|
class | ActionIndexCache |
|
struct | ActionIndexValueCache |
|
class | Agent |
|
class | AgentBuildData |
|
struct | AgentCapsuleData |
|
class | AgentCommonAILogic |
|
class | AgentComponent |
|
class | AgentComponentExtensions |
|
class | AgentController |
|
class | AgentDrivenProperties |
|
class | AgentHumanAILogic |
|
class | AgentProximityMap |
|
struct | AgentSpawnData |
|
class | AgentStatCalculateModel |
|
class | AgentVictoryLogic |
|
class | AgentVisualHolder |
|
class | AgentVisualsData |
|
class | AnimatedFlag |
|
struct | AnimationSystemData |
|
class | ArcherPosition |
|
class | ArmyManagementHotkeyCategory |
|
struct | ArrangementOrder |
|
class | ArrowBarrel |
|
class | AssignPlayerRoleInTeamMissionController |
|
struct | AttackCollisionData |
|
class | AttackEntityOrderDetachment |
|
struct | AttackInformation |
|
class | Ballista |
|
class | BallistaAI |
|
class | BannedPlayerManagerCustomGameClient |
|
class | BannedPlayerManagerCustomGameServer |
|
class | BannerBearerLogic |
| Primary logic for the banner bearers feature. This should be added to all missions that support banner bearers. More...
|
|
class | BannerlordConfig |
|
class | BannerlordFriendListService |
|
class | BannerlordMissions |
|
class | BannerlordNetwork |
|
class | BannerlordTableauManager |
|
class | BaseNetworkComponent |
|
class | BasicBattleAgentOrigin |
|
class | BasicGameStarter |
|
class | BasicLeaveMissionLogic |
|
class | BasicMissionTimer |
|
class | BatteringRam |
|
class | BatteringRamAI |
|
class | BattleEndLogic |
|
class | BattleHighlightsController |
|
class | BattleMissionStarterLogic |
|
class | BattleObserverMissionLogic |
|
class | BattlePowerCalculationLogic |
|
class | BattleReinforcementsSpawnController |
| Enables/disables reinforcements in a mission for both battle sides. More...
|
|
class | BattleScoreboardData |
|
class | BattleSideDeploymentPlan |
|
class | BattleSideSpawnPathSelector |
|
class | BattleSpawnFrameBehavior |
|
class | BattleSpawnPathSelector |
|
class | BattleViewModel |
|
class | BehaviorAdvance |
|
class | BehaviorAssaultWalls |
| Attack enemy on or through the walls and gates and push into the castle. More...
|
|
class | BehaviorCautiousAdvance |
|
class | BehaviorCavalryScreen |
| Formation screens enemy cavalry trying to move around main infantry. More...
|
|
class | BehaviorCharge |
|
class | BehaviorComponent |
|
class | BehaviorDefend |
| Formation tries to maintain position and fend off attackers Either a single world position is given to defend or a tactical position object can be given to defend If neither is given formation is expected to defend where they stand. More...
|
|
class | BehaviorDefendCastleKeyPosition |
| defend castle walls and gates More...
|
|
class | BehaviorDefendKeyPosition |
| Formation tries to stay between enemy and the position to defend at the most advantageous position available. More...
|
|
class | BehaviorDefendSiegeWeapon |
| Formation tries to maintain position and defend siege weapon it is expected to defend. More...
|
|
class | BehaviorDefensiveRing |
| Formation tries to maintain position and fend off attackers. More...
|
|
class | BehaviorDestroySiegeWeapons |
| Destroy enemy siege weapons. More...
|
|
class | BehaviorEliminateEnemyInsideCastle |
| eliminate enemy formation inside castle More...
|
|
class | BehaviorFireFromInfantryCover |
| Formation tries to maintain position and fend off attackers. More...
|
|
class | BehaviorFlank |
| Move to a position that will threaten the enemy. More...
|
|
class | BehaviorGeneral |
| Only the commander's special formation is supposed to use this, stays in back of army, tries to stay alive. More...
|
|
class | BehaviorHoldHighGround |
| Find a good defensive position and hold it. More...
|
|
class | BehaviorHorseArcherSkirmish |
|
class | BehaviorMountedSkirmish |
| Go in an ellipse around the enemy, always keeping them to your left to shoot from horseback. More...
|
|
class | BehaviorProtectFlank |
| Formation stays to sides of main formation to protect its flank. More...
|
|
class | BehaviorProtectGeneral |
| Only special general's bodyguard formation is supposed to use this, protects general. More...
|
|
class | BehaviorPullBack |
| Run away from most dangerous enemy and strafe towards average ally position if possible. More...
|
|
class | BehaviorRegroup |
| Reassemble and reform. More...
|
|
class | BehaviorReserve |
| Formation order position for other behaviors were unavailable, so formation trails behind rest of army or stays behind. More...
|
|
class | BehaviorRetakeCastleKeyPosition |
| retake a lost defensive lane More...
|
|
class | BehaviorRetreat |
|
class | BehaviorRetreatToCastle |
| retreat into castle walls in sally out More...
|
|
class | BehaviorRetreatToKeep |
| retreat to keep during siege More...
|
|
class | BehaviorSallyOut |
| Open gates, sally out of the castle and take out the enemy. More...
|
|
class | BehaviorScreenedSkirmish |
| Ranged formation stays behind main formation for side and shoots at the enemy. More...
|
|
class | BehaviorSergeantMPInfantry |
| Formation engages enemy formations that are not mounted when nearby, otherwise goes to nearest flag position. More...
|
|
class | BehaviorSergeantMPLastFlagLastStand |
| Behavior selected when mission is about to end and we are losing, get to the last flag and fight in melee. More...
|
|
class | BehaviorSergeantMPMounted |
| Formation goes to and captures uncontested flag positions and attacks enemy formations if they are near and vulnerable. More...
|
|
class | BehaviorSergeantMPMountedRanged |
| Formation goes to and captures uncontested flag positions and skirmishes with enemy if they are nearby unless they are archers in which case they charge them. More...
|
|
class | BehaviorSergeantMPRanged |
| Formation covers ally infantry formations if any, otherwise skirmishes and goes to a flag position. More...
|
|
class | BehaviorShootFromCastleWalls |
| archers shoot from castle walls, towers and battlements More...
|
|
class | BehaviorShootFromSiegeTower |
| Ranged units shoot from the siege tower. More...
|
|
class | BehaviorSkirmish |
| Approach most suitable target up to a certain point, but do not go any nearer. More...
|
|
class | BehaviorSkirmishBehindFormation |
| Ranged formation stays behind referenceFormation and shoots at the enemy. More...
|
|
class | BehaviorSkirmishLine |
| Ranged formation stays in front of main formation for side and shoots at the enemy as they approach. More...
|
|
class | BehaviorSparseSkirmish |
| Ranged soldiers move to positions marked in scene for advantageous shooting. More...
|
|
class | BehaviorStop |
|
class | BehaviorTacticalCharge |
|
class | BehaviorUseMurderHole |
| soldiers use murder hole to throw rocks and shoot at the enemies below More...
|
|
class | BehaviorUseSiegeMachines |
| Use primary siege weapons to open ways over/through the walls. More...
|
|
class | BehaviorVanguard |
| (Cavalry)Formation stays in front of main infantry block More...
|
|
class | BehaviorWaitForLadders |
| Wait at ready to use ladders or to burst through a breach in the wall as heavier siege weapons approach. More...
|
|
class | Bird |
|
struct | Blow |
| Never ever use default constructor of this structure, because ownerid needs to be initialized. More...
|
|
struct | BlowWeaponRecord |
|
class | BoardGameHotkeyCategory |
|
class | BodyGenerator |
|
struct | BoneBodyTypeData |
|
class | BotData |
|
class | BoundaryWallView |
|
class | CameraDisplay |
|
class | CaptainScoreboardData |
|
class | CaptureTheFlagCapturePoint |
|
class | CastleGate |
|
class | CastleGateAI |
|
class | CasualtyHandler |
|
class | ChatBox |
|
class | ChatLogHotKeyCategory |
|
class | CircularFormation |
|
class | CircularSchiltronFormation |
|
class | ClanFriendListService |
|
class | ClearHandInverseKinematicsOnStopUsageComponent |
|
class | ColumnFormation |
| Single file formation. More...
|
|
class | CombatHotKeyCategory |
|
struct | CombatLogData |
|
class | CombatLogManager |
|
class | CombatSoundContainer |
|
class | CommonAIComponent |
|
struct | CompassItemUpdateParams |
|
class | CompassMarker |
|
class | CompressionBasic |
|
class | CompressionGeneric |
|
class | CompressionInfo |
|
class | CompressionMatchmaker |
|
class | CompressionMission |
|
class | CompressionOrder |
|
class | ConsoleCommandMethod |
| Applying this attribute to a method in BannerlodNetwork.cs makes that method available as a console command for dedicated server. More...
|
|
class | ConsoleMatchStartEndHandler |
|
class | ConversationHotKeyCategory |
|
class | CoreManaged |
|
class | CosmeticsManagerHelper |
|
class | CraftingHotkeyCategory |
|
class | CustomAgentApplyDamageModel |
|
class | CustomBattleAgentLogic |
| Mission Behavior responsible for tracking kills, awarding xp and triggering appropriate events for BattleObserver. More...
|
|
class | CustomBattleAgentOrigin |
|
class | CustomBattleAgentStatCalculateModel |
|
class | CustomBattleApplyWeatherEffectsModel |
|
class | CustomBattleBannerBearersModel |
|
class | CustomBattleCombatant |
|
class | CustomBattleInitializationModel |
|
class | CustomBattleMoraleModel |
|
class | CustomBattleSpawnModel |
|
class | CustomBattleTroopSupplier |
|
class | CustomServerAction |
|
class | DamageParticleModel |
|
class | DebugExtensions |
|
class | DebugSiegeBehavior |
|
class | DedicatedServerConsoleCommandManager |
|
class | DefaultAgentDecideKilledOrUnconsciousModel |
|
class | DefaultDamageParticleModel |
|
class | DefaultFormationArrangementModel |
|
class | DefaultItemPickupModel |
|
class | DefaultMissionDifficultyModel |
|
class | DefaultTacticalDecisionCodes |
|
class | DefencePoint |
|
class | DefineGameNetworkMessageTypeForMod |
|
struct | DeformKeyData |
|
class | DeploymentHandler |
|
class | DeploymentMissionController |
|
class | DeploymentPlan |
|
class | DeploymentPoint |
|
class | DestructableComponent |
|
class | DestructableMissionObject |
|
class | DestructedPrefabInfoMissionObject |
|
class | DetachmentData |
|
class | DetachmentManager |
|
class | DividableTask |
|
class | DropExtraWeaponOnStopUsageComponent |
|
class | DuelScoreboardData |
|
class | DuelSpawnFrameBehavior |
|
class | DuelSpawningBehavior |
|
class | DuelZoneLandmark |
|
class | EditorGame |
|
class | EditorGameManager |
|
class | EditorState |
|
class | EquipmentControllerLeaveLogic |
|
class | ExitDoor |
|
class | FaceGen |
|
struct | FaceGenerationParams |
|
class | FaceGenHotkeyCategory |
|
struct | FacingOrder |
|
struct | FactoredNumber |
|
class | FFAScoreboardData |
|
class | FFASpawnFrameBehavior |
|
class | FireBallista |
|
class | FireMangonel |
|
struct | FiringOrder |
|
class | FlagDominationSpawnFrameBehavior |
|
class | FlagDominationSpawningBehavior |
|
class | FleePosition |
|
class | Formation |
|
class | FormationAI |
|
struct | FormationDeploymentOrder |
| Encodes a key to sort formations with respect to their deployment order within flanks. More...
|
|
class | FormationDeploymentPlan |
|
class | FormationExtensions |
|
class | FormationQuerySystem |
|
struct | FormationSceneSpawnEntry |
| Represents a scene entry object to spawn a formation within scenes with artist prepared spawn positions. More...
|
|
struct | FormOrder |
|
class | GameEntityExtensions |
| Game Entity class. More...
|
|
class | GameKeyMainCategories |
|
class | GameKeyTextExtensions |
|
class | GameLoadingState |
|
class | GameNetwork |
|
class | GameNetworkHandler |
|
class | GameStartupInfo |
|
class | GeneralsAndCaptainsAssignmentLogic |
| Logic that automatically assigns formation captains to non-player controlled AI teams when initial formations are spawned Works together with CreateBodyguardMissionBehavior and BannerBearerLogic if they are available. More...
|
|
class | GenericCampaignPanelsGameKeyCategory |
|
class | GenericGameKeyContext |
|
class | GenericPanelGameKeyCategory |
|
class | HideoutSpawnPointGroup |
|
class | HighlightsController |
|
struct | HitParticleResultData |
|
class | HumanAIComponent |
|
interface | IAgentStateDecider |
|
interface | IAgentVisual |
|
interface | IAgentVisualCreator |
|
interface | IAnalyticsFlagInfo |
|
interface | IBattleEndLogic |
|
interface | ICastleKeyPosition |
|
interface | ICommanderInfo |
|
interface | ICustomReinforcementSpawnTimer |
| Interface to provide a custom reinforcement timer to MissionAgentSpawnLogic Custom timer can be preferred if MissionAgentSpawnLogic's default global timer is to be changed by the mission This supports keeping more than one timer for different battle sides. More...
|
|
interface | IDetachment |
|
interface | IEditorMissionTester |
|
interface | IEntityFactory |
|
interface | IFaceGeneratorHandler |
|
interface | IFlagRemoved |
|
interface | IFocusable |
|
interface | IFormation |
|
interface | IFormationArrangement |
|
interface | IFormationDeploymentPlan |
|
interface | IFormationUnit |
|
interface | IGameNetworkHandler |
|
interface | ILobbyStateHandler |
|
interface | IMissionAgentSpawnLogic |
|
interface | IMissionBehavior |
|
interface | IMissionDeploymentPlan |
|
interface | IMissionListener |
|
interface | IMissionSystemHandler |
|
interface | IMoveableSiegeWeapon |
|
interface | IMultiplayerInventoryLogic |
|
interface | IMusicHandler |
|
class | IncrementalTimer |
|
class | InitialState |
|
class | InitialStateOption |
|
class | IntermissionVoteItem |
|
class | IntermissionVoteItemListExtensions |
|
class | InventoryHotKeyCategory |
|
interface | IOnSpawnPerkEffect |
|
interface | IOrderable |
|
interface | IOrderableWithInteractionArea |
|
interface | IPathHolder |
|
interface | IPointDefendable |
|
interface | IPrimarySiegeWeapon |
|
interface | IQueryData |
|
interface | IReadOnlyPerkObject |
|
interface | IRoundComponent |
|
interface | IScoreboardData |
|
interface | ITargetable |
|
class | ItemCollectionElementMissionExtensions |
|
class | ItemPhysicsSoundContainer |
|
interface | IUdpNetworkHandler |
|
interface | IUsable |
|
interface | IVisible |
|
struct | KillingBlow |
|
class | LadderQueueManager |
|
class | LightCycle |
|
class | LineFormation |
|
class | LobbyGameClientHandler |
|
class | LobbyGameState |
|
class | LobbyGameStateCustomGameClient |
|
class | LobbyGameStateMatchmakerClient |
|
class | LobbyGameStatePlayerBasedCustomServer |
|
class | LobbyNetworkComponent |
|
class | LobbyState |
|
class | ManagedOptions |
|
class | Mangonel |
|
class | MangonelAI |
|
class | MapAtmosphereProbe |
|
class | MapHotKeyCategory |
|
class | MapNotificationHotKeyCategory |
|
class | Markable |
|
class | MatchHistory |
|
class | MatchInfo |
|
class | MB3ServerAPIHelper |
|
struct | MBActionSet |
| Structure for accessing action sets. More...
|
|
class | MBAgentRendererSceneController |
|
class | MBAgentVisuals |
|
struct | MBAnimation |
|
class | MBAPI |
|
class | MBBodyProperties |
|
class | MBCallback |
|
class | MBCommon |
|
class | MBDebugManager |
|
class | MBEditor |
|
class | MBEquipmentMissionExtensions |
|
class | MBExtensions |
| Extension methods for common usage. More...
|
|
class | MBGameManager |
|
class | MBGlobals |
|
class | MBInitialScreenBase |
|
class | MBItem |
|
class | MBMapScene |
|
class | MBMissile |
|
class | MBMultiplayerData |
| MultiplayerData provides functionality to mod creator about multi player data content. More...
|
|
class | MBMusicManager |
|
class | MBMusicManagerOld |
|
struct | MBMusicTrack |
|
struct | MBParticleSystem |
|
class | MBProfileSelectionScreenBase |
|
class | MBSceneUtilities |
|
class | MBSkeletonExtensions |
|
class | MBSoundEvent |
|
struct | MBSoundTrack |
|
class | MBSubModuleBase |
|
struct | MBTeam |
|
class | MBTestRun |
|
class | MBUnusedResourceManager |
|
class | MBWindowManager |
|
class | MessageManager |
|
class | MiscSoundContainer |
|
class | Mission |
|
class | MissionAgentPanicHandler |
| This class is used to optimize (by batch updating) panicked/fleeing agents. More...
|
|
class | MissionAgentSpawnLogic |
|
class | MissionBasedMultiplayerGameMode |
|
class | MissionBattleSchedulerClientComponent |
|
class | MissionBehavior |
|
class | MissionBoundaryCrossingHandler |
| Checks if the player agent has crossed the mission boundaries, if so after some time retreats the mission. More...
|
|
class | MissionBoundaryPlacer |
| Places the default mission boundary. More...
|
|
class | MissionCombatantsLogic |
|
class | MissionCombatMechanicsHelper |
|
class | MissionCustomGameClientComponent |
|
class | MissionDeploymentPlan |
|
class | MissionEquipment |
|
class | MissionGameModels |
|
class | MissionGamepadHapticEffectsHandler |
|
class | MissionHardBorderPlacer |
| Places the hard border boundary. More...
|
|
class | MissionInfo |
|
class | MissionLobbyComponent |
|
class | MissionLobbyEquipmentChest |
|
class | MissionLobbyEquipmentNetworkComponent |
|
class | MissionLogic |
|
class | MissionManager |
|
class | MissionMatchHistoryComponent |
|
class | MissionMethod |
|
class | MissionMultiplayerDuel |
|
class | MissionMultiplayerFFA |
|
class | MissionMultiplayerFFAClient |
|
class | MissionMultiplayerFlagDomination |
|
class | MissionMultiplayerGameModeBase |
|
class | MissionMultiplayerGameModeBaseClient |
|
class | MissionMultiplayerGameModeDuelClient |
|
class | MissionMultiplayerGameModeFlagDominationClient |
|
class | MissionMultiplayerSiege |
|
class | MissionMultiplayerSiegeClient |
|
class | MissionMultiplayerTeamDeathmatch |
|
class | MissionMultiplayerTeamDeathmatchClient |
|
class | MissionNetwork |
|
class | MissionNetworkComponent |
|
class | MissionObject |
|
struct | MissionObjectId |
|
class | MissionOrderHotkeyCategory |
|
class | MissionPeer |
|
class | MissionQuestConversationHandler |
|
class | MissionRecentPlayersComponent |
|
class | MissionRecorder |
|
class | MissionReinforcementsHelper |
|
class | MissionRepresentativeBase |
|
class | MissionScoreboardComponent |
|
class | MissionSiegeEnginesLogic |
|
struct | MissionSpawnSettings |
|
class | MissionState |
|
struct | MissionTime |
|
class | MissionTimer |
|
class | MissionTimeTracker |
|
struct | MissionWeapon |
|
class | Module |
|
class | ModuleExtensions |
|
class | ModuleNetworkData |
|
class | MonsterExtensions |
|
class | MonsterMissionData |
|
class | MonsterMissionDataCreator |
|
struct | MovementOrder |
|
class | MovementPath |
|
class | Mover |
|
class | MPCombatPerkEffect |
|
class | MPOnSpawnPerkEffect |
|
class | MPOnSpawnPerkEffectBase |
|
class | MPPerkCondition |
|
class | MPPerkEffect |
|
class | MPPerkEffectBase |
|
class | MPPerkObject |
|
class | MPPerksAgentComponent |
|
class | MPPerkSelectionManager |
|
class | MPRandomOnSpawnPerkEffect |
|
class | MultiplayerAchievementComponent |
|
class | MultiplayerAdminComponent |
|
class | MultiplayerAgentApplyDamageModel |
|
class | MultiplayerAgentStatCalculateModel |
|
class | MultiplayerBattleBannerBearersModel |
|
class | MultiplayerBattleInitializationModel |
|
class | MultiplayerBattleMoraleModel |
|
class | MultiplayerBattleSpawnModel |
|
class | MultiplayerClassDivisions |
|
class | MultiplayerData |
| MultiplayerData class manages the info about multiplayer players and teams and provides related functionality. More...
|
|
class | MultiplayerGame |
|
class | MultiplayerGameLogger |
|
class | MultiplayerGameManager |
|
class | MultiplayerGameMode |
|
class | MultiplayerGameNotificationsComponent |
|
class | MultiplayerGameTypeInfo |
|
class | MultiplayerGameTypes |
|
class | MultiplayerHotkeyCategory |
|
class | MultiplayerInfo |
|
class | MultiplayerIntermissionVotingManager |
|
class | MultiplayerMissionAgentVisualSpawnComponent |
|
class | MultiplayerMissions |
|
class | MultiplayerOptions |
|
class | MultiplayerOptionsExtensions |
|
class | MultiplayerOptionsProperty |
| Applying this attribute to a property in MultiplayerOptions.cs does the following things: More...
|
|
class | MultiplayerPermissionHandler |
|
class | MultiplayerPollComponent |
|
class | MultiplayerPreloadHelper |
|
class | MultiplayerReportPlayerManager |
|
class | MultiplayerRidingModel |
|
class | MultiplayerRoundComponent |
|
class | MultiplayerRoundController |
|
class | MultiplayerSceneValidator |
|
class | MultiplayerStarter |
|
class | MultiplayerStrikeMagnitudeModel |
|
class | MultiplayerTeamSelectComponent |
|
class | MultiplayerTimerComponent |
|
class | MultiplayerWarmupComponent |
|
class | MusicParameters |
|
struct | NavigationData |
|
class | NetworkCommunication |
|
class | NetworkCommunicator |
|
class | NetworkMain |
|
class | NotificationProperty |
| Applying this attribute to a method in BannerlodNetwork.cs makes that method available as a console command for dedicated server. More...
|
|
class | OrderComponent |
|
class | OrderController |
|
class | OrderOfBattleFormationExtensions |
|
class | PartyHotKeyCategory |
|
class | PathLastNodeFixer |
|
class | PathTracker |
|
class | PeerExtensions |
|
class | PeerVisualsHolder |
|
class | PlayerConnectionInfo |
|
class | PlayerInfo |
|
class | PollHotkeyCategory |
|
class | ProfileSelectionState |
|
class | QueryData |
|
class | QueryLibrary |
|
class | RandomParticleSpawner |
|
class | RandomTimer |
| RandomTimer class inherits Timer class and adds alarming at random times between minimum and maximum time limits. More...
|
|
class | RangedSiegeWeapon |
| Base class for ranged siege weapons that can shoot. More...
|
|
class | RangedSiegeWeaponAi |
|
class | RecentPlayersFriendListService |
|
class | RecordMissionLogic |
|
class | RectilinearSchiltronFormation |
|
class | ReplayMissionLogic |
|
class | ResetAnimationOnStopUsageComponent |
|
class | RestrictedAccess |
|
struct | RidingOrder |
|
class | RoadPoint |
|
class | RoadStart |
|
class | RoundStateExtensions |
|
class | SallyOutEndLogic |
|
class | SallyOutMissionController |
|
class | SallyOutMissionNotificationsHandler |
|
class | SallyOutReinforcementSpawnTimer |
|
class | ScenePropDecal |
|
class | ScenePropNegativeLight |
|
class | ScenePropPositiveLight |
|
class | ScoreboardHotKeyCategory |
|
class | SiegeDeploymentMissionController |
|
class | SiegeLadder |
|
class | SiegeLadderAI |
|
class | SiegeLane |
|
class | SiegeMissionPreparationHandler |
|
class | SiegeQuerySystem |
|
class | SiegeScoreboardData |
|
class | SiegeSpawnFrameBehavior |
|
class | SiegeSpawningBehavior |
|
class | SiegeTower |
|
class | SiegeTowerAI |
|
class | SiegeWeapon |
|
class | SiegeWeaponController |
|
class | SiegeWeaponMovementComponent |
|
class | SkeinFormation |
| Vee formation. More...
|
|
struct | SkinGenerationParams |
|
class | SkinVoiceManager |
|
class | SkirmishScoreboardData |
|
class | SoundPlayer |
|
class | SpawnComponent |
|
class | SpawnedItemEntity |
|
class | SpawnerEntityEditorHelper |
|
class | SpawnerEntityMissionHelper |
|
class | SpawnFrameBehaviorBase |
|
class | SpawningBehaviorBase |
|
struct | SpawnPathData |
|
class | SquareFormation |
|
class | StandingPoint |
|
class | StandingPointForRangedArea |
|
class | StandingPointWithAgentLimit |
|
class | StandingPointWithTeamLimit |
|
class | StandingPointWithVolumeBox |
|
class | StandingPointWithWeaponRequirement |
|
class | StonePile |
|
class | StonePileAI |
|
class | StrategicArea |
|
class | SynchedMissionObject |
|
struct | TacticalDecision |
| Keeps decision data for critical tactical decisions that a reported through the TeamAI. This can be used to notify the player about critical tactical decisions of the friendly AI. In future this can also be used to coordinate decisions of ally teams. More...
|
|
class | TacticalPosition |
|
class | TacticalRegion |
|
class | TacticBreachWalls |
|
class | TacticCharge |
| No tactic, just charge. More...
|
|
class | TacticComponent |
| Small scale tasks or procedures to carry out the larger strategy (which is team ai) More...
|
|
class | TacticCoordinatedRetreat |
|
class | TacticDefendCastle |
|
class | TacticDefensiveEngagement |
| Find a position with good slope against the approaching enemy and hold that position. More...
|
|
class | TacticDefensiveLine |
| Find a tactical position that yields a favorable ground to fight the enemy then defend that position in a line. More...
|
|
class | TacticDefensiveRing |
| Determine a favorable spot to defend, form a defensive ring with the infantry around the ranged and defend. More...
|
|
class | TacticFrontalCavalryCharge |
| Army moves together until the enemy is in cavalry charge range Then single powerful cavalry formation charges directly at the enemy after which the rest of the army engages disorganized enemy. More...
|
|
class | TacticFullScaleAttack |
| Army approaches the enemy around a strong infantry formation then engages in mêlée. More...
|
|
class | TacticHoldChokePoint |
| If there is a position that can offset enemy numerical superiority, hold that position. More...
|
|
class | TacticPerimeterDefense |
|
class | TacticRangedHarrassmentOffensive |
| Army approaches the enemy until the enemy is in range of our strong ranged formation. More...
|
|
class | TacticSallyOutDefense |
|
class | TacticSallyOutHitAndRun |
|
class | TacticSergeantMPBotTactic |
| Dummy tactic. More...
|
|
class | TacticStop |
| Stops the team's current action and make the team wait idle until a new tactic is applied. More...
|
|
class | TDMScoreboardData |
|
class | Team |
|
class | TeamAIComponent |
| The strategy (larger, overall plan to win the battle) to be used is decided by team ai. More...
|
|
class | TeamAIGeneral |
|
class | TeamAiMultiplayerSiegeAttacker |
|
class | TeamAiMultiplayerSiegeDefender |
|
class | TeamAISallyOutAttacker |
|
class | TeamAISallyOutDefender |
|
class | TeamAISiegeAttacker |
|
class | TeamAISiegeComponent |
|
class | TeamAISiegeDefender |
|
class | TeamDeathmatchSpawnFrameBehavior |
|
class | TeamDeathmatchSpawningBehavior |
|
class | TeammateColorsExtensions |
|
class | TeamQuerySystem |
|
class | TestScript |
|
class | Threat |
|
class | TrainingIcon |
|
class | TrajectoryVisualizer |
|
class | TransposedLineFormation |
|
class | Trebuchet |
|
class | TrebuchetAI |
|
class | TrebuchetSpawner |
|
class | TroopMissionInfo |
|
class | TutorialArea |
|
class | UdpNetworkComponent |
|
class | UnspecifiedDedicatedServerState |
|
class | UsableGameObjectGroup |
|
class | UsableMachine |
|
class | UsableMachineAIBase |
|
class | UsableMissionObject |
|
class | UsableMissionObjectComponent |
|
class | VertexAnimator |
|
class | VictoryComponent |
|
class | VideoPlaybackState |
|
class | ViewCreatorModule |
|
class | ViewMethod |
|
class | VoiceChatHandler |
|
class | VolumeBox |
|
class | WallSegment |
|
class | WarmupSpawningBehavior |
|
class | WaterPathPoint |
|
class | WaveFloater |
|
class | WeaponComponentMissionExtensions |
|
struct | WeaponData |
|
struct | WeaponInfo |
|
class | WeaponSpawner |
|
struct | WeaponStatsData |
|
struct | WeaponUsageOrder |
|
class | WedgeFormation |
|
class | WindMill |
|
|
enum | AgentMovementLockedState {
None = 0
,
PositionLocked
,
FrameLocked
} |
|
enum | OrderType {
None
,
Move
,
MoveToLineSegment
,
MoveToLineSegmentWithHorizontalLayout
,
Charge
,
ChargeWithTarget
,
StandYourGround
,
FollowMe
,
FollowEntity
,
GuardMe
,
Retreat
,
AdvanceTenPaces
,
FallBackTenPaces
,
Advance
,
FallBack
,
LookAtEnemy
,
LookAtDirection
,
ArrangementLine
,
ArrangementCloseOrder
,
ArrangementLoose
,
ArrangementCircular
,
ArrangementSchiltron
,
ArrangementVee
,
ArrangementColumn
,
ArrangementScatter
,
FormCustom
,
FormDeep
,
FormWide
,
FormWider
,
CohesionHigh
,
CohesionMedium
,
CohesionLow
,
HoldFire
,
FireAtWill
,
RideFree
,
Mount
,
Dismount
,
UseAnyWeapon
,
UseBluntWeaponsOnly
,
AIControlOn
,
AIControlOff
,
Transfer
,
Use
,
AttackEntity
,
PointDefence
,
Count
} |
|
enum | SiegeWeaponOrderType {
Stop
,
Attack
,
FireAtWalls
,
FireAtTroops
,
FireAtRangedSiegeWeapons
,
FireAtPrimarySiegeWeapons
,
AIControlOn
,
AIControlOff
} |
|
enum | AITargetVisibilityState {
NotChecked = 0
,
TargetIsNotSeen = 1
,
TargetIsClear = 2
,
FriendInWay = 3
,
CantShootInThatDir = 4
} |
|
enum | MeleeCollisionReaction : int {
Invalid = -1
,
SlicedThrough = 0
,
ContinueChecking
,
Stuck
,
Bounced
,
Staggered
} |
|
enum | CombatHitResultFlags : byte {
NormalHit = 0x00
,
HitWithStartOfTheAnimation = 0x01
,
HitWithArm = 0x02
,
HitWithBackOfTheWeapon = 0x04
} |
|
enum | BodyMeshTypes {
Invalid = -1
,
Head = 0
,
Beard
,
Eyebrow
,
Hair
,
Hands
,
Body
,
Legs
,
Gloves
,
Cap
,
Chestpiece
,
Shoulderpiece
,
Underwear
,
Footwear
,
Label
,
NumberOfBodyMeshes
} |
|
enum | AnimFlags : UInt64 {
amf_priority_continue = 0x0000000000000001
,
amf_priority_jump = 0x0000000000000002
,
amf_priority_ride = 0x0000000000000002
,
amf_priority_crouch = 0x0000000000000002
,
amf_priority_attack = 0x000000000000000a
,
amf_priority_cancel = 0x000000000000000c
,
amf_priority_defend = 0x000000000000000e
,
amf_priority_defend_parry = 0x000000000000000f
,
amf_priority_throw = 0x000000000000000f
,
amf_priority_blocked = 0x000000000000000f
,
amf_priority_parried = 0x000000000000000f
,
amf_priority_kick = 0x0000000000000021
,
amf_priority_jump_end = 0x0000000000000021
,
amf_priority_reload = 0x000000000000003c
,
amf_priority_mount = 0x0000000000000040
,
amf_priority_equip = 0x0000000000000046
,
amf_priority_rear = 0x000000000000004a
,
amf_priority_upperbody_while_kick = 0x000000000000004b
,
amf_priority_striked = 0x0000000000000050
,
amf_priority_fall_from_horse = 0x0000000000000051
,
amf_priority_die = 0x000000000000005f
,
amf_priority_mask = 0x00000000000000ff
,
anf_disable_agent_agent_collisions = 0x0000000000000100
,
anf_ignore_all_collisions = 0x0000000000000200
,
anf_ignore_static_body_collisions = 0x0000000000000400
,
anf_use_last_step_point_as_data = 0x0000000000000800
,
anf_make_bodyfall_sound = 0x0000000000001000
,
anf_client_prediction = 0x0000000000002000
,
anf_keep = 0x0000000000004000
,
anf_restart = 0x0000000000008000
,
anf_client_owner_prediction = 0x0000000000010000
,
anf_make_walk_sound = 0x0000000000020000
,
anf_disable_hand_ik = 0x0000000000040000
,
anf_stick_item_to_left_hand = 0x0000000000080000
,
anf_blends_according_to_look_slope = 0x0000000000100000
,
anf_synch_with_horse = 0x0000000000200000
,
anf_use_left_hand_during_attack = 0x0000000000400000
,
anf_lock_camera = 0x0000000000800000
,
anf_lock_movement = 0x0000000001000000
,
anf_synch_with_movement = 0x0000000002000000
,
anf_enable_hand_spring_ik = 0x0000000004000000
,
anf_enable_hand_blend_ik = 0x0000000008000000
,
anf_synch_with_ladder_movement = 0x0000000010000000
,
anf_do_not_keep_track_of_sound = 0x0000000020000000
,
anf_reset_camera_height = 0x0000000040000000
,
anf_disable_alternative_randomization = 0x0000000080000000
,
anf_disable_auto_increment_progress = 0x0000000100000000
,
anf_switch_item_between_hands = 0x0000000200000000
,
anf_enforce_lowerbody = 0x0000001000000000
,
anf_enforce_all = 0x0000002000000000
,
anf_cyclic = 0x0000004000000000
,
anf_enforce_root_rotation = 0x0000008000000000
,
anf_allow_head_movement = 0x0000010000000000
,
anf_disable_foot_ik = 0x0000020000000000
,
anf_affected_by_movement = 0x0000040000000000
,
anf_update_bounding_volume = 0x0000080000000000
,
anf_align_with_ground = 0x0000100000000000
,
anf_ignore_slope = 0x0000200000000000
,
anf_displace_position = 0x0000400000000000
,
anf_enable_left_hand_ik = 0x0000800000000000
,
anf_ignore_scale_on_root_position = 0x0001000000000000
,
anf_blend_main_item_bone_entitially = 0x0002000000000000
,
anf_animation_layer_flags_mask = 0x000ffff000000000
,
anf_animation_layer_flags_bits = 36
,
anf_randomization_weight_1 = 0x1000000000000000
,
anf_randomization_weight_2 = 0x2000000000000000
,
anf_randomization_weight_4 = 0x4000000000000000
,
anf_randomization_weight_8 = 0x8000000000000000
,
anf_randomization_weight_mask = 0xf000000000000000
} |
|
enum | CombatCollisionResult : int {
None = 0
,
StrikeAgent = 1
,
HitWorld
,
Blocked
,
Parried
,
ChamberBlocked
} |
|
enum | MusicMode {
Paused
,
Menu
,
Campaign
,
Battle
} |
|
enum | MusicTheme {
None = -1
,
CampaignStandard = 1
,
BattleVictory = 2
,
AseraiCampaignDramatic = 3
,
AseraiVictory = 4
,
MainTheme = 5
,
BattlePaganB = 6
,
CampaignDark = 7
,
BattleTurnsNegative = 9
,
BattleMedium = 10
,
BattleTurnsPositive = 11
,
BattleSmall = 12
,
BattleSiege = 13
,
BattlePositiveShock = 14
,
BattleNegativeShock = 15
,
BattaniaCampaignDramatic = 16
,
BattaniaVictory = 17
,
SturgiaCampaignDramatic = 18
,
SturgiaVictory = 19
,
KhuzaitCampaignDramatic = 20
,
KhuzaitVictory = 21
,
EmpireCampaignDramatic = 22
,
EmpireVictory = 23
,
VlandiaCampaignDramatic = 24
,
VlandiaVictory = 25
,
BattleDefeat = 26
,
BattlePaganA = 27
,
AseraiCampaignA = 28
,
BattaniaCampaignA = 29
,
EmpireCampaignA = 30
,
EmpireCampaignB = 31
,
KhuzaitCampaignA = 32
,
SturgiaCampaignA = 33
,
VlandiaCampaignA = 34
,
CombatB = 35
,
CombatA = 36
,
PaganSiege = 38
,
PaganTurnsNegative = 39
,
PaganTurnsPositive = 40
} |
|
enum | BoneBodyPartType : sbyte {
None = -1
,
Head
,
Neck
,
Chest
,
Abdomen
,
ShoulderLeft
,
ShoulderRight
,
ArmLeft
,
ArmRight
,
Legs
,
NumOfBodyPartTypes
,
CriticalBodyPartsBegin = Head
,
CriticalBodyPartsEnd = ShoulderRight + 1
} |
|
enum | SkeletonModelBoundsRecFlags : sbyte {
None = 0x00
,
UseSmallerRadiusMultWhileHoldingShield = 0x01
,
Sweep = 0x02
,
DoNotScaleAccordingToAgentScale = 0x04
} |
|
enum | BlowFlags : int {
None = 0x0
,
KnockBack = 0x00000010
,
KnockDown = 0x00000020
,
NoSound = 0x00000040
,
CrushThrough = 0x00000080
,
ShrugOff = 0x00000100
,
MakesRear = 0x00000200
,
NonTipThrust = 0x00000400
,
CanDismount = 0x00000800
} |
|
enum | CombatLogColor {
DarkRed = 0
,
DarkGreen
,
DarkBlue
,
Red
,
Green
,
Blue
,
DarkCyan
,
Cyan
,
DarkYellow
,
Yellow
,
Purple
,
Magenta
,
White
,
BrightWhite
} |
|
enum | CrushThroughState : byte {
None = 0
,
CrushedThisFrame = 1
,
CrushedBefore = 2
} |
|
enum | DeploymentPlanType {
Initial = 0
,
Reinforcement
} |
|
enum | FormationDeploymentFlank {
Front = 0
,
Left = 1
,
Right = 2
,
Rear = 3
,
Count = 4
} |
| Flanks control how formations are arranged and deployed during missions. More...
|
|
enum | SpawnPathOrientation {
PathCenter = 0
,
Local
} |
|
enum | GameKeyDefinition : int {
Up = 0
,
Down
,
Left
,
Right
,
Leave
,
ShowIndicators
,
InitiateAllChat
,
InitiateTeamChat
,
FinalizeChat
,
Attack
,
Defend
,
EquipPrimaryWeapon
,
EquipSecondaryWeapon
,
Action
,
Jump
,
Crouch
,
Kick
,
ToggleWeaponMode
,
EquipWeapon1
,
EquipWeapon2
,
EquipWeapon3
,
EquipWeapon4
,
DropWeapon
,
SheathWeapon
,
Zoom
,
ViewCharacter
,
LockTarget
,
CameraToggle
,
MissionScreenHotkeyCameraZoomIn
,
MissionScreenHotkeyCameraZoomOut
,
ToggleWalkMode
,
Cheer
,
Taunt
,
PushToTalk
,
EquipmentSwitch
,
ShowMouse
,
BannerWindow
,
CharacterWindow
,
InventoryWindow
,
EncyclopediaWindow
,
KingdomWindow
,
ClanWindow
,
QuestsWindow
,
PartyWindow
,
FacegenWindow
,
MapMoveUp
,
MapMoveDown
,
MapMoveRight
,
MapMoveLeft
,
PartyMoveUp
,
PartyMoveDown
,
PartyMoveRight
,
PartyMoveLeft
,
QuickSave
,
MapFastMove
,
MapZoomIn
,
MapZoomOut
,
MapRotateLeft
,
MapRotateRight
,
MapTimeStop
,
MapTimeNormal
,
MapTimeFastForward
,
MapTimeTogglePause
,
MapCameraFollowMode
,
MapToggleFastForward
,
MapTrackSettlement
,
MapGoToEncylopedia
,
ViewOrders
,
SelectOrder1
,
SelectOrder2
,
SelectOrder3
,
SelectOrder4
,
SelectOrder5
,
SelectOrder6
,
SelectOrder7
,
SelectOrder8
,
SelectOrderReturn
,
EveryoneHear
,
Group0Hear
,
Group1Hear
,
Group2Hear
,
Group3Hear
,
Group4Hear
,
Group5Hear
,
Group6Hear
,
Group7Hear
,
HoldOrder
,
SelectNextGroup
,
SelectPreviousGroup
,
ToggleGroupSelection
,
HideUI
,
CameraRollLeft
,
CameraRollRight
,
TakePicture
,
TakePictureWithAdditionalPasses
,
ToggleCameraFollowMode
,
ToggleMouse
,
ToggleVignette
,
ToggleCharacters
,
IncreaseFocus
,
DecreaseFocus
,
IncreaseFocusStart
,
DecreaseFocusStart
,
IncreaseFocusEnd
,
DecreaseFocusEnd
,
Reset
,
AcceptPoll
,
DeclinePoll
,
TotalGameKeyCount
} |
|
enum | DedicatedServerType {
None
,
Matchmaker
,
Custom
} |
|
enum | GameStartupType {
None
,
TestMode
,
GameServer
,
Singleplayer
,
Multiplayer
,
Count
} |
|
enum | GoldGainFlags : ushort {
FirstRangedKill = 0x0001
,
FirstMeleeKill = 0x0002
,
FirstAssist = 0x0004
,
SecondAssist = 0x0008
,
ThirdAssist = 0x0010
,
FifthKill = 0x0020
,
TenthKill = 0x0040
,
DefaultKill = 0x0080
,
DefaultAssist = 0x0100
,
ObjectiveCompleted = 0x0200
,
ObjectiveDestroyed = 0x0400
,
PerkBonus = 0x0800
} |
|
enum | TargetIconType {
None = -1
,
Monster
,
Infantry_Light
,
Infantry_Heavy
,
Archer_Light
,
Archer_Heavy
,
Cavalry_Light
,
Cavalry_Heavy
,
Crossbowman_Light
,
Crossbowman_Heavy
,
HorseArcher_Light
,
HorseArcher_Heavy
,
Special_Axeman
,
Special_Camel
,
Special_Falxman
,
Special_JavelinThrower
,
Special_RoyalCavalry
,
Special_Swordsman
,
Flag_A
,
Flag_B
,
Flag_C
,
Flag_D
,
Flag_E
,
Flag_F
,
Flag_G
,
Flag_H
,
Flag_I
,
Last_Flag = Flag_I
} |
|
enum | MissionBehaviorType {
Logic
,
Other
} |
|
enum | LobbyMissionType {
Matchmaker
,
Custom
} |
|
enum | MultiplayerPollRejectReason {
NotEnoughPlayersToOpenPoll
,
HasOngoingPoll
,
TooManyPollRequests
,
KickPollTargetNotSynced
,
Count
} |
|
enum | MultiplayerRoundState {
WaitingForPlayers
,
Preparation
,
InProgress
,
Ending
,
Ended
,
MatchEnded
} |
|
enum | RoundEndReason {
Invalid = -1
,
SideDepleted
,
RoundTimeEnded
,
GameModeSpecificEnded
} |
|
enum | AutoTeamBalanceLimits {
Off
,
LimitTo2
,
LimitTo3
,
LimitTo5
,
LimitTo10
,
LimitTo20
,
Count
} |
|
enum | SkeletonType {
Male = 0
,
Female
,
KidsStart = 2
,
KidMale1 = 2
,
KidMale2 = 3
,
KidMale3 = 4
,
KidFemale1 = 5
,
KidFemale2 = 6
,
KidFemale3 = 7
,
NumSkeletonTypes
} |
|
enum | MultiplayerMessageFilter : ulong {
None = (0ul << 0)
,
Peers = (1ul << 0)
,
Messaging = (1ul << 1)
,
Items = (1ul << 2)
,
General = (1ul << 3)
,
Equipment = (1ul << 4)
,
EquipmentDetailed = (1ul << 5)
,
Formations = (1ul << 6)
,
Agents = (1ul << 7)
,
AgentsDetailed = (1ul << 8)
,
Mission = (1ul << 9)
,
MissionDetailed = (1ul << 10)
,
AgentAnimations = (1ul << 11)
,
SiegeWeapons = (1ul << 12)
,
MissionObjects = (1ul << 13)
,
MissionObjectsDetailed = (1ul << 14)
,
SiegeWeaponsDetailed = (1ul << 15)
,
Orders = (1ul << 16)
,
GameMode = (1ul << 17)
,
Administration = (1ul << 18)
,
Particles = (1ul << 19)
,
RPC = (1ul << 20)
,
All = 0x00000000FFFFFFFFul
,
LightLogging = Peers | General | Agents | Mission | MissionObjects | GameMode
,
NormalLogging = LightLogging | Items | Equipment | SiegeWeapons | Administration | Particles | RPC
,
AllWithoutDetails = NormalLogging | Messaging | Formations | Orders
} |
|
enum | GameNetworkMessageSendType {
Invalid
,
FromClient
,
FromServer
,
DebugFromServer
} |
|
enum | MultiplayerIntermissionState {
Idle
,
CountingForMapVote
,
CountingForCultureVote
,
CountingForMission
,
CountingForEnd
} |
|
enum | ChatType {
None = 0
,
All = 1
,
Team = 2
,
Whisper = 3
,
System = 4
} |
|
enum | CultureVoteTypes {
Ban
,
Select
} |
|
enum | CaptureTheFlagFlagDirection {
None = -1
,
Up = 0
,
Down
,
Static
,
Count
} |
|
enum | CaptureTheFlagCaptureResultEnum {
AttackersWin
,
DefendersWin
,
Draw
,
NotCaptured
,
Count
} |
|
enum | FocusableObjectType : int {
None = -1
,
Item = 0
,
Gate
,
Mount
,
Agent
,
Door
} |
|
enum | TargetFlags {
None = 0x0
,
IsMoving = 0x1
,
IsFlammable = 0x2
,
IsStructure = 0x4
,
IsSiegeEngine = 0x8
,
IsAttacker = 0x10
,
IsSmall = 0x20
,
NotAThreat = 0x40
,
DebugThreat = 0x80
,
IsSiegeTower = 0x100
} |
|