Property | Type | Description | |
---|---|---|---|
CombatInstances | int |
Property | Type | Description | |
---|---|---|---|
ActivateNos | void | ||
ActivateRemoteRepair | void | ||
ActivateSensorDampeners | void | ||
ActivateStasisWeb | void | ||
ActivateTargetPainters | void | ||
ActivateWarpDisruptor | void | ||
ActivateWeapons | void | ||
CanActivate | bool | ||
Combat | System | ||
ReloadAmmo | bool | ||
ReloadEnergyWeaponAmmo | bool | ||
ReloadNormalAmmo | bool | ||
TargetCombatants | void | ||
TargetCombatants2 | void | ||
UnlockHighValueTarget | bool | ||
UnlockLowValueTarget | bool |
Method | Description | |
---|---|---|
ActivateBastion ( bool activate = false ) : bool | ||
ProcessState ( ) : void | ||
ReloadAll ( |
Method | Description | |
---|---|---|
ActivateNos ( |
Activate Nos
|
|
ActivateRemoteRepair ( |
||
ActivateSensorDampeners ( |
Activate target painters
|
|
ActivateStasisWeb ( |
Activate StasisWeb
|
|
ActivateTargetPainters ( |
Activate target painters
|
|
ActivateWarpDisruptor ( |
||
ActivateWeapons ( |
Activate weapons
|
|
CanActivate ( |
Returns true if it can activate the weapon on the target The idea behind this function is that a target that explodes is not being fired on within 5 seconds |
|
Combat ( ) : System | ||
ReloadAmmo ( |
Reload correct (tm) ammo for the NPC
|
|
ReloadEnergyWeaponAmmo ( |
||
ReloadNormalAmmo ( |
||
TargetCombatants ( ) : void |
Target combatants
|
|
TargetCombatants2 ( ) : void | ||
UnlockHighValueTarget ( string module, string reason, bool OutOfRangeOnly = false ) : bool | ||
UnlockLowValueTarget ( string module, string reason, bool OutOfWeaponsRange = false ) : bool |
public static ActivateBastion ( bool activate = false ) : bool | ||
activate | bool | |
return | bool |
public static ReloadAll ( |
||
entity | ||
force | bool | |
return | bool |