSpeedRequest request)

Parameters

request Mission.TimeSpeedRequest

AddTimerToDynamicEntity(GameEntity, float)

public void AddTimerToDynamicEntity(GameEntity gameEntity, float timeToKill = 10)

Parameters

gameEntity GameEntity
timeToKill float

AddToWeaponListForFriendlyFirePreventing(SiegeWeapon)

public void AddToWeaponListForFriendlyFirePreventing(SiegeWeapon weapon)

Parameters

weapon SiegeWeapon

AddTroopsToDeploymentPlan(BattleSideEnum, DeploymentPlanType, FormationClass, int, int)

public void AddTroopsToDeploymentPlan(BattleSideEnum side, DeploymentPlanType planType, FormationClass fClass, int footTroopCount, int mountedTroopCount)

Parameters

side BattleSideEnum
planType DeploymentPlanType
fClass FormationClass
footTroopCount int
mountedTroopCount int

AfterStart()

public void AfterStart()

AgentLookingAtAgent(Agent, Agent)

public bool AgentLookingAtAgent(Agent agent1, Agent agent2)

Parameters

agent1 Agent
agent2 Agent

Returns

bool

AttachWeaponWithNewEntityToSpawnedWeapon(MissionWeapon, SpawnedItemEntity, MatrixFrame)

public void AttachWeaponWithNewEntityToSpawnedWeapon(MissionWeapon weapon, SpawnedItemEntity spawnedItem, MatrixFrame attachLocalFrame)

Parameters

weapon MissionWeapon
spawnedItem SpawnedItemEntity
attachLocalFrame MatrixFrame

AutoAssignDetachmentsForDeployment(Team)

public void AutoAssignDetachmentsForDeployment(Team team)

Parameters

team Team

AutoDeployTeamUsingDeploymentPlan(Team)

public void AutoDeployTeamUsingDeploymentPlan(Team team)

Parameters

team Team

AutoDeployTeamUsingTeamAI(Team, bool)

public void AutoDeployTeamUsingTeamAI(Team team, bool autoAssignDetachments = true)

Parameters

team Team
autoAssignDetachments bool

CanAgentRout(Agent)

public bool CanAgentRout(Agent agent)

Parameters

agent Agent

Returns

bool

CheckIfBattleInRetreat()

public bool CheckIfBattleInRetreat()

Returns

bool

ClearAddedTroopsInDeploymentPlan(BattleSideEnum, DeploymentPlanType)

public void ClearAddedTroopsInDeploymentPlan(BattleSideEnum battleSide, DeploymentPlanType planType)

Parameters

battleSide BattleSideEnum
planType DeploymentPlanType

ClearAgentActions()

public void ClearAgentActions()

ClearCorpses(bool)

public void ClearCorpses(bool isMissionReset)

Parameters

isMissionReset bool

ClearDeploymentPlanForSide(BattleSideEnum, DeploymentPlanType)

public void ClearDeploymentPlanForSide(BattleSideEnum battleSide, DeploymentPlanType planType)

Parameters

battleSide BattleSideEnum
planType DeploymentPlanType

ClearMissiles()

public void ClearMissiles()

ClearUnreferencedResources(bool)

public void ClearUnreferencedResources(bool forceClearGPUResources)

Parameters

forceClearGPUResources bool

ConversationCharacterChanged()

public void ConversationCharacterChanged()

CreateMissionObjectFromPrefab(string, MatrixFrame)

public MissionObject CreateMissionObjectFromPrefab(string prefab, MatrixFrame frame)

Parameters

prefab string
frame MatrixFrame

Returns

MissionObject

DeactivateMissionObject(MissionObject)

public void DeactivateMissionObject(MissionObject missionObject)

Parameters

missionObject MissionObject

EnableSpeedAdjustmentCommand(List<string>)

[CommandLineFunctionality.CommandLineArgumentFunction("formation_speed_adjustment_enabled", "ai")]
public static string EnableSpeedAdjustmentCommand(List<string> strings)

Parameters

strings List<string>

Returns

string

EndMission()

[UsedImplicitly]
[MBCallback]
public void EndMission()

FastForwardMission(float, float)

public void FastForwardMission(float startTime, float endTime)

Parameters

startTime float
endTime float

FindAgentWithIndex(int)

public Agent FindAgentWithIndex(int agentId)

Parameters

agentId int

Returns

Agent

FindBestDefendingPosition(WorldPosition, WorldPosition)

public WorldPosition FindBestDefendingPosition(WorldPosition enemyPosition, WorldPosition defendedPosition)

Parameters

enemyPosition WorldPosition
defendedPosition WorldPosition

Returns

WorldPosition

FindPositionWithBiggestSlopeTowardsDirectionInSquare(ref WorldPosition, float, ref WorldPosition)

public WorldPosition FindPositionWithBiggestSlopeTowardsDirectionInSquare(ref WorldPosition center, float halfSize, ref WorldPosition referencePosition)

Parameters

center WorldPosition
halfSize float
referencePosition WorldPosition

Returns

WorldPosition

GetActiveEntitiesWithScriptComponentOfType<T>()

public IEnumerable<GameEntity> GetActiveEntitiesWithScriptComponentOfType<T>()

Returns

IEnumerable<GameEntity>

Type Parameters

T

GetAgentTeam(IAgentOriginBase, bool)

public static Team GetAgentTeam(IAgentOriginBase troopOrigin, bool isPlayerSide)

Parameters

troopOrigin IAgentOriginBase
isPlayerSide bool

Returns

Team

GetAgentTroopClass(BattleSideEnum, BasicCharacterObject)

public FormationClass GetAgentTroopClass(BattleSideEnum battleSide, BasicCharacterObject agentCharacter)

Parameters

battleSide BattleSideEnum
agentCharacter BasicCharacterObject

Returns

FormationClass

GetAlternatePositionForNavmeshlessOrOutOfBoundsPosition(Vec2, WorldPosition, ref float)

public WorldPosition GetAlternatePositionForNavmeshlessOrOutOfBoundsPosition(Vec2 directionTowards, WorldPosition originalPosition, ref float positionPenalty)

Parameters

directionTowards Vec2
originalPosition WorldPosition
positionPenalty float

Returns

WorldPosition

GetAttackerWeaponsForFriendlyFirePreventing()

public ref readonly List<SiegeWeapon> GetAttackerWeaponsForFriendlyFirePreventing()

Returns

List<SiegeWeapon>

GetAverageFps()

public float GetAverageFps()

Returns

float

GetAveragePositionOfAgents(List<Agent>)

public Vec2 GetAveragePositionOfAgents(List<Agent> agents)

Parameters

agents List<Agent>

Returns

Vec2

GetBattleSideInitialSpawnPathFrame(BattleSideEnum, float)

public WorldFrame GetBattleSideInitialSpawnPathFrame(BattleSideEnum battleSide, float pathOffset = 0)

Parameters

battleSide BattleSideEnum
pathOffset float

Returns

WorldFrame

GetBattleSizeFactor(int, float)

public static float GetBattleSizeFactor(int battleSize, float normalizationFactor)

Parameters

battleSize int
normalizationFactor float

Returns

float

GetBattleSizeOffset(int, Path)

public static float GetBattleSizeOffset(int battleSize, Path path)

Parameters

battleSize int
path Path

Returns

float

GetBestSlopeAngleHeightPosForDefending(WorldPosition, WorldPosition, int, float, float, float, float, float, float, float, float, float, float, float)

public WorldPosition GetBestSlopeAngleHeightPosForDefending(WorldPosition enemyPosition, WorldPosition defendingPosition, int sampleSize, float distanceRatioAllowedFromDefendedPos, float distanceSqrdAllowedFromBoundary, float cosinusOfBestSlope, float cosinusOfMaxAcceptedSlope, float minSlopeScore, float maxSlopeScore, float excessiveSlopePenalty, float nearConeCenterRatio, float nearConeCenterBonus, float heightDifferenceCeiling, float maxDisplacementPenalty)

Parameters

enemyPosition WorldPosition
defendingPosition WorldPosition
sampleSize int
distanceRatioAllowedFromDefendedPos float
distanceSqrdAllowedFromBoundary float
cosinusOfBestSlope float
cosinusOfMaxAcceptedSlope float
minSlopeScore float
maxSlopeScore float
excessiveSlopePenalty float
nearConeCenterRatio float
nearConeCenterBonus float
heightDifferenceCeiling float
maxDisplacementPenalty float

Returns

WorldPosition

GetBestSlopeTowardsDirection(ref WorldPosition, float, ref WorldPosition)

public WorldPosition GetBestSlopeTowardsDirection(ref WorldPosition centerPosition, float halfSize, ref WorldPosition referencePosition)

Parameters

centerPosition WorldPosition
halfSize float
referencePosition WorldPosition

Returns

WorldPosition

GetBiggestAgentCollisionPadding()

public float GetBiggestAgentCollisionPadding()

Returns

float

GetCameraFrame()

public MatrixFrame GetCameraFrame()

Returns

MatrixFrame

GetClosestAllyAgent(Team, Vec3, float)

public Agent GetClosestAllyAgent(Team team, Vec3 position, float radius)

Parameters

team Team
position Vec3
radius float

Returns

Agent

GetClosestBoundaryPosition(Vec2)

public Vec2 GetClosestBoundaryPosition(Vec2 position)

Parameters

position Vec2

Returns

Vec2

GetClosestEnemyAgent(Team, Vec3, float)

public Agent GetClosestEnemyAgent(Team team, Vec3 position, float radius)

Parameters

team Team
position Vec3
radius float

Returns

Agent

GetClosestFleePositionForAgent(Agent)

[UsedImplicitly]
[MBCallback]
public WorldPosition GetClosestFleePositionForAgent(Agent agent)

Parameters

agent Agent

Returns

WorldPosition

GetClosestFleePositionForFormation(Formation)

public WorldPosition GetClosestFleePositionForFormation(Formation formation)

Parameters

formation Formation

Returns

WorldPosition

GetDamageMultiplierOfCombatDifficulty(Agent, Agent)

public float GetDamageMultiplierOfCombatDifficulty(Agent victimAgent, Agent attackerAgent = null)

Parameters

victimAgent Agent
attackerAgent Agent

Returns

float

GetDebugAgent()

public int GetDebugAgent()

Returns

int

GetExtraEquipmentElementsForCharacter(BasicCharacterObject, bool)

public List<EquipmentElement> GetExtraEquipmentElementsForCharacter(BasicCharacterObject character, bool getAllEquipments = false)

Parameters

character BasicCharacterObject
getAllEquipments bool

Returns

List<EquipmentElement>

GetFirstPersonFov()

public static float GetFirstPersonFov()

Returns

float

GetFleePositionsForSide(BattleSideEnum)

public MBReadOnlyList<FleePosition> GetFleePositionsForSide(BattleSideEnum side)

Parameters

side BattleSideEnum

Returns

MBReadOnlyList<FleePosition>

GetFormationSpawnClass(BattleSideEnum, FormationClass, bool)

public FormationClass GetFormationSpawnClass(BattleSideEnum side, FormationClass formationClass, bool isReinforcement)

Parameters

side BattleSideEnum
formationClass FormationClass
isReinforcement bool

Returns

FormationClass

GetFormationSpawnFrame(BattleSideEnum, FormationClass, bool, out WorldPosition, out Vec2)

public void GetFormationSpawnFrame(BattleSideEnum side, FormationClass formationClass, bool isReinforcement, out WorldPosition spawnPosition, out Vec2 spawnDirection)

Parameters

side BattleSideEnum
formationClass FormationClass
isReinforcement bool
spawnPosition WorldPosition
spawnDirection Vec2

GetFormationSpawnPosition(BattleSideEnum, FormationClass, bool)

public Vec2 GetFormationSpawnPosition(BattleSideEnum side, FormationClass formationClass, bool isReinforcement)

Parameters

side BattleSideEnum
formationClass FormationClass
isReinforcement bool

Returns

Vec2

GetFreeRuntimeMissionObjectId()

public int GetFreeRuntimeMissionObjectId()

Returns

int

GetFreeSceneMissionObjectId()

public int GetFreeSceneMissionObjectId()

Returns

int

GetInitialSpawnPath()

public Path GetInitialSpawnPath()

Returns

Path

GetInitialSpawnPathDataOfSide(BattleSideEnum)

public SpawnPathData GetInitialSpawnPathDataOfSide(BattleSideEnum battleSide)

Parameters

battleSide BattleSideEnum

Returns

SpawnPathData

GetMainAgentMaxCameraZoom()

public float GetMainAgentMaxCameraZoom()

Returns

float

GetMemberCountOfSide(BattleSideEnum)

public int GetMemberCountOfSide(BattleSideEnum side)

Parameters

side BattleSideEnum

Returns

int

GetMissileCollisionPoint(Vec3, Vec3, float, in WeaponData)

public Vec3 GetMissileCollisionPoint(Vec3 missileStartingPosition, Vec3 missileDirection, float missileSpeed, in WeaponData weaponData)

Parameters

missileStartingPosition Vec3
missileDirection Vec3
missileSpeed float
weaponData WeaponData

Returns

Vec3

GetMissileRange(float, float)

public static float GetMissileRange(float missileStartingSpeed, float heightDifference)

Parameters

missileStartingSpeed float
heightDifference float

Returns

float

GetMissileVerticalAimCorrection(Vec3, float, ref WeaponStatsData, float)

public static float GetMissileVerticalAimCorrection(Vec3 vecToTarget, float missileStartingSpeed, ref WeaponStatsData weaponStatsData, float airFrictionConstant)

Parameters

vecToTarget Vec3
missileStartingSpeed float
weaponStatsData WeaponStatsData
airFrictionConstant float

Returns

float

GetMissionBehavior<T>()

public T GetMissionBehavior<T>() where T : class, IMissionBehavior

Returns

T

Type Parameters

T

GetMissionEndTimeInSeconds()

public float GetMissionEndTimeInSeconds()

Returns

float

GetMissionEndTimerValue()

public float GetMissionEndTimerValue()

Returns

float

GetMovementTypeOfAgents(IEnumerable<Agent>)

public Agent.MovementBehaviorType GetMovementTypeOfAgents(IEnumerable<Agent> agents)

Parameters

agents IEnumerable<Agent>

Returns

Agent.MovementBehaviorType

GetNearbyAgents(Vec2, float, MBList<Agent>)

public MBList<Agent> GetNearbyAgents(Vec2 center, float radius, MBList<Agent> agents)

Parameters

center Vec2
radius float
agents MBList<Agent>

Returns

MBList<Agent>

GetNearbyAllyAgents(Vec2, float, Team, MBList<Agent>)

public MBList<Agent> GetNearbyAllyAgents(Vec2 center, float radius, Team team, MBList<Agent> agents)

Parameters

center Vec2
radius float
team Team
agents MBList<Agent>

Returns

MBList<Agent>

GetNearbyAllyAgentsCount(Vec2, float, Team)

public int GetNearbyAllyAgentsCount(Vec2 center, float radius, Team team)

Parameters

center Vec2
radius float
team Team

Returns

int

GetNearbyEnemyAgentCount(Team, Vec2, float)

public int GetNearbyEnemyAgentCount(Team team, Vec2 position, float radius)

Parameters

team Team
position Vec2
radius float

Returns

int

GetNearbyEnemyAgents(Vec2, float, Team, MBList<Agent>)

public MBList<Agent> GetNearbyEnemyAgents(Vec2 center, float radius, Team team, MBList<Agent> agents)

Parameters

center Vec2
radius float
team Team
agents MBList<Agent>

Returns

MBList<Agent>

GetNextDynamicNavMeshIdStart()

public int GetNextDynamicNavMeshIdStart()

Returns

int

GetPatchSceneEncounterDirection(out Vec2)

public bool GetPatchSceneEncounterDirection(out Vec2 direction)

Parameters

direction Vec2

Returns

bool

GetPatchSceneEncounterPosition(out Vec3)

public bool GetPatchSceneEncounterPosition(out Vec3 position)

Parameters

position Vec3

Returns

bool

GetPathBetweenPositions(ref NavigationData)

public bool GetPathBetweenPositions(ref NavigationData navData)

Parameters

navData NavigationData

Returns

bool

GetRandomPositionAroundPoint(Vec3, float, float, bool)

public Vec3 GetRandomPositionAroundPoint(Vec3 center, float minDistance, float maxDistance, bool nearFirst = false)

Parameters

center Vec3
minDistance float
maxDistance float
nearFirst bool

Returns

Vec3

GetReinforcementPathsDataOfSide(BattleSideEnum)

public MBReadOnlyList<SpawnPathData> GetReinforcementPathsDataOfSide(BattleSideEnum battleSide)

Parameters

battleSide BattleSideEnum

Returns

MBReadOnlyList<SpawnPathData>

GetRemovedAgentRatioForSide(BattleSideEnum)

public float GetRemovedAgentRatioForSide(BattleSideEnum side)

Parameters

side BattleSideEnum

Returns

float

GetRequestedTimeSpeed(int, out float)

public bool GetRequestedTimeSpeed(int timeSpeedRequestID, out float requestedTime)

Parameters

timeSpeedRequestID int
requestedTime float

Returns

bool

GetShootDifficulty(Agent, Agent, bool)

public float GetShootDifficulty(Agent affectedAgent, Agent affectorAgent, bool isHeadShot)

Parameters

affectedAgent Agent
affectorAgent Agent
isHeadShot bool

Returns

float

GetStraightPathToTarget(Vec2, WorldPosition, float, bool)

public WorldPosition GetStraightPathToTarget(Vec2 targetPosition, WorldPosition startingPosition, float samplingDistance = 1, bool stopAtObstacle = true)

Parameters

targetPosition Vec2
startingPosition WorldPosition
samplingDistance float
stopAtObstacle bool

Returns

WorldPosition

GetTroopSpawnFrameWithIndex(AgentBuildData, int, int, out Vec3, out Vec2)

public void GetTroopSpawnFrameWithIndex(AgentBuildData buildData, int troopSpawnIndex, int troopSpawnCount, out Vec3 troopSpawnPosition, out Vec2 troopSpawnDirection)

Parameters

buildData AgentBuildData
troopSpawnIndex int
troopSpawnCount int
troopSpawnPosition Vec3
troopSpawnDirection Vec2

GetUnderAttackTypeOfAgents(IEnumerable<Agent>, float)

public static Agent.UnderAttackType GetUnderAttackTypeOfAgents(IEnumerable<Agent> agents, float timeLimit = 3)

Parameters

agents IEnumerable<Agent>
timeLimit float

Returns

Agent.UnderAttackType

GetWaterLevelAtPosition(Vec2)

public float GetWaterLevelAtPosition(Vec2 position)

Parameters

position Vec2

Returns

float

GetWaterLevelAtPositionMT(Vec2)

public float GetWaterLevelAtPositionMT(Vec2 position)

Parameters

position Vec2

Returns

float

GetWeightedPointOfEnemies(Agent, Vec2)

public Vec2 GetWeightedPointOfEnemies(Agent agent, Vec2 basePoint)

Parameters

agent Agent
basePoint Vec2

Returns

Vec2

HandleMissileCollisionReaction(int, MissileCollisionReaction, MatrixFrame, bool, Agent, Agent, bool, sbyte, MissionObject, Vec3, Vec3, int)

public void HandleMissileCollisionReaction(int missileIndex, Mission.MissileCollisionReaction collisionReaction, MatrixFrame attachLocalFrame, bool isAttachedFrameLocal, Agent attackerAgent, Agent attachedAgent, bool attachedToShield, sbyte attachedBoneIndex, MissionObject attachedMissionObject, Vec3 bounceBackVelocity, Vec3 bounceBackAngularVelocity, int forcedSpawnIndex)

Parameters

missileIndex int
collisionReaction Mission.MissileCollisionReaction
attachLocalFrame MatrixFrame
isAttachedFrameLocal bool
attackerAgent Agent
attachedAgent Agent
attachedToShield bool
attachedBoneIndex sbyte
attachedMissionObject MissionObject
bounceBackVelocity Vec3
bounceBackAngularVelocity Vec3
forcedSpawnIndex int

HasAnyAgentsOfSideInRange(Vec3, float, BattleSideEnum)

public bool HasAnyAgentsOfSideInRange(Vec3 origin, float radius, BattleSideEnum side)

Parameters

origin Vec3
radius float
side BattleSideEnum

Returns

bool

HasMissionBehavior<T>()

public bool HasMissionBehavior<T>() where T : MissionBehavior

Returns

bool

Type Parameters

T

HasSceneMapPatch()

public bool HasSceneMapPatch()

Returns

bool

IncreaseBatteringRamSpeeds(List<string>)

[CommandLineFunctionality.CommandLineArgumentFunction("set_battering_ram_speed", "mission")]
public static string IncreaseBatteringRamSpeeds(List<string> strings)

Parameters

strings List<string>

Returns

string

IncreaseSiegeTowerSpeed(List<string>)

[CommandLineFunctionality.CommandLineArgumentFunction("set_siege_tower_speed", "mission")]
public static string IncreaseSiegeTowerSpeed(List<string> strings)

Parameters

strings List<string>

Returns

string

Initialize()

public void Initialize()

InitializeStartingBehaviors(MissionLogic[], MissionBehavior[], MissionNetwork[])

public void InitializeStartingBehaviors(MissionLogic[] logicBehaviors, MissionBehavior[] otherBehaviors, MissionNetwork[] networkBehaviors)

Parameters

logicBehaviors MissionLogic[]
otherBehaviors MissionBehavior[]
networkBehaviors MissionNetwork[]

IsAgentInProximityMap(Agent)

public bool IsAgentInProximityMap(Agent agent)

Parameters

agent Agent

Returns

bool

IsAgentInteractionAllowed()

public bool IsAgentInteractionAllowed()

Returns

bool

IsFormationUnitPositionAvailable(ref WorldPosition, ref WorldPosition, ref WorldPosition, float, Team)

public bool IsFormationUnitPositionAvailable(ref WorldPosition formationPosition, ref WorldPosition unitPosition, ref WorldPosition nearestAvailableUnitPosition, float manhattanDistance, Team team)

Parameters

formationPosition WorldPosition
unitPosition WorldPosition
nearestAvailableUnitPosition WorldPosition
manhattanDistance float
team Team

Returns

bool

IsFormationUnitPositionAvailable(ref WorldPosition, Team)

public bool IsFormationUnitPositionAvailable(ref WorldPosition unitPosition, Team team)

Parameters

unitPosition WorldPosition
team Team

Returns

bool

IsOrderGesturesEnabled()

public bool IsOrderGesturesEnabled()

Returns

bool

IsOrderPositionAvailable(in WorldPosition, Team)

public bool IsOrderPositionAvailable(in WorldPosition orderPosition, Team team)

Parameters

orderPosition WorldPosition
team Team

Returns

bool

IsPlayerCloseToAnEnemy(float)

public bool IsPlayerCloseToAnEnemy(float distance = 5)

Parameters

distance float

Returns

bool

IsPositionInsideAnyBlockerNavMeshFace2D(Vec2)

public bool IsPositionInsideAnyBlockerNavMeshFace2D(Vec2 position)

Parameters

position Vec2

Returns

bool

IsPositionInsideBoundaries(Vec2)

public bool IsPositionInsideBoundaries(Vec2 position)

Parameters

position Vec2

Returns

bool

JoinEnemyTeam()

public void JoinEnemyTeam()

KillAgent(List<string>)

[CommandLineFunctionality.CommandLineArgumentFunction("killAgent", "mission")]
public static string KillAgent(List<string> strings)

Parameters

strings List<string>

Returns

string

KillAgentCheat(Agent)

public void KillAgentCheat(Agent agent)

Parameters

agent Agent

KillAgentsOnEntity(GameEntity, Agent, bool)

public void KillAgentsOnEntity(GameEntity entity, Agent destroyerAgent, bool burnAgents)

Parameters

entity GameEntity
destroyerAgent Agent
burnAgents bool

KillCheats(bool, bool, bool, bool)

public bool KillCheats(bool killAll, bool killEnemy, bool killHorse, bool killYourself)

Parameters

killAll bool
killEnemy bool
killHorse bool
killYourself bool

Returns

bool

LoadParamsDebug(List<string>)

[CommandLineFunctionality.CommandLineArgumentFunction("reload_managed_core_params", "game")]
public static string LoadParamsDebug(List<string> strings)

Parameters

strings List<string>

Returns

string

MakeDefaultDeploymentPlans()

public void MakeDefaultDeploymentPlans()

MakeDeploymentPlanForSide(BattleSideEnum, DeploymentPlanType, float)

public void MakeDeploymentPlanForSide(BattleSideEnum battleSide, DeploymentPlanType planType, float spawnPathOffset = 0)

Parameters

battleSide BattleSideEnum
planType DeploymentPlanType
spawnPathOffset float

MakeEnemiesFleeCheat(List<string>)

[CommandLineFunctionality.CommandLineArgumentFunction("flee_enemies", "mission")]
public static string MakeEnemiesFleeCheat(List<string> strings)

Parameters

strings List<string>

Returns

string

MakeSound(int, Vec3, bool, bool, int, int)

public void MakeSound(int soundIndex, Vec3 position, bool soundCanBePredicted, bool isReliable, int relatedAgent1, int relatedAgent2)

Parameters

soundIndex int
position Vec3
soundCanBePredicted bool
isReliable bool
relatedAgent1 int
relatedAgent2 int

MakeSound(int, Vec3, bool, bool, int, int, ref SoundEventParameter)

public void MakeSound(int soundIndex, Vec3 position, bool soundCanBePredicted, bool isReliable, int relatedAgent1, int relatedAgent2, ref SoundEventParameter parameter)

Parameters

soundIndex int
position Vec3
soundCanBePredicted bool
isReliable bool
relatedAgent1 int
relatedAgent2 int
parameter SoundEventParameter

MakeSoundOnlyOnRelatedPeer(int, Vec3, int)

public void MakeSoundOnlyOnRelatedPeer(int soundIndex, Vec3 position, int relatedAgent)

Parameters

soundIndex int
position Vec3
relatedAgent int

MakeTeamFleeCheat(List<string>)

[CommandLineFunctionality.CommandLineArgumentFunction("flee_team", "mission")]
public static string MakeTeamFleeCheat(List<string> strings)

Parameters

strings List<string>

Returns

string

OnAgentDismount(Agent)

public void OnAgentDismount(Agent agent)

Parameters

agent Agent

OnAgentFleeing(Agent)

public void OnAgentFleeing(Agent agent)

Parameters

agent Agent

OnAgentInteraction(Agent, Agent)

public void OnAgentInteraction(Agent requesterAgent, Agent targetAgent)

Parameters

requesterAgent Agent
targetAgent Agent

OnAgentMount(Agent)

public void OnAgentMount(Agent agent)

Parameters

agent Agent

OnAgentPanicked(Agent)

public void OnAgentPanicked(Agent agent)

Parameters

agent Agent

OnDeploymentFinished()

public void OnDeploymentFinished()

OnEndMissionRequest()

public void OnEndMissionRequest()

OnEndMissionResult()

public void OnEndMissionResult()

OnEquipItemsFromSpawnEquipment(Agent, CreationType)

public void OnEquipItemsFromSpawnEquipment(Agent agent, Agent.CreationType creationType)

Parameters

agent Agent
creationType Agent.CreationType

OnEquipItemsFromSpawnEquipmentBegin(Agent, CreationType)

public void OnEquipItemsFromSpawnEquipmentBegin(Agent agent, Agent.CreationType creationType)

Parameters

agent Agent
creationType Agent.CreationType

OnMissionObjectRemoved(MissionObject, int)

public bool OnMissionObjectRemoved(MissionObject missionObject, int removeReason)

Parameters

missionObject MissionObject
removeReason int

Returns

bool

OnMissionStateActivate()

public void OnMissionStateActivate()

OnMissionStateDeactivate()

public void OnMissionStateDeactivate()

OnMissionStateFinalize(bool)

public void OnMissionStateFinalize(bool forceClearGPUResources)

Parameters

forceClearGPUResources bool

OnObjectDisabled(DestructableComponent)

public void OnObjectDisabled(DestructableComponent destructionComponent)

Parameters

destructionComponent DestructableComponent

OnObjectStoppedBeingUsed(Agent, UsableMissionObject)

public void OnObjectStoppedBeingUsed(Agent userAgent, UsableMissionObject usableGameObject)

Parameters

userAgent Agent
usableGameObject UsableMissionObject

OnObjectUsed(Agent, UsableMissionObject)

public void OnObjectUsed(Agent userAgent, UsableMissionObject usableGameObject)

Parameters

userAgent Agent
usableGameObject UsableMissionObject

OnRenderingStarted()

public void OnRenderingStarted()

OnTick(float, float, bool, bool)

public void OnTick(float dt, float realDt, bool updateCamera, bool doAsyncAITick)

Parameters

dt float
realDt float
updateCamera bool
doAsyncAITick bool

PrepareMissileWeaponForDrop(int)

public void PrepareMissileWeaponForDrop(int missileIndex)

Parameters

missileIndex int

RayCastForClosestAgent(Vec3, Vec3, out float, int, float)

public Agent RayCastForClosestAgent(Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, int excludedAgentIndex = -1, float rayThickness = 0.01)

Parameters

sourcePoint Vec3
targetPoint Vec3
collisionDistance float
excludedAgentIndex int
rayThickness float

Returns

Agent

RayCastForClosestAgentsLimbs(Vec3, Vec3, int, out float, ref int, ref sbyte)

public bool RayCastForClosestAgentsLimbs(Vec3 sourcePoint, Vec3 targetPoint, int excludeAgentIndex, out float collisionDistance, ref int agentIndex, ref sbyte boneIndex)

Parameters

sourcePoint Vec3
targetPoint Vec3
excludeAgentIndex int
collisionDistance float
agentIndex int
boneIndex sbyte

Returns

bool

RayCastForClosestAgentsLimbs(Vec3, Vec3, out float, ref int, ref sbyte)

public bool RayCastForClosestAgentsLimbs(Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, ref int agentIndex, ref sbyte boneIndex)

Parameters

sourcePoint Vec3
targetPoint Vec3
collisionDistance float
agentIndex int
boneIndex sbyte

Returns

bool

RayCastForGivenAgentsLimbs(Vec3, Vec3, int, ref float, ref sbyte)

public bool RayCastForGivenAgentsLimbs(Vec3 sourcePoint, Vec3 rayFinishPoint, int givenAgentIndex, ref float collisionDistance, ref sbyte boneIndex)

Parameters

sourcePoint Vec3
rayFinishPoint Vec3
givenAgentIndex int
collisionDistance float
boneIndex sbyte

Returns

bool

RecalculateBody(ref WeaponData, ItemComponent, WeaponDesign, ref WeaponSpawnFlags)

public void RecalculateBody(ref WeaponData weaponData, ItemComponent itemComponent, WeaponDesign craftedWeaponData, ref Mission.WeaponSpawnFlags spawnFlags)

Parameters

weaponData WeaponData
itemComponent ItemComponent
craftedWeaponData WeaponDesign
spawnFlags Mission.WeaponSpawnFlags

RemoveListener(IMissionListener)

public void RemoveListener(IMissionListener listener)

Parameters

listener IMissionListener

RemoveMissileAsClient(int)

public void RemoveMissileAsClient(int missileIndex)

Parameters

missileIndex int

RemoveMissionBehavior(MissionBehavior)

public void RemoveMissionBehavior(MissionBehavior missionBehavior)

Parameters

missionBehavior MissionBehavior

RemoveMountWithoutRider(Agent)

public void RemoveMountWithoutRider(Agent mount)

Parameters

mount Agent

RemoveSpawnedItemsAndMissiles()

public void RemoveSpawnedItemsAndMissiles()

RemoveTimeSpeedRequest(int)

public void RemoveTimeSpeedRequest(int timeSpeedRequestID)

Parameters

timeSpeedRequestID int

ReplaceBotWithPlayer(Agent, MissionPeer)

public Agent ReplaceBotWithPlayer(Agent botAgent, MissionPeer missionPeer)

Parameters

botAgent Agent
missionPeer MissionPeer

Returns

Agent

ResetFirstThirdPersonView()

public void ResetFirstThirdPersonView()

ResetMission()

[UsedImplicitly]
[MBCallback]
public void ResetMission()

RetreatMission()

public void RetreatMission()

SetBattleAgentCount(int)

public void SetBattleAgentCount(int agentCount)

Parameters

agentCount int

SetBowMissileSpeedModifier(float)

public void SetBowMissileSpeedModifier(float modifier)

Parameters

modifier float

SetCameraFrame(ref MatrixFrame, float)

public void SetCameraFrame(ref MatrixFrame cameraFrame, float zoomFactor)

Parameters

cameraFrame MatrixFrame
zoomFactor float

SetCameraFrame(ref MatrixFrame, float, ref Vec3)

public void SetCameraFrame(ref MatrixFrame cameraFrame, float zoomFactor, ref Vec3 attenuationPosition)

Parameters

cameraFrame MatrixFrame
zoomFactor float
attenuationPosition Vec3

SetCrossbowMissileSpeedModifier(float)

public void SetCrossbowMissileSpeedModifier(float modifier)

Parameters

modifier float

SetDebugAgent(int)

public void SetDebugAgent(int index)

Parameters

index int

SetDeploymentPlanSpawnWithHorses(BattleSideEnum, bool)

public void SetDeploymentPlanSpawnWithHorses(BattleSideEnum side, bool spawnWithHorses)

Parameters

side BattleSideEnum
spawnWithHorses bool

SetFacialAnimToAgent(List<string>)

[CommandLineFunctionality.CommandLineArgumentFunction("set_facial_anim_to_agent", "mission")]
public static string SetFacialAnimToAgent(List<string> strings)

Parameters

strings List<string>

Returns

string

SetFastForwardingFromUI(bool)

public void SetFastForwardingFromUI(bool fastForwarding)

Parameters

fastForwarding bool

SetFormationPositioningFromDeploymentPlan(Formation)

public void SetFormationPositioningFromDeploymentPlan(Formation formation)

Parameters

formation Formation

SetInitialAgentCountForSide(BattleSideEnum, int)

public void SetInitialAgentCountForSide(BattleSideEnum side, int agentCount)

Parameters

side BattleSideEnum
agentCount int

SetLastMovementKeyPressed(MovementControlFlag)

public void SetLastMovementKeyPressed(Agent.MovementControlFlag lastMovementKeyPressed)

Parameters

lastMovementKeyPressed Agent.MovementControlFlag

SetMissileRangeModifier(float)

public void SetMissileRangeModifier(float modifier)

Parameters

modifier float

SetMissionCombatType(MissionCombatType)

public void SetMissionCombatType(Mission.MissionCombatType missionCombatType)

Parameters

missionCombatType Mission.MissionCombatType

SetMissionCorpseFadeOutTimeInSeconds(float)

public void SetMissionCorpseFadeOutTimeInSeconds(float corpseFadeOutTimeInSeconds)

Parameters

corpseFadeOutTimeInSeconds float

SetMissionMode(MissionMode, bool)

public void SetMissionMode(MissionMode newMode, bool atStart)

Parameters

newMode MissionMode
atStart bool

SetNavigationFaceCostWithIdAroundPosition(int, Vec3, float)

public void SetNavigationFaceCostWithIdAroundPosition(int navigationFaceId, Vec3 position, float cost)

Parameters

navigationFaceId int
position Vec3
cost float

SetRandomDecideTimeOfAgentsWithIndices(int[], float?, float?)

public void SetRandomDecideTimeOfAgentsWithIndices(int[] agentIndices, float? minAIReactionTime = null, float? maxAIReactionTime = null)

Parameters

agentIndices int[]
minAIReactionTime float?
maxAIReactionTime float?

SetReportStuckAgentsMode(bool)

public void SetReportStuckAgentsMode(bool value)

Parameters

value bool

SetThrowingMissileSpeedModifier(float)

public void SetThrowingMissileSpeedModifier(float modifier)

Parameters

modifier float

ShowInMissionLoadingScreen(int, Action)

public void ShowInMissionLoadingScreen(int durationInSecond, Action onLoadingEndedAction)

Parameters

durationInSecond int
onLoadingEndedAction Action

SpawnAgent(AgentBuildData, bool)

public Agent SpawnAgent(AgentBuildData agentBuildData, bool spawnFromAgentVisuals = false)

Parameters

agentBuildData AgentBuildData
spawnFromAgentVisuals bool

Returns

Agent

SpawnAttachedWeaponOnCorpse(Agent, int, int)

public void SpawnAttachedWeaponOnCorpse(Agent agent, int attachedWeaponIndex, int forcedSpawnIndex)

Parameters

agent Agent
attachedWeaponIndex int
forcedSpawnIndex int

SpawnAttachedWeaponOnSpawnedWeapon(SpawnedItemEntity, int, int)

public void SpawnAttachedWeaponOnSpawnedWeapon(SpawnedItemEntity spawnedWeapon, int attachmentIndex, int forcedSpawnIndex)

Parameters

spawnedWeapon SpawnedItemEntity
attachmentIndex int
forcedSpawnIndex int

SpawnMonster(EquipmentElement, EquipmentElement, in Vec3, in Vec2, int)

public Agent SpawnMonster(EquipmentElement equipmentElement, EquipmentElement harnessRosterElement, in Vec3 initialPosition, in Vec2 initialDirection, int forcedAgentIndex = -1)

Parameters

equipmentElement EquipmentElement
harnessRosterElement EquipmentElement
initialPosition Vec3
initialDirection Vec2
forcedAgentIndex int

Returns

Agent

SpawnMonster(ItemRosterElement, ItemRosterElement, in Vec3, in Vec2, int)

public Agent SpawnMonster(ItemRosterElement rosterElement, ItemRosterElement harnessRosterElement, in Vec3 initialPosition, in Vec2 initialDirection, int forcedAgentIndex = -1)

Parameters

rosterElement ItemRosterElement
harnessRosterElement ItemRosterElement
initialPosition Vec3
initialDirection Vec2
forcedAgentIndex int

Returns

Agent

SpawnTroop(IAgentOriginBase, bool, bool, bool, bool, int, int, bool, bool, bool, Vec3?, Vec2?, string, ItemObject, FormationClass, bool)

public Agent SpawnTroop(IAgentOriginBase troopOrigin, bool isPlayerSide, bool hasFormation, bool spawnWithHorse, bool isReinforcement, int formationTroopCount, int formationTroopIndex, bool isAlarmed, bool wieldInitialWeapons, bool forceDismounted, Vec3? initialPosition, Vec2? initialDirection, string specialActionSetSuffix = null, ItemObject bannerItem = null, FormationClass formationIndex = FormationClass.NumberOfAllFormations, bool useTroopClassForSpawn = false)

Parameters

troopOrigin IAgentOriginBase
isPlayerSide bool
hasFormation bool
spawnWithHorse bool
isReinforcement bool
formationTroopCount int
formationTroopIndex int
isAlarmed bool
wieldInitialWeapons bool
forceDismounted bool
initialPosition Vec3?
initialDirection Vec2?
specialActionSetSuffix string
bannerItem ItemObject
formationIndex FormationClass
useTroopClassForSpawn bool

Returns

Agent

SpawnWeaponAsDropFromAgentAux(Agent, EquipmentIndex, ref Vec3, ref Vec3, WeaponSpawnFlags, int)

public void SpawnWeaponAsDropFromAgentAux(Agent agent, EquipmentIndex equipmentIndex, ref Vec3 velocity, ref Vec3 angularVelocity, Mission.WeaponSpawnFlags spawnFlags, int forcedSpawnIndex)

Parameters

agent Agent
equipmentIndex EquipmentIndex
velocity Vec3
angularVelocity Vec3
spawnFlags Mission.WeaponSpawnFlags
forcedSpawnIndex int

SpawnWeaponAsDropFromMissile(int, MissionObject, in MatrixFrame, WeaponSpawnFlags, in Vec3, in Vec3, int)

public MissionObjectId SpawnWeaponAsDropFromMissile(int missileIndex, MissionObject attachedMissionObject, in MatrixFrame attachLocalFrame, Mission.WeaponSpawnFlags spawnFlags, in Vec3 velocity, in Vec3 angularVelocity, int forcedSpawnIndex)

Parameters

missileIndex int
attachedMissionObject MissionObject
attachLocalFrame MatrixFrame
spawnFlags Mission.WeaponSpawnFlags
velocity Vec3
angularVelocity Vec3
forcedSpawnIndex int

Returns

MissionObjectId

SpawnWeaponWithNewEntity(ref MissionWeapon, WeaponSpawnFlags, MatrixFrame)

public GameEntity SpawnWeaponWithNewEntity(ref MissionWeapon weapon, Mission.WeaponSpawnFlags spawnFlags, MatrixFrame frame)

Parameters

weapon MissionWeapon
spawnFlags Mission.WeaponSpawnFlags
frame MatrixFrame

Returns

GameEntity

SpawnWeaponWithNewEntityAux(MissionWeapon, WeaponSpawnFlags, MatrixFrame, int, MissionObject, bool)

public GameEntity SpawnWeaponWithNewEntityAux(MissionWeapon weapon, Mission.WeaponSpawnFlags spawnFlags, MatrixFrame frame, int forcedSpawnIndex, MissionObject attachedMissionObject, bool hasLifeTime)

Parameters

weapon MissionWeapon
spawnFlags Mission.WeaponSpawnFlags
frame MatrixFrame
forcedSpawnIndex int
attachedMissionObject MissionObject
hasLifeTime bool

Returns

GameEntity

SurrenderMission()

public void SurrenderMission()

TickAgentsAndTeamsAsync(float)

public void TickAgentsAndTeamsAsync(float dt)

Parameters

dt float

TickAgentsAndTeamsImp(float)

public void TickAgentsAndTeamsImp(float dt)

Parameters

dt float

ToggleDisableDying(List<string>)

[CommandLineFunctionality.CommandLineArgumentFunction("toggleDisableDying", "mission")]
public static string ToggleDisableDying(List<string> strings)

Parameters

strings List<string>

Returns

string

ToggleDisableDyingTeam(List<string>)

[CommandLineFunctionality.CommandLineArgumentFunction("toggleDisableDyingTeam", "mission")]
public static string ToggleDisableDyingTeam(List<string> strings)

Parameters

strings List<string>

Returns

string

ToggleDisableFallAvoid()

public static bool ToggleDisableFallAvoid()

Returns

bool

TriggerOnItemPickUpEvent(Agent, SpawnedItemEntity)

public void TriggerOnItemPickUpEvent(Agent agent, SpawnedItemEntity spawnedItemEntity)

Parameters

agent Agent
spawnedItemEntity SpawnedItemEntity

TryRemakeInitialDeploymentPlanForBattleSide(BattleSideEnum)

public bool TryRemakeInitialDeploymentPlanForBattleSide(BattleSideEnum battleSide)

Parameters

battleSide BattleSideEnum

Returns

bool

UpdateReinforcementPlan(BattleSideEnum)

public void UpdateReinforcementPlan(BattleSideEnum side)

Parameters

side BattleSideEnum

Events

AreOrderGesturesEnabled_AdditionalCondition

public event Func<bool> AreOrderGesturesEnabled_AdditionalCondition

Event Type

Func<bool>

CanAgentRout_AdditionalCondition

public event Func<Agent, bool> CanAgentRout_AdditionalCondition

Event Type

Func<Agent, bool>

GetAgentTroopClass_Override

public event Func<BattleSideEnum, BasicCharacterObject, FormationClass> GetAgentTroopClass_Override

Event Type

Func<BattleSideEnum, BasicCharacterObject, FormationClass>

GetOverriddenFleePositionForAgent

public event Func<Agent, WorldPosition?> GetOverriddenFleePositionForAgent

Event Type

Func<Agent, WorldPosition?>

IsAgentInteractionAllowed_AdditionalCondition

public event Func<bool> IsAgentInteractionAllowed_AdditionalCondition

Event Type

Func<bool>

IsBattleInRetreatEvent

public event Func<bool> IsBattleInRetreatEvent

Event Type

Func<bool>

IsFormationUnitPositionAvailable_AdditionalCondition

public event Func<WorldPosition, Team, bool> IsFormationUnitPositionAvailable_AdditionalCondition

Event Type

Func<WorldPosition, Team, bool>

OnBeforeAgentRemoved

public event Mission.OnBeforeAgentRemovedDelegate OnBeforeAgentRemoved

Event Type

Mission.OnBeforeAgentRemovedDelegate

OnItemDrop

public event Action<Agent, SpawnedItemEntity> OnItemDrop

Event Type

Action<Agent, SpawnedItemEntity>

OnItemPickUp

public event Action<Agent, SpawnedItemEntity> OnItemPickUp

Event Type

Action<Agent, SpawnedItemEntity>

OnMainAgentChanged

public event PropertyChangedEventHandler OnMainAgentChanged

Event Type

PropertyChangedEventHandler

OnMissionReset

public event PropertyChangedEventHandler OnMissionReset

Event Type

PropertyChangedEventHandler

This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).