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CoverManager
Documents the CoverManager class and its functions.
NOT DOCUMENTED We currently don't have information on how these functions work. They are being documented here for visibility.

Invoking CoverManager

To invoke the cover manager, use the following Global function:
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cm = Game.GetCoverManager()
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Sub-functions

GetCoverActionType

GetCoverActionType
Info & Usage
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GetCoverActionType(occupant : ref:GameObject) : AIUninterruptibleActionType;
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GetCoverHeight

GetCoverHeight
Info & Usage
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GetCoverHeight(coverId : Uint64) : gameCoverHeight;
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GetCoverPosition

GetCoverPosition
Info & Usage
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GetCoverPosition(coverId : Uint64) : Vector4;
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GetCoverRemainingHealthPercentage

GetCoverRemainingHealthPercentage
Info & Usage
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GetCoverRemainingHealthPercentage(coverId : Uint64) : Float;
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GetCoverWorldForward

GetCoverWorldForward
Info & Usage
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GetCoverWorldForward(coverId : Uint64) : Vector4;
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GetCoverWorldUp

GetCoverWorldUp
Info & Usage
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GetCoverWorldUp(coverId : Uint64) : Vector4;
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GetCurrentCover

GetCurrentCover
Info & Usage
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GetCurrentCover(occupant : ref:GameObject) : Uint64;
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GetDemandCoverHolder

GetDemandCoverHolder
Info & Usage
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GetDemandCoverHolder(nodeRef : NodeRef) : ref:CoverDemandHolder;
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GetThreatsNotProtectedFrom

GetThreatsNotProtectedFrom
Info & Usage
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GetThreatsNotProtectedFrom(coverId : Uint64, occupant : ref:GameObject, angleMultiplier : Float, predictionTime : Float, trackingMode : gamedataTrackingMode) : array:TrackedLocation;
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GetUsableExposureSpotsForCover

GetUsableExposureSpotsForCover
Info & Usage
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GetUsableExposureSpotsForCover(coverId : Uint64, threat : ref:GameObject) : array:gameAvailableExposureMethodResult;
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GetUsableExposureSpotsForCoverOccupant

GetUsableExposureSpotsForCoverOccupant
Info & Usage
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GetUsableExposureSpotsForCoverOccupant(occupant : ref:GameObject, threat : ref:GameObject) : array:gameAvailableExposureMethodResult;
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GetUsableExposureSpotsForCoverTolerance

GetUsableExposureSpotsForCoverTolerance
Info & Usage
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GetUsableExposureSpotsForCoverTolerance(coverId : Uint64, threat : ref:GameObject, maxTolerance : Float) : array:gameAvailableExposureMethodResult;
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IsCoverAvailable

IsCoverAvailable
Info & Usage
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IsCoverAvailable(coverId : Uint64, occupant : ref:GameObject) : Bool;
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IsCoverRegular

IsCoverRegular
Info & Usage
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IsCoverRegular(coverIdValue : Uint64) : Bool;
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IsCoverValid

IsCoverValid
Info & Usage
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IsCoverValid(coverId : Uint64) : Bool;
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IsEnteringOrLeavingCover

IsEnteringOrLeavingCover
Info & Usage
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IsEnteringOrLeavingCover(occupant : ref:GameObject) : Bool;
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IsProtectingHorizontallyAgainstObject

IsProtectingHorizontallyAgainstObject
Info & Usage
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IsProtectingHorizontallyAgainstObject(coverId : Uint64, object : ref:GameObject, angleMultiplier : Float) : Bool;
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IsShootingSpot

IsShootingSpot
Info & Usage
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IsShootingSpot(coverIdValue : Uint64) : Bool;
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LeaveCoverImmediately

LeaveCoverImmediately
Info & Usage
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LeaveCoverImmediately(occupant : ref:GameObject);
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NodeRefToObjectId

NodeRefToObjectId
Info & Usage
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NodeRefToObjectId(nodeRef : NodeRef) : Uint64;
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NotifyBehaviourCoverArgumentChanged

NotifyBehaviourCoverArgumentChanged
Info & Usage
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NotifyBehaviourCoverArgumentChanged(entity : ref:GameObject, behaviorArgumentName : CName, prevValue : Uint64, currentValue : Uint64);
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NotifyGotDamageInCover

NotifyGotDamageInCover
Info & Usage
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NotifyGotDamageInCover(coverId : Uint64, damageTime : EngineTime, executingCoverAction : Bool, isShooting : Bool);
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RegisterCoverOccupant

RegisterCoverOccupant
Info & Usage
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RegisterCoverOccupant(coverId : Uint64, occupant : ref:GameObject);
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SetMaxAllowedActionHalfAngleDeg

SetMaxAllowedActionHalfAngleDeg
Info & Usage
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SetMaxAllowedActionHalfAngleDeg(angleDeg : Float);
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UnregisterCoverOccupant

UnregisterCoverOccupant
Info & Usage
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UnregisterCoverOccupant(occupant : ref:GameObject);
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Last modified 8mo ago