Warhorse ScripBind documentation
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GetAnchor
Syntax
C++
int GetAnchor(IFunctionHandler * pH);
Parameters 
Description 
entityId 
AI's entity id as a center position of the search 
radius 
radius inside which the object must be found. Alternatively a search range can be specified {min=minRad,max=maxRad}. 
AIAnchorType 
Anchor type; see Scripts/AIAnchor.lua for a complete list of Anchor types available 
searchType 
search type filter, which can be one of the following values: 
AIANCHOR_NEAREST 
(default) the nearest anchor of the given type 
AIANCHOR_NEAREST_IN_FRONT 
the nearest anchor inside the front cone of entity 
AIANCHOR_NEAREST_FACING_AT 
the nearest anchor of given type which is oriented towards entity's attention target (...Dejan? ) 
AIANCHOR_RANDOM_IN_RANGE 
a random anchor of the given type 
AIANCHOR_NEAREST_TO_REFPOINT 
the nearest anchor of given type to the entity's reference point (optional) returnPosition - position of the found object (optional) returnDirection - direction of the found object 

the found Anchor's name (nil if not found) 

 

Syntax: AI.GetAnchor( entityId, radius, AIAnchorType, searchType [,returnPosition [,returnDirection]] ) 

returns the closest Anchor of a given type around a given entity; once an Anchor is found, it's devalued and can't be found again for some seconds (unless specified in flags)

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