18 m_Entity1 = j.GetInventory().CreateEntityInCargo(
"Rag");
20 m_Entity2 = s.GetInventory().CreateEntityInCargo(
"Roadflare");
56 m_Entity1 = j.GetInventory().CreateEntityInCargo(
"Rag");
57 EntityAI s =
m_Owner.GetInventory().CreateInInventory(
"TacticalShirt_Grey");
58 m_Entity2 = s.GetInventory().CreateEntityInCargo(
"Roadflare");
95 m_Entity1 = j.GetInventory().CreateEntityInCargo(
"Rag");
96 EntityAI s =
m_Owner.GetInventory().CreateInInventory(
"TacticalShirt_Grey");
97 m_Entity2 = s.GetInventory().CreateEntityInCargo(
"Roadflare");
void botDebugPrint(string s)
represents event that triggers transition from state to state
void BotStateBase(Bot bot=NULL, BotStateBase parent=NULL)
nested state machine (or null)
override void OnUpdate(float dt)
void BotTestSwapG2H(Bot bot=NULL, BotStateBase parent=NULL)
override void OnEntry(BotEventBase e)
override void OnEntry(BotEventBase e)
void BotTestSwapInternal(Bot bot=NULL, BotStateBase parent=NULL)
override void OnUpdate(float dt)
override void OnUpdate(float dt)
void BotTestSwapInternalC2H(Bot bot=NULL, BotStateBase parent=NULL)
override void OnEntry(BotEventBase e)
EntityAI CreateInInventory(string type)
creates entity somewhere in inventory
proto native EntityAI CreateAttachment(string typeName)
Create Entity of specified type as attachment of entity.
script counterpart to engine's class Inventory