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
MissionInitializerRecordmissionState
MissionState
Fields
AgentVisualCreator
public IAgentVisualCreator AgentVisualCreator
Field Value
AllowAiTicking
public bool AllowAiTicking
Field Value
DisableDying
public bool DisableDying
Field Value
ForceNoFriendlyFire
public bool ForceNoFriendlyFire
Field Value
IsFriendlyMission
public bool IsFriendlyMission
Field Value
IsInPhotoMode
public bool IsInPhotoMode
Field Value
IsOrderMenuOpen
public bool IsOrderMenuOpen
Field Value
IsTransferMenuOpen
public bool IsTransferMenuOpen
Field Value
MaxDamage
public const int MaxDamage = 2000
Field Value
MaxNavMeshId
public const int MaxNavMeshId = 1000000
Field Value
MaxRuntimeMissionObjects
public const int MaxRuntimeMissionObjects = 4095
Field Value
MissionCloseTimeAfterFinish
public float MissionCloseTimeAfterFinish
Field Value
MusicCulture
public BasicCultureObject MusicCulture
Field Value
NextCheckTimeEndMission
public float NextCheckTimeEndMission
Field Value
NumOfFormationsSpawnedTeamOne
public int NumOfFormationsSpawnedTeamOne
Field Value
NumOfFormationsSpawnedTeamTwo
public int NumOfFormationsSpawnedTeamTwo
Field Value
Properties
ActiveMissionObjects
public MBReadOnlyList<MissionObject> ActiveMissionObjects { get; }
Property Value
AddedEntitiesInfo
public MBReadOnlyList<Mission.DynamicallyCreatedEntity> AddedEntitiesInfo { get; }
Property Value
Agents
public MBReadOnlyList<Agent> Agents { get; }
Property Value
AllAgents
public MBReadOnlyList<Agent> AllAgents { get; }
Property Value
AttackerAllyTeam
public Team AttackerAllyTeam { get; }
Property Value
AttackerTeam
public Team AttackerTeam { get; }
Property Value
Boundaries
public Mission.MBBoundaryCollection Boundaries { get; }
Property Value
CameraAddedDistance
public static float CameraAddedDistance { get; set; }
Property Value
CameraIsFirstPerson
public bool CameraIsFirstPerson { get; set; }
Property Value
ClearSceneTimerElapsedTime
public float ClearSceneTimerElapsedTime { get; }
Property Value
CombatType
public Mission.MissionCombatType CombatType { get; set; }
Property Value
Current
public static Mission Current { get; }
Property Value
CurrentState
public Mission.State CurrentState { get; }
Property Value
CurrentTime
public float CurrentTime { get; }
Property Value
DamageFromPlayerToFriendsMultiplier
public float DamageFromPlayerToFriendsMultiplier { get; }
Property Value
DamageToFriendsMultiplier
public float DamageToFriendsMultiplier { get; }
Property Value
DamageToPlayerMultiplier
public float DamageToPlayerMultiplier { get; }
Property Value
DefenderAllyTeam
public Team DefenderAllyTeam { get; }
Property Value
DefenderTeam
public Team DefenderTeam { get; }
Property Value
DeploymentPlan
public IMissionDeploymentPlan DeploymentPlan { get; }
Property Value
DoesMissionRequireCivilianEquipment
public bool DoesMissionRequireCivilianEquipment { get; set; }
Property Value
EnemyAlarmStateIndicator
public int EnemyAlarmStateIndicator { get; }
Property Value
FixedDeltaTime
public float FixedDeltaTime { get; set; }
Property Value
FixedDeltaTimeMode
public bool FixedDeltaTimeMode { get; set; }
Property Value
ForceTickOccasionally
public bool ForceTickOccasionally { get; set; }
Property Value
HasSpawnPath
public bool HasSpawnPath { get; }
Property Value
HasValidTerrainType
public bool HasValidTerrainType { get; }
Property Value
InputManager
public IInputContext InputManager { get; set; }
Property Value
IsBannerWindowAccessAllowed
public bool IsBannerWindowAccessAllowed { get; }
Property Value
IsBannerWindowAccessible
public bool IsBannerWindowAccessible { set; }
Property Value
IsCharacterWindowAccessAllowed
public bool IsCharacterWindowAccessAllowed { get; }
Property Value
IsCharacterWindowAccessible
public bool IsCharacterWindowAccessible { set; }
Property Value
IsClanWindowAccessAllowed
public bool IsClanWindowAccessAllowed { get; }
Property Value
IsClanWindowAccessible
public bool IsClanWindowAccessible { set; }
Property Value
IsEncyclopediaWindowAccessAllowed
public bool IsEncyclopediaWindowAccessAllowed { get; }
Property Value
IsEncyclopediaWindowAccessible
public bool IsEncyclopediaWindowAccessible { set; }
Property Value
IsFastForward
public bool IsFastForward { get; }
Property Value
IsFieldBattle
public bool IsFieldBattle { get; }
Property Value
IsFinalized
public bool IsFinalized { get; }
Property Value
IsInventoryAccessAllowed
public bool IsInventoryAccessAllowed { get; }
Property Value
IsInventoryAccessible
public bool IsInventoryAccessible { set; }
Property Value
IsKingdomWindowAccessAllowed
public bool IsKingdomWindowAccessAllowed { get; }
Property Value
IsKingdomWindowAccessible
public bool IsKingdomWindowAccessible { set; }
Property Value
IsLoadingFinished
public bool IsLoadingFinished { get; }
Property Value
IsMainAgentItemInteractionEnabled
public bool IsMainAgentItemInteractionEnabled { get; set; }
Property Value
IsMainAgentObjectInteractionEnabled
public bool IsMainAgentObjectInteractionEnabled { get; set; }
Property Value
IsMissionEnding
public bool IsMissionEnding { get; }
Property Value
IsPartyWindowAccessAllowed
public bool IsPartyWindowAccessAllowed { get; }
Property Value
IsPartyWindowAccessible
public bool IsPartyWindowAccessible { set; }
Property Value
IsQuestScreenAccessAllowed
public bool IsQuestScreenAccessAllowed { get; }
Property Value
IsQuestScreenAccessible
public bool IsQuestScreenAccessible { set; }
Property Value
IsSallyOutBattle
public bool IsSallyOutBattle { get; }
Property Value
IsSiegeBattle
public bool IsSiegeBattle { get; }
Property Value
IsTeleportingAgents
public bool IsTeleportingAgents { get; set; }
Property Value
MainAgent
public Agent MainAgent { get; set; }
Property Value
MainAgentServer
public Agent MainAgentServer { get; set; }
Property Value
Missiles
public IEnumerable<Mission.Missile> Missiles { get; }
Property Value
MissionBehaviors
public List<MissionBehavior> MissionBehaviors { get; }
Property Value
MissionEnded
public bool MissionEnded { get; }
Property Value
MissionIsEnding
public bool MissionIsEnding { get; }
Property Value
MissionLogics
public List<MissionLogic> MissionLogics { get; }
Property Value
MissionObjects
public MBReadOnlyList<MissionObject> MissionObjects { get; }
Property Value
MissionResult
public MissionResult MissionResult { get; }
Property Value
MissionTeamAIType
public Mission.MissionTeamAITypeEnum MissionTeamAIType { get; set; }
Property Value
MissionTimeTracker
public MissionTimeTracker MissionTimeTracker { get; }
Property Value
Mode
public MissionMode Mode { get; }
Property Value
MountsWithoutRiders
public MBReadOnlyList<KeyValuePair<Agent, MissionTime>> MountsWithoutRiders { get; }
Property Value
NeedsMemoryCleanup
public bool NeedsMemoryCleanup { get; }
Property Value
PauseAITick
public bool PauseAITick { get; set; }
Property Value
PlayerAlarmIndicator
public float PlayerAlarmIndicator { get; }
Property Value
PlayerAllyTeam
public Team PlayerAllyTeam { get; }
Property Value
PlayerEnemyTeam
public Team PlayerEnemyTeam { get; }
Property Value
PlayerTeam
public Team PlayerTeam { get; set; }
Property Value
Recorder
public MissionRecorder Recorder { get; }
Property Value
RetreatSide
public BattleSideEnum RetreatSide { get; }
Property Value
Scene
public Scene Scene { get; }
Property Value
SceneLevels
public string SceneLevels { get; }
Property Value
SceneName
public string SceneName { get; }
Property Value
SpectatorTeam
public Team SpectatorTeam { get; set; }
Property Value
Teams
public Mission.TeamCollection Teams { get; }
Property Value
TerrainType
public TerrainType TerrainType { get; }
Property Value
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
AgentmissileWeapon
MissionWeaponposition
Vec3direction
Vec3orientation
Mat3baseSpeed
floatspeed
floataddRigidBody
boolmissionObjectToIgnore
MissionObjectforcedMissileIndex
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
stringframe
MatrixFramesynchThroughNetwork
bool
AddSoundAlarmFactorToAgents(int, Vec3, float)
public void AddSoundAlarmFactorToAgents(int ownerId, Vec3 position, float alarmFactor)
Parameters
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
GameEntitytimeToKill
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
BattleSideEnumplanType
DeploymentPlanTypefClass
FormationClassfootTroopCount
intmountedTroopCount
int
AfterStart()
public void AfterStart()
AgentLookingAtAgent(Agent, Agent)
public bool AgentLookingAtAgent(Agent agent1, Agent agent2)
Parameters
Returns
AttachWeaponWithNewEntityToSpawnedWeapon(MissionWeapon, SpawnedItemEntity, MatrixFrame)
public void AttachWeaponWithNewEntityToSpawnedWeapon(MissionWeapon weapon, SpawnedItemEntity spawnedItem, MatrixFrame attachLocalFrame)
Parameters
weapon
MissionWeaponspawnedItem
SpawnedItemEntityattachLocalFrame
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
CanAgentRout(Agent)
public bool CanAgentRout(Agent agent)
Parameters
agent
Agent
Returns
CheckIfBattleInRetreat()
public bool CheckIfBattleInRetreat()
Returns
ClearAddedTroopsInDeploymentPlan(BattleSideEnum, DeploymentPlanType)
public void ClearAddedTroopsInDeploymentPlan(BattleSideEnum battleSide, DeploymentPlanType planType)
Parameters
battleSide
BattleSideEnumplanType
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
BattleSideEnumplanType
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
stringframe
MatrixFrame
Returns
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
Returns
EndMission()
[UsedImplicitly]
[MBCallback]
public void EndMission()
FastForwardMission(float, float)
public void FastForwardMission(float startTime, float endTime)
Parameters
FindAgentWithIndex(int)
public Agent FindAgentWithIndex(int agentId)
Parameters
agentId
int
Returns
FindBestDefendingPosition(WorldPosition, WorldPosition)
public WorldPosition FindBestDefendingPosition(WorldPosition enemyPosition, WorldPosition defendedPosition)
Parameters
enemyPosition
WorldPositiondefendedPosition
WorldPosition
Returns
FindPositionWithBiggestSlopeTowardsDirectionInSquare(ref WorldPosition, float, ref WorldPosition)
public WorldPosition FindPositionWithBiggestSlopeTowardsDirectionInSquare(ref WorldPosition center, float halfSize, ref WorldPosition referencePosition)
Parameters
center
WorldPositionhalfSize
floatreferencePosition
WorldPosition
Returns
GetActiveEntitiesWithScriptComponentOfType<T>()
public IEnumerable<GameEntity> GetActiveEntitiesWithScriptComponentOfType<T>()
Returns
Type Parameters
T
GetAgentTeam(IAgentOriginBase, bool)
public static Team GetAgentTeam(IAgentOriginBase troopOrigin, bool isPlayerSide)
Parameters
troopOrigin
IAgentOriginBaseisPlayerSide
bool
Returns
GetAgentTroopClass(BattleSideEnum, BasicCharacterObject)
public FormationClass GetAgentTroopClass(BattleSideEnum battleSide, BasicCharacterObject agentCharacter)
Parameters
battleSide
BattleSideEnumagentCharacter
BasicCharacterObject
Returns
GetAlternatePositionForNavmeshlessOrOutOfBoundsPosition(Vec2, WorldPosition, ref float)
public WorldPosition GetAlternatePositionForNavmeshlessOrOutOfBoundsPosition(Vec2 directionTowards, WorldPosition originalPosition, ref float positionPenalty)
Parameters
directionTowards
Vec2originalPosition
WorldPositionpositionPenalty
float
Returns
GetAttackerWeaponsForFriendlyFirePreventing()
public ref readonly List<SiegeWeapon> GetAttackerWeaponsForFriendlyFirePreventing()
Returns
GetAverageFps()
public float GetAverageFps()
Returns
GetAveragePositionOfAgents(List<Agent>)
public Vec2 GetAveragePositionOfAgents(List<Agent> agents)
Parameters
Returns
GetBattleSideInitialSpawnPathFrame(BattleSideEnum, float)
public WorldFrame GetBattleSideInitialSpawnPathFrame(BattleSideEnum battleSide, float pathOffset = 0)
Parameters
battleSide
BattleSideEnumpathOffset
float
Returns
GetBattleSizeFactor(int, float)
public static float GetBattleSizeFactor(int battleSize, float normalizationFactor)
Parameters
Returns
GetBattleSizeOffset(int, Path)
public static float GetBattleSizeOffset(int battleSize, Path path)
Parameters
Returns
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
WorldPositiondefendingPosition
WorldPositionsampleSize
intdistanceRatioAllowedFromDefendedPos
floatdistanceSqrdAllowedFromBoundary
floatcosinusOfBestSlope
floatcosinusOfMaxAcceptedSlope
floatminSlopeScore
floatmaxSlopeScore
floatexcessiveSlopePenalty
floatnearConeCenterRatio
floatnearConeCenterBonus
floatheightDifferenceCeiling
floatmaxDisplacementPenalty
float
Returns
GetBestSlopeTowardsDirection(ref WorldPosition, float, ref WorldPosition)
public WorldPosition GetBestSlopeTowardsDirection(ref WorldPosition centerPosition, float halfSize, ref WorldPosition referencePosition)
Parameters
centerPosition
WorldPositionhalfSize
floatreferencePosition
WorldPosition
Returns
GetBiggestAgentCollisionPadding()
public float GetBiggestAgentCollisionPadding()
Returns
GetCameraFrame()
public MatrixFrame GetCameraFrame()
Returns
GetClosestAllyAgent(Team, Vec3, float)
public Agent GetClosestAllyAgent(Team team, Vec3 position, float radius)
Parameters
Returns
GetClosestBoundaryPosition(Vec2)
public Vec2 GetClosestBoundaryPosition(Vec2 position)
Parameters
position
Vec2
Returns
GetClosestEnemyAgent(Team, Vec3, float)
public Agent GetClosestEnemyAgent(Team team, Vec3 position, float radius)
Parameters
Returns
GetClosestFleePositionForAgent(Agent)
[UsedImplicitly]
[MBCallback]
public WorldPosition GetClosestFleePositionForAgent(Agent agent)
Parameters
agent
Agent
Returns
GetClosestFleePositionForFormation(Formation)
public WorldPosition GetClosestFleePositionForFormation(Formation formation)
Parameters
formation
Formation
Returns
GetDamageMultiplierOfCombatDifficulty(Agent, Agent)
public float GetDamageMultiplierOfCombatDifficulty(Agent victimAgent, Agent attackerAgent = null)
Parameters
Returns
GetDebugAgent()
public int GetDebugAgent()
Returns
GetExtraEquipmentElementsForCharacter(BasicCharacterObject, bool)
public List<EquipmentElement> GetExtraEquipmentElementsForCharacter(BasicCharacterObject character, bool getAllEquipments = false)
Parameters
character
BasicCharacterObjectgetAllEquipments
bool
Returns
GetFirstPersonFov()
public static float GetFirstPersonFov()
Returns
GetFleePositionsForSide(BattleSideEnum)
public MBReadOnlyList<FleePosition> GetFleePositionsForSide(BattleSideEnum side)
Parameters
side
BattleSideEnum
Returns
GetFormationSpawnClass(BattleSideEnum, FormationClass, bool)
public FormationClass GetFormationSpawnClass(BattleSideEnum side, FormationClass formationClass, bool isReinforcement)
Parameters
side
BattleSideEnumformationClass
FormationClassisReinforcement
bool
Returns
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
BattleSideEnumformationClass
FormationClassisReinforcement
boolspawnPosition
WorldPositionspawnDirection
Vec2
GetFormationSpawnPosition(BattleSideEnum, FormationClass, bool)
public Vec2 GetFormationSpawnPosition(BattleSideEnum side, FormationClass formationClass, bool isReinforcement)
Parameters
side
BattleSideEnumformationClass
FormationClassisReinforcement
bool
Returns
GetFreeRuntimeMissionObjectId()
public int GetFreeRuntimeMissionObjectId()
Returns
GetFreeSceneMissionObjectId()
public int GetFreeSceneMissionObjectId()
Returns
GetInitialSpawnPath()
public Path GetInitialSpawnPath()
Returns
GetInitialSpawnPathDataOfSide(BattleSideEnum)
public SpawnPathData GetInitialSpawnPathDataOfSide(BattleSideEnum battleSide)
Parameters
battleSide
BattleSideEnum
Returns
GetMainAgentMaxCameraZoom()
public float GetMainAgentMaxCameraZoom()
Returns
GetMemberCountOfSide(BattleSideEnum)
public int GetMemberCountOfSide(BattleSideEnum side)
Parameters
side
BattleSideEnum
Returns
GetMissileCollisionPoint(Vec3, Vec3, float, in WeaponData)
public Vec3 GetMissileCollisionPoint(Vec3 missileStartingPosition, Vec3 missileDirection, float missileSpeed, in WeaponData weaponData)
Parameters
missileStartingPosition
Vec3missileDirection
Vec3missileSpeed
floatweaponData
WeaponData
Returns
GetMissileRange(float, float)
public static float GetMissileRange(float missileStartingSpeed, float heightDifference)
Parameters
Returns
GetMissileVerticalAimCorrection(Vec3, float, ref WeaponStatsData, float)
public static float GetMissileVerticalAimCorrection(Vec3 vecToTarget, float missileStartingSpeed, ref WeaponStatsData weaponStatsData, float airFrictionConstant)
Parameters
vecToTarget
Vec3missileStartingSpeed
floatweaponStatsData
WeaponStatsDataairFrictionConstant
float
Returns
GetMissionBehavior<T>()
public T GetMissionBehavior<T>() where T : class, IMissionBehavior
Returns
- T
Type Parameters
T
GetMissionEndTimeInSeconds()
public float GetMissionEndTimeInSeconds()
Returns
GetMissionEndTimerValue()
public float GetMissionEndTimerValue()
Returns
GetMovementTypeOfAgents(IEnumerable<Agent>)
public Agent.MovementBehaviorType GetMovementTypeOfAgents(IEnumerable<Agent> agents)
Parameters
agents
IEnumerable<Agent>
Returns
GetNearbyAgents(Vec2, float, MBList<Agent>)
public MBList<Agent> GetNearbyAgents(Vec2 center, float radius, MBList<Agent> agents)
Parameters
Returns
GetNearbyAllyAgents(Vec2, float, Team, MBList<Agent>)
public MBList<Agent> GetNearbyAllyAgents(Vec2 center, float radius, Team team, MBList<Agent> agents)
Parameters
Returns
GetNearbyAllyAgentsCount(Vec2, float, Team)
public int GetNearbyAllyAgentsCount(Vec2 center, float radius, Team team)
Parameters
Returns
GetNearbyEnemyAgentCount(Team, Vec2, float)
public int GetNearbyEnemyAgentCount(Team team, Vec2 position, float radius)
Parameters
Returns
GetNearbyEnemyAgents(Vec2, float, Team, MBList<Agent>)
public MBList<Agent> GetNearbyEnemyAgents(Vec2 center, float radius, Team team, MBList<Agent> agents)
Parameters
Returns
GetNextDynamicNavMeshIdStart()
public int GetNextDynamicNavMeshIdStart()
Returns
GetPatchSceneEncounterDirection(out Vec2)
public bool GetPatchSceneEncounterDirection(out Vec2 direction)
Parameters
direction
Vec2
Returns
GetPatchSceneEncounterPosition(out Vec3)
public bool GetPatchSceneEncounterPosition(out Vec3 position)
Parameters
position
Vec3
Returns
GetPathBetweenPositions(ref NavigationData)
public bool GetPathBetweenPositions(ref NavigationData navData)
Parameters
navData
NavigationData
Returns
GetRandomPositionAroundPoint(Vec3, float, float, bool)
public Vec3 GetRandomPositionAroundPoint(Vec3 center, float minDistance, float maxDistance, bool nearFirst = false)
Parameters
Returns
GetReinforcementPathsDataOfSide(BattleSideEnum)
public MBReadOnlyList<SpawnPathData> GetReinforcementPathsDataOfSide(BattleSideEnum battleSide)
Parameters
battleSide
BattleSideEnum
Returns
GetRemovedAgentRatioForSide(BattleSideEnum)
public float GetRemovedAgentRatioForSide(BattleSideEnum side)
Parameters
side
BattleSideEnum
Returns
GetRequestedTimeSpeed(int, out float)
public bool GetRequestedTimeSpeed(int timeSpeedRequestID, out float requestedTime)
Parameters
Returns
GetShootDifficulty(Agent, Agent, bool)
public float GetShootDifficulty(Agent affectedAgent, Agent affectorAgent, bool isHeadShot)
Parameters
Returns
GetStraightPathToTarget(Vec2, WorldPosition, float, bool)
public WorldPosition GetStraightPathToTarget(Vec2 targetPosition, WorldPosition startingPosition, float samplingDistance = 1, bool stopAtObstacle = true)
Parameters
targetPosition
Vec2startingPosition
WorldPositionsamplingDistance
floatstopAtObstacle
bool
Returns
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
AgentBuildDatatroopSpawnIndex
inttroopSpawnCount
inttroopSpawnPosition
Vec3troopSpawnDirection
Vec2
GetUnderAttackTypeOfAgents(IEnumerable<Agent>, float)
public static Agent.UnderAttackType GetUnderAttackTypeOfAgents(IEnumerable<Agent> agents, float timeLimit = 3)
Parameters
agents
IEnumerable<Agent>timeLimit
float
Returns
GetWaterLevelAtPosition(Vec2)
public float GetWaterLevelAtPosition(Vec2 position)
Parameters
position
Vec2
Returns
GetWaterLevelAtPositionMT(Vec2)
public float GetWaterLevelAtPositionMT(Vec2 position)
Parameters
position
Vec2
Returns
GetWeightedPointOfEnemies(Agent, Vec2)
public Vec2 GetWeightedPointOfEnemies(Agent agent, Vec2 basePoint)
Parameters
Returns
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
intcollisionReaction
Mission.MissileCollisionReactionattachLocalFrame
MatrixFrameisAttachedFrameLocal
boolattackerAgent
AgentattachedAgent
AgentattachedToShield
boolattachedBoneIndex
sbyteattachedMissionObject
MissionObjectbounceBackVelocity
Vec3bounceBackAngularVelocity
Vec3forcedSpawnIndex
int
HasAnyAgentsOfSideInRange(Vec3, float, BattleSideEnum)
public bool HasAnyAgentsOfSideInRange(Vec3 origin, float radius, BattleSideEnum side)
Parameters
origin
Vec3radius
floatside
BattleSideEnum
Returns
HasMissionBehavior<T>()
public bool HasMissionBehavior<T>() where T : MissionBehavior
Returns
Type Parameters
T
HasSceneMapPatch()
public bool HasSceneMapPatch()
Returns
IncreaseBatteringRamSpeeds(List<string>)
[CommandLineFunctionality.CommandLineArgumentFunction("set_battering_ram_speed", "mission")]
public static string IncreaseBatteringRamSpeeds(List<string> strings)
Parameters
Returns
IncreaseSiegeTowerSpeed(List<string>)
[CommandLineFunctionality.CommandLineArgumentFunction("set_siege_tower_speed", "mission")]
public static string IncreaseSiegeTowerSpeed(List<string> strings)
Parameters
Returns
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
IsAgentInteractionAllowed()
public bool IsAgentInteractionAllowed()
Returns
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
WorldPositionunitPosition
WorldPositionnearestAvailableUnitPosition
WorldPositionmanhattanDistance
floatteam
Team
Returns
IsFormationUnitPositionAvailable(ref WorldPosition, Team)
public bool IsFormationUnitPositionAvailable(ref WorldPosition unitPosition, Team team)
Parameters
unitPosition
WorldPositionteam
Team
Returns
IsOrderGesturesEnabled()
public bool IsOrderGesturesEnabled()
Returns
IsOrderPositionAvailable(in WorldPosition, Team)
public bool IsOrderPositionAvailable(in WorldPosition orderPosition, Team team)
Parameters
orderPosition
WorldPositionteam
Team
Returns
IsPlayerCloseToAnEnemy(float)
public bool IsPlayerCloseToAnEnemy(float distance = 5)
Parameters
distance
float
Returns
IsPositionInsideAnyBlockerNavMeshFace2D(Vec2)
public bool IsPositionInsideAnyBlockerNavMeshFace2D(Vec2 position)
Parameters
position
Vec2
Returns
IsPositionInsideBoundaries(Vec2)
public bool IsPositionInsideBoundaries(Vec2 position)
Parameters
position
Vec2
Returns
JoinEnemyTeam()
public void JoinEnemyTeam()
KillAgent(List<string>)
[CommandLineFunctionality.CommandLineArgumentFunction("killAgent", "mission")]
public static string KillAgent(List<string> strings)
Parameters
Returns
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
GameEntitydestroyerAgent
AgentburnAgents
bool
KillCheats(bool, bool, bool, bool)
public bool KillCheats(bool killAll, bool killEnemy, bool killHorse, bool killYourself)
Parameters
Returns
LoadParamsDebug(List<string>)
[CommandLineFunctionality.CommandLineArgumentFunction("reload_managed_core_params", "game")]
public static string LoadParamsDebug(List<string> strings)
Parameters
Returns
MakeDefaultDeploymentPlans()
public void MakeDefaultDeploymentPlans()
MakeDeploymentPlanForSide(BattleSideEnum, DeploymentPlanType, float)
public void MakeDeploymentPlanForSide(BattleSideEnum battleSide, DeploymentPlanType planType, float spawnPathOffset = 0)
Parameters
battleSide
BattleSideEnumplanType
DeploymentPlanTypespawnPathOffset
float
MakeEnemiesFleeCheat(List<string>)
[CommandLineFunctionality.CommandLineArgumentFunction("flee_enemies", "mission")]
public static string MakeEnemiesFleeCheat(List<string> strings)
Parameters
Returns
MakeSound(int, Vec3, bool, bool, int, int)
public void MakeSound(int soundIndex, Vec3 position, bool soundCanBePredicted, bool isReliable, int relatedAgent1, int relatedAgent2)
Parameters
soundIndex
intposition
Vec3soundCanBePredicted
boolisReliable
boolrelatedAgent1
intrelatedAgent2
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
intposition
Vec3soundCanBePredicted
boolisReliable
boolrelatedAgent1
intrelatedAgent2
intparameter
SoundEventParameter
MakeSoundOnlyOnRelatedPeer(int, Vec3, int)
public void MakeSoundOnlyOnRelatedPeer(int soundIndex, Vec3 position, int relatedAgent)
Parameters
MakeTeamFleeCheat(List<string>)
[CommandLineFunctionality.CommandLineArgumentFunction("flee_team", "mission")]
public static string MakeTeamFleeCheat(List<string> strings)
Parameters
Returns
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
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
AgentcreationType
Agent.CreationType
OnEquipItemsFromSpawnEquipmentBegin(Agent, CreationType)
public void OnEquipItemsFromSpawnEquipmentBegin(Agent agent, Agent.CreationType creationType)
Parameters
agent
AgentcreationType
Agent.CreationType
OnMissionObjectRemoved(MissionObject, int)
public bool OnMissionObjectRemoved(MissionObject missionObject, int removeReason)
Parameters
missionObject
MissionObjectremoveReason
int
Returns
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
AgentusableGameObject
UsableMissionObject
OnObjectUsed(Agent, UsableMissionObject)
public void OnObjectUsed(Agent userAgent, UsableMissionObject usableGameObject)
Parameters
userAgent
AgentusableGameObject
UsableMissionObject
OnRenderingStarted()
public void OnRenderingStarted()
OnTick(float, float, bool, bool)
public void OnTick(float dt, float realDt, bool updateCamera, bool doAsyncAITick)
Parameters
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
Returns
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
Vec3targetPoint
Vec3excludeAgentIndex
intcollisionDistance
floatagentIndex
intboneIndex
sbyte
Returns
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
Returns
RayCastForGivenAgentsLimbs(Vec3, Vec3, int, ref float, ref sbyte)
public bool RayCastForGivenAgentsLimbs(Vec3 sourcePoint, Vec3 rayFinishPoint, int givenAgentIndex, ref float collisionDistance, ref sbyte boneIndex)
Parameters
Returns
RecalculateBody(ref WeaponData, ItemComponent, WeaponDesign, ref WeaponSpawnFlags)
public void RecalculateBody(ref WeaponData weaponData, ItemComponent itemComponent, WeaponDesign craftedWeaponData, ref Mission.WeaponSpawnFlags spawnFlags)
Parameters
weaponData
WeaponDataitemComponent
ItemComponentcraftedWeaponData
WeaponDesignspawnFlags
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
AgentmissionPeer
MissionPeer
Returns
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
MatrixFramezoomFactor
float
SetCameraFrame(ref MatrixFrame, float, ref Vec3)
public void SetCameraFrame(ref MatrixFrame cameraFrame, float zoomFactor, ref Vec3 attenuationPosition)
Parameters
cameraFrame
MatrixFramezoomFactor
floatattenuationPosition
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
BattleSideEnumspawnWithHorses
bool
SetFacialAnimToAgent(List<string>)
[CommandLineFunctionality.CommandLineArgumentFunction("set_facial_anim_to_agent", "mission")]
public static string SetFacialAnimToAgent(List<string> strings)
Parameters
Returns
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
BattleSideEnumagentCount
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
MissionModeatStart
bool
SetNavigationFaceCostWithIdAroundPosition(int, Vec3, float)
public void SetNavigationFaceCostWithIdAroundPosition(int navigationFaceId, Vec3 position, float cost)
Parameters
SetRandomDecideTimeOfAgentsWithIndices(int[], float?, float?)
public void SetRandomDecideTimeOfAgentsWithIndices(int[] agentIndices, float? minAIReactionTime = null, float? maxAIReactionTime = null)
Parameters
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
SpawnAgent(AgentBuildData, bool)
public Agent SpawnAgent(AgentBuildData agentBuildData, bool spawnFromAgentVisuals = false)
Parameters
agentBuildData
AgentBuildDataspawnFromAgentVisuals
bool
Returns
SpawnAttachedWeaponOnCorpse(Agent, int, int)
public void SpawnAttachedWeaponOnCorpse(Agent agent, int attachedWeaponIndex, int forcedSpawnIndex)
Parameters
SpawnAttachedWeaponOnSpawnedWeapon(SpawnedItemEntity, int, int)
public void SpawnAttachedWeaponOnSpawnedWeapon(SpawnedItemEntity spawnedWeapon, int attachmentIndex, int forcedSpawnIndex)
Parameters
spawnedWeapon
SpawnedItemEntityattachmentIndex
intforcedSpawnIndex
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
EquipmentElementharnessRosterElement
EquipmentElementinitialPosition
Vec3initialDirection
Vec2forcedAgentIndex
int
Returns
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
ItemRosterElementharnessRosterElement
ItemRosterElementinitialPosition
Vec3initialDirection
Vec2forcedAgentIndex
int
Returns
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
IAgentOriginBaseisPlayerSide
boolhasFormation
boolspawnWithHorse
boolisReinforcement
boolformationTroopCount
intformationTroopIndex
intisAlarmed
boolwieldInitialWeapons
boolforceDismounted
boolinitialPosition
Vec3?initialDirection
Vec2?specialActionSetSuffix
stringbannerItem
ItemObjectformationIndex
FormationClassuseTroopClassForSpawn
bool
Returns
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
AgentequipmentIndex
EquipmentIndexvelocity
Vec3angularVelocity
Vec3spawnFlags
Mission.WeaponSpawnFlagsforcedSpawnIndex
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
intattachedMissionObject
MissionObjectattachLocalFrame
MatrixFramespawnFlags
Mission.WeaponSpawnFlagsvelocity
Vec3angularVelocity
Vec3forcedSpawnIndex
int
Returns
SpawnWeaponWithNewEntity(ref MissionWeapon, WeaponSpawnFlags, MatrixFrame)
public GameEntity SpawnWeaponWithNewEntity(ref MissionWeapon weapon, Mission.WeaponSpawnFlags spawnFlags, MatrixFrame frame)
Parameters
weapon
MissionWeaponspawnFlags
Mission.WeaponSpawnFlagsframe
MatrixFrame
Returns
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
MissionWeaponspawnFlags
Mission.WeaponSpawnFlagsframe
MatrixFrameforcedSpawnIndex
intattachedMissionObject
MissionObjecthasLifeTime
bool
Returns
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
Returns
ToggleDisableDyingTeam(List<string>)
[CommandLineFunctionality.CommandLineArgumentFunction("toggleDisableDyingTeam", "mission")]
public static string ToggleDisableDyingTeam(List<string> strings)
Parameters
Returns
ToggleDisableFallAvoid()
public static bool ToggleDisableFallAvoid()
Returns
TriggerOnItemPickUpEvent(Agent, SpawnedItemEntity)
public void TriggerOnItemPickUpEvent(Agent agent, SpawnedItemEntity spawnedItemEntity)
Parameters
agent
AgentspawnedItemEntity
SpawnedItemEntity
TryRemakeInitialDeploymentPlanForBattleSide(BattleSideEnum)
public bool TryRemakeInitialDeploymentPlanForBattleSide(BattleSideEnum battleSide)
Parameters
battleSide
BattleSideEnum
Returns
UpdateReinforcementPlan(BattleSideEnum)
public void UpdateReinforcementPlan(BattleSideEnum side)
Parameters
side
BattleSideEnum
Events
AreOrderGesturesEnabled_AdditionalCondition
public event Func<bool> AreOrderGesturesEnabled_AdditionalCondition
Event Type
CanAgentRout_AdditionalCondition
public event Func<Agent, bool> CanAgentRout_AdditionalCondition
Event Type
GetAgentTroopClass_Override
public event Func<BattleSideEnum, BasicCharacterObject, FormationClass> GetAgentTroopClass_Override
Event Type
GetOverriddenFleePositionForAgent
public event Func<Agent, WorldPosition?> GetOverriddenFleePositionForAgent
Event Type
IsAgentInteractionAllowed_AdditionalCondition
public event Func<bool> IsAgentInteractionAllowed_AdditionalCondition
Event Type
IsBattleInRetreatEvent
public event Func<bool> IsBattleInRetreatEvent
Event Type
IsFormationUnitPositionAvailable_AdditionalCondition
public event Func<WorldPosition, Team, bool> IsFormationUnitPositionAvailable_AdditionalCondition
Event Type
OnBeforeAgentRemoved
public event Mission.OnBeforeAgentRemovedDelegate OnBeforeAgentRemoved
Event Type
OnItemDrop
public event Action<Agent, SpawnedItemEntity> OnItemDrop
Event Type
OnItemPickUp
public event Action<Agent, SpawnedItemEntity> OnItemPickUp
Event Type
OnMainAgentChanged
public event PropertyChangedEventHandler OnMainAgentChanged
Event Type
OnMissionReset
public event PropertyChangedEventHandler OnMissionReset
Event Type
This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).