struct AgentParameters { AgentPerceptionParameters m_PerceptionParams; int m_CombatClass; float m_fAccuracy; float m_fPassRadius; float m_fStrafingPitch; float m_fAttackRange; float m_fCommRange; float m_fAttackZoneHeight; float m_fProjectileLaunchDistScale; int m_weaponAccessories; float m_fMeleeRange; float m_fMeleeRangeShort; float m_fMeleeHitRange; float m_fMeleeAngleCosineThreshold; float m_fMeleeDamage; float m_fMeleeKnowckdownChance; float m_fMeleeImpulse; bool factionHostility; uint8 factionID; int m_nGroup; bool m_bAiIgnoreFgNode; bool m_bPerceivePlayer; float m_fAwarenessOfPlayer; bool m_bInvisible; bool m_bCloaked; float m_fCloakScale; float m_fCloakScaleTarget; float m_fLastCloakEventTime; float m_lookIdleTurnSpeed; float m_lookCombatTurnSpeed; float m_aimTurnSpeed; float m_fireTurnSpeed; float distanceToCover; float effectiveCoverHeight; float effectiveHighCoverHeight; float inCoverRadius; string m_sTerritoryName; string m_sWaveName; };
AgentParams.h
float distanceToCover;
Cover
float effectiveCoverHeight;
float effectiveHighCoverHeight;
bool factionHostility;
grouping data
uint8 factionID;
float inCoverRadius;
float m_aimTurnSpeed;
How fast the character turn towards target when aiming (radians/sec). -1=immediate
bool m_bAiIgnoreFgNode;
bool m_bCloaked;
bool m_bInvisible;
cloaking/invisibility
bool m_bPerceivePlayer;
int m_CombatClass;
combat class of this agent
float m_fAccuracy;
float m_fAttackRange;
Behavior
float m_fAttackZoneHeight;
float m_fAwarenessOfPlayer;
float m_fCloakScale;
0- no cloaked, 1- complitly cloaked (invisible)
float m_fCloakScaleTarget;
cloak scale should fade to this value
float m_fCommRange;
float m_fireTurnSpeed;
How fast the character turn towards target when aiming and firing (radians/sec). -1=immediate
float m_fLastCloakEventTime;
float m_fMeleeAngleCosineThreshold;
float m_fMeleeDamage;
float m_fMeleeHitRange;
float m_fMeleeImpulse;
float m_fMeleeKnowckdownChance;
float m_fMeleeRange;
Melee
float m_fMeleeRangeShort;
float m_fPassRadius;
float m_fProjectileLaunchDistScale;
Controls the preferred launch distance of a projectile (grenade, etc.) in range [0..1].
float m_fStrafingPitch;
if this > 0, will do a strafing draw line firing. 04/12/05 Tetsuji
float m_lookCombatTurnSpeed;
How fast the character turn towards target when looking (radians/sec). -1=immediate
float m_lookIdleTurnSpeed;
How fast the character turn towards target when looking (radians/sec). -1=immediate
int m_nGroup;
AgentPerceptionParameters m_PerceptionParams;
string m_sTerritoryName;
Territory name set by designers - the only string used in this structure but should be fine
string m_sWaveName;
int m_weaponAccessories;
AgentParameters();
void Reset();
void Serialize(TSerialize ser);