Functions used in the combat action definitions. Distinct from targeted unit functions in having a context about the action they relate to. There are 2 function types in this group. Note that most of the cases that only require a unit reference are handled through use of general unit targeted validation functions.
Used for actions that haven't been created yet and are undergoing validation, PhantomBrigade.Functions.ICombatActionValidationFunction
. The signature is bool IsValid (CombatEntity unitCombat)
No general description available
string dependencyActionKey
(nullable)
DataMultiLinkerAction
database key!CombatActionValidationDependency
dependencyActionKey: ''
No general description available
!CombatActionValidationRetreat {}
Used for already planned actions, PhantomBrigade.Functions.ICombatActionExecutionFunction
. The signature is void Run (CombatEntity unitCombat, ActionEntity action)
.
No general description available
string key
(nullable)
DataMultiLinkerUnitStatus
database keystring durationFullOverrideStat
(nullable)
DataMultiLinkerUnitStats
database keystring updateCountOverrideStat
(nullable)
DataMultiLinkerUnitStats
database key!CombatActionAddStatus
key: ''
durationFullOverrideStat: ''
updateCountOverrideStat: ''
No general description available
!CombatActionAddTargetWarning {}
No general description available
string blueprintKey
(nullable)
DataMultiLinkerCombatStrike
database keyfloat angle
!CombatActionCreateAirlift
blueprintKey: ''
angle: 0
No general description available
string dependencyActionKey
(nullable)
DataMultiLinkerAction
database keyDataBlockFloat delay
(nullable)DataBlockVector2 range
(nullable)DataBlockVector2 directionAnimation
(nullable)DataBlockFloat duration
(nullable)DataBlockReactionCheck overrideCheck
(nullable)List<DataBlockActionFunctionTimed> functionsTimed
(nullable)!CombatActionCreateReaction
dependencyActionKey: ''
delay:
f: 0
range:
v:
x: 0
y: 0
directionAnimation:
v:
x: 0
y: 0
duration:
f: 0
overrideCheck:
losCheck: false
angleThreshold: 0
rotationSpeed: 0
functionsTimed:
- timeNormalized: 0
repeat:
timeNormalizedEnd: 0.05
count: 1
functions: []
No general description available
string blueprintKey
(nullable)
DataMultiLinkerCombatStrike
database key!CombatActionCreateStrike
blueprintKey: ''
No general description available
!CombatActionDispose {}
No general description available
List<ICombatFunctionTargeted> functions
(nullable)!CombatActionFunctionOwner
functions: []
No general description available
DataBlockScenarioSubcheckUnit unitCheck
(nullable)List<ICombatActionExecutionFunction> functions
(nullable)List<ICombatActionExecutionFunction> functionsElse
(nullable)!CombatActionFunctionsChecked
unitCheck:
exportCountToMemory:
key: combat_sc_targets_present
exportEntitiesToBlackboard:
key: tgt
indexed: false
tags:
'': false
name:
nameInternal: ''
faction:
key: Phantoms
state:
unitActive:
present: false
unitMobile:
present: false
unitHidden:
present: false
unitWrecked:
present: false
unitDisabled:
present: false
pilotMissing:
present: false
pilotDead:
present: false
pilotConcussed:
present: false
pilotActive:
present: false
actionPlanned:
key: ''
actionCount:
i: 0
targetUnit:
nameInternal: ''
targetPosition:
position:
x: 0
y: 0
z: 0
radius: 0
targetVisibleModes:
- Simulating
targetVisibleStateValues:
'': false
locationOccupied:
present: false
locationOccupiedUnlinked:
locationSourceName: ''
locationSource: State
occupied:
present: false
distance:
check: Less
value: 0
relativeTransform:
origin:
type: None
name: ''
center: true
modifiersDirectional: false
modifiers: []
directionOriginRotation:
x: 0
y: 0
z: 0
directionDot:
check: Less
value: 0
directionDotFlat:
check: Less
value: 0
directionAngle:
check: Less
value: 0
distance:
socketStatSource: ''
range:
x: 0
y: 0
blueprints:
'': false
classes:
'': false
stats:
'':
check: Less
value: 0
statsNormalized:
'':
check: Less
value: 0
actionsInProgress:
'': false
functions: []
functions: []
functionsElse: []
No general description available
!CombatActionModifyStrike {}
No general description available
string blueprintKey
(nullable)
DataMultiLinkerCombatStrike
database key!CombatActionRemoveStrike
blueprintKey: ''