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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