M&B: Bannerlord 1.1.0
The horns sound, the ravens gather.
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TaleWorlds.MountAndBlade.Mission Class Reference

Inherits DotNetObject, and TaleWorlds.Core.IMission.

Classes

class  DynamicallyCreatedEntity
 
class  MBBoundaryCollection
 
class  Missile
 
struct  SpectatorData
 
class  TeamCollection
 
struct  TimeSpeedRequest
 

Public Types

enum  WeaponSpawnFlags {
  None = 0x00000000 ,
  WithHolster = 0x00000001 ,
  WithoutHolster = 0x00000002 ,
  AsMissile = 0x00000004 ,
  WithPhysics = 0x00000008 ,
  WithStaticPhysics = 0x00000010 ,
  UseAnimationSpeed = 0x00000020 ,
  CannotBePickedUp = 0x00000040
}
 
enum  MissionCombatType : int {
  Combat = 0 ,
  ArenaCombat = 1 ,
  NoCombat = 2
}
 Combat type of the mission. More...
 
enum  BattleSizeType {
  Battle ,
  Siege ,
  SallyOut
}
 
enum  State {
  NewlyCreated ,
  Initializing ,
  Continuing ,
  EndingNextFrame ,
  Over
}
 
enum  BattleSizeQualifier {
  Small ,
  Medium
}
 
enum  MissionTeamAITypeEnum {
  NoTeamAI = 0 ,
  FieldBattle = 1 ,
  Siege = 2 ,
  SallyOut = 3
}
 
enum  MissileCollisionReaction {
  Invalid = -1 ,
  Stick ,
  PassThrough ,
  BounceBack ,
  BecomeInvisible ,
  Count
}
 

Public Member Functions

IEnumerable< GameEntityGetActiveEntitiesWithScriptComponentOfType< T > ()
 
void AddActiveMissionObject (MissionObject missionObject)
 
void ActivateMissionObject (MissionObject missionObject)
 
void DeactivateMissionObject (MissionObject missionObject)
 
void SetMissionCombatType (MissionCombatType missionCombatType)
 
void ConversationCharacterChanged ()
 
void SetMissionMode (MissionMode newMode, bool atStart)
 
float GetAverageFps ()
 
bool IsPositionInsideBoundaries (Vec2 position)
 Checks if the given position is inside or outside of the mission boundaries.
 
Agent RayCastForClosestAgent (Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, int excludedAgentIndex=-1, float rayThickness=0.01f)
 
bool RayCastForClosestAgentsLimbs (Vec3 sourcePoint, Vec3 targetPoint, int excludeAgentIndex, out float collisionDistance, ref int agentIndex, ref sbyte boneIndex)
 
bool RayCastForClosestAgentsLimbs (Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, ref int agentIndex, ref sbyte boneIndex)
 
bool RayCastForGivenAgentsLimbs (Vec3 sourcePoint, Vec3 rayFinishPoint, int givenAgentIndex, ref float collisionDistance, ref sbyte boneIndex)
 
float GetBiggestAgentCollisionPadding ()
 
void SetMissionCorpseFadeOutTimeInSeconds (float corpseFadeOutTimeInSeconds)
 
void SetReportStuckAgentsMode (bool value)
 
void ResetMission ()
 
void Initialize ()
 
void TickAgentsAndTeamsAsync (float dt)
 
void MakeSound (int soundIndex, Vec3 position, bool soundCanBePredicted, bool isReliable, int relatedAgent1, int relatedAgent2)
 
void MakeSound (int soundIndex, Vec3 position, bool soundCanBePredicted, bool isReliable, int relatedAgent1, int relatedAgent2, ref SoundEventParameter parameter)
 
void MakeSoundOnlyOnRelatedPeer (int soundIndex, Vec3 position, int relatedAgent)
 
void AddSoundAlarmFactorToAgents (int ownerId, Vec3 position, float alarmFactor)
 
void AddDynamicallySpawnedMissionObjectInfo (DynamicallyCreatedEntity entityInfo)
 
Vec3 GetMissileCollisionPoint (Vec3 missileStartingPosition, Vec3 missileDirection, float missileSpeed, in WeaponData weaponData)
 
void RemoveMissileAsClient (int missileIndex)
 
void PrepareMissileWeaponForDrop (int missileIndex)
 
void AddParticleSystemBurstByName (string particleSystem, MatrixFrame frame, bool synchThroughNetwork)
 
Vec2 GetClosestBoundaryPosition (Vec2 position)
 
int GetFreeRuntimeMissionObjectId ()
 
int GetFreeSceneMissionObjectId ()
 
void SetCameraFrame (ref MatrixFrame cameraFrame, float zoomFactor)
 
void SetCameraFrame (ref MatrixFrame cameraFrame, float zoomFactor, ref Vec3 attenuationPosition)
 
MatrixFrame GetCameraFrame ()
 
void ResetFirstThirdPersonView ()
 
void AddTimeSpeedRequest (TimeSpeedRequest request)
 
void RemoveTimeSpeedRequest (int timeSpeedRequestID)
 
bool GetRequestedTimeSpeed (int timeSpeedRequestID, out float requestedTime)
 
void ClearAgentActions ()
 
void ClearMissiles ()
 
void ClearCorpses (bool isMissionReset)
 
bool IsAgentInProximityMap (Agent agent)
 
void OnMissionStateActivate ()
 This routine is called when mission state is activated This happens right after mission is first initialized or when another state is popped out (such as when player enters inventory in mission).
 
void OnMissionStateDeactivate ()
 This function is to be called when mission state is deactivated. This happens either before mission state is finalized or when another state is pushed in (such as when player enters inventory in mission)
 
void OnMissionStateFinalize (bool forceClearGPUResources)
 This routine is called when mission state is finalized. Mission will be destroyed after this call and any remaining mission resources will be cleaned up.
 
void ClearUnreferencedResources (bool forceClearGPUResources)
 
float GetMainAgentMaxCameraZoom ()
 
WorldPosition GetBestSlopeTowardsDirection (ref WorldPosition centerPosition, float halfSize, ref WorldPosition referencePosition)
 
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)
 
Vec2 GetAveragePositionOfAgents (List< Agent > agents)
 
void SetRandomDecideTimeOfAgentsWithIndices (int[] agentIndices, float? minAIReactionTime=null, float? maxAIReactionTime=null)
 
void SetBowMissileSpeedModifier (float modifier)
 
void SetCrossbowMissileSpeedModifier (float modifier)
 
void SetThrowingMissileSpeedModifier (float modifier)
 
void SetMissileRangeModifier (float modifier)
 
void SetLastMovementKeyPressed (Agent.MovementControlFlag lastMovementKeyPressed)
 
Vec2 GetWeightedPointOfEnemies (Agent agent, Vec2 basePoint)
 
bool GetPathBetweenPositions (ref NavigationData navData)
 
void SetNavigationFaceCostWithIdAroundPosition (int navigationFaceId, Vec3 position, float cost)
 
WorldPosition GetStraightPathToTarget (Vec2 targetPosition, WorldPosition startingPosition, float samplingDistance=1f, bool stopAtObstacle=true)
 
void FastForwardMission (float startTime, float endTime)
 
int GetDebugAgent ()
 
void AddAiDebugText (string str)
 
void SetDebugAgent (int index)
 
float GetWaterLevelAtPosition (Vec2 position)
 
float GetWaterLevelAtPositionMT (Vec2 position)
 
delegate void OnBeforeAgentRemovedDelegate (Agent affectedAgent, Agent affectorAgent, AgentState agentState, KillingBlow killingBlow)
 
float GetRemovedAgentRatioForSide (BattleSideEnum side)
 
void MakeDeploymentPlanForSide (BattleSideEnum battleSide, DeploymentPlanType planType, float spawnPathOffset=0)
 Plans initial deployment of battle side.
 
void MakeDefaultDeploymentPlans ()
 Makes default deployment plans for all battle sides at once. This method is to be used in missions where deployment UI (or Order of Battle UI) is not presented to the player.
 
ref readonly List< SiegeWeaponGetAttackerWeaponsForFriendlyFirePreventing ()
 
void ClearDeploymentPlanForSide (BattleSideEnum battleSide, DeploymentPlanType planType)
 
void ClearAddedTroopsInDeploymentPlan (BattleSideEnum battleSide, DeploymentPlanType planType)
 
void SetDeploymentPlanSpawnWithHorses (BattleSideEnum side, bool spawnWithHorses)
 
void UpdateReinforcementPlan (BattleSideEnum side)
 
void AddTroopsToDeploymentPlan (BattleSideEnum side, DeploymentPlanType planType, FormationClass fClass, int footTroopCount, int mountedTroopCount)
 
bool TryRemakeInitialDeploymentPlanForBattleSide (BattleSideEnum battleSide)
 Tries to remake deployment plan for a battle side if current deployment plan is not suitable for it. Checks all formations belonging to the battle side and compares their troop counts and mounted troop availability with the formation plans in current deployment plan If it does not fit, (i.e. user transferred troops in between formations) attempts to remake the plan with new counts.
 
void AutoDeployTeamUsingTeamAI (Team team, bool enforceNotSplittableByAI=false)
 Delivers the team to AI control for one tick and lets team AI auto deploy the team. Transfering troops within formations and carrying formations to their Locations w.r.t. mission type (i.e. archer formations will be moved to walls)
 
void AutoDeployTeamUsingDeploymentPlan (Team team)
 Auto-Deploys a team by teleporting all of its formations to frames specified by the current deployment plan.
 
WorldPosition GetAlternatePositionForNavmeshlessOrOutOfBoundsPosition (Vec2 directionTowards, WorldPosition originalPosition, ref float positionPenalty)
 
int GetNextDynamicNavMeshIdStart ()
 
WorldPosition GetClosestFleePositionForAgent (Agent agent)
 
WorldPosition GetClosestFleePositionForFormation (Formation formation)
 
MBReadOnlyList< FleePositionGetFleePositionsForSide (BattleSideEnum side)
 
void AddToWeaponListForFriendlyFirePreventing (SiegeWeapon weapon)
 
 Mission (MissionInitializerRecord rec, MissionState missionState)
 Initializes a new instance of the Mission class.
 
void AddFleePosition (FleePosition fleePosition)
 
void RetreatMission ()
 
void SurrenderMission ()
 
bool HasMissionBehavior< T > ()
 
void SpawnAttachedWeaponOnCorpse (Agent agent, int attachedWeaponIndex, int forcedSpawnIndex)
 
void AddMountWithoutRider (Agent mount)
 
void RemoveMountWithoutRider (Agent mount)
 
void OnObjectDisabled (DestructableComponent destructionComponent)
 
MissionObjectId SpawnWeaponAsDropFromMissile (int missileIndex, MissionObject attachedMissionObject, in MatrixFrame attachLocalFrame, WeaponSpawnFlags spawnFlags, in Vec3 velocity, in Vec3 angularVelocity, int forcedSpawnIndex)
 
void SpawnWeaponAsDropFromAgentAux (Agent agent, EquipmentIndex equipmentIndex, ref Vec3 velocity, ref Vec3 angularVelocity, WeaponSpawnFlags spawnFlags, int forcedSpawnIndex)
 
void SpawnAttachedWeaponOnSpawnedWeapon (SpawnedItemEntity spawnedWeapon, int attachmentIndex, int forcedSpawnIndex)
 
GameEntity SpawnWeaponWithNewEntity (ref MissionWeapon weapon, WeaponSpawnFlags spawnFlags, MatrixFrame frame)
 
GameEntity SpawnWeaponWithNewEntityAux (MissionWeapon weapon, WeaponSpawnFlags spawnFlags, MatrixFrame frame, int forcedSpawnIndex, MissionObject attachedMissionObject, bool hasLifeTime)
 
void AttachWeaponWithNewEntityToSpawnedWeapon (MissionWeapon weapon, SpawnedItemEntity spawnedItem, MatrixFrame attachLocalFrame)
 
void OnEquipItemsFromSpawnEquipmentBegin (Agent agent, Agent.CreationType creationType)
 
void OnEquipItemsFromSpawnEquipment (Agent agent, Agent.CreationType creationType)
 
void RecalculateBody (ref WeaponData weaponData, ItemComponent itemComponent, WeaponDesign craftedWeaponData, ref WeaponSpawnFlags spawnFlags)
 This method will take the body and recalculate it if WeaponData::RecalculateBody is true. RecalculateBody (recalculate_body) is an optional bool (default false) set in spitems.xml for each weapon, along with a starting body (body_name) Recalculating works differently for each item:
 
void TickAgentsAndTeamsImp (float dt)
 
void OnTick (float dt, float realDt, bool updateCamera, bool doAsyncAITick)
 This callback method is called by the engine once in every frame.
 
void RemoveSpawnedItemsAndMissiles ()
 
void AfterStart ()
 This function is called by the engine right after a mission is started at the engine side.
 
void OnEndMissionRequest ()
 
float GetMissionEndTimeInSeconds ()
 
float GetMissionEndTimerValue ()
 
int GetMemberCountOfSide (BattleSideEnum side)
 
Path GetInitialSpawnPath ()
 
SpawnPathData GetInitialSpawnPathDataOfSide (BattleSideEnum battleSide)
 
MBReadOnlyList< SpawnPathDataGetReinforcementPathsDataOfSide (BattleSideEnum battleSide)
 
void GetTroopSpawnFrameWithIndex (AgentBuildData buildData, int troopSpawnIndex, int troopSpawnCount, out Vec3 troopSpawnPosition, out Vec2 troopSpawnDirection)
 Returns a troop's world spawn frame (position & direction) w.r.t. its formation's (or a relevant formation's) spawn position. If the troop spawns into its own formation, then formation's spawn position will be considered as its current position. Troop's spawn position is offset by an amount regarding troop's index within the formation. Troop must have a valid formation.
 
void GetFormationSpawnFrame (BattleSideEnum side, FormationClass formationClass, bool isReinforcement, out WorldPosition spawnPosition, out Vec2 spawnDirection)
 
WorldFrame GetBattleSideInitialSpawnPathFrame (BattleSideEnum battleSide, float pathOffset=0f)
 
void SetBattleAgentCount (int agentCount)
 
Vec2 GetFormationSpawnPosition (BattleSideEnum side, FormationClass formationClass, bool isReinforcement)
 
FormationClass GetFormationSpawnClass (BattleSideEnum side, FormationClass formationClass, bool isReinforcement)
 
Agent SpawnAgent (AgentBuildData agentBuildData, bool spawnFromAgentVisuals=false)
 
void SetInitialAgentCountForSide (BattleSideEnum side, int agentCount)
 
void SpawnFormation (Formation formation)
 
Agent SpawnMonster (ItemRosterElement rosterElement, ItemRosterElement harnessRosterElement, in Vec3 initialPosition, in Vec2 initialDirection, int forcedAgentIndex=-1)
 
Agent SpawnMonster (EquipmentElement equipmentElement, EquipmentElement harnessRosterElement, in Vec3 initialPosition, in Vec2 initialDirection, int forcedAgentIndex=-1)
 
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.Unset, bool useTroopClassForSpawn=false)
 
Agent ReplaceBotWithPlayer (Agent botAgent, MissionPeer missionPeer)
 
void OnAgentInteraction (Agent requesterAgent, Agent targetAgent)
 Triggered when the player interacts with an agent.
 
void EndMission ()
 
void AddMissionBehavior (MissionBehavior missionBehavior)
 
GetMissionBehavior< T > ()
 
void RemoveMissionBehavior (MissionBehavior missionBehavior)
 
void JoinEnemyTeam ()
 
void OnEndMissionResult ()
 
bool IsAgentInteractionAllowed ()
 
bool IsOrderGesturesEnabled ()
 
List< EquipmentElementGetExtraEquipmentElementsForCharacter (BasicCharacterObject character, bool getAllEquipments=false)
 
bool IsPlayerCloseToAnEnemy (float distance=5)
 
Vec3 GetRandomPositionAroundPoint (Vec3 center, float minDistance, float maxDistance, bool nearFirst=false)
 
WorldFrame GetSceneMiddleFrame ()
 
WorldPosition FindBestDefendingPosition (WorldPosition enemyPosition, WorldPosition defendedPosition)
 Finds the best position taking into consideration slope, height and angle wrt the enemy position given and the defended position.
 
WorldPosition FindPositionWithBiggestSlopeTowardsDirectionInSquare (ref WorldPosition center, float halfSize, ref WorldPosition referencePosition)
 
void AddCustomMissile (Agent shooterAgent, MissionWeapon missileWeapon, Vec3 position, Vec3 direction, Mat3 orientation, float baseSpeed, float speed, bool addRigidBody, MissionObject missionObjectToIgnore, int forcedMissileIndex=-1)
 
void OnAgentMount (Agent agent)
 
void OnAgentDismount (Agent agent)
 
void OnObjectUsed (Agent userAgent, UsableMissionObject usableGameObject)
 
void OnObjectStoppedBeingUsed (Agent userAgent, UsableMissionObject usableGameObject)
 
void InitializeStartingBehaviors (MissionLogic[] logicBehaviors, MissionBehavior[] otherBehaviors, MissionNetwork[] networkBehaviors)
 
Agent GetClosestEnemyAgent (Team team, Vec3 position, float radius)
 
Agent GetClosestAllyAgent (Team team, Vec3 position, float radius)
 
int GetNearbyEnemyAgentCount (Team team, Vec2 position, float radius)
 
bool HasAnyAgentsOfSideInRange (Vec3 origin, float radius, BattleSideEnum side)
 
bool OnMissionObjectRemoved (MissionObject missionObject, int removeReason)
 
bool AgentLookingAtAgent (Agent agent1, Agent agent2)
 
Agent FindAgentWithIndex (int agentId)
 
void OnRenderingStarted ()
 
Agent.MovementBehaviorType GetMovementTypeOfAgents (IEnumerable< Agent > agents)
 
void ShowInMissionLoadingScreen (int durationInSecond, Action onLoadingEndedAction)
 
bool CanAgentRout (Agent agent)
 
void HandleMissileCollisionReaction (int missileIndex, MissileCollisionReaction collisionReaction, MatrixFrame attachLocalFrame, Agent attackerAgent, Agent attachedAgent, bool attachedToShield, sbyte attachedBoneIndex, MissionObject attachedMissionObject, Vec3 bounceBackVelocity, Vec3 bounceBackAngularVelocity, int forcedSpawnIndex)
 
void KillAgentsOnEntity (GameEntity entity, Agent destroyerAgent, bool burnAgents)
 
void KillAgentCheat (Agent agent)
 
bool KillCheats (bool killAll, bool killEnemy, bool killHorse, bool killYourself)
 
float GetDamageMultiplierOfCombatDifficulty (Agent victimAgent, Agent attackerAgent=null)
 
float GetShootDifficulty (Agent affectedAgent, Agent affectorAgent, bool isHeadShot)
 
MissionObject CreateMissionObjectFromPrefab (string prefab, MatrixFrame frame)
 
int GetNearbyAllyAgentsCount (Vec2 center, float radius, Team team)
 
MBList< AgentGetNearbyAllyAgents (Vec2 center, float radius, Team team, MBList< Agent > agents)
 
MBList< AgentGetNearbyEnemyAgents (Vec2 center, float radius, Team team, MBList< Agent > agents)
 
MBList< AgentGetNearbyAgents (Vec2 center, float radius, MBList< Agent > agents)
 
bool IsFormationUnitPositionAvailable (ref WorldPosition formationPosition, ref WorldPosition unitPosition, ref WorldPosition nearestAvailableUnitPosition, float manhattanDistance, Team team)
 
bool IsOrderPositionAvailable (in WorldPosition orderPosition, Team team)
 
bool IsFormationUnitPositionAvailable (ref WorldPosition unitPosition, Team team)
 
bool HasSceneMapPatch ()
 
bool GetPatchSceneEncounterPosition (out Vec3 position)
 
bool GetPatchSceneEncounterDirection (out Vec2 direction)
 
void AddTimerToDynamicEntity (GameEntity gameEntity, float timeToKill=10.0f)
 
void AddListener (IMissionListener listener)
 
void RemoveListener (IMissionListener listener)
 
void OnAgentFleeing (Agent agent)
 
void OnAgentPanicked (Agent agent)
 
void OnDeploymentFinished ()
 
void SetFastForwardingFromUI (bool fastForwarding)
 
bool CheckIfBattleInRetreat ()
 
void AddSpawnedItemEntityCreatedAtRuntime (SpawnedItemEntity spawnedItemEntity)
 

Static Public Member Functions

static bool ToggleDisableFallAvoid ()
 
static float GetMissileVerticalAimCorrection (Vec3 vecToTarget, float missileStartingSpeed, ref WeaponStatsData weaponStatsData, float airFrictionConstant)
 Return corrected angle.
 
static float GetMissileRange (float missileStartingSpeed, float heightDifference)
 
static float GetFirstPersonFov ()
 
static string MakeEnemiesFleeCheat (List< string > strings)
 
static string MakeTeamFleeCheat (List< string > strings)
 
static string SetFacialAnimToAgent (List< String > strings)
 
static string EnableSpeedAdjustmentCommand (List< string > strings)
 
static Agent.UnderAttackType GetUnderAttackTypeOfAgents (IEnumerable< Agent > agents, float timeLimit=3.0f)
 
static Team GetAgentTeam (IAgentOriginBase troopOrigin, bool isPlayerSide)
 
static float GetBattleSizeOffset (int battleSize, Path path)
 
static float GetBattleSizeFactor (int battleSize, float normalizationFactor)
 
static string ToggleDisableDying (List< String > strings)
 
static string ToggleDisableDyingTeam (List< String > strings)
 
static string KillAgent (List< String > strings)
 
static string IncreaseBatteringRamSpeeds (List< String > strings)
 
static string IncreaseSiegeTowerSpeed (List< string > strings)
 
static string LoadParamsDebug (List< string > strings)
 

Public Attributes

bool DisableDying = false
 
bool ForceNoFriendlyFire = false
 
bool IsFriendlyMission = true
 
BasicCultureObject MusicCulture
 
bool IsOrderMenuOpen
 
bool IsTransferMenuOpen
 
bool IsInPhotoMode
 
bool AllowAiTicking = true
 
IAgentVisualCreator AgentVisualCreator
 
float MissionCloseTimeAfterFinish = 30.0f
 
float NextCheckTimeEndMission = 10.0f
 Time in seconds for specifying the next check for the conditions of ending the current mission.
 
int NumOfFormationsSpawnedTeamOne
 
int NumOfFormationsSpawnedTeamTwo
 

Static Public Attributes

const int MaxRuntimeMissionObjects = 4094
 
const int MaxNavMeshId = 1000000
 
const int MaxDamage = 2000
 

Properties

bool IsFinalized [get]
 
static Mission Current [get]
 
string SceneName [get]
 
string SceneLevels [get]
 
float DamageToPlayerMultiplier [get]
 
float DamageToFriendsMultiplier [get]
 
float DamageFromPlayerToFriendsMultiplier [get]
 
bool HasValidTerrainType [get]
 
TerrainType TerrainType [get]
 
Scene Scene [get]
 
MBReadOnlyList< MissionObjectActiveMissionObjects [get]
 
MBReadOnlyList< MissionObjectMissionObjects [get]
 
MBReadOnlyList< DynamicallyCreatedEntityAddedEntitiesInfo [get]
 
MBBoundaryCollection Boundaries [get]
 
bool IsMainAgentObjectInteractionEnabled [get, set]
 
bool IsMainAgentItemInteractionEnabled [get, set]
 
bool IsTeleportingAgents [get, set]
 
bool ForceTickOccasionally [get, set]
 Should be used when mission is paused but occasional ticks need to be ticked.
 
MissionCombatType CombatType [get, set]
 
MissionMode Mode [get]
 
float CurrentTime [get]
 Gets the current mission time.
 
bool PauseAITick [get, set]
 
int EnemyAlarmStateIndicator [get]
 
float PlayerAlarmIndicator [get]
 
bool IsLoadingFinished [get]
 
bool CameraIsFirstPerson [get, set]
 
static float CameraAddedDistance [get, set]
 
float ClearSceneTimerElapsedTime [get]
 
bool MissionEnded [get]
 
MBReadOnlyList< AgentMountsWithoutRiders [get]
 
BattleSideEnum RetreatSide = BattleSideEnum.None [get]
 
bool IsFastForward [get]
 
bool FixedDeltaTimeMode [get, set]
 
float FixedDeltaTime [get, set]
 
State CurrentState [get]
 
TeamCollection Teams [get]
 
Team AttackerTeam [get]
 
Team DefenderTeam [get]
 
Team AttackerAllyTeam [get]
 
Team DefenderAllyTeam [get]
 
Team PlayerTeam [get, set]
 
Team PlayerEnemyTeam [get]
 
Team PlayerAllyTeam [get]
 
Team SpectatorTeam [get, set]
 
bool IsMissionEnding [get]
 
List< MissionLogicMissionLogics [get]
 
List< MissionBehaviorMissionBehaviors [get]
 
IEnumerable< MissileMissiles [get]
 
IInputContext InputManager [get, set]
 
bool NeedsMemoryCleanup [get]
 
Agent MainAgent [get, set]
 Main agent that player controls.
 
IMissionDeploymentPlan DeploymentPlan [get]
 
Agent MainAgentServer [get, set]
 
bool HasSpawnPath [get]
 
bool IsFieldBattle [get]
 
bool IsSiegeBattle [get]
 
bool IsSallyOutBattle [get]
 
MBReadOnlyList< AgentAllAgents [get]
 
MBReadOnlyList< AgentAgents [get]
 Agents that have been loaded in the current mission.
 
bool IsInventoryAccessAllowed [get]
 
bool IsInventoryAccessible [set]
 Prerequisite for IsInventoryAccessAllowed
 
MissionResult MissionResult [get]
 
bool IsQuestScreenAccessible [set]
 
bool IsQuestScreenAccessAllowed [get]
 
bool IsCharacterWindowAccessible [set]
 
bool IsCharacterWindowAccessAllowed [get]
 
bool IsPartyWindowAccessible [set]
 
bool IsPartyWindowAccessAllowed [get]
 
bool IsKingdomWindowAccessible [set]
 
bool IsKingdomWindowAccessAllowed [get]
 
bool IsClanWindowAccessible [set]
 
bool IsClanWindowAccessAllowed [get]
 
bool IsEncyclopediaWindowAccessible [set]
 
bool IsEncyclopediaWindowAccessAllowed [get]
 
bool IsBannerWindowAccessible [set]
 
bool IsBannerWindowAccessAllowed [get]
 
bool? DoesMissionRequireCivilianEquipment [get, set]
 Set this to true in missions that require civillian equipment. (For example town missions, back alley missions etc.) This is required to be set before behavior initialization in order to avoid preloading of any civillian gear into the missions. For example one can override OnCreated() callback of mission behavior to set this.
 
MissionTeamAITypeEnum MissionTeamAIType [get, set]
 
MissionTimeTracker MissionTimeTracker [get]
 
MissionRecorder Recorder [get]
 
- Properties inherited from TaleWorlds.Core.IMission
IMissionTeam PlayerTeam [get]
 

Events

System.ComponentModel.PropertyChangedEventHandler OnMissionReset
 
Func< WorldPosition, Team, bool > IsFormationUnitPositionAvailable_AdditionalCondition
 
Func< Agent, bool > CanAgentRout_AdditionalCondition
 
Func< bool > AreOrderGesturesEnabled_AdditionalCondition
 
Func< Agent, WorldPosition?> GetOverriddenFleePositionForAgent
 
Func< bool > IsAgentInteractionAllowed_AdditionalCondition
 
System.ComponentModel.PropertyChangedEventHandler OnMainAgentChanged
 
Func< bool > IsBattleInRetreatEvent
 
OnBeforeAgentRemovedDelegate OnBeforeAgentRemoved
 

Member Enumeration Documentation

◆ WeaponSpawnFlags

Enumerator
None 
WithHolster 
WithoutHolster 
AsMissile 
WithPhysics 
WithStaticPhysics 
UseAnimationSpeed 
CannotBePickedUp 

◆ MissionCombatType

Enumerator
Combat 

Normal combat type.

ArenaCombat 

Arena combat type.

NoCombat 

No combat in the mission.

◆ BattleSizeType

Enumerator
Battle 
Siege 
SallyOut 

◆ State

Enumerator
NewlyCreated 
Initializing 
Continuing 
EndingNextFrame 
Over 

◆ BattleSizeQualifier

◆ MissionTeamAITypeEnum

Enumerator
NoTeamAI 
FieldBattle 
Siege 
SallyOut 

◆ MissileCollisionReaction

Enumerator
Invalid 
Stick 
PassThrough 
BounceBack 
BecomeInvisible 
Count 

Constructor & Destructor Documentation

◆ Mission()

TaleWorlds.MountAndBlade.Mission.Mission ( MissionInitializerRecord  rec,
MissionState  missionState 
)

Member Function Documentation

◆ GetActiveEntitiesWithScriptComponentOfType< T >()

IEnumerable< GameEntity > TaleWorlds.MountAndBlade.Mission.GetActiveEntitiesWithScriptComponentOfType< T > ( )

◆ AddActiveMissionObject()

void TaleWorlds.MountAndBlade.Mission.AddActiveMissionObject ( MissionObject  missionObject)

◆ ActivateMissionObject()

void TaleWorlds.MountAndBlade.Mission.ActivateMissionObject ( MissionObject  missionObject)

◆ DeactivateMissionObject()

void TaleWorlds.MountAndBlade.Mission.DeactivateMissionObject ( MissionObject  missionObject)

◆ SetMissionCombatType()

void TaleWorlds.MountAndBlade.Mission.SetMissionCombatType ( MissionCombatType  missionCombatType)

◆ ConversationCharacterChanged()

void TaleWorlds.MountAndBlade.Mission.ConversationCharacterChanged ( )

◆ SetMissionMode()

void TaleWorlds.MountAndBlade.Mission.SetMissionMode ( MissionMode  newMode,
bool  atStart 
)

◆ GetAverageFps()

float TaleWorlds.MountAndBlade.Mission.GetAverageFps ( )

◆ ToggleDisableFallAvoid()

static bool TaleWorlds.MountAndBlade.Mission.ToggleDisableFallAvoid ( )
static

◆ IsPositionInsideBoundaries()

bool TaleWorlds.MountAndBlade.Mission.IsPositionInsideBoundaries ( Vec2  position)
Parameters
position
Returns

◆ RayCastForClosestAgent()

Agent TaleWorlds.MountAndBlade.Mission.RayCastForClosestAgent ( Vec3  sourcePoint,
Vec3  targetPoint,
out float  collisionDistance,
int  excludedAgentIndex = -1,
float  rayThickness = 0::01f 
)

◆ RayCastForClosestAgentsLimbs() [1/2]

bool TaleWorlds.MountAndBlade.Mission.RayCastForClosestAgentsLimbs ( Vec3  sourcePoint,
Vec3  targetPoint,
int  excludeAgentIndex,
out float  collisionDistance,
ref int  agentIndex,
ref sbyte  boneIndex 
)

◆ RayCastForClosestAgentsLimbs() [2/2]

bool TaleWorlds.MountAndBlade.Mission.RayCastForClosestAgentsLimbs ( Vec3  sourcePoint,
Vec3  targetPoint,
out float  collisionDistance,
ref int  agentIndex,
ref sbyte  boneIndex 
)

◆ RayCastForGivenAgentsLimbs()

bool TaleWorlds.MountAndBlade.Mission.RayCastForGivenAgentsLimbs ( Vec3  sourcePoint,
Vec3  rayFinishPoint,
int  givenAgentIndex,
ref float  collisionDistance,
ref sbyte  boneIndex 
)

◆ GetBiggestAgentCollisionPadding()

float TaleWorlds.MountAndBlade.Mission.GetBiggestAgentCollisionPadding ( )

◆ SetMissionCorpseFadeOutTimeInSeconds()

void TaleWorlds.MountAndBlade.Mission.SetMissionCorpseFadeOutTimeInSeconds ( float  corpseFadeOutTimeInSeconds)

◆ SetReportStuckAgentsMode()

void TaleWorlds.MountAndBlade.Mission.SetReportStuckAgentsMode ( bool  value)

◆ ResetMission()

void TaleWorlds.MountAndBlade.Mission.ResetMission ( )

◆ Initialize()

void TaleWorlds.MountAndBlade.Mission.Initialize ( )

◆ TickAgentsAndTeamsAsync()

void TaleWorlds.MountAndBlade.Mission.TickAgentsAndTeamsAsync ( float  dt)

◆ MakeSound() [1/2]

void TaleWorlds.MountAndBlade.Mission.MakeSound ( int  soundIndex,
Vec3  position,
bool  soundCanBePredicted,
bool  isReliable,
int  relatedAgent1,
int  relatedAgent2 
)

◆ MakeSound() [2/2]

void TaleWorlds.MountAndBlade.Mission.MakeSound ( int  soundIndex,
Vec3  position,
bool  soundCanBePredicted,
bool  isReliable,
int  relatedAgent1,
int  relatedAgent2,
ref SoundEventParameter  parameter 
)

◆ MakeSoundOnlyOnRelatedPeer()

void TaleWorlds.MountAndBlade.Mission.MakeSoundOnlyOnRelatedPeer ( int  soundIndex,
Vec3  position,
int  relatedAgent 
)

◆ AddSoundAlarmFactorToAgents()

void TaleWorlds.MountAndBlade.Mission.AddSoundAlarmFactorToAgents ( int  ownerId,
Vec3  position,
float  alarmFactor 
)

◆ AddDynamicallySpawnedMissionObjectInfo()

void TaleWorlds.MountAndBlade.Mission.AddDynamicallySpawnedMissionObjectInfo ( DynamicallyCreatedEntity  entityInfo)

◆ GetMissileCollisionPoint()

Vec3 TaleWorlds.MountAndBlade.Mission.GetMissileCollisionPoint ( Vec3  missileStartingPosition,
Vec3  missileDirection,
float  missileSpeed,
in WeaponData  weaponData 
)

◆ RemoveMissileAsClient()

void TaleWorlds.MountAndBlade.Mission.RemoveMissileAsClient ( int  missileIndex)

◆ GetMissileVerticalAimCorrection()

static float TaleWorlds.MountAndBlade.Mission.GetMissileVerticalAimCorrection ( Vec3  vecToTarget,
float  missileStartingSpeed,
ref WeaponStatsData  weaponStatsData,
float  airFrictionConstant 
)
static

◆ GetMissileRange()

static float TaleWorlds.MountAndBlade.Mission.GetMissileRange ( float  missileStartingSpeed,
float  heightDifference 
)
static

◆ PrepareMissileWeaponForDrop()

void TaleWorlds.MountAndBlade.Mission.PrepareMissileWeaponForDrop ( int  missileIndex)

◆ AddParticleSystemBurstByName()

void TaleWorlds.MountAndBlade.Mission.AddParticleSystemBurstByName ( string  particleSystem,
MatrixFrame  frame,
bool  synchThroughNetwork 
)

◆ GetClosestBoundaryPosition()

Vec2 TaleWorlds.MountAndBlade.Mission.GetClosestBoundaryPosition ( Vec2  position)

◆ GetFreeRuntimeMissionObjectId()

int TaleWorlds.MountAndBlade.Mission.GetFreeRuntimeMissionObjectId ( )

◆ GetFreeSceneMissionObjectId()

int TaleWorlds.MountAndBlade.Mission.GetFreeSceneMissionObjectId ( )

◆ SetCameraFrame() [1/2]

void TaleWorlds.MountAndBlade.Mission.SetCameraFrame ( ref MatrixFrame  cameraFrame,
float  zoomFactor 
)

◆ SetCameraFrame() [2/2]

void TaleWorlds.MountAndBlade.Mission.SetCameraFrame ( ref MatrixFrame  cameraFrame,
float  zoomFactor,
ref Vec3  attenuationPosition 
)

◆ GetCameraFrame()

MatrixFrame TaleWorlds.MountAndBlade.Mission.GetCameraFrame ( )

◆ ResetFirstThirdPersonView()

void TaleWorlds.MountAndBlade.Mission.ResetFirstThirdPersonView ( )

◆ AddTimeSpeedRequest()

void TaleWorlds.MountAndBlade.Mission.AddTimeSpeedRequest ( TimeSpeedRequest  request)

◆ RemoveTimeSpeedRequest()

void TaleWorlds.MountAndBlade.Mission.RemoveTimeSpeedRequest ( int  timeSpeedRequestID)

◆ GetRequestedTimeSpeed()

bool TaleWorlds.MountAndBlade.Mission.GetRequestedTimeSpeed ( int  timeSpeedRequestID,
out float  requestedTime 
)

◆ ClearAgentActions()

void TaleWorlds.MountAndBlade.Mission.ClearAgentActions ( )

◆ ClearMissiles()

void TaleWorlds.MountAndBlade.Mission.ClearMissiles ( )

◆ ClearCorpses()

void TaleWorlds.MountAndBlade.Mission.ClearCorpses ( bool  isMissionReset)

◆ IsAgentInProximityMap()

bool TaleWorlds.MountAndBlade.Mission.IsAgentInProximityMap ( Agent  agent)

◆ OnMissionStateActivate()

void TaleWorlds.MountAndBlade.Mission.OnMissionStateActivate ( )

◆ OnMissionStateDeactivate()

void TaleWorlds.MountAndBlade.Mission.OnMissionStateDeactivate ( )

◆ OnMissionStateFinalize()

void TaleWorlds.MountAndBlade.Mission.OnMissionStateFinalize ( bool  forceClearGPUResources)
Parameters
forceClearGPUResources

◆ ClearUnreferencedResources()

void TaleWorlds.MountAndBlade.Mission.ClearUnreferencedResources ( bool  forceClearGPUResources)

◆ GetMainAgentMaxCameraZoom()

float TaleWorlds.MountAndBlade.Mission.GetMainAgentMaxCameraZoom ( )

◆ GetBestSlopeTowardsDirection()

WorldPosition TaleWorlds.MountAndBlade.Mission.GetBestSlopeTowardsDirection ( ref WorldPosition  centerPosition,
float  halfSize,
ref WorldPosition  referencePosition 
)

◆ GetBestSlopeAngleHeightPosForDefending()

WorldPosition TaleWorlds.MountAndBlade.Mission.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 
)

◆ GetAveragePositionOfAgents()

Vec2 TaleWorlds.MountAndBlade.Mission.GetAveragePositionOfAgents ( List< Agent agents)

◆ SetRandomDecideTimeOfAgentsWithIndices()

void TaleWorlds.MountAndBlade.Mission.SetRandomDecideTimeOfAgentsWithIndices ( int[]  agentIndices,
float?  minAIReactionTime = null,
float?  maxAIReactionTime = null 
)

◆ SetBowMissileSpeedModifier()

void TaleWorlds.MountAndBlade.Mission.SetBowMissileSpeedModifier ( float  modifier)

◆ SetCrossbowMissileSpeedModifier()

void TaleWorlds.MountAndBlade.Mission.SetCrossbowMissileSpeedModifier ( float  modifier)

◆ SetThrowingMissileSpeedModifier()

void TaleWorlds.MountAndBlade.Mission.SetThrowingMissileSpeedModifier ( float  modifier)

◆ SetMissileRangeModifier()

void TaleWorlds.MountAndBlade.Mission.SetMissileRangeModifier ( float  modifier)

◆ SetLastMovementKeyPressed()

void TaleWorlds.MountAndBlade.Mission.SetLastMovementKeyPressed ( Agent::MovementControlFlag  lastMovementKeyPressed)

◆ GetWeightedPointOfEnemies()

Vec2 TaleWorlds.MountAndBlade.Mission.GetWeightedPointOfEnemies ( Agent  agent,
Vec2  basePoint 
)

◆ GetPathBetweenPositions()

bool TaleWorlds.MountAndBlade.Mission.GetPathBetweenPositions ( ref NavigationData  navData)

◆ SetNavigationFaceCostWithIdAroundPosition()

void TaleWorlds.MountAndBlade.Mission.SetNavigationFaceCostWithIdAroundPosition ( int  navigationFaceId,
Vec3  position,
float  cost 
)

◆ GetStraightPathToTarget()

WorldPosition TaleWorlds.MountAndBlade.Mission.GetStraightPathToTarget ( Vec2  targetPosition,
WorldPosition  startingPosition,
float  samplingDistance = 1f,
bool  stopAtObstacle = true 
)

◆ FastForwardMission()

void TaleWorlds.MountAndBlade.Mission.FastForwardMission ( float  startTime,
float  endTime 
)

◆ GetDebugAgent()

int TaleWorlds.MountAndBlade.Mission.GetDebugAgent ( )

◆ AddAiDebugText()

void TaleWorlds.MountAndBlade.Mission.AddAiDebugText ( string  str)

◆ SetDebugAgent()

void TaleWorlds.MountAndBlade.Mission.SetDebugAgent ( int  index)

◆ GetFirstPersonFov()

static float TaleWorlds.MountAndBlade.Mission.GetFirstPersonFov ( )
static

◆ GetWaterLevelAtPosition()

float TaleWorlds.MountAndBlade.Mission.GetWaterLevelAtPosition ( Vec2  position)

◆ GetWaterLevelAtPositionMT()

float TaleWorlds.MountAndBlade.Mission.GetWaterLevelAtPositionMT ( Vec2  position)

◆ OnBeforeAgentRemovedDelegate()

delegate void TaleWorlds.MountAndBlade.Mission.OnBeforeAgentRemovedDelegate ( Agent  affectedAgent,
Agent  affectorAgent,
AgentState  agentState,
KillingBlow  killingBlow 
)

◆ GetRemovedAgentRatioForSide()

float TaleWorlds.MountAndBlade.Mission.GetRemovedAgentRatioForSide ( BattleSideEnum  side)

◆ MakeDeploymentPlanForSide()

void TaleWorlds.MountAndBlade.Mission.MakeDeploymentPlanForSide ( BattleSideEnum  battleSide,
DeploymentPlanType  planType,
float  spawnPathOffset = 0 
)
Parameters
battleSideBattle side
spawnPathOffsetDetermines the distance between battle side deployment frames Only used for initial deployment plans and when the scene has spawn paths.

◆ MakeDefaultDeploymentPlans()

void TaleWorlds.MountAndBlade.Mission.MakeDefaultDeploymentPlans ( )

REMARK_ATES:

◆ GetAttackerWeaponsForFriendlyFirePreventing()

ref readonly List< SiegeWeapon > TaleWorlds.MountAndBlade.Mission.GetAttackerWeaponsForFriendlyFirePreventing ( )

◆ ClearDeploymentPlanForSide()

void TaleWorlds.MountAndBlade.Mission.ClearDeploymentPlanForSide ( BattleSideEnum  battleSide,
DeploymentPlanType  planType 
)

◆ ClearAddedTroopsInDeploymentPlan()

void TaleWorlds.MountAndBlade.Mission.ClearAddedTroopsInDeploymentPlan ( BattleSideEnum  battleSide,
DeploymentPlanType  planType 
)

◆ SetDeploymentPlanSpawnWithHorses()

void TaleWorlds.MountAndBlade.Mission.SetDeploymentPlanSpawnWithHorses ( BattleSideEnum  side,
bool  spawnWithHorses 
)

◆ UpdateReinforcementPlan()

void TaleWorlds.MountAndBlade.Mission.UpdateReinforcementPlan ( BattleSideEnum  side)

◆ AddTroopsToDeploymentPlan()

void TaleWorlds.MountAndBlade.Mission.AddTroopsToDeploymentPlan ( BattleSideEnum  side,
DeploymentPlanType  planType,
FormationClass  fClass,
int  footTroopCount,
int  mountedTroopCount 
)

◆ TryRemakeInitialDeploymentPlanForBattleSide()

bool TaleWorlds.MountAndBlade.Mission.TryRemakeInitialDeploymentPlanForBattleSide ( BattleSideEnum  battleSide)
Returns
True on success, false otherwise

◆ AutoDeployTeamUsingTeamAI()

void TaleWorlds.MountAndBlade.Mission.AutoDeployTeamUsingTeamAI ( Team  team,
bool  enforceNotSplittableByAI = false 
)
Parameters
teamTeam to be deployed
enforceNotSplittableByAIIf set AI can never split formations (i.e. transfer troops in between them) during deployment.

◆ AutoDeployTeamUsingDeploymentPlan()

void TaleWorlds.MountAndBlade.Mission.AutoDeployTeamUsingDeploymentPlan ( Team  team)

◆ GetAlternatePositionForNavmeshlessOrOutOfBoundsPosition()

WorldPosition TaleWorlds.MountAndBlade.Mission.GetAlternatePositionForNavmeshlessOrOutOfBoundsPosition ( Vec2  directionTowards,
WorldPosition  originalPosition,
ref float  positionPenalty 
)

◆ GetNextDynamicNavMeshIdStart()

int TaleWorlds.MountAndBlade.Mission.GetNextDynamicNavMeshIdStart ( )

◆ GetClosestFleePositionForAgent()

WorldPosition TaleWorlds.MountAndBlade.Mission.GetClosestFleePositionForAgent ( Agent  agent)

◆ GetClosestFleePositionForFormation()

WorldPosition TaleWorlds.MountAndBlade.Mission.GetClosestFleePositionForFormation ( Formation  formation)

◆ GetFleePositionsForSide()

MBReadOnlyList< FleePosition > TaleWorlds.MountAndBlade.Mission.GetFleePositionsForSide ( BattleSideEnum  side)

◆ AddToWeaponListForFriendlyFirePreventing()

void TaleWorlds.MountAndBlade.Mission.AddToWeaponListForFriendlyFirePreventing ( SiegeWeapon  weapon)

◆ AddFleePosition()

void TaleWorlds.MountAndBlade.Mission.AddFleePosition ( FleePosition  fleePosition)

◆ RetreatMission()

void TaleWorlds.MountAndBlade.Mission.RetreatMission ( )

◆ SurrenderMission()

void TaleWorlds.MountAndBlade.Mission.SurrenderMission ( )

◆ HasMissionBehavior< T >()

bool TaleWorlds.MountAndBlade.Mission.HasMissionBehavior< T > ( )
Type Constraints
T :MissionBehavior 

◆ SpawnAttachedWeaponOnCorpse()

void TaleWorlds.MountAndBlade.Mission.SpawnAttachedWeaponOnCorpse ( Agent  agent,
int  attachedWeaponIndex,
int  forcedSpawnIndex 
)

◆ AddMountWithoutRider()

void TaleWorlds.MountAndBlade.Mission.AddMountWithoutRider ( Agent  mount)

◆ RemoveMountWithoutRider()

void TaleWorlds.MountAndBlade.Mission.RemoveMountWithoutRider ( Agent  mount)

◆ OnObjectDisabled()

void TaleWorlds.MountAndBlade.Mission.OnObjectDisabled ( DestructableComponent  destructionComponent)

◆ SpawnWeaponAsDropFromMissile()

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

◆ SpawnWeaponAsDropFromAgentAux()

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

◆ SpawnAttachedWeaponOnSpawnedWeapon()

void TaleWorlds.MountAndBlade.Mission.SpawnAttachedWeaponOnSpawnedWeapon ( SpawnedItemEntity  spawnedWeapon,
int  attachmentIndex,
int  forcedSpawnIndex 
)

◆ SpawnWeaponWithNewEntity()

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

◆ SpawnWeaponWithNewEntityAux()

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

◆ AttachWeaponWithNewEntityToSpawnedWeapon()

void TaleWorlds.MountAndBlade.Mission.AttachWeaponWithNewEntityToSpawnedWeapon ( MissionWeapon  weapon,
SpawnedItemEntity  spawnedItem,
MatrixFrame  attachLocalFrame 
)

◆ OnEquipItemsFromSpawnEquipmentBegin()

void TaleWorlds.MountAndBlade.Mission.OnEquipItemsFromSpawnEquipmentBegin ( Agent  agent,
Agent::CreationType  creationType 
)

◆ OnEquipItemsFromSpawnEquipment()

void TaleWorlds.MountAndBlade.Mission.OnEquipItemsFromSpawnEquipment ( Agent  agent,
Agent::CreationType  creationType 
)

◆ MakeEnemiesFleeCheat()

static string TaleWorlds.MountAndBlade.Mission.MakeEnemiesFleeCheat ( List< string >  strings)
static

◆ MakeTeamFleeCheat()

static string TaleWorlds.MountAndBlade.Mission.MakeTeamFleeCheat ( List< string >  strings)
static

◆ RecalculateBody()

void TaleWorlds.MountAndBlade.Mission.RecalculateBody ( ref WeaponData  weaponData,
ItemComponent  itemComponent,
WeaponDesign  craftedWeaponData,
ref WeaponSpawnFlags  spawnFlags 
)
  • For swords, it will take the tip of the blade and move it up (scale along z-axis)
  • For spears, it will take the tip of the shaft and move it up. It will also move the horizontal tip along the same axis
  • For round shields, it will scale all points along the XZ-axis
  • .. There are some weapons that will never be scaled:
  • There are a couple of bodies for bows, they fit well enough without scaling
  • Unique items like scythes and sickles will have unique bodies, they're just too different

IMPORTANT: When scaling capsules, make sure that the blade/shaft is the first bodypart in the list! The order is defined by the hierarchy in 3dsMax

◆ SetFacialAnimToAgent()

static string TaleWorlds.MountAndBlade.Mission.SetFacialAnimToAgent ( List< String >  strings)
static

◆ TickAgentsAndTeamsImp()

void TaleWorlds.MountAndBlade.Mission.TickAgentsAndTeamsImp ( float  dt)

◆ EnableSpeedAdjustmentCommand()

static string TaleWorlds.MountAndBlade.Mission.EnableSpeedAdjustmentCommand ( List< string >  strings)
static

◆ OnTick()

void TaleWorlds.MountAndBlade.Mission.OnTick ( float  dt,
float  realDt,
bool  updateCamera,
bool  doAsyncAITick 
)
Parameters
dtTime passed since the last call to OnTick.

◆ RemoveSpawnedItemsAndMissiles()

void TaleWorlds.MountAndBlade.Mission.RemoveSpawnedItemsAndMissiles ( )

◆ AfterStart()

void TaleWorlds.MountAndBlade.Mission.AfterStart ( )

◆ OnEndMissionRequest()

void TaleWorlds.MountAndBlade.Mission.OnEndMissionRequest ( )

◆ GetMissionEndTimeInSeconds()

float TaleWorlds.MountAndBlade.Mission.GetMissionEndTimeInSeconds ( )

◆ GetMissionEndTimerValue()

float TaleWorlds.MountAndBlade.Mission.GetMissionEndTimerValue ( )

◆ GetMemberCountOfSide()

int TaleWorlds.MountAndBlade.Mission.GetMemberCountOfSide ( BattleSideEnum  side)

◆ GetInitialSpawnPath()

Path TaleWorlds.MountAndBlade.Mission.GetInitialSpawnPath ( )

◆ GetInitialSpawnPathDataOfSide()

SpawnPathData TaleWorlds.MountAndBlade.Mission.GetInitialSpawnPathDataOfSide ( BattleSideEnum  battleSide)

◆ GetReinforcementPathsDataOfSide()

MBReadOnlyList< SpawnPathData > TaleWorlds.MountAndBlade.Mission.GetReinforcementPathsDataOfSide ( BattleSideEnum  battleSide)

◆ GetTroopSpawnFrameWithIndex()

void TaleWorlds.MountAndBlade.Mission.GetTroopSpawnFrameWithIndex ( AgentBuildData  buildData,
int  troopSpawnIndex,
int  troopSpawnCount,
out Vec3  troopSpawnPosition,
out Vec2  troopSpawnDirection 
)
Parameters
buildDataTroop's build data
troopSpawnIndexThe index of the troop within its formation for determining spawn position
troopSpawnCountThe total count of troops to be spawned with this troop. This specifies maximum troop index for determining troop spawn position
troopSpawnPositionOutput parameter set to troop's world spawn position
troopSpawnDirectionOutput parameter set to troop's world direction

◆ GetFormationSpawnFrame()

void TaleWorlds.MountAndBlade.Mission.GetFormationSpawnFrame ( BattleSideEnum  side,
FormationClass  formationClass,
bool  isReinforcement,
out WorldPosition  spawnPosition,
out Vec2  spawnDirection 
)

◆ GetBattleSideInitialSpawnPathFrame()

WorldFrame TaleWorlds.MountAndBlade.Mission.GetBattleSideInitialSpawnPathFrame ( BattleSideEnum  battleSide,
float  pathOffset = 0f 
)

◆ SetBattleAgentCount()

void TaleWorlds.MountAndBlade.Mission.SetBattleAgentCount ( int  agentCount)

◆ GetFormationSpawnPosition()

Vec2 TaleWorlds.MountAndBlade.Mission.GetFormationSpawnPosition ( BattleSideEnum  side,
FormationClass  formationClass,
bool  isReinforcement 
)

◆ GetFormationSpawnClass()

FormationClass TaleWorlds.MountAndBlade.Mission.GetFormationSpawnClass ( BattleSideEnum  side,
FormationClass  formationClass,
bool  isReinforcement 
)

◆ SpawnAgent()

Agent TaleWorlds.MountAndBlade.Mission.SpawnAgent ( AgentBuildData  agentBuildData,
bool  spawnFromAgentVisuals = false 
)

◆ SetInitialAgentCountForSide()

void TaleWorlds.MountAndBlade.Mission.SetInitialAgentCountForSide ( BattleSideEnum  side,
int  agentCount 
)

◆ SpawnFormation()

void TaleWorlds.MountAndBlade.Mission.SpawnFormation ( Formation  formation)

◆ SpawnMonster() [1/2]

Agent TaleWorlds.MountAndBlade.Mission.SpawnMonster ( ItemRosterElement  rosterElement,
ItemRosterElement  harnessRosterElement,
in Vec3  initialPosition,
in Vec2  initialDirection,
int  forcedAgentIndex = -1 
)

◆ SpawnMonster() [2/2]

Agent TaleWorlds.MountAndBlade.Mission.SpawnMonster ( EquipmentElement  equipmentElement,
EquipmentElement  harnessRosterElement,
in Vec3  initialPosition,
in Vec2  initialDirection,
int  forcedAgentIndex = -1 
)

◆ SpawnTroop()

Agent TaleWorlds.MountAndBlade.Mission.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::Unset,
bool  useTroopClassForSpawn = false 
)

◆ ReplaceBotWithPlayer()

Agent TaleWorlds.MountAndBlade.Mission.ReplaceBotWithPlayer ( Agent  botAgent,
MissionPeer  missionPeer 
)

◆ OnAgentInteraction()

void TaleWorlds.MountAndBlade.Mission.OnAgentInteraction ( Agent  requesterAgent,
Agent  targetAgent 
)

◆ EndMission()

void TaleWorlds.MountAndBlade.Mission.EndMission ( )

◆ AddMissionBehavior()

void TaleWorlds.MountAndBlade.Mission.AddMissionBehavior ( MissionBehavior  missionBehavior)

◆ GetMissionBehavior< T >()

T TaleWorlds.MountAndBlade.Mission.GetMissionBehavior< T > ( )
Type Constraints
T :class 
T :IMissionBehavior 

◆ RemoveMissionBehavior()

void TaleWorlds.MountAndBlade.Mission.RemoveMissionBehavior ( MissionBehavior  missionBehavior)

◆ JoinEnemyTeam()

void TaleWorlds.MountAndBlade.Mission.JoinEnemyTeam ( )

◆ OnEndMissionResult()

void TaleWorlds.MountAndBlade.Mission.OnEndMissionResult ( )

◆ IsAgentInteractionAllowed()

bool TaleWorlds.MountAndBlade.Mission.IsAgentInteractionAllowed ( )

◆ IsOrderGesturesEnabled()

bool TaleWorlds.MountAndBlade.Mission.IsOrderGesturesEnabled ( )

◆ GetExtraEquipmentElementsForCharacter()

List< EquipmentElement > TaleWorlds.MountAndBlade.Mission.GetExtraEquipmentElementsForCharacter ( BasicCharacterObject  character,
bool  getAllEquipments = false 
)

◆ IsPlayerCloseToAnEnemy()

bool TaleWorlds.MountAndBlade.Mission.IsPlayerCloseToAnEnemy ( float  distance = 5)

◆ GetRandomPositionAroundPoint()

Vec3 TaleWorlds.MountAndBlade.Mission.GetRandomPositionAroundPoint ( Vec3  center,
float  minDistance,
float  maxDistance,
bool  nearFirst = false 
)

◆ GetSceneMiddleFrame()

WorldFrame TaleWorlds.MountAndBlade.Mission.GetSceneMiddleFrame ( )

◆ FindBestDefendingPosition()

WorldPosition TaleWorlds.MountAndBlade.Mission.FindBestDefendingPosition ( WorldPosition  enemyPosition,
WorldPosition  defendedPosition 
)

◆ FindPositionWithBiggestSlopeTowardsDirectionInSquare()

WorldPosition TaleWorlds.MountAndBlade.Mission.FindPositionWithBiggestSlopeTowardsDirectionInSquare ( ref WorldPosition  center,
float  halfSize,
ref WorldPosition  referencePosition 
)

◆ AddCustomMissile()

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

◆ OnAgentMount()

void TaleWorlds.MountAndBlade.Mission.OnAgentMount ( Agent  agent)

◆ OnAgentDismount()

void TaleWorlds.MountAndBlade.Mission.OnAgentDismount ( Agent  agent)

◆ OnObjectUsed()

void TaleWorlds.MountAndBlade.Mission.OnObjectUsed ( Agent  userAgent,
UsableMissionObject  usableGameObject 
)

◆ OnObjectStoppedBeingUsed()

void TaleWorlds.MountAndBlade.Mission.OnObjectStoppedBeingUsed ( Agent  userAgent,
UsableMissionObject  usableGameObject 
)

◆ InitializeStartingBehaviors()

void TaleWorlds.MountAndBlade.Mission.InitializeStartingBehaviors ( MissionLogic[]  logicBehaviors,
MissionBehavior[]  otherBehaviors,
MissionNetwork[]  networkBehaviors 
)

◆ GetClosestEnemyAgent()

Agent TaleWorlds.MountAndBlade.Mission.GetClosestEnemyAgent ( Team  team,
Vec3  position,
float  radius 
)

◆ GetClosestAllyAgent()

Agent TaleWorlds.MountAndBlade.Mission.GetClosestAllyAgent ( Team  team,
Vec3  position,
float  radius 
)

◆ GetNearbyEnemyAgentCount()

int TaleWorlds.MountAndBlade.Mission.GetNearbyEnemyAgentCount ( Team  team,
Vec2  position,
float  radius 
)

◆ HasAnyAgentsOfSideInRange()

bool TaleWorlds.MountAndBlade.Mission.HasAnyAgentsOfSideInRange ( Vec3  origin,
float  radius,
BattleSideEnum  side 
)

◆ OnMissionObjectRemoved()

bool TaleWorlds.MountAndBlade.Mission.OnMissionObjectRemoved ( MissionObject  missionObject,
int  removeReason 
)

◆ AgentLookingAtAgent()

bool TaleWorlds.MountAndBlade.Mission.AgentLookingAtAgent ( Agent  agent1,
Agent  agent2 
)

◆ FindAgentWithIndex()

Agent TaleWorlds.MountAndBlade.Mission.FindAgentWithIndex ( int  agentId)

◆ GetUnderAttackTypeOfAgents()

static Agent.UnderAttackType TaleWorlds.MountAndBlade.Mission.GetUnderAttackTypeOfAgents ( IEnumerable< Agent agents,
float  timeLimit = 3::0f 
)
static

◆ GetAgentTeam()

static Team TaleWorlds.MountAndBlade.Mission.GetAgentTeam ( IAgentOriginBase  troopOrigin,
bool  isPlayerSide 
)
static

◆ GetBattleSizeOffset()

static float TaleWorlds.MountAndBlade.Mission.GetBattleSizeOffset ( int  battleSize,
Path  path 
)
static

◆ OnRenderingStarted()

void TaleWorlds.MountAndBlade.Mission.OnRenderingStarted ( )

◆ GetBattleSizeFactor()

static float TaleWorlds.MountAndBlade.Mission.GetBattleSizeFactor ( int  battleSize,
float  normalizationFactor 
)
static

◆ GetMovementTypeOfAgents()

Agent.MovementBehaviorType TaleWorlds.MountAndBlade.Mission.GetMovementTypeOfAgents ( IEnumerable< Agent agents)

◆ ShowInMissionLoadingScreen()

void TaleWorlds.MountAndBlade.Mission.ShowInMissionLoadingScreen ( int  durationInSecond,
Action  onLoadingEndedAction 
)

◆ CanAgentRout()

bool TaleWorlds.MountAndBlade.Mission.CanAgentRout ( Agent  agent)

◆ HandleMissileCollisionReaction()

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

◆ KillAgentsOnEntity()

void TaleWorlds.MountAndBlade.Mission.KillAgentsOnEntity ( GameEntity  entity,
Agent  destroyerAgent,
bool  burnAgents 
)

◆ KillAgentCheat()

void TaleWorlds.MountAndBlade.Mission.KillAgentCheat ( Agent  agent)

◆ KillCheats()

bool TaleWorlds.MountAndBlade.Mission.KillCheats ( bool  killAll,
bool  killEnemy,
bool  killHorse,
bool  killYourself 
)

◆ GetDamageMultiplierOfCombatDifficulty()

float TaleWorlds.MountAndBlade.Mission.GetDamageMultiplierOfCombatDifficulty ( Agent  victimAgent,
Agent  attackerAgent = null 
)

◆ GetShootDifficulty()

float TaleWorlds.MountAndBlade.Mission.GetShootDifficulty ( Agent  affectedAgent,
Agent  affectorAgent,
bool  isHeadShot 
)

◆ CreateMissionObjectFromPrefab()

MissionObject TaleWorlds.MountAndBlade.Mission.CreateMissionObjectFromPrefab ( string  prefab,
MatrixFrame  frame 
)

◆ GetNearbyAllyAgentsCount()

int TaleWorlds.MountAndBlade.Mission.GetNearbyAllyAgentsCount ( Vec2  center,
float  radius,
Team  team 
)

◆ GetNearbyAllyAgents()

MBList< Agent > TaleWorlds.MountAndBlade.Mission.GetNearbyAllyAgents ( Vec2  center,
float  radius,
Team  team,
MBList< Agent agents 
)

◆ GetNearbyEnemyAgents()

MBList< Agent > TaleWorlds.MountAndBlade.Mission.GetNearbyEnemyAgents ( Vec2  center,
float  radius,
Team  team,
MBList< Agent agents 
)

◆ GetNearbyAgents()

MBList< Agent > TaleWorlds.MountAndBlade.Mission.GetNearbyAgents ( Vec2  center,
float  radius,
MBList< Agent agents 
)

◆ IsFormationUnitPositionAvailable() [1/2]

bool TaleWorlds.MountAndBlade.Mission.IsFormationUnitPositionAvailable ( ref WorldPosition  formationPosition,
ref WorldPosition  unitPosition,
ref WorldPosition  nearestAvailableUnitPosition,
float  manhattanDistance,
Team  team 
)

◆ IsOrderPositionAvailable()

bool TaleWorlds.MountAndBlade.Mission.IsOrderPositionAvailable ( in WorldPosition  orderPosition,
Team  team 
)

◆ IsFormationUnitPositionAvailable() [2/2]

bool TaleWorlds.MountAndBlade.Mission.IsFormationUnitPositionAvailable ( ref WorldPosition  unitPosition,
Team  team 
)

◆ HasSceneMapPatch()

bool TaleWorlds.MountAndBlade.Mission.HasSceneMapPatch ( )

◆ GetPatchSceneEncounterPosition()

bool TaleWorlds.MountAndBlade.Mission.GetPatchSceneEncounterPosition ( out Vec3  position)

◆ GetPatchSceneEncounterDirection()

bool TaleWorlds.MountAndBlade.Mission.GetPatchSceneEncounterDirection ( out Vec2  direction)

◆ AddTimerToDynamicEntity()

void TaleWorlds.MountAndBlade.Mission.AddTimerToDynamicEntity ( GameEntity  gameEntity,
float  timeToKill = 10::0f 
)

◆ AddListener()

void TaleWorlds.MountAndBlade.Mission.AddListener ( IMissionListener  listener)

◆ RemoveListener()

void TaleWorlds.MountAndBlade.Mission.RemoveListener ( IMissionListener  listener)

◆ OnAgentFleeing()

void TaleWorlds.MountAndBlade.Mission.OnAgentFleeing ( Agent  agent)

◆ OnAgentPanicked()

void TaleWorlds.MountAndBlade.Mission.OnAgentPanicked ( Agent  agent)

◆ OnDeploymentFinished()

void TaleWorlds.MountAndBlade.Mission.OnDeploymentFinished ( )

◆ SetFastForwardingFromUI()

void TaleWorlds.MountAndBlade.Mission.SetFastForwardingFromUI ( bool  fastForwarding)

◆ CheckIfBattleInRetreat()

bool TaleWorlds.MountAndBlade.Mission.CheckIfBattleInRetreat ( )

◆ AddSpawnedItemEntityCreatedAtRuntime()

void TaleWorlds.MountAndBlade.Mission.AddSpawnedItemEntityCreatedAtRuntime ( SpawnedItemEntity  spawnedItemEntity)

◆ ToggleDisableDying()

static string TaleWorlds.MountAndBlade.Mission.ToggleDisableDying ( List< String >  strings)
static

◆ ToggleDisableDyingTeam()

static string TaleWorlds.MountAndBlade.Mission.ToggleDisableDyingTeam ( List< String >  strings)
static

◆ KillAgent()

static string TaleWorlds.MountAndBlade.Mission.KillAgent ( List< String >  strings)
static

◆ IncreaseBatteringRamSpeeds()

static string TaleWorlds.MountAndBlade.Mission.IncreaseBatteringRamSpeeds ( List< String >  strings)
static

◆ IncreaseSiegeTowerSpeed()

static string TaleWorlds.MountAndBlade.Mission.IncreaseSiegeTowerSpeed ( List< string >  strings)
static

◆ LoadParamsDebug()

static string TaleWorlds.MountAndBlade.Mission.LoadParamsDebug ( List< string >  strings)
static

Member Data Documentation

◆ MaxRuntimeMissionObjects

const int TaleWorlds.MountAndBlade.Mission.MaxRuntimeMissionObjects = 4094
static

◆ MaxNavMeshId

const int TaleWorlds.MountAndBlade.Mission.MaxNavMeshId = 1000000
static

◆ MaxDamage

const int TaleWorlds.MountAndBlade.Mission.MaxDamage = 2000
static

◆ DisableDying

bool TaleWorlds.MountAndBlade.Mission.DisableDying = false

◆ ForceNoFriendlyFire

bool TaleWorlds.MountAndBlade.Mission.ForceNoFriendlyFire = false

◆ IsFriendlyMission

bool TaleWorlds.MountAndBlade.Mission.IsFriendlyMission = true

◆ MusicCulture

BasicCultureObject TaleWorlds.MountAndBlade.Mission.MusicCulture

◆ IsOrderMenuOpen

bool TaleWorlds.MountAndBlade.Mission.IsOrderMenuOpen

◆ IsTransferMenuOpen

bool TaleWorlds.MountAndBlade.Mission.IsTransferMenuOpen

◆ IsInPhotoMode

bool TaleWorlds.MountAndBlade.Mission.IsInPhotoMode

◆ AllowAiTicking

bool TaleWorlds.MountAndBlade.Mission.AllowAiTicking = true

◆ AgentVisualCreator

IAgentVisualCreator TaleWorlds.MountAndBlade.Mission.AgentVisualCreator

◆ MissionCloseTimeAfterFinish

float TaleWorlds.MountAndBlade.Mission.MissionCloseTimeAfterFinish = 30.0f

◆ NextCheckTimeEndMission

float TaleWorlds.MountAndBlade.Mission.NextCheckTimeEndMission = 10.0f

◆ NumOfFormationsSpawnedTeamOne

int TaleWorlds.MountAndBlade.Mission.NumOfFormationsSpawnedTeamOne

◆ NumOfFormationsSpawnedTeamTwo

int TaleWorlds.MountAndBlade.Mission.NumOfFormationsSpawnedTeamTwo

Property Documentation

◆ IsFinalized

bool TaleWorlds.MountAndBlade.Mission.IsFinalized
get

◆ Current

Mission TaleWorlds.MountAndBlade.Mission.Current
staticget

◆ SceneName

string TaleWorlds.MountAndBlade.Mission.SceneName
get

◆ SceneLevels

string TaleWorlds.MountAndBlade.Mission.SceneLevels
get

◆ DamageToPlayerMultiplier

float TaleWorlds.MountAndBlade.Mission.DamageToPlayerMultiplier
get

◆ DamageToFriendsMultiplier

float TaleWorlds.MountAndBlade.Mission.DamageToFriendsMultiplier
get

◆ DamageFromPlayerToFriendsMultiplier

float TaleWorlds.MountAndBlade.Mission.DamageFromPlayerToFriendsMultiplier
get

◆ HasValidTerrainType

bool TaleWorlds.MountAndBlade.Mission.HasValidTerrainType
get

◆ TerrainType

TerrainType TaleWorlds.MountAndBlade.Mission.TerrainType
get

◆ Scene

Scene TaleWorlds.MountAndBlade.Mission.Scene
get

◆ ActiveMissionObjects

MBReadOnlyList<MissionObject> TaleWorlds.MountAndBlade.Mission.ActiveMissionObjects
get

◆ MissionObjects

MBReadOnlyList<MissionObject> TaleWorlds.MountAndBlade.Mission.MissionObjects
get

◆ AddedEntitiesInfo

MBReadOnlyList<DynamicallyCreatedEntity> TaleWorlds.MountAndBlade.Mission.AddedEntitiesInfo
get

◆ Boundaries

MBBoundaryCollection TaleWorlds.MountAndBlade.Mission.Boundaries
get

◆ IsMainAgentObjectInteractionEnabled

bool TaleWorlds.MountAndBlade.Mission.IsMainAgentObjectInteractionEnabled
getset

◆ IsMainAgentItemInteractionEnabled

bool TaleWorlds.MountAndBlade.Mission.IsMainAgentItemInteractionEnabled
getset

◆ IsTeleportingAgents

bool TaleWorlds.MountAndBlade.Mission.IsTeleportingAgents
getset

◆ ForceTickOccasionally

bool TaleWorlds.MountAndBlade.Mission.ForceTickOccasionally
getset

◆ CombatType

MissionCombatType TaleWorlds.MountAndBlade.Mission.CombatType
getset

◆ Mode

MissionMode TaleWorlds.MountAndBlade.Mission.Mode
get

◆ CurrentTime

float TaleWorlds.MountAndBlade.Mission.CurrentTime
get

◆ PauseAITick

bool TaleWorlds.MountAndBlade.Mission.PauseAITick
getset

◆ EnemyAlarmStateIndicator

int TaleWorlds.MountAndBlade.Mission.EnemyAlarmStateIndicator
get

◆ PlayerAlarmIndicator

float TaleWorlds.MountAndBlade.Mission.PlayerAlarmIndicator
get

◆ IsLoadingFinished

bool TaleWorlds.MountAndBlade.Mission.IsLoadingFinished
get

◆ CameraIsFirstPerson

bool TaleWorlds.MountAndBlade.Mission.CameraIsFirstPerson
getset

◆ CameraAddedDistance

float TaleWorlds.MountAndBlade.Mission.CameraAddedDistance
staticgetset

◆ ClearSceneTimerElapsedTime

float TaleWorlds.MountAndBlade.Mission.ClearSceneTimerElapsedTime
get

◆ MissionEnded

bool TaleWorlds.MountAndBlade.Mission.MissionEnded
get

◆ MountsWithoutRiders

MBReadOnlyList<Agent> TaleWorlds.MountAndBlade.Mission.MountsWithoutRiders
get

◆ RetreatSide

BattleSideEnum TaleWorlds.MountAndBlade.Mission.RetreatSide = BattleSideEnum.None
get

◆ IsFastForward

bool TaleWorlds.MountAndBlade.Mission.IsFastForward
get

◆ FixedDeltaTimeMode

bool TaleWorlds.MountAndBlade.Mission.FixedDeltaTimeMode
getset

◆ FixedDeltaTime

float TaleWorlds.MountAndBlade.Mission.FixedDeltaTime
getset

◆ CurrentState

State TaleWorlds.MountAndBlade.Mission.CurrentState
get

◆ Teams

TeamCollection TaleWorlds.MountAndBlade.Mission.Teams
get

◆ AttackerTeam

Team TaleWorlds.MountAndBlade.Mission.AttackerTeam
get

◆ DefenderTeam

Team TaleWorlds.MountAndBlade.Mission.DefenderTeam
get

◆ AttackerAllyTeam

Team TaleWorlds.MountAndBlade.Mission.AttackerAllyTeam
get

◆ DefenderAllyTeam

Team TaleWorlds.MountAndBlade.Mission.DefenderAllyTeam
get

◆ PlayerTeam

Team TaleWorlds.MountAndBlade.Mission.PlayerTeam
getset

◆ PlayerEnemyTeam

Team TaleWorlds.MountAndBlade.Mission.PlayerEnemyTeam
get

◆ PlayerAllyTeam

Team TaleWorlds.MountAndBlade.Mission.PlayerAllyTeam
get

◆ SpectatorTeam

Team TaleWorlds.MountAndBlade.Mission.SpectatorTeam
getset

◆ IsMissionEnding

bool TaleWorlds.MountAndBlade.Mission.IsMissionEnding
get

◆ MissionLogics

List<MissionLogic> TaleWorlds.MountAndBlade.Mission.MissionLogics
get

◆ MissionBehaviors

List<MissionBehavior> TaleWorlds.MountAndBlade.Mission.MissionBehaviors
get

◆ Missiles

IEnumerable<Missile> TaleWorlds.MountAndBlade.Mission.Missiles
get

◆ InputManager

IInputContext TaleWorlds.MountAndBlade.Mission.InputManager
getset

◆ NeedsMemoryCleanup

bool TaleWorlds.MountAndBlade.Mission.NeedsMemoryCleanup
get

◆ MainAgent

Agent TaleWorlds.MountAndBlade.Mission.MainAgent
getset

◆ DeploymentPlan

IMissionDeploymentPlan TaleWorlds.MountAndBlade.Mission.DeploymentPlan
get

◆ MainAgentServer

Agent TaleWorlds.MountAndBlade.Mission.MainAgentServer
getset

◆ HasSpawnPath

bool TaleWorlds.MountAndBlade.Mission.HasSpawnPath
get

◆ IsFieldBattle

bool TaleWorlds.MountAndBlade.Mission.IsFieldBattle
get

◆ IsSiegeBattle

bool TaleWorlds.MountAndBlade.Mission.IsSiegeBattle
get

◆ IsSallyOutBattle

bool TaleWorlds.MountAndBlade.Mission.IsSallyOutBattle
get

◆ AllAgents

MBReadOnlyList<Agent> TaleWorlds.MountAndBlade.Mission.AllAgents
get

◆ Agents

MBReadOnlyList<Agent> TaleWorlds.MountAndBlade.Mission.Agents
get

◆ IsInventoryAccessAllowed

bool TaleWorlds.MountAndBlade.Mission.IsInventoryAccessAllowed
get

◆ IsInventoryAccessible

bool TaleWorlds.MountAndBlade.Mission.IsInventoryAccessible
set

◆ MissionResult

MissionResult TaleWorlds.MountAndBlade.Mission.MissionResult
get

◆ IsQuestScreenAccessible

bool TaleWorlds.MountAndBlade.Mission.IsQuestScreenAccessible
set

◆ IsQuestScreenAccessAllowed

bool TaleWorlds.MountAndBlade.Mission.IsQuestScreenAccessAllowed
get

◆ IsCharacterWindowAccessible

bool TaleWorlds.MountAndBlade.Mission.IsCharacterWindowAccessible
set

◆ IsCharacterWindowAccessAllowed

bool TaleWorlds.MountAndBlade.Mission.IsCharacterWindowAccessAllowed
get

◆ IsPartyWindowAccessible

bool TaleWorlds.MountAndBlade.Mission.IsPartyWindowAccessible
set

◆ IsPartyWindowAccessAllowed

bool TaleWorlds.MountAndBlade.Mission.IsPartyWindowAccessAllowed
get

◆ IsKingdomWindowAccessible

bool TaleWorlds.MountAndBlade.Mission.IsKingdomWindowAccessible
set

◆ IsKingdomWindowAccessAllowed

bool TaleWorlds.MountAndBlade.Mission.IsKingdomWindowAccessAllowed
get

◆ IsClanWindowAccessible

bool TaleWorlds.MountAndBlade.Mission.IsClanWindowAccessible
set

◆ IsClanWindowAccessAllowed

bool TaleWorlds.MountAndBlade.Mission.IsClanWindowAccessAllowed
get

◆ IsEncyclopediaWindowAccessible

bool TaleWorlds.MountAndBlade.Mission.IsEncyclopediaWindowAccessible
set

◆ IsEncyclopediaWindowAccessAllowed

bool TaleWorlds.MountAndBlade.Mission.IsEncyclopediaWindowAccessAllowed
get

◆ IsBannerWindowAccessible

bool TaleWorlds.MountAndBlade.Mission.IsBannerWindowAccessible
set

◆ IsBannerWindowAccessAllowed

bool TaleWorlds.MountAndBlade.Mission.IsBannerWindowAccessAllowed
get

◆ DoesMissionRequireCivilianEquipment

bool? TaleWorlds.MountAndBlade.Mission.DoesMissionRequireCivilianEquipment
getset

◆ MissionTeamAIType

MissionTeamAITypeEnum TaleWorlds.MountAndBlade.Mission.MissionTeamAIType
getset

◆ MissionTimeTracker

MissionTimeTracker TaleWorlds.MountAndBlade.Mission.MissionTimeTracker
get

◆ Recorder

MissionRecorder TaleWorlds.MountAndBlade.Mission.Recorder
get

Event Documentation

◆ OnMissionReset

System.ComponentModel.PropertyChangedEventHandler TaleWorlds.MountAndBlade.Mission.OnMissionReset

◆ IsFormationUnitPositionAvailable_AdditionalCondition

Func<WorldPosition , Team , bool > TaleWorlds.MountAndBlade.Mission.IsFormationUnitPositionAvailable_AdditionalCondition

◆ CanAgentRout_AdditionalCondition

Func<Agent, bool > TaleWorlds.MountAndBlade.Mission.CanAgentRout_AdditionalCondition

◆ AreOrderGesturesEnabled_AdditionalCondition

Func<bool> TaleWorlds.MountAndBlade.Mission.AreOrderGesturesEnabled_AdditionalCondition

◆ GetOverriddenFleePositionForAgent

Func<Agent, WorldPosition?> TaleWorlds.MountAndBlade.Mission.GetOverriddenFleePositionForAgent

◆ IsAgentInteractionAllowed_AdditionalCondition

Func<bool> TaleWorlds.MountAndBlade.Mission.IsAgentInteractionAllowed_AdditionalCondition

◆ OnMainAgentChanged

System.ComponentModel.PropertyChangedEventHandler TaleWorlds.MountAndBlade.Mission.OnMainAgentChanged

◆ IsBattleInRetreatEvent

Func<bool> TaleWorlds.MountAndBlade.Mission.IsBattleInRetreatEvent

◆ OnBeforeAgentRemoved

OnBeforeAgentRemovedDelegate TaleWorlds.MountAndBlade.Mission.OnBeforeAgentRemoved