M&B: Bannerlord 1.2.7
The horns sound, the ravens gather.
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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< GameEntity > | GetActiveEntitiesWithScriptComponentOfType< 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< SiegeWeapon > | GetAttackerWeaponsForFriendlyFirePreventing () |
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< FleePosition > | GetFleePositionsForSide (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< SpawnPathData > | GetReinforcementPathsDataOfSide (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) |
T | GetMissionBehavior< T > () |
void | RemoveMissionBehavior (MissionBehavior missionBehavior) |
void | JoinEnemyTeam () |
void | OnEndMissionResult () |
bool | IsAgentInteractionAllowed () |
bool | IsOrderGesturesEnabled () |
List< EquipmentElement > | GetExtraEquipmentElementsForCharacter (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< Agent > | GetNearbyAllyAgents (Vec2 center, float radius, Team team, MBList< Agent > agents) |
MBList< Agent > | GetNearbyEnemyAgents (Vec2 center, float radius, Team team, MBList< Agent > agents) |
MBList< Agent > | GetNearbyAgents (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 |
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, SpawnedItemEntity > | OnItemPickUp |
System.ComponentModel.PropertyChangedEventHandler | OnMainAgentChanged |
Func< BattleSideEnum, BasicCharacterObject, FormationClass > | GetAgentTroopClass_Override |
Action< Agent, SpawnedItemEntity > | OnItemDrop |
Func< bool > | AreOrderGesturesEnabled_AdditionalCondition |
Func< bool > | IsBattleInRetreatEvent |
OnBeforeAgentRemovedDelegate | OnBeforeAgentRemoved |
TaleWorlds.MountAndBlade.Mission.Mission | ( | MissionInitializerRecord | rec, |
MissionState | missionState | ||
) |
IEnumerable< GameEntity > TaleWorlds.MountAndBlade.Mission.GetActiveEntitiesWithScriptComponentOfType< T > | ( | ) |
void TaleWorlds.MountAndBlade.Mission.AddActiveMissionObject | ( | MissionObject | missionObject | ) |
void TaleWorlds.MountAndBlade.Mission.ActivateMissionObject | ( | MissionObject | missionObject | ) |
void TaleWorlds.MountAndBlade.Mission.DeactivateMissionObject | ( | MissionObject | missionObject | ) |
void TaleWorlds.MountAndBlade.Mission.SetMissionCombatType | ( | MissionCombatType | missionCombatType | ) |
void TaleWorlds.MountAndBlade.Mission.ConversationCharacterChanged | ( | ) |
void TaleWorlds.MountAndBlade.Mission.SetMissionMode | ( | MissionMode | newMode, |
bool | atStart | ||
) |
float TaleWorlds.MountAndBlade.Mission.GetAverageFps | ( | ) |
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bool TaleWorlds.MountAndBlade.Mission.IsPositionInsideBoundaries | ( | Vec2 | position | ) |
position |
bool TaleWorlds.MountAndBlade.Mission.IsPositionInsideAnyBlockerNavMeshFace2D | ( | Vec2 | position | ) |
Agent TaleWorlds.MountAndBlade.Mission.RayCastForClosestAgent | ( | Vec3 | sourcePoint, |
Vec3 | targetPoint, | ||
out float | collisionDistance, | ||
int | excludedAgentIndex = -1 , |
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float | rayThickness = 0::01f |
||
) |
bool TaleWorlds.MountAndBlade.Mission.RayCastForClosestAgentsLimbs | ( | Vec3 | sourcePoint, |
Vec3 | targetPoint, | ||
int | excludeAgentIndex, | ||
out float | collisionDistance, | ||
ref int | agentIndex, | ||
ref sbyte | boneIndex | ||
) |
bool TaleWorlds.MountAndBlade.Mission.RayCastForClosestAgentsLimbs | ( | Vec3 | sourcePoint, |
Vec3 | targetPoint, | ||
out float | collisionDistance, | ||
ref int | agentIndex, | ||
ref sbyte | boneIndex | ||
) |
bool TaleWorlds.MountAndBlade.Mission.RayCastForGivenAgentsLimbs | ( | Vec3 | sourcePoint, |
Vec3 | rayFinishPoint, | ||
int | givenAgentIndex, | ||
ref float | collisionDistance, | ||
ref sbyte | boneIndex | ||
) |
float TaleWorlds.MountAndBlade.Mission.GetBiggestAgentCollisionPadding | ( | ) |
void TaleWorlds.MountAndBlade.Mission.SetMissionCorpseFadeOutTimeInSeconds | ( | float | corpseFadeOutTimeInSeconds | ) |
void TaleWorlds.MountAndBlade.Mission.SetReportStuckAgentsMode | ( | bool | value | ) |
void TaleWorlds.MountAndBlade.Mission.ResetMission | ( | ) |
void TaleWorlds.MountAndBlade.Mission.Initialize | ( | ) |
void TaleWorlds.MountAndBlade.Mission.TickAgentsAndTeamsAsync | ( | float | dt | ) |
void TaleWorlds.MountAndBlade.Mission.MakeSound | ( | int | soundIndex, |
Vec3 | position, | ||
bool | soundCanBePredicted, | ||
bool | isReliable, | ||
int | relatedAgent1, | ||
int | relatedAgent2 | ||
) |
void TaleWorlds.MountAndBlade.Mission.MakeSound | ( | int | soundIndex, |
Vec3 | position, | ||
bool | soundCanBePredicted, | ||
bool | isReliable, | ||
int | relatedAgent1, | ||
int | relatedAgent2, | ||
ref SoundEventParameter | parameter | ||
) |
void TaleWorlds.MountAndBlade.Mission.MakeSoundOnlyOnRelatedPeer | ( | int | soundIndex, |
Vec3 | position, | ||
int | relatedAgent | ||
) |
void TaleWorlds.MountAndBlade.Mission.AddSoundAlarmFactorToAgents | ( | int | ownerId, |
Vec3 | position, | ||
float | alarmFactor | ||
) |
void TaleWorlds.MountAndBlade.Mission.AddDynamicallySpawnedMissionObjectInfo | ( | DynamicallyCreatedEntity | entityInfo | ) |
Vec3 TaleWorlds.MountAndBlade.Mission.GetMissileCollisionPoint | ( | Vec3 | missileStartingPosition, |
Vec3 | missileDirection, | ||
float | missileSpeed, | ||
in WeaponData | weaponData | ||
) |
void TaleWorlds.MountAndBlade.Mission.RemoveMissileAsClient | ( | int | missileIndex | ) |
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static |
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static |
void TaleWorlds.MountAndBlade.Mission.PrepareMissileWeaponForDrop | ( | int | missileIndex | ) |
void TaleWorlds.MountAndBlade.Mission.AddParticleSystemBurstByName | ( | string | particleSystem, |
MatrixFrame | frame, | ||
bool | synchThroughNetwork | ||
) |
int TaleWorlds.MountAndBlade.Mission.GetFreeRuntimeMissionObjectId | ( | ) |
int TaleWorlds.MountAndBlade.Mission.GetFreeSceneMissionObjectId | ( | ) |
void TaleWorlds.MountAndBlade.Mission.SetCameraFrame | ( | ref MatrixFrame | cameraFrame, |
float | zoomFactor | ||
) |
void TaleWorlds.MountAndBlade.Mission.SetCameraFrame | ( | ref MatrixFrame | cameraFrame, |
float | zoomFactor, | ||
ref Vec3 | attenuationPosition | ||
) |
MatrixFrame TaleWorlds.MountAndBlade.Mission.GetCameraFrame | ( | ) |
void TaleWorlds.MountAndBlade.Mission.ResetFirstThirdPersonView | ( | ) |
void TaleWorlds.MountAndBlade.Mission.AddTimeSpeedRequest | ( | TimeSpeedRequest | request | ) |
void TaleWorlds.MountAndBlade.Mission.RemoveTimeSpeedRequest | ( | int | timeSpeedRequestID | ) |
bool TaleWorlds.MountAndBlade.Mission.GetRequestedTimeSpeed | ( | int | timeSpeedRequestID, |
out float | requestedTime | ||
) |
void TaleWorlds.MountAndBlade.Mission.ClearAgentActions | ( | ) |
void TaleWorlds.MountAndBlade.Mission.ClearMissiles | ( | ) |
void TaleWorlds.MountAndBlade.Mission.ClearCorpses | ( | bool | isMissionReset | ) |
bool TaleWorlds.MountAndBlade.Mission.IsAgentInProximityMap | ( | Agent | agent | ) |
void TaleWorlds.MountAndBlade.Mission.OnMissionStateActivate | ( | ) |
void TaleWorlds.MountAndBlade.Mission.OnMissionStateDeactivate | ( | ) |
void TaleWorlds.MountAndBlade.Mission.OnMissionStateFinalize | ( | bool | forceClearGPUResources | ) |
forceClearGPUResources |
void TaleWorlds.MountAndBlade.Mission.ClearUnreferencedResources | ( | bool | forceClearGPUResources | ) |
float TaleWorlds.MountAndBlade.Mission.GetMainAgentMaxCameraZoom | ( | ) |
WorldPosition TaleWorlds.MountAndBlade.Mission.GetBestSlopeTowardsDirection | ( | ref WorldPosition | centerPosition, |
float | halfSize, | ||
ref WorldPosition | referencePosition | ||
) |
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 | ||
) |
void TaleWorlds.MountAndBlade.Mission.SetRandomDecideTimeOfAgentsWithIndices | ( | int[] | agentIndices, |
float? | minAIReactionTime = null , |
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float? | maxAIReactionTime = null |
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) |
void TaleWorlds.MountAndBlade.Mission.SetBowMissileSpeedModifier | ( | float | modifier | ) |
void TaleWorlds.MountAndBlade.Mission.SetCrossbowMissileSpeedModifier | ( | float | modifier | ) |
void TaleWorlds.MountAndBlade.Mission.SetThrowingMissileSpeedModifier | ( | float | modifier | ) |
void TaleWorlds.MountAndBlade.Mission.SetMissileRangeModifier | ( | float | modifier | ) |
void TaleWorlds.MountAndBlade.Mission.SetLastMovementKeyPressed | ( | Agent::MovementControlFlag | lastMovementKeyPressed | ) |
bool TaleWorlds.MountAndBlade.Mission.GetPathBetweenPositions | ( | ref NavigationData | navData | ) |
void TaleWorlds.MountAndBlade.Mission.SetNavigationFaceCostWithIdAroundPosition | ( | int | navigationFaceId, |
Vec3 | position, | ||
float | cost | ||
) |
WorldPosition TaleWorlds.MountAndBlade.Mission.GetStraightPathToTarget | ( | Vec2 | targetPosition, |
WorldPosition | startingPosition, | ||
float | samplingDistance = 1f , |
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bool | stopAtObstacle = true |
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) |
void TaleWorlds.MountAndBlade.Mission.FastForwardMission | ( | float | startTime, |
float | endTime | ||
) |
int TaleWorlds.MountAndBlade.Mission.GetDebugAgent | ( | ) |
void TaleWorlds.MountAndBlade.Mission.AddAiDebugText | ( | string | str | ) |
void TaleWorlds.MountAndBlade.Mission.SetDebugAgent | ( | int | index | ) |
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float TaleWorlds.MountAndBlade.Mission.GetWaterLevelAtPosition | ( | Vec2 | position | ) |
float TaleWorlds.MountAndBlade.Mission.GetWaterLevelAtPositionMT | ( | Vec2 | position | ) |
delegate void TaleWorlds.MountAndBlade.Mission.OnBeforeAgentRemovedDelegate | ( | Agent | affectedAgent, |
Agent | affectorAgent, | ||
AgentState | agentState, | ||
KillingBlow | killingBlow | ||
) |
float TaleWorlds.MountAndBlade.Mission.GetRemovedAgentRatioForSide | ( | BattleSideEnum | side | ) |
void TaleWorlds.MountAndBlade.Mission.MakeDeploymentPlanForSide | ( | BattleSideEnum | battleSide, |
DeploymentPlanType | planType, | ||
float | spawnPathOffset = 0 |
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) |
battleSide | Battle side |
spawnPathOffset | Determines the distance between battle side deployment frames Only used for initial deployment plans and when the scene has spawn paths. |
void TaleWorlds.MountAndBlade.Mission.MakeDefaultDeploymentPlans | ( | ) |
REMARK_ATES:
ref readonly List< SiegeWeapon > TaleWorlds.MountAndBlade.Mission.GetAttackerWeaponsForFriendlyFirePreventing | ( | ) |
void TaleWorlds.MountAndBlade.Mission.ClearDeploymentPlanForSide | ( | BattleSideEnum | battleSide, |
DeploymentPlanType | planType | ||
) |
void TaleWorlds.MountAndBlade.Mission.ClearAddedTroopsInDeploymentPlan | ( | BattleSideEnum | battleSide, |
DeploymentPlanType | planType | ||
) |
void TaleWorlds.MountAndBlade.Mission.SetDeploymentPlanSpawnWithHorses | ( | BattleSideEnum | side, |
bool | spawnWithHorses | ||
) |
void TaleWorlds.MountAndBlade.Mission.UpdateReinforcementPlan | ( | BattleSideEnum | side | ) |
void TaleWorlds.MountAndBlade.Mission.AddTroopsToDeploymentPlan | ( | BattleSideEnum | side, |
DeploymentPlanType | planType, | ||
FormationClass | fClass, | ||
int | footTroopCount, | ||
int | mountedTroopCount | ||
) |
bool TaleWorlds.MountAndBlade.Mission.TryRemakeInitialDeploymentPlanForBattleSide | ( | BattleSideEnum | battleSide | ) |
void TaleWorlds.MountAndBlade.Mission.AutoDeployTeamUsingTeamAI | ( | Team | team, |
bool | autoAssignDetachments = true |
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) |
team | Team to be deployed |
enforceNotSplittableByAI | If set AI can never split formations (i.e. transfer troops in between them) during deployment. |
void TaleWorlds.MountAndBlade.Mission.AutoDeployTeamUsingDeploymentPlan | ( | Team | team | ) |
void TaleWorlds.MountAndBlade.Mission.AutoAssignDetachmentsForDeployment | ( | Team | team | ) |
team | Team for which assignment will be made |
WorldPosition TaleWorlds.MountAndBlade.Mission.GetAlternatePositionForNavmeshlessOrOutOfBoundsPosition | ( | Vec2 | directionTowards, |
WorldPosition | originalPosition, | ||
ref float | positionPenalty | ||
) |
int TaleWorlds.MountAndBlade.Mission.GetNextDynamicNavMeshIdStart | ( | ) |
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.
WorldPosition TaleWorlds.MountAndBlade.Mission.GetClosestFleePositionForAgent | ( | Agent | agent | ) |
WorldPosition TaleWorlds.MountAndBlade.Mission.GetClosestFleePositionForFormation | ( | Formation | formation | ) |
MBReadOnlyList< FleePosition > TaleWorlds.MountAndBlade.Mission.GetFleePositionsForSide | ( | BattleSideEnum | side | ) |
void TaleWorlds.MountAndBlade.Mission.AddToWeaponListForFriendlyFirePreventing | ( | SiegeWeapon | weapon | ) |
void TaleWorlds.MountAndBlade.Mission.AddFleePosition | ( | FleePosition | fleePosition | ) |
void TaleWorlds.MountAndBlade.Mission.RetreatMission | ( | ) |
void TaleWorlds.MountAndBlade.Mission.SurrenderMission | ( | ) |
bool TaleWorlds.MountAndBlade.Mission.HasMissionBehavior< T > | ( | ) |
T | : | MissionBehavior |
void TaleWorlds.MountAndBlade.Mission.SpawnAttachedWeaponOnCorpse | ( | Agent | agent, |
int | attachedWeaponIndex, | ||
int | forcedSpawnIndex | ||
) |
void TaleWorlds.MountAndBlade.Mission.AddMountWithoutRider | ( | Agent | mount | ) |
void TaleWorlds.MountAndBlade.Mission.RemoveMountWithoutRider | ( | Agent | mount | ) |
void TaleWorlds.MountAndBlade.Mission.OnObjectDisabled | ( | DestructableComponent | destructionComponent | ) |
MissionObjectId TaleWorlds.MountAndBlade.Mission.SpawnWeaponAsDropFromMissile | ( | int | missileIndex, |
MissionObject | attachedMissionObject, | ||
in MatrixFrame | attachLocalFrame, | ||
WeaponSpawnFlags | spawnFlags, | ||
in Vec3 | velocity, | ||
in Vec3 | angularVelocity, | ||
int | forcedSpawnIndex | ||
) |
void TaleWorlds.MountAndBlade.Mission.SpawnWeaponAsDropFromAgentAux | ( | Agent | agent, |
EquipmentIndex | equipmentIndex, | ||
ref Vec3 | velocity, | ||
ref Vec3 | angularVelocity, | ||
WeaponSpawnFlags | spawnFlags, | ||
int | forcedSpawnIndex | ||
) |
void TaleWorlds.MountAndBlade.Mission.SpawnAttachedWeaponOnSpawnedWeapon | ( | SpawnedItemEntity | spawnedWeapon, |
int | attachmentIndex, | ||
int | forcedSpawnIndex | ||
) |
GameEntity TaleWorlds.MountAndBlade.Mission.SpawnWeaponWithNewEntity | ( | ref MissionWeapon | weapon, |
WeaponSpawnFlags | spawnFlags, | ||
MatrixFrame | frame | ||
) |
GameEntity TaleWorlds.MountAndBlade.Mission.SpawnWeaponWithNewEntityAux | ( | MissionWeapon | weapon, |
WeaponSpawnFlags | spawnFlags, | ||
MatrixFrame | frame, | ||
int | forcedSpawnIndex, | ||
MissionObject | attachedMissionObject, | ||
bool | hasLifeTime | ||
) |
void TaleWorlds.MountAndBlade.Mission.AttachWeaponWithNewEntityToSpawnedWeapon | ( | MissionWeapon | weapon, |
SpawnedItemEntity | spawnedItem, | ||
MatrixFrame | attachLocalFrame | ||
) |
void TaleWorlds.MountAndBlade.Mission.OnEquipItemsFromSpawnEquipmentBegin | ( | Agent | agent, |
Agent::CreationType | creationType | ||
) |
void TaleWorlds.MountAndBlade.Mission.OnEquipItemsFromSpawnEquipment | ( | Agent | agent, |
Agent::CreationType | creationType | ||
) |
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void TaleWorlds.MountAndBlade.Mission.RecalculateBody | ( | ref WeaponData | weaponData, |
ItemComponent | itemComponent, | ||
WeaponDesign | craftedWeaponData, | ||
ref WeaponSpawnFlags | spawnFlags | ||
) |
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
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void TaleWorlds.MountAndBlade.Mission.TickAgentsAndTeamsImp | ( | float | dt | ) |
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void TaleWorlds.MountAndBlade.Mission.OnTick | ( | float | dt, |
float | realDt, | ||
bool | updateCamera, | ||
bool | doAsyncAITick | ||
) |
dt | Time passed since the last call to OnTick. |
void TaleWorlds.MountAndBlade.Mission.RemoveSpawnedItemsAndMissiles | ( | ) |
void TaleWorlds.MountAndBlade.Mission.AfterStart | ( | ) |
void TaleWorlds.MountAndBlade.Mission.OnEndMissionRequest | ( | ) |
float TaleWorlds.MountAndBlade.Mission.GetMissionEndTimeInSeconds | ( | ) |
float TaleWorlds.MountAndBlade.Mission.GetMissionEndTimerValue | ( | ) |
int TaleWorlds.MountAndBlade.Mission.GetMemberCountOfSide | ( | BattleSideEnum | side | ) |
Path TaleWorlds.MountAndBlade.Mission.GetInitialSpawnPath | ( | ) |
SpawnPathData TaleWorlds.MountAndBlade.Mission.GetInitialSpawnPathDataOfSide | ( | BattleSideEnum | battleSide | ) |
MBReadOnlyList< SpawnPathData > TaleWorlds.MountAndBlade.Mission.GetReinforcementPathsDataOfSide | ( | BattleSideEnum | battleSide | ) |
void TaleWorlds.MountAndBlade.Mission.GetTroopSpawnFrameWithIndex | ( | AgentBuildData | buildData, |
int | troopSpawnIndex, | ||
int | troopSpawnCount, | ||
out Vec3 | troopSpawnPosition, | ||
out Vec2 | troopSpawnDirection | ||
) |
buildData | Troop's build data |
troopSpawnIndex | The index of the troop within its formation for determining spawn position |
troopSpawnCount | The total count of troops to be spawned with this troop. This specifies maximum troop index for determining troop spawn position |
troopSpawnPosition | Output parameter set to troop's world spawn position |
troopSpawnDirection | Output parameter set to troop's world direction |
void TaleWorlds.MountAndBlade.Mission.GetFormationSpawnFrame | ( | BattleSideEnum | side, |
FormationClass | formationClass, | ||
bool | isReinforcement, | ||
out WorldPosition | spawnPosition, | ||
out Vec2 | spawnDirection | ||
) |
WorldFrame TaleWorlds.MountAndBlade.Mission.GetBattleSideInitialSpawnPathFrame | ( | BattleSideEnum | battleSide, |
float | pathOffset = 0f |
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) |
void TaleWorlds.MountAndBlade.Mission.SetBattleAgentCount | ( | int | agentCount | ) |
Vec2 TaleWorlds.MountAndBlade.Mission.GetFormationSpawnPosition | ( | BattleSideEnum | side, |
FormationClass | formationClass, | ||
bool | isReinforcement | ||
) |
FormationClass TaleWorlds.MountAndBlade.Mission.GetFormationSpawnClass | ( | BattleSideEnum | side, |
FormationClass | formationClass, | ||
bool | isReinforcement | ||
) |
Agent TaleWorlds.MountAndBlade.Mission.SpawnAgent | ( | AgentBuildData | agentBuildData, |
bool | spawnFromAgentVisuals = false |
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) |
void TaleWorlds.MountAndBlade.Mission.SetInitialAgentCountForSide | ( | BattleSideEnum | side, |
int | agentCount | ||
) |
void TaleWorlds.MountAndBlade.Mission.SetFormationPositioningFromDeploymentPlan | ( | Formation | formation | ) |
Agent TaleWorlds.MountAndBlade.Mission.SpawnMonster | ( | ItemRosterElement | rosterElement, |
ItemRosterElement | harnessRosterElement, | ||
in Vec3 | initialPosition, | ||
in Vec2 | initialDirection, | ||
int | forcedAgentIndex = -1 |
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) |
Agent TaleWorlds.MountAndBlade.Mission.SpawnMonster | ( | EquipmentElement | equipmentElement, |
EquipmentElement | harnessRosterElement, | ||
in Vec3 | initialPosition, | ||
in Vec2 | initialDirection, | ||
int | forcedAgentIndex = -1 |
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) |
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 , |
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ItemObject | bannerItem = null , |
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FormationClass | formationIndex = FormationClass::Unset , |
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bool | useTroopClassForSpawn = false |
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) |
Agent TaleWorlds.MountAndBlade.Mission.ReplaceBotWithPlayer | ( | Agent | botAgent, |
MissionPeer | missionPeer | ||
) |
void TaleWorlds.MountAndBlade.Mission.OnAgentInteraction | ( | Agent | requesterAgent, |
Agent | targetAgent | ||
) |
void TaleWorlds.MountAndBlade.Mission.EndMission | ( | ) |
void TaleWorlds.MountAndBlade.Mission.AddMissionBehavior | ( | MissionBehavior | missionBehavior | ) |
T TaleWorlds.MountAndBlade.Mission.GetMissionBehavior< T > | ( | ) |
T | : | class | |
T | : | IMissionBehavior |
void TaleWorlds.MountAndBlade.Mission.RemoveMissionBehavior | ( | MissionBehavior | missionBehavior | ) |
void TaleWorlds.MountAndBlade.Mission.JoinEnemyTeam | ( | ) |
void TaleWorlds.MountAndBlade.Mission.OnEndMissionResult | ( | ) |
bool TaleWorlds.MountAndBlade.Mission.IsAgentInteractionAllowed | ( | ) |
bool TaleWorlds.MountAndBlade.Mission.IsOrderGesturesEnabled | ( | ) |
List< EquipmentElement > TaleWorlds.MountAndBlade.Mission.GetExtraEquipmentElementsForCharacter | ( | BasicCharacterObject | character, |
bool | getAllEquipments = false |
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) |
bool TaleWorlds.MountAndBlade.Mission.IsPlayerCloseToAnEnemy | ( | float | distance = 5 | ) |
Vec3 TaleWorlds.MountAndBlade.Mission.GetRandomPositionAroundPoint | ( | Vec3 | center, |
float | minDistance, | ||
float | maxDistance, | ||
bool | nearFirst = false |
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) |
WorldPosition TaleWorlds.MountAndBlade.Mission.FindBestDefendingPosition | ( | WorldPosition | enemyPosition, |
WorldPosition | defendedPosition | ||
) |
WorldPosition TaleWorlds.MountAndBlade.Mission.FindPositionWithBiggestSlopeTowardsDirectionInSquare | ( | ref WorldPosition | center, |
float | halfSize, | ||
ref WorldPosition | referencePosition | ||
) |
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 |
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) |
void TaleWorlds.MountAndBlade.Mission.OnAgentMount | ( | Agent | agent | ) |
void TaleWorlds.MountAndBlade.Mission.OnAgentDismount | ( | Agent | agent | ) |
void TaleWorlds.MountAndBlade.Mission.OnObjectUsed | ( | Agent | userAgent, |
UsableMissionObject | usableGameObject | ||
) |
void TaleWorlds.MountAndBlade.Mission.OnObjectStoppedBeingUsed | ( | Agent | userAgent, |
UsableMissionObject | usableGameObject | ||
) |
void TaleWorlds.MountAndBlade.Mission.InitializeStartingBehaviors | ( | MissionLogic[] | logicBehaviors, |
MissionBehavior[] | otherBehaviors, | ||
MissionNetwork[] | networkBehaviors | ||
) |
Agent TaleWorlds.MountAndBlade.Mission.GetClosestEnemyAgent | ( | Team | team, |
Vec3 | position, | ||
float | radius | ||
) |
Agent TaleWorlds.MountAndBlade.Mission.GetClosestAllyAgent | ( | Team | team, |
Vec3 | position, | ||
float | radius | ||
) |
int TaleWorlds.MountAndBlade.Mission.GetNearbyEnemyAgentCount | ( | Team | team, |
Vec2 | position, | ||
float | radius | ||
) |
bool TaleWorlds.MountAndBlade.Mission.HasAnyAgentsOfSideInRange | ( | Vec3 | origin, |
float | radius, | ||
BattleSideEnum | side | ||
) |
bool TaleWorlds.MountAndBlade.Mission.OnMissionObjectRemoved | ( | MissionObject | missionObject, |
int | removeReason | ||
) |
Agent TaleWorlds.MountAndBlade.Mission.FindAgentWithIndex | ( | int | agentId | ) |
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void TaleWorlds.MountAndBlade.Mission.OnRenderingStarted | ( | ) |
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Agent.MovementBehaviorType TaleWorlds.MountAndBlade.Mission.GetMovementTypeOfAgents | ( | IEnumerable< Agent > | agents | ) |
void TaleWorlds.MountAndBlade.Mission.ShowInMissionLoadingScreen | ( | int | durationInSecond, |
Action | onLoadingEndedAction | ||
) |
bool TaleWorlds.MountAndBlade.Mission.CanAgentRout | ( | Agent | agent | ) |
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 | ||
) |
void TaleWorlds.MountAndBlade.Mission.KillAgentsOnEntity | ( | GameEntity | entity, |
Agent | destroyerAgent, | ||
bool | burnAgents | ||
) |
void TaleWorlds.MountAndBlade.Mission.KillAgentCheat | ( | Agent | agent | ) |
bool TaleWorlds.MountAndBlade.Mission.KillCheats | ( | bool | killAll, |
bool | killEnemy, | ||
bool | killHorse, | ||
bool | killYourself | ||
) |
float TaleWorlds.MountAndBlade.Mission.GetDamageMultiplierOfCombatDifficulty | ( | Agent | victimAgent, |
Agent | attackerAgent = null |
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float TaleWorlds.MountAndBlade.Mission.GetShootDifficulty | ( | Agent | affectedAgent, |
Agent | affectorAgent, | ||
bool | isHeadShot | ||
) |
MissionObject TaleWorlds.MountAndBlade.Mission.CreateMissionObjectFromPrefab | ( | string | prefab, |
MatrixFrame | frame | ||
) |
int TaleWorlds.MountAndBlade.Mission.GetNearbyAllyAgentsCount | ( | Vec2 | center, |
float | radius, | ||
Team | team | ||
) |
MBList< Agent > TaleWorlds.MountAndBlade.Mission.GetNearbyAllyAgents | ( | Vec2 | center, |
float | radius, | ||
Team | team, | ||
MBList< Agent > | agents | ||
) |
MBList< Agent > TaleWorlds.MountAndBlade.Mission.GetNearbyEnemyAgents | ( | Vec2 | center, |
float | radius, | ||
Team | team, | ||
MBList< Agent > | agents | ||
) |
MBList< Agent > TaleWorlds.MountAndBlade.Mission.GetNearbyAgents | ( | Vec2 | center, |
float | radius, | ||
MBList< Agent > | agents | ||
) |
bool TaleWorlds.MountAndBlade.Mission.IsFormationUnitPositionAvailable | ( | ref WorldPosition | formationPosition, |
ref WorldPosition | unitPosition, | ||
ref WorldPosition | nearestAvailableUnitPosition, | ||
float | manhattanDistance, | ||
Team | team | ||
) |
bool TaleWorlds.MountAndBlade.Mission.IsOrderPositionAvailable | ( | in WorldPosition | orderPosition, |
Team | team | ||
) |
bool TaleWorlds.MountAndBlade.Mission.IsFormationUnitPositionAvailable | ( | ref WorldPosition | unitPosition, |
Team | team | ||
) |
bool TaleWorlds.MountAndBlade.Mission.HasSceneMapPatch | ( | ) |
bool TaleWorlds.MountAndBlade.Mission.GetPatchSceneEncounterPosition | ( | out Vec3 | position | ) |
bool TaleWorlds.MountAndBlade.Mission.GetPatchSceneEncounterDirection | ( | out Vec2 | direction | ) |
void TaleWorlds.MountAndBlade.Mission.AddTimerToDynamicEntity | ( | GameEntity | gameEntity, |
float | timeToKill = 10::0f |
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) |
void TaleWorlds.MountAndBlade.Mission.AddListener | ( | IMissionListener | listener | ) |
void TaleWorlds.MountAndBlade.Mission.RemoveListener | ( | IMissionListener | listener | ) |
void TaleWorlds.MountAndBlade.Mission.OnAgentFleeing | ( | Agent | agent | ) |
void TaleWorlds.MountAndBlade.Mission.OnAgentPanicked | ( | Agent | agent | ) |
void TaleWorlds.MountAndBlade.Mission.OnDeploymentFinished | ( | ) |
void TaleWorlds.MountAndBlade.Mission.SetFastForwardingFromUI | ( | bool | fastForwarding | ) |
bool TaleWorlds.MountAndBlade.Mission.CheckIfBattleInRetreat | ( | ) |
void TaleWorlds.MountAndBlade.Mission.AddSpawnedItemEntityCreatedAtRuntime | ( | SpawnedItemEntity | spawnedItemEntity | ) |
void TaleWorlds.MountAndBlade.Mission.TriggerOnItemPickUpEvent | ( | Agent | agent, |
SpawnedItemEntity | spawnedItemEntity | ||
) |
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bool TaleWorlds.MountAndBlade.Mission.DisableDying = false |
bool TaleWorlds.MountAndBlade.Mission.ForceNoFriendlyFire = false |
bool TaleWorlds.MountAndBlade.Mission.IsFriendlyMission = true |
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BasicCultureObject TaleWorlds.MountAndBlade.Mission.MusicCulture |
bool TaleWorlds.MountAndBlade.Mission.IsOrderMenuOpen |
bool TaleWorlds.MountAndBlade.Mission.IsTransferMenuOpen |
bool TaleWorlds.MountAndBlade.Mission.IsInPhotoMode |
bool TaleWorlds.MountAndBlade.Mission.AllowAiTicking = true |
IAgentVisualCreator TaleWorlds.MountAndBlade.Mission.AgentVisualCreator |
float TaleWorlds.MountAndBlade.Mission.MissionCloseTimeAfterFinish = 30.0f |
float TaleWorlds.MountAndBlade.Mission.NextCheckTimeEndMission = 10.0f |
int TaleWorlds.MountAndBlade.Mission.NumOfFormationsSpawnedTeamOne |
int TaleWorlds.MountAndBlade.Mission.NumOfFormationsSpawnedTeamTwo |
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Implements TaleWorlds.Core.IMission.
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System.ComponentModel.PropertyChangedEventHandler TaleWorlds.MountAndBlade.Mission.OnMissionReset |
Func<WorldPosition , Team , bool > TaleWorlds.MountAndBlade.Mission.IsFormationUnitPositionAvailable_AdditionalCondition |
Func<Agent, bool > TaleWorlds.MountAndBlade.Mission.CanAgentRout_AdditionalCondition |
Func<Agent, WorldPosition?> TaleWorlds.MountAndBlade.Mission.GetOverriddenFleePositionForAgent |
Func<bool> TaleWorlds.MountAndBlade.Mission.IsAgentInteractionAllowed_AdditionalCondition |
Action<Agent, SpawnedItemEntity> TaleWorlds.MountAndBlade.Mission.OnItemPickUp |
System.ComponentModel.PropertyChangedEventHandler TaleWorlds.MountAndBlade.Mission.OnMainAgentChanged |
Func<BattleSideEnum, BasicCharacterObject, FormationClass> TaleWorlds.MountAndBlade.Mission.GetAgentTroopClass_Override |
Action<Agent, SpawnedItemEntity> TaleWorlds.MountAndBlade.Mission.OnItemDrop |
Func<bool> TaleWorlds.MountAndBlade.Mission.AreOrderGesturesEnabled_AdditionalCondition |
Func<bool> TaleWorlds.MountAndBlade.Mission.IsBattleInRetreatEvent |
OnBeforeAgentRemovedDelegate TaleWorlds.MountAndBlade.Mission.OnBeforeAgentRemoved |