M&B: Bannerlord 1.2.10
The horns sound, the ravens gather.
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TaleWorlds.MountAndBlade.Mission Class Referencesealed

Inherits DotNetObject, and TaleWorlds.Core.IMission.

Classes

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

Public Types

enum  WeaponSpawnFlags : uint {
  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.
 
bool IsPositionInsideAnyBlockerNavMeshFace2D (Vec2 position)
 
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 autoAssignDetachments=true)
 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.
 
void AutoAssignDetachmentsForDeployment (Team team)
 Automatically assigns and teleports agents to their detachments during OOB deployment.
 
WorldPosition GetAlternatePositionForNavmeshlessOrOutOfBoundsPosition (Vec2 directionTowards, WorldPosition originalPosition, ref float positionPenalty)
 
int GetNextDynamicNavMeshIdStart ()
 
FormationClass GetAgentTroopClass (BattleSideEnum battleSide, BasicCharacterObject agentCharacter)
 
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 SetFormationPositioningFromDeploymentPlan (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)
 
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, bool isAttachedFrameLocal, 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)
 
void TriggerOnItemPickUpEvent (Agent agent, 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 = 4095
 
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]
 
bool MissionIsEnding = false [get]
 
MBReadOnlyList< KeyValuePair< Agent, MissionTime > > MountsWithoutRiders [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

Events

System.ComponentModel.PropertyChangedEventHandler OnMissionReset
 
Func< WorldPosition, Team, bool > IsFormationUnitPositionAvailable_AdditionalCondition
 
Func< Agent, bool > CanAgentRout_AdditionalCondition
 
Func< Agent, WorldPosition?> GetOverriddenFleePositionForAgent
 
Func< bool > IsAgentInteractionAllowed_AdditionalCondition
 
Action< Agent, SpawnedItemEntityOnItemPickUp
 
System.ComponentModel.PropertyChangedEventHandler OnMainAgentChanged
 
Func< BattleSideEnum, BasicCharacterObject, FormationClassGetAgentTroopClass_Override
 
Action< Agent, SpawnedItemEntityOnItemDrop
 
Func< bool > AreOrderGesturesEnabled_AdditionalCondition
 
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

◆ IsPositionInsideAnyBlockerNavMeshFace2D()

bool TaleWorlds.MountAndBlade.Mission.IsPositionInsideAnyBlockerNavMeshFace2D ( Vec2 position)

◆ 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 autoAssignDetachments = true )
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)

◆ AutoAssignDetachmentsForDeployment()

void TaleWorlds.MountAndBlade.Mission.AutoAssignDetachmentsForDeployment ( Team team)
Parameters
teamTeam for which assignment will be made

◆ GetAlternatePositionForNavmeshlessOrOutOfBoundsPosition()

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

◆ GetNextDynamicNavMeshIdStart()

int TaleWorlds.MountAndBlade.Mission.GetNextDynamicNavMeshIdStart ( )

◆ GetAgentTroopClass()

FormationClass TaleWorlds.MountAndBlade.Mission.GetAgentTroopClass ( BattleSideEnum battleSide,
BasicCharacterObject agentCharacter )

Returns context (mission) dependent troop class for an agent character i.e. Mounted class can be forbidden in certain missions (such as siege missions). In such cases this should return their dismounted class correspondence.

◆ 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 )

◆ SetFormationPositioningFromDeploymentPlan()

void TaleWorlds.MountAndBlade.Mission.SetFormationPositioningFromDeploymentPlan ( 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 )

◆ 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,
bool isAttachedFrameLocal,
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)

◆ TriggerOnItemPickUpEvent()

void TaleWorlds.MountAndBlade.Mission.TriggerOnItemPickUpEvent ( Agent agent,
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 = 4095
static

◆ MaxNavMeshId

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

◆ DisableDying

bool TaleWorlds.MountAndBlade.Mission.DisableDying = false

◆ ForceNoFriendlyFire

bool TaleWorlds.MountAndBlade.Mission.ForceNoFriendlyFire = false

◆ IsFriendlyMission

bool TaleWorlds.MountAndBlade.Mission.IsFriendlyMission = true

◆ MaxDamage

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

◆ 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

◆ MissionIsEnding

bool TaleWorlds.MountAndBlade.Mission.MissionIsEnding = false
get

◆ MountsWithoutRiders

MBReadOnlyList<KeyValuePair<Agent, MissionTime> > 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

◆ GetOverriddenFleePositionForAgent

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

◆ IsAgentInteractionAllowed_AdditionalCondition

Func<bool> TaleWorlds.MountAndBlade.Mission.IsAgentInteractionAllowed_AdditionalCondition

◆ OnItemPickUp

Action<Agent, SpawnedItemEntity> TaleWorlds.MountAndBlade.Mission.OnItemPickUp

◆ OnMainAgentChanged

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

◆ GetAgentTroopClass_Override

Func<BattleSideEnum, BasicCharacterObject, FormationClass> TaleWorlds.MountAndBlade.Mission.GetAgentTroopClass_Override

◆ OnItemDrop

Action<Agent, SpawnedItemEntity> TaleWorlds.MountAndBlade.Mission.OnItemDrop

◆ AreOrderGesturesEnabled_AdditionalCondition

Func<bool> TaleWorlds.MountAndBlade.Mission.AreOrderGesturesEnabled_AdditionalCondition

◆ IsBattleInRetreatEvent

Func<bool> TaleWorlds.MountAndBlade.Mission.IsBattleInRetreatEvent

◆ OnBeforeAgentRemoved

OnBeforeAgentRemovedDelegate TaleWorlds.MountAndBlade.Mission.OnBeforeAgentRemoved