Member name | Description |
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GetDisableReason | Syntax: Alchemy.GetDisableReason(EntityId user, item_type) returns string   |
OnUse | Syntax: Alchemy.OnUse(EntityId user) returns true   |
Member name | Description |
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CanChangeStanceObject | Syntax: CanChangeStanceObject(Wuid stanceObjectId) Returns true if player either does not use any stance smart object, or if stanceObjectId is the one being used   |
Member name | Description |
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DestroyBBoxProxy | [WH:MR] Destroys the bbox proxy   |
GetBBoxProxyBBox | Returns the aabb of the bbox proxy   |
SetBBoxProxyBBox | Modifies the aabb of the bbox proxy   |
Member name | Description |
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OnEndItemInteraction |   |
Member name | Description |
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GetSlot | Syntax: self.item:GetSlot( bool usePresence ) Gets the slot that holds the item. Uses either the presence or the holder to determine the slot. May return invalid wuid if the item's presence/holder is not a slot   |
CanSleep | Syntax: Player.CanSleep() Returns the result of the if the player can sleep and the message (E_SkipTimeMessage) as a pair   |
C_ScriptBindSkipTime Class | |
GetSkipTimeMessageUIString | Syntax: SkipTime.GetSkipTimeMessageString(E_SkipTimeMessage message) returns the ui string for the skip time message. Returns nil for Empty message or if the messageType is invalid   |
SetHudMessages |   |
GetPerceivedFaction | Syntax: soul:GetPerceivedFaction() Returns the perceived faction (calculated from all cloths) for this soul.   Syntax: soul:GetPerceivedFaction() Returns the perceived faction (calculated from all cloths) for this soul.  |
Member name | Description |
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HasClothingLink | Syntax: XGenAIModule.ClothingLink(wuid); Returns true if the stash has any scheduler clothing link Retunrs NULL in case of failure   |
AssignInventoryToStash |   |
Member name | Description |
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DeactivateParticleEmitter | !   |
GetTorchLightArchetype | Syntax: Human.GetTorchLightArchetype() Gets the light archetype to use for torches for this human (can vary based on script contexts, is/isnt't player)   |
Member name | Description |
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GetMemoryUsage | WH:JK  This is GetMemoryUsage, a member of class CScriptBind_ActionMapManager.  |
EnableActionFilter | !   |
OnLoadGame | WH:JK WH:JK  |
Member name | Description |
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OnPropertyChange |   |
OnPropertyChange |   |
Member name | Description |
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FindLinks | Syntax: XGenAIModule.FindLinks( fromId, 'TagName'); Returns all links from given linkableObject with a given tag. Results are stored in array Returns NULL in case of failure   |
Member name | Description |
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GetMainChatNPC | When given entity is in chat, returns Main chat NPC of this chat   |
Member name | Description |
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IsFollowing | Syntax: Actor.IsFollowing(npcEntity) Checks if player is currently following the specified NPC.   |
Member name | Description |
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IsEndPointInPrivateArea | Syntax: animDoor:IsEndPointInPrivateArea() Returns true if any of the door's navigation endpoint is within a private area   |
Member name | Description |
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GetSlotItemClassId |   ItemSlot   |
GetSlotHand | ItemSlot   |
Member name | Description |
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BelongsToDeadBody | Syntax: Item.BelongsToDeadBody() DEPRECATED Returns true if the item's owner is dead   Syntax: self.item:BelongsToDeadBody() DEPRECATED Returns true if the item's owner is dead   |
CanPickUp | Syntax: Item.CanPickUp( ScriptHandle userId ) Checks if the item can be picked up by the user.   Syntax: self.item:CanPickUp( ScriptHandle userId ) Checks if the item can be picked up by the user.   |
CanSteal | Syntax: Item.CanSteal( ScriptHandle userId ) Checks if the item can be stolen by the user.   Syntax: self.item:CanSteal( ScriptHandle userId ) Checks if the item can be stolen by the user.   |
CanUse | Syntax: Item.CanUse( ScriptHandle userId ) Checks if the item can be used by the user.   Syntax: self.item:CanUse( ScriptHandle userId ) Checks if the item can be used by the user.   |
GetEntityHoldingInHand | Syntax: self.item:GetEntityHoldingInHand() Returns the script table of entity that is hodling this item, if ant  |
GetExtensionParams | Syntax: Item.GetExtensionParams( const char *extension, SmartScriptTable params ) Gets extension parameters.   Syntax: self.item:GetExtensionParams( const char *extension, SmartScriptTable params ) Gets extension parameters.   |
GetHealth | Syntax: Item.GetHealth() Gets item health.   Syntax: self.item:GetHealth() Gets item health.   |
GetId | Syntax: Item.GetId() Gets item id   Syntax: self.item:GetId() Gets item id   |
GetLinkedOwner | Syntax: Item.GetLinkedOwner() Returns linked owner   Syntax: self.item:GetLinkedOwner() Returns linked owner   |
GetMaxHealth | Syntax: Item.GetMaxHealth() Gets the maximum item health.   Syntax: self.item:GetMaxHealth() Gets the maximum item health.   |
GetMountedAngleLimits | Syntax: Item.GetMountedAngleLimits() Gets the mounted angle limits for the item.   Syntax: self.item:GetMountedAngleLimits() Gets the mounted angle limits for the item.   |
GetMountedDir | Syntax: Item.GetMountedDir() Gets the mounted direction for the item.   Syntax: self.item:GetMountedDir() Gets the mounted direction for the item.   |
GetOwnerId | Syntax: Item.GetOwnerId() Gets the identifier of the item's owner.   Syntax: self.item:GetOwnerId() Gets the identifier of the item's owner.   |
GetParams | Syntax: Item.GetParams() Gets the item parameters.   Syntax: self.item:GetParams() Gets the item parameters.   |
GetPhase | Syntax: Item.GetPhase() Returns phase relative from 0 to 1.   Syntax: self.item:GetPhase() Returns phase relative from 0 to 1.   |
GetPhaseById | Syntax: Item.GetPhaseId() Returns absolute phase id from 0 to max phases.   Syntax: self.item:GetPhaseId() Returns absolute phase id from 0 to max phases.   |
GetStats | Syntax: Item.GetStats() Gets the item statistics.   Syntax: self.item:GetStats() Gets the item statistics.   |
GetUIName | Syntax: Item.GetUIName() Gets the UI name.   Syntax: self.item:GetUIName() Gets the UI name.   |
IsDestroyed | Syntax: Item.IsDestroyed() Event that occurs when the item is destroyed.   Syntax: self.item:IsDestroyed() Event that occurs when the item is destroyed.   |
IsFromShop | Syntax: Item.IsFromShop() Returns true if the item is owner by some shop and can be bought instead of picked   Syntax: self.item:IsFromShop() Returns true if the item is owner by some shop and can be bought instead of picked   |
IsMounted | Syntax: Item.IsMounted() Checks if the item is mounted.   Syntax: self.item:IsMounted() Checks if the item is mounted.   |
IsOversized | Syntax: Item.IsOversized() Returns true if the item is too big to be picket up   Syntax: self.item:IsOversized() Returns true if the item is too big to be picket up   |
IsUsed | Syntax: Item.IsUsed() Checks if the item is used.   Syntax: self.item:IsUsed() Checks if the item is used.   |
OnHit | Syntax: Item.OnHit( SmartScriptTable hitTable ) Events that occurs when the item is hit.   Syntax: self.item:OnHit( SmartScriptTable hitTable ) Events that occurs when the item is hit.   |
OnSteal | Syntax: Item.OnSteal( ScriptHandle userId ) If user is player, asks if he wants to steal the item and steals it.   Syntax: self.item:OnSteal( ScriptHandle userId ) If user is player, asks if he wants to steal the item and steals it.   |
OnUsed | Syntax: Item.OnUsed( ScriptHandle userId ) Events that occurs when the item is used.   Syntax: self.item:OnUsed( ScriptHandle userId ) Events that occurs when the item is used.   |
PlayAnimation | Syntax: Item.PlayAnimation( const char *animationName ) Plays the specified animation.   Syntax: self.item:PlayAnimation( const char *animationName ) Plays the specified animation.   |
Reset | Syntax: Item.Reset() Resets the item.   Syntax: self.item:Reset() Resets the item.   |
Select | Syntax: Item.Select( bool select ) Selects/deselects the item.   Syntax: self.item:Select( bool select ) Selects/deselects the item.   |
SetExtensionActivation | Syntax: Item.SetExtensionActivation( const char *extension, bool activation ) Activates/deactivates an extension.   Syntax: self.item:SetExtensionActivation( const char *extension, bool activation ) Activates/deactivates an extension.   |
SetExtensionParams | Syntax: Item.SetExtensionParams( const char *extension, SmartScriptTable params ) Sets extension parameters.   Syntax: self.item:SetExtensionParams( const char *extension, SmartScriptTable params ) Sets extension parameters.   |
SetMountedAngleLimits | Syntax: Item.SetMountedAngleLimits( float min_pitch, float max_pitch, float yaw_range ) Sets the mounted angle limits (yaw-pitch).   Syntax: self.item:SetMountedAngleLimits( float min_pitch, float max_pitch, float yaw_range ) Sets the mounted angle limits (yaw-pitch).   |
SetPhase | Syntax: Item.SetPhase(phase) Sets phase of this objects and reload its mode. Phase relative from 0 to 1.   Syntax: self.item:SetPhase(phase) Sets phase of this objects and reload its mode. Phase relative from 0 to 1.   |
SetPhaseById | Syntax: Item.SetPhaseById(id) Sets phase of this objects by phase id and reload its model. Id is absolute phase from 0 to max phases. Max phases needs to be known from DB.   Syntax: self.item:SetPhaseById(id) Sets phase of this objects by phase id and reload its model. Id is absolute phase from 0 to max phases. Max phases needs to be known from DB.   |
StartUse | Syntax: Item.StartUse( ScriptHandle userId ) The specified user now will start to use the item.   Syntax: self.item:StartUse( ScriptHandle userId ) The specified user now will start to use the item.   |
StopUse | Syntax: Item.StopUse( ScriptHandle userId ) The specified user now will stop to use the item.   Syntax: self.item:StopUse( ScriptHandle userId ) The specified user now will stop to use the item.   |
Use | Syntax: Item.Use( ScriptHandle userId ) The specified user now will use the item.   Syntax: self.item:Use( ScriptHandle userId ) The specified user now will use the item.   |
HasScriptContext | Syntax:: soul:HasScriptContext("script_context_name_from_db") Checks if soul currently has script context active  |
Member name | Description |
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PrepareForDialog | Syntax: Human.PrepareForDialog() Notifies dialog manager that this human is preparing for dialog. This is a response to signal dialog request start which handled by AI.   |
ReadyForDialog | Syntax: Human.ReadyForDialog(false) Notifies dialog manager that this human is ready for dialog. This is a response to signal dialog request start which handled by AI.   |
ReadyForDialogWithTwins | Syntax: Human.ReadyForDialogWithTwins(false) Notifies dialog manager that this human is not ready for dialog so twins should be used instead. This is a response to signal dialog request start which handled by AI.   |
Member name | Description |
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GetRoles | Syntax: soul:GetRoles() Returns a table=array containing role ids.   |
HasMetaRoleByName | Syntax: soul:HasMetaRoleByName() Returns true if soul have specified role. Returns false if the soul doesn't have the specified meta role or the meta role doesn't exist.   |
HasRoleByName | Syntax: soul:HasRoleByName(name) Returns true if soul have specified role.   |
Member name | Description |
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GetFlyMode | Syntax: Player.GetFlyMode() Returns fly mode of the player (FlyMode_Off, FlyMode_On, FlyMode_OnNoCollisions)  |
SetAlcoTeleportTarget | Syntax: Player.SetAlcoTeleportTarget(targetWuid) Sets target place for alcoteleport. Player will be teleported there at the end of unconciousness. Player must be unconscious when this is called, otherwise it is ignored. Set to INVALID_WUID (0) to cancel previous teleport request.   |
GetFlyMode | Syntax: Player.GetFlyMode() Returns fly mode of the player (FlyMode_Off, FlyMode_On, FlyMode_OnNoCollisions)   |
Member name | Description |
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ToggleWeaponSet | Syntax: Human.ToggleWeaponSet(set) Toggle selected weapon set if available.   |
Member name | Description |
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PlayAnimationAction | Syntax: PlayAnimationAction(Wuid alignObject, string fragment, string tags, EntityId triggerEntityId, bool isHold) Executes the NPC state change request with animation action as a extra action. The alignObject may be invalid wuid if the alignment and resource hosting is not required. The script bind may contain optional parameters: string slaveLinkName, string resourceOveride, string triggerPointId   Syntax: PlayAnimationAction(Wuid alignObject, string fragment, string tags, EntityId triggerEntityId, bool isHold) Executes the NPC state change request with animation action as a extra action. The alignObject may be invalid wuid if the alignment and resource hosting is not required. The script bind may contain optional parameters: string slaveLinkName, string resourceOveride, string triggerPointId, bool allowTorchForPlayer   |
PlayAnimationActionJoined | Syntax: PlayAnimationAction(Wuid alignObject, string fragment, string tags, ScriptTable synchronizationData, EntityId triggerEntityId, bool isHold) Executes the NPC state change request with animation action as a extra action. The animation action is synchronized according to the synchronization data. The alignObject may be invalid wuid if the alignment and resource hosting is not required. The script bind may contain optional parameters: string slaveLinkName, string resourceOveride, string triggerPointId   Syntax: PlayAnimationAction(Wuid alignObject, string fragment, string tags, ScriptTable synchronizationData, EntityId triggerEntityId, bool isHold) Executes the NPC state change request with animation action as a extra action. The animation action is synchronized according to the synchronization data. The alignObject may be invalid wuid if the alignment and resource hosting is not required. The script bind may contain optional parameters: string slaveLinkName, string resourceOveride, string triggerPointId, bool allowTorchForPlayer   |
TryDrawTorch | Syntax: Player.TryDrawTorch() Attempts to draw torch if equipped and hands are empty   |
Member name | Description |
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PlayAnimationAction | Syntax: PlayAnimationAction(Wuid alignObject, string fragment, string tags, EntityId triggerEntityId, bool isHold) Executes the NPC state change request with animation action as a extra action. The alignObject may be invalid wuid if the alignment and resource hosting is not required. The script bind may contain optional parameters: string slaveLinkName, string resourceOveride   Syntax: PlayAnimationAction(Wuid alignObject, string fragment, string tags, EntityId triggerEntityId, bool isHold) Executes the NPC state change request with animation action as a extra action. The alignObject may be invalid wuid if the alignment and resource hosting is not required. The script bind may contain optional parameters: string slaveLinkName, string resourceOveride, string triggerPointId   |
PlayAnimationActionJoined | Syntax: PlayAnimationAction(Wuid alignObject, string fragment, string tags, ScriptTable synchronizationData, EntityId triggerEntityId, bool isHold) Executes the NPC state change request with animation action as a extra action. The animation action is synchronized according to the synchronization data. The alignObject may be invalid wuid if the alignment and resource hosting is not required. The script bind may contain optional parameters: string slaveLinkName, string resourceOveride   Syntax: PlayAnimationAction(Wuid alignObject, string fragment, string tags, ScriptTable synchronizationData, EntityId triggerEntityId, bool isHold) Executes the NPC state change request with animation action as a extra action. The animation action is synchronized according to the synchronization data. The alignObject may be invalid wuid if the alignment and resource hosting is not required. The script bind may contain optional parameters: string slaveLinkName, string resourceOveride, string triggerPointId   |
Member name | Description |
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OverrideBodyPart |   |
OverrideHair | Syntax: soul:OverrideHair("hair_001") supply hair name.   |
OverrideHead | Syntax: soul:OverrideHead("henry") supply head name.   |
Member name | Description |
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IsBodyMoreDirty | Syntax: actor:IsBodyMoreDirty(0.2) Returns true if body is more dirty than dirtLevel   |
Member name | Description |
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StartMinigame | Syntax: StartMinigame(EntityId minigameObjectId, int minigameType, Wuid, resourceObjectId, string resourceName, int interruptUrgency) Starts minigame after the resource is hosted by the player state handler. If defined by a link from resource object, an interrupt is scheduled to the blocking NPC using the specified urgency   |
UnlockRecipe | Syntax: RPG.UnlockRecipeStep() Unlocks recipe step.  |
Member name | Description |
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GetBusinessHoursBegin | returns float   |
GetBusinessHoursEnd | returns float   |
Member name | Description |
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HideCurrentTutorial | Syntax: Game.HideTutorial() Hide actually displayed tutorial message.   |
HideTutorial | Syntax: Game.HideTutorial(name) Hides tutorial if currently show. If tutorial is not show right now, nothing happens.   |
ResetTutorial | Syntax: Game.ResetTutorial(name) Resets the tutorials making it possible to display again.  |
ShowTutorial | Syntax: Game.ShowTutorial(text, timeout = 0, syncWithDialogue = false, forceTutorial = false) Shows tutorial message for set time.   Syntax: Game.ShowTutorial(name) Shows tutorial message. Other tutorial parameters are specified in the game table.   |
HideTutorial | Syntax: Game.HideTutorial() Hide actually displayed tutorial message.   |
Member name | Description |
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EndHostResourcesPlayAnimationAction | Syntax: EndHostResourcesPlayAnimationAction() Ends hosting resources previously requested by HostResourcesPlayAnimationAction. It is not necessary to call this function if PlayAnimationAction is called.   |
HostResourcesPlayAnimationAction | Syntax: HostResourcesPlayAnimationAction(Wuid alignObject, string fragment, string tags, EntityId callbackEntityId, bool isHold) Starts holding resources necessary for the PlayAnimationAction. Return true if hosting of resources is successfully attempted, returns false otherwise. If the resource hosting is started successfully the callback will be called. Either OnResourcesHosted is called if when the resources are hosted or OnResourcesTakenAway if there is a NPC with priority override. The callback may be called directly from within calling this scripting (if resources are hosted immediately) The script bind may contain optional parameters: string slaveLinkName, string resourceOveride   |
Member name | Description |
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CanEatItem | Syntax: soul:CanEatItem("89dada87-6e6c-5d2c-a17a-483ada14b90b") Checks if soul can eat the specified item class. Return true if so, false otherwise.   |
EatItem | Syntax: soul:EatItem("89dada87-6e6c-5d2c-a17a-483ada14b90b") Tries to eat an instance of the specified item class. Returns true if the item has been eaten (this includes checking if the item can be eaten), returns false otherwise.   |
IsLinkedWithShop |   WH_CTSW(WH_CTSW_EDITOR)   |
OnPropertyChange | needed by editor     |
Member name | Description |
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ForceWindDirection | Syntax: EnvironmentModule.ForceWindDirection() Set wind direction override. Negative value turns off override.  |
Member name | Description |
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IsWaitingForDialogueReply | Syntax: Actor.IsWaitingForDialogueReply() Checks if actor is waiting for player to reply in a dialogue.   |
Member name | Description |
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C_ScriptBindTutorial Class | |
Complete | Syntax: Tutorial.Complete() Completes tutorial.   |
GetStage | Syntax: Tutorial.GetStage() Returns current tutorial progress stage   |
IsActive | Syntax: Tutorial.IsActive() Return true in case tutorial is in progress.   |
IsComplete | Syntax: Tutorial.IsComplete() Returns true in case tutorial is completed.   |
Proceed | Syntax: Tutorial.Proceed() Proceed to next tutorial stage.   |
Restart | Syntax: Tutorial.Restart() Restarts tutorial.   |
Member name | Description |
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AddBuff | Syntax: soul:AddBuff(string buff_id[, string perk_id]) Adds buff identified by the database id. Returns the instance id. If the buff is the result of a perk, optional perk_id can be used to notify GUI.   |
AddBuff | Syntax: soul:AddBuff(string buff_id, string perk_id) Adds buff identified by the database id. Returns the instance id. If the buff is the result of a perk, optional perk_id can be used to notify GUI.   |
Member name | Description |
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OpenInventory |   Syntax: Shops.OpenInventory(entityId, bCanHaggle) Opens the shop UI with the specified shopkeeper.  |
AssignShopKeeper | Syntax: Shops.AssignShopKeeper(XX, ent) Assign soul of passed entity as shopkeeper to shop XX (entity id).  |
UnassignShopKeeperFromShops | Syntax: Shops.UnassignShopKeeperFromShops(ent) Unassign given shop keeper entity from shop.  |
Member name | Description |
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GetOwner | Syntax: XGenAIModule.GetOwner( myLinkableObjectWuid ); Finds out ownership of given linkable object. Returns wuid of the owner NPC or invalid wuid if there is no owner.   |
Member name | Description |
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AddBuff | Syntax: soul:AddBuff(string buff_id, string perk_id) Adds buff identified by the database id. Returns the instance id. If the buff is the result of a perk, optional perk_id can be used to notify GUI.   |
AddBuff | Syntax: soul:AddBuff(string buff_id) Adds buff identified by the database id. Returns the instance id.   |
Member name | Description |
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IsShopOpened | Finds shop by the linkedEntity (stash) and returns true if it is opened. False if it is closed or not a shop's linked entity.   |
Member name | Description |
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IsUsableVisibleFor |   Syntax: Alchemy.IsUsableVisibleFor(EntityId user, item_type) returns true if item can be currently shown   |
Member name | Description |
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CanBeButchered | Syntax: Actor.CanBeButchered() Returns true if actor can be butcherd (Must be animal and not yet butchered)   Syntax: Actor.CanBeButchered() Returns true if actor can be butchered (Must be animal and not yet butchered) See also IsPlayerInButcheringDistance   |
IsPlayerInButcheringDistance | Syntax: Actor.IsPlayerInButcheringDistance() Returns true if actor is withing butchering distance Does not check other butchering conditions - use in conjunction with CanBeButchered   |
Member name | Description |
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AssignShopKeeper | Syntax: Shops.AssignShopKeeper(XX, ent) Assign soul of passed entity as shopkeeper to shop XX (entity id).  |
AssignShopKeeper | Syntax: Shops.AssignShopKeeper(XX, ent) Assign soul of passed entity as shopkeeper to shop XX (db id).  |
CloseShop |   |
IsShopOpened | returns bool   |
OpenShop |   |
UnassignAllShopKeepersFromShop | Syntax: Shops.UnassignAllShopKeepersFromShop(ShopId) Unassigns all shopkeepers from selected shop. Strongly discourage you from using that. Use rather Shops.UnassignShopKeeperFromShops script bind if it is possible. Assign soul of passed entity as shopkeeper to shop XX (db id).  |
Member name | Description |
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IsUsableVisibleFor |   |
Member name | Description |
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HasPerk | Syntax: soul:HasPerk("89dada87-6e6c-5d2c-a17a-483ada14b90b", true) Check if soul has perk and use it.  |
OnPerkUsed | Syntax: soul:OnPerkUsed("89dada87-6e6c-5d2c-a17a-483ada14b90b") supply perk definition id   |
Member name | Description |
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RequestPickpocketing | Syntax: Human.RequestPickpocketing(EntityId victimEntityId, mode) Start stealing from victim  |
RequestPickpocketing | Syntax: Human.RequestPickpocketing(EntityId victimEntityId, mode) Start stealing from victim  |
Member name | Description |
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StartBuilding | This is StartBuilding, a member of class C_ScriptBindHuman.  |
Member name | Description |
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EnablePerkLeveling | Syntax: soul:EnablePerkLeveling(bool enable) Enables/disables perk leveling.   |
Member name | Description |
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EnablePerkLeveling | Syntax: soul:EnablePerkLeveling(bool enable) Enables/disables perk leveling.   |
Member name | Description |
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AddBlood | Syntax: actor:AddBlood(1, 'head') Adds blood on all equipped items and body in given body part (or all body parts).   |
Member name | Description |
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CanBeButchered | Syntax: Actor.CanBeButchered() Returns true if actor can be butcherd (Must be animal and not yet butchered)   |
LootBegin | Syntax: XGenAIModule.LootBegin(lootedWuid); Marks player as looting   |
Member name | Description |
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AcceptStealthActionByVictim | Syntax: Actor.AcceptStealthActionByVictim() Called by victim to accept stealth action.   |
Member name | Description |
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ShowTutorialWithCodex | Syntax: Game.ShowTutorialWithCodex(text, codexPerkId, timeout = 0, syncWithDialogue = false, forceTutorial = false) Shows tutorial message for set time.   |
Member name | Description |
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SetPriority | Syntax: interactionTrigger.SetPriority() Set the priority of this interactor trigger   |
Member name | Description |
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IsCrossCenteringEnabled | Syntax: Alchemy.IsCrossCenteringEnabled(EntityId user, item_type) returns if hint is enabled for selected alchemy item   |
Member name | Description |
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GetRainIntensity | Syntax: EnvironmentModule.GetRainIntensity() Get current intensity of the rain.  |
Member name | Description |
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DryHerb | Syntax: Human.DryHerb(id, amount) Dry herbs functionality.   |
IsLegalToLoot | Syntax: soul:IsLegalToLoot() Check whether looting the soul (dead or unconscious) will not be seen as a crime   |
Member name | Description |
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C_ScriptBind_ShootingContest Class | |
HideHorseShootingContestTable | Syntax: ShootingContest.HideHorseShootingContestTable() Hide table ui for horse contest   |
HideShootingContestTable | Syntax: ShootingContest.HideShootingContestTable() Hide table ui for contest   |
SetUI |   |
ShowHorseShootingContestTable | Syntax: ShootingContest.ShowHorseShootingContestTable(playerName, opponentName, playerScore, opponentScore, trackName) Show table ui for horse contest, names should be without @   |
ShowShootingContestTable | Syntax: ShootingContest.ShowShootingContestTable(playerName, opponentName1, opponentName2, playerArrows, opponentArrows1, opponentArrows2, isTargetVisible) Show table ui for contest, names should be without @, empty opponent name mean there is no opponent   |
ShowShootingHit | Syntax: ShootingContest.ShowShootingHit(xPos, yPos) Arguments in relative space -1 to 1   |
UpdateHorseShootingContestTable | Syntax: ShootingContest.UpdateHorseShootingContestTable(playerScore) Update score in ui   |
UpdateShootingContestTable | Syntax: ShootingContest.UpdateShootingContestTable(playerArrows, opponentArrows1, opponentArrows2, playerPoints, opponentArrows1, opponentPoints1, opponentPoints2) Update score in ui, opponentArrows1 < 0 mean there is no opponent1   |
ShowDiscoveryMessageDebug | Syntax: Game.DiscoveryMessageDebug(type, uiName, iconId=-1, perkName="") type is 0=poi, 1=location, 2=codex   |
Member name | Description |
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C_ScriptBindDog Class | |
GetDog |   |
AttachTo |   |
Bond | Syntax: Dog.Bond() Player bonds this dog   |
CanBond | Syntax: Dog.CanBond() Returns true, if player can bond this dog from this position   |
SetWantedLevel |   |
Member name | Description |
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C_ScriptBind_HoleDigging Class | |
CheckPlayerAboveHole | Syntax: HoleDigging.CheckPlayerAboveHole(holeId) Check if player stands above hole   |
Member name | Description |
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InterruptDialogs | Syntax: Human.InterruptDialogs() Interrupts all ongoing dialogs.   |
GetIndulgencePrice | Syntax: RPG.GetIndulgencePrice() Returns indulgence price in decigroschen. 0 means no indulgence necessary -- all public friends are at or above their base reputation value.   |
InterruptDialog | Syntax: Human.InterruptDialog() Interrupts an ongoing dialog.   |
Member name | Description |
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ChangeUnstance | Syntax: ChangeUnstance(Wuid unstanceObject, string unstance) Executes the NPC state change request with the specified unstance as the required state. The unstanceObject may be invalid wuid for unstance without location object. The script bind may contain optional parameters: string slaveLinkName   |
ChangeUnstanceJoined | Syntax: ChangeUnstaceJoined(Wuid unstanceObject, string unstance, ScriptTable synchronizationData) Executes the NPC state change request with the specified unstance as the requested state. The difference to previous script bind is that this one provides a way to executed joined unstance. The script bind may contain optional parameter: string slaveLinkName   |
PlayAnimationAction | Syntax: PlayAnimationAction(Wuid alignObject, string fragment, string tags, EntityId triggerEntityId, bool isHold) Executes the NPC state change request with animation action as a extra action. The alignObject may be invalid wuid if the alignment and resource hosting is not required. The script bind may contain optional parameters: string slaveLinkName, string resourceOveride   |
PlayAnimationActionJoined | Syntax: PlayAnimationAction(Wuid alignObject, string fragment, string tags, ScriptTable synchronizationData, EntityId triggerEntityId, bool isHold) Executes the NPC state change request with animation action as a extra action. The animation action is synchronized according to the synchronization data. The alignObject may be invalid wuid if the alignment and resource hosting is not required. The script bind may contain optional parameters: string slaveLinkName, string resourceOveride   |
IsOneshotAvailable |   |
IsOneshotBlocked |   |
IsOneshotAvailable |   |
IsOneshotBlocked |   |
Member name | Description |
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IsDead |   |
ReviveToDefaults | Syntax: actor.ReviveToDefaults() Revives the Actor to default values.   |
Member name | Description |
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GetSlotSpawnOnStart |   |
Member name | Description |
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C_PlayerStateHandlerScriptBind Class | |
ChangeStance | Syntax: ChangeStance(Wuid stanceObject, string stance) Executes the NPC state change request with the specified stance as the required state   |
Member name | Description |
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DoBonding | Syntax: Human.DoBonding(EntityId horseId) Bond selected horse.   |
CanBondHorse | Syntax: Player.CanBondHorse(horseEntityId) Returns if the player can bond a target horse   |
Member name | Description |
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GetMasterInventory | Syntax: local inventoryId = stash.GetMasterInventory() If this stash is shared, returns id of master inventory. Returns invalid wuid otherwise.   |
Member name | Description |
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DumpItemsToWorld |   |
Member name | Description |
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IsOneshotAvailable |   |
IsOneshotBlocked |   |
IsStanceAvailable |   |
IsStanceBlocked |   |
IsUnstanceAvailable |   |
IsUnstanceBlocked |   |
Member name | Description |
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OpenItemMultiselectionFilter | Syntax: Actor:OpenItemMultiselectionFilter(entityId, filter) Opens UI for selecting multiple items with multiple amounts.   |
OpenItemSelectionFilter | Syntax: Actor:OpenItemSelectionFilter(entityId, filter) Returns more human readable representation of wuid.  Syntax: Actor:OpenItemSelectionFilter(entityId, filter) Opens UI for selecting single item.   |
SendMessageToEntityArray |   |
Member name | Description |
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EquipClothingPreset | Clothing ============================================= Syntax: Actor.EquipClothingPreset( "46ea38bb-0be7-ca10-a8ac-d526056c04b3" ) Clothing preset is equipped to actor. Dirt level of actor is used for new items. Health of equipment slots is ignored.  |
GetInitialClothingPreset | Syntax: Actor.GetInitialClothingPreset() Returns string - GUID of initial clothing preset   |
GetInitialWeaponPreset | Syntax: Actor.GetInitialWeaponPreset() Returns string - GUID of initial weapon preset  |
EquipClothingPreset | Clothing ============================================= Syntax: Actor.EquipClothingPreset( "46ea38bb-0be7-ca10-a8ac-d526056c04b3" ) Clothing preset is equipped to actor. Dirt level of actor is used for new items. Health of equipment slots is ignored.   |
GetInitialClothingPreset | Syntax: Actor.GetInitialClothingPreset() Returns string - GUID of initial clothing preset   |
GetInitialWeaponPreset | Syntax: Actor.GetInitialWeaponPreset() Returns string - GUID of initial weapon preset   |
Member name | Description |
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IsInTenseCircumstance | Syntax: soul:IsInTenseCircumstance() returns 1 if the soul in in tense circumstance state   |
Member name | Description |
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PlayerHoldsKey | Syntax: locpickable.PlayerHoldsKey() Returns whether the player has a key that matches this lock  |
PlayerHoldsKey | Syntax: locpickable.PlayerHoldsKey() Returns whether the player has a key that matches this lock   |
Member name | Description |
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PlayerHoldsKey | Syntax: locpickable.PlayerHoldsKey() Returns whether the player has a key that matches this lock   |
Member name | Description |
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OpenItemTransferStore | Syntax: Actor:OpenItemTransferStore(otherInventoryId)   |
OpenItemTransferStore | Syntax: Actor:OpenItemTransferStore(otherInventoryId)   |
Member name | Description |
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OpenItemTransferStore | Syntax: Actor:OpenItemTransferStore(entityId)   Syntax: Actor:OpenItemTransferStore(otherInventoryId)   |
CanUseMinigame | Syntax: Minigame.CanUseMinigame(ScriptHandle playerId, int filterMask) Check if the minigame can start. Particular type of minigame can use different mask. By default all filters are enabled. Use disableMask to disable particular filter. Use Lua bit operations (bor) to compose bit values. For example: bor(E_MUF_CombatDanger,E_MUF_Other)  |
Member name | Description |
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OpenItemTransferStore | Syntax: Actor:OpenItemTransferStore(entityId)   |
OpenItemTransferStore | Syntax: Actor:OpenItemTransferStore(entityId)   |
Member name | Description |
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OpenItemSelectionFilter | Syntax: Actor:OpenItemSelectionFilter(entityId, filter) Returns more human readable representation of wuid.  |
OpenItemSelectionSharpening | Syntax: Actor:OpenItemSelectionSharpening(entityId) Returns more human readable representation of wuid.  |
OpenItemTransferStore | Syntax: Actor:OpenItemTransferStore(entityId)   |
C_ScriptBindUI Class | |
OnApseLinkNodeDespawn |   |
OnApseLinkNodeSpawn | This is OnApseLinkNodeSpawn, a member of class C_ScriptBindUI.  |
OnShopLinkNodeDespawn |   |
OnShopLinkNodeSpawn | This is OnShopLinkNodeSpawn, a member of class C_ScriptBindUI.  |
SetShopModule |   This is SetShopModule, a member of class C_ScriptBindShop.  |
OpenInventory | Syntax: Actor:OpenInventory(entityId, mode, otherInventoryId, filter) Returns more human readable representation of wuid.  |
CloseInventory | Support functions   |
Member name | Description |
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UpdateBeforeAnimation | Syntax: animDoor.UpdateBeforeAnimation() Should be called when an animation is about to be played on the door so that the C_AnimDoor object has the chance to update some internal information before the animation starts, incl. audio settings.   |
C_ScriptBindLockBase Class | |
GetLockBase |   |
AttachTo |   |
ReportLocked | Syntax: locpickable.ReportLocked() Should be called when the lock is locked.   |
ReportLockpicked | Syntax: locpickable.ReportLockpickeded() Should be called when the lock is lockpicked.   |
ReportUnlocked | Syntax: locpickable.ReportUnlocked() Should be called when the lock is unlocked.   |
ReportUnlocked | Syntax: stash.ReportUnlocked() Should be called when the stash is unlocked.   |
Member name | Description |
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RemoveDaycyclePatch | Syntax: XGenAIModule.RemoveDaycyclePatch(Wuid wuid, string patchHandle) removes the patch with given handle from NPC with given WUID Returns true if the patch has been successfully removed, false otherwise (NPC with given wuid doesn't exist or it doesn't contain patch with specified handle)   |
Member name | Description |
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IsInteractive | Syntax: animDoor.GetObjectAnim(userId, true, false, true)   |
Member name | Description |
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SetItemOwner | Syntax: ItemManager.SerItemOwner( itemId, ownerId, markAsStolen ) No return value.   |
Member name | Description |
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DebugStopMinigame |   |
Member name | Description |
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EnableRestockingOnOpen |   |
RestockShop |   |
Member name | Description |
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SetPlayerInteractiveState | Syntax: DialogModule.SetPlayerInteractiveState(stateName) Sets interactive state for players dialog. StateName must correspond to E_D_InteractiveState enum   |
SetPlayerInteractiveState | Syntax: DialogModule.SetPlayerInteractiveState(stateName) Sets interactive state for players dialog. StateName must correspond to E_D_InteractiveState enum   |
Member name | Description |
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PrepareFood | Syntax: Human.PrepareFood(id, type, amount) Cooking functionality.  |
IgnorePerception | Syntax: XGenAIModule.IgnorePerception(WUID perceptorId, WUID perceptibleId, string timeout, bool isWorldTime, bool uninterruptible); Make perceptor ignore a perceptible.   |
PrepareFood | Syntax: Human.PrepareFood(id, type) Cooking functionality.  |
Member name | Description |
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SpawnPrefab |   |
SpawnPrefab |   |
Member name | Description |
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CreatePrefab | Syntax: Game.CreatePrefab(self.id,props.filePrefabLibrary,props.ObjectVariation.sPrefabVariation,props.nMaxSpawn); Creates the runtime prefab in the same way as SpawnPrefab, but doesn't spawn the content of the prefab. Only creates the prefab and links to given entity id.  |
SpawnPrefab |   |
CreatePrefab | Syntax: Game.CreatePrefab(self.id,props.filePrefabLibrary,props.ObjectVariation.sPrefabVariation,props.nMaxSpawn); Creates the runtime prefab in the same way as SpawnPrefab, but doesn't spawn the content of the prefab. Only creates the prefab and links to given entity id.  |
LoadPrefabLibrary |   |
SpawnPrefab |   |
Member name | Description |
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HasAcceptedChat | Syntax: Actor.HasAcceptedChat() Checks if this actor has accepted chat.   |
HasChatRequest | Syntax: Actor.HasChatRequest() Checks if this requested a chat with the player.   Syntax: Actor.HasChatRequest() Checks if this actor requested a chat with the player.   |
OpenChat | Syntax: Actor.OpenChat() Continue chat with the player.   |
Member name | Description |
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C_ScriptBind_Cart Class | |
CanPlayerMount | Syntax: Cart.CanPlayerMount(EntityId cartId, bool frontSeat) returns true if player can mount into cart  |
MountPlayer | Syntax: Cart.MountPlayer(EntityId cartId, bool frontSeat) Mount player into cart  |
Member name | Description |
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IsPS20Supported | !   |
Member name | Description |
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GetActorIdFromParameter |   |
CanFollow | Syntax: Actor.CanFollow(npcEntity) Checks if this NPC can be followed be player.   |
StartFollow | Syntax: Actor.StartFollow(npcEntity) Start following the NPC.   |
Member name | Description |
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C_ScriptBind_Blacksmithing Class | |
CanUse | Syntax: Blacksmithing.CanUse(EntityId user, EntityId pileId) returns true if smithery can be used   |
StartMinigame | Syntax: Blacksmithing.StartMinigame(EntityId user, EntityId pileId) Starts blacksmithing minigame.   |
Member name | Description |
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C_ScriptBindCarryableItem Class | |
CanPickUp | checks if the user is close to the item (wh_ent_CarryItemPileMaxDistance) and is in Idle state   |
CanPickUpImpl |   |
PickUp |   |
PickUpImpl |   |
C_ScriptBindCarryItemPile Class | |
CanDeposit |   |
CanPackAndPick |   |
CanPickUp |   |
Deposit |   |
PickUp |   |
Member name | Description |
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IsCombatChatTarget | Syntax: Player.IsCombatChatTarget(entityId) Returns true when player is in combat danger and target is threat for player   |
ReportOpened | Syntax: stash.ReportOpened() Should be called when the stash is opened.   |
ReportOpened | Syntax: stash.ReportOpened() Should be called when the stash is opened.   |
Member name | Description |
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GetObjectAnimName | Syntax: animDoor.GetObjectAnim(userId, true, false, true) Gets the animation name that should be played by the door object based on the situation and usage specified by the params  |
GetUserAnimName | Syntax: animDoor.GetUserAnimName(userId, true, false, true) Gets the animation name that should be played by the user of the door when using the door.  |
Member name | Description |
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RequestDialog | Syntax: Actor.RequestDialog(entity, roles, bOnce, bIsInterruptibleByPlayer) Requests dialog with this human. roles - meta roles override for source soul Dialog does not start immediately but it only notifies targeted entity that somebody wants to interact with it. If target entity does not respond in proper time the request is canceled automatically. Returns true in case request was successfully accepted by dialog manager. In some cases it can return false which means that dialog was refused.  Syntax: Actor.RequestDialog(entity, roles, bOnce) Requests dialog with this human. roles - meta roles override for source soul Dialog does not start immediately but it only notifies targeted entity that somebody wants to interact with it. If target entity does not respond in proper time the request is canceled automatically. Returns true in case request was successfully accepted by dialog manager. In some cases it can return false which means that dialog was refused.  |
RequestDialog | Syntax: Human.RequestDialog(entity, roles, bOnce, bIsInterruptibleByPlayer) Requests dialog with this human. roles - meta roles override for source soul Dialog does not start immediately but it only notifies targeted entity that somebody wants to interact with it. If target entity does not respond in proper time the request is canceled automatically. Returns true in case request was successfully accepted by dialog manager. In some cases it can return false which means that dialog was refused.  Syntax: Human.RequestDialog(entity, roles, bOnce) Requests dialog with this human. roles - meta roles override for source soul Dialog does not start immediately but it only notifies targeted entity that somebody wants to interact with it. If target entity does not respond in proper time the request is canceled automatically. Returns true in case request was successfully accepted by dialog manager. In some cases it can return false which means that dialog was refused.  |
IsDialogInterruptibleByPlayer | Syntax: DialogModule.IsDialogInterruptibleByPlayer(wuid) return whether soul can be interrupted by another dialog from player   |
AddMetaRole | Syntax: soul:AddMetaRole(id) Adds a metarole ids to this soul.   |
RemoveMetaRole | Syntax: soul:RemoveMetaRole(id) Removes a metarole from this soul.   |
Member name | Description |
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OverrideBodyPart |   |
OverrideHair | Syntax: soul:OverrideHair("483ee159-9888-4955-ee19-e41d97637592") supply hair guid (character_hair).   Syntax: soul:OverrideHair("hair_001") supply hair name.   |
OverrideHead | Syntax: soul:OverrideHead("4e653afe-1b23-db1e-74c8-350b21b958a8") supply head guid (character_head).   Syntax: soul:OverrideHead("henry") supply head name.   |
AddBlood | Syntax: actor:AddBlood('all', 1) Adds blood on all equipped items and body in given zone (or all zones).   |
AcquireInventory | returns Id of inventory   |
AnimCharSetBodyBlood | Syntax: EntityModule.AnimCharSetBodyBlood(entityId, "zone", float01) Debug function  |
LoadInventoryFromDB | clears inventory and loads inventory items from DB   |
ReleaseInventory |   |
RemoveItem | Syntax: Inventory.RemoveItem( id ) Removes an item from the inventory.   |
Validate | Syntax: Inventory.Validate() Validates the inventory.   |
CreateItem | creates new item with defined health and amount   |
SetIgnoreSaveFlag | Syntax: Item.SetSaveFlag( bool save ) Sets or unsets E_IF_NoSaving flag on item. This item won't be saved or loaded (it will keep it's state through load - use with extreme caution). Intended for use only with transcription books   |
OverrideCharacterElement |   |
Member name | Description |
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GetTableLine | Syntax: Database.GetTableLine("weapons", 5) Returns lua table with members of one data line.   |
GetTableLine | Syntax: Database.GetTableLine("weapons", 5) Returns lua table with members of one data line.   |
Member name | Description |
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EnablePlayerHorseInventory |   |
Member name | Description |
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ClearSelection |   |
SelectObject |   |
Member name | Description |
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AddLocationPoint | Syntax: RPG.AddLocationPoint(entityId) Registers location point entity into entity manager   |
Member name | Description |
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SpawnEntity | Syntax: XGenAIModule.SpawnEntity{ Name="...", ... } or XGenAIModule.SpawnEntity(params), where params is table with Properties, named after individual arguments   Syntax: XGenAIModule.SpawnEntity{ Name="...", ... } or XGenAIModule.SpawnEntity(params), where params is table with Properties, named after individual arguments  |
Member name | Description |
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C_ScriptBindAnimDoor Class | |
GetDoor |   |
GetSoul |   |
AttachTo |   |
ReportClosed | Syntax: animDoor.ReportClosed(userId) Should be called when the door is closed.   |
ReportOpened | Syntax: animDoor.ReportOpened(userId) Should be called when the door is opened.   |
SpawnEntity | Syntax: XGenAIModule.SpawnEntity(params)  Syntax: XGenAIModule.SpawnEntity{ Name="...", ... } or XGenAIModule.SpawnEntity(params), where params is table with Properties, named after individual arguments   |
Member name | Description |
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SpawnEntity | Syntax: XGenAIModule.SpawnEntity(params)  |
Member name | Description |
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C_ScriptBindAlchemyTable Class | |
GetTable |   |
AttachTo |   |
IsEnabled | Syntax: alchemyTable.IsEnabled() Checks whether the alchemy table is enabled for use by player.   |
Member name | Description |
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CleanDirt | Syntax: actor:CleanDirt(1) Use only when you want to clean somebody programmatically. If you want to clean player after its in-game action, call WashDirtAndBlood instead.  |
WashDirtAndBlood | Syntax: actor:WashDirtAndBlood(1, 0.5) Call when somebody washes himself in the game.   |
CleanDirt | Syntax: actor:CleanDirt(1) Use only when you want to clean somebody programmatically. If you want to clean player after its in-game action, call WashDirtAndBlood instead. Cleans all actor clothes with 0 - 100% cleaning efficiency  |
WashDirtAndBlood | Syntax: actor:WashDirtAndBlood(1) Call when somebody washes himself in the game. Cleans all actor clothes with 0 - 100% cleaning efficiency   |
Member name | Description |
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CScriptBind_Vehicle Class | |
AddSeat | !   |
AttachTo |   |
ChangeSeat | !   |
Destroy | !   |
DisableEngine | !   |
EnableMovement | !   |
EnterVehicle | !   |
ExitVehicle | !   |
GetComponentDamageRatio | !   |
GetHelperDir | !   |
GetHelperPos | !   |
GetHelperWorldPos | !   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_Vehicle.  |
GetSeatForPassenger | !   |
GetVehicle | !   |
HasHelper | !   |
IsDestroyed | !   |
IsInsideRadius | !   |
IsUsable | !   |
MultiplyWithWorldTM | !   |
OnHit | !   |
OnSpawnComplete | !   |
OnUsed | !   |
ProcessPassengerDamage | !   |
Release | This is Release, a member of class CScriptBind_Vehicle.  |
Reset | !   |
ResetSlotGeometry | !   |
CScriptBind_VehicleSeat Class | |
AttachTo |   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_VehicleSeat.  |
GetPassengerId | !   |
GetVehicleSeat | !   |
GetWeaponCount | !   |
GetWeaponId | !   |
IsDriver | !   |
IsFree | !   |
IsGunner | !   |
Release | This is Release, a member of class CScriptBind_VehicleSeat.  |
Reset | !   |
SetAIWeapon | !   |
CScriptBind_VehicleSystem Class | |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_VehicleSystem.  |
GetOptionalScript | !   |
GetVehicleImplementations | !   |
Release | This is Release, a member of class CScriptBind_VehicleSystem.  |
ReloadSystem | !   |
SetTpvDistance | !   |
SetTpvHeight | !   |
RevivePlayerInVehicle | Syntax: GameRules.RevivePlayerInVehicle( ScriptHandle playerId, ScriptHandle vehicleId, int seatId, int teamId, bool clearInventory ) Revives a player inside a vehicle.   |
Member name | Description |
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AddLink | Syntax: XGenAIModule.AddLink( fromId, toId, 'TagName'); Adds a link between the linkable objects from and to. The specified tag is used - it must exists! Returns true if the link has been added, false otherwise.   |
Member name | Description |
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C_ScriptBindStash Class | |
GetStash |   |
AttachTo |   |
ReportClosed | Syntax: stash.ReportClosed() Should be called when the stash is closed.   |
ReportOpened | Syntax: stash.ReportOpened() Should be called when the stash is opened.   |
ReportUnlocked | Syntax: stash.ReportUnlocked() Should be called when the stash is unlocked.   |
GetFactionById | Syntax: RPG.GetFactionById(factionId) Returns faction with the given id or nil if no such faction exists.   |
GetPerceivedFaction | Syntax: soul:GetPerceivedFaction() Returns the perceived faction (calculated from all cloths) for this soul.   |
GetRelationship | Syntax: soul:GetRelationship(otherSoulId) returns the relationship between this and the other soul (-1 the worst enemies, 1 the best friends) Optional second argument selects the superfaction type for the other party. Can be Original, Current or Perceived.  Syntax: soul:GetRelationship(otherSoulId) returns the relationship between this and the other soul (-1 the worst enemies, 1 the best friends) Optional second argument selects the superfaction type for the other party. Can be Original, Current or Perceived.   |
GetFactionById | Syntax: RPG.GetFactionById(factionId) Returns faction with the given id or nil if no such faction exists.   |
GetPerceivedSuperfaction | Syntax: soul:GetPerceivedSuperfaction() Returns the perceived super faction (calculated from all cloths) for this soul.  |
GetSuperfaction | Syntax: soul:GetSuperfaction() Returns the true super faction of soul. Optional second argument selects the superfaction type for the other party. Can be Original, Current or Perceived.   |
DebugDrawText | Syntax: Game.DebugDrawText(float x, float y, float fontSize, const char* text, int r, int g, int b, float a) Draws texts on screen, needs to be called in OnUpdate function.  |
Member name | Description |
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IsHoldEnabled | Syntax: interactionTrigger.IsHoldEnabled() Checks whether the trigger hold button is enabled for use by player.   |
IsPressEnabled | Syntax: interactionTrigger.IsPressEnabled() Checks whether the trigger press button is enabled for use by player.   |
IsEnabled | Syntax: interactionTrigger.IsEnabled() Checks whether the trigger is enabled for use by player   |
SetEnabled | Syntax: interactionTrigger.SetEnabled(enabled) Enables or disables the trigger based on provided parameter.   |
Member name | Description |
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GetFlyMode | Syntax: Player.GetFlyMode() Returns fly mode of the player (FlyMode_Off, FlyMode_On, FlyMode_OnNoCollisions)   |
SetFlyMode | Syntax: Player.SetFlyMode(flyMode) Sets fly mode of the player (FlyMode_Off, FlyMode_On, FlyMode_OnNoCollisions)   |
Member name | Description |
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UnblockInfoText | Syntax: Game.UnblockInfoText(category) Reverts effect of Game.BlockInfoText(category).   Syntax: Game.UnblockInfoText(category) Reverts effect of Game.BlockInfoText(category).  |
SetUIHudMessages |   |
Member name | Description |
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C_ScriptBindQuest Class | |
ActivateQuest | Syntax: QuestSystem.ActivateQuest(const char *questName) Activate quest   |
AreQuestVIPsAlive | Syntax: QuestSystem.AreQuestVIPsAlive(const char *questName) Returns true if all quest vip are still alive  |
C_ScriptBindQuest::CallScript (char*, char*) | |
C_ScriptBindQuest::CallScript (char*, std::list<string>&) | |
CallScript | This is the overview for the CallScript method overload.  |
CancelObjective | Syntax: QuestSystem.CancelObjective(const char *questName) Cancel quest objective (tracked object count)   |
CancelQuest | Syntax: QuestSystem.CancelQuest(const char *questName, int flag) Cancel quest (repeat count, tracked object count)   |
CanRepeatQuest | Syntax: QuestSystem.CanRepeatQuest(const char *questName) Returns if quest can be repeated   |
CompleteObjective | Syntax: QuestSystem.CompleteObjective(const char *questName) Complete objective of quest with id, only if it is active   |
DeactivateQuest | Syntax: QuestSystem.DeactivateQuest(const char *questName) Deactivate quest   |
GetActiveObjectives | Syntax: QuestSystem.GetActiveObjectives(const char *questName) Returns table with ids of active objectives   |
GetObjectiveExpCoeff | Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered   |
IsObjectiveCanceled | Syntax: QuestSystem.IsObjectiveCanceled(const char *questName) Returns true if objective is canceled, false if not, or quest or objective does not exist   |
IsObjectiveCompleted | Syntax: QuestSystem.IsObjectiveCompleted(const char *questName) Returns true if objective is completed, false if not, or quest or objective does not exist   |
IsObjectiveStarted | Syntax: QuestSystem.IsObjectiveStarted(const char *questName) Returns true if objective has been started, false if not, or quest or objective does not exist   |
IsObjectiveTrackedCompleted | Syntax: QuestSystem.IsObjectiveTrackedCompleted(const char *questName) Returns true if objective tracked assets count is enough   |
IsObjectiveUnchanged | Syntax: QuestSystem.IsObjectiveUnchanged(const char *questName) Returns true if objective is same as after reset, false if not, or quest or objective does not exist   |
IsQuestActivated | Syntax: QuestSystem.IsQuestActivated(const char *questName) Returns true if quest has been activated, false if not, or quest does not exist   |
IsQuestAvailable | Syntax: QuestSystem.IsQuestAvailable(const char *questName) Returns true if quest is available, false if not, or quest does not exist   |
IsQuestCanceled | Syntax: QuestSystem.IsQuestCanceled(const char *questName) Returns true if quest is completed, false if not, or quest or objective does not exist   |
IsQuestCompleted | Syntax: QuestSystem.IsQuestCompleted(const char *questName) Returns true if quest is completed, false if not, or quest or objective does not exist   |
IsQuestStarted | Syntax: QuestSystem.IsQuestStarted(const char *questName) Returns true if quest has been started, false if not, or quest does not exist   |
IsQuestUnchanged | Syntax: QuestSystem.IsQuestUnchanged(const char *questName) Returns true if quest has only been loaded from DB   |
LoadScripts |   |
OpenInventory | Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered   |
RegisterQuestEntity | Syntax: QuestSystem.RegisterQuestEntity() Registers entity with quest smart object. Not on master.   |
ReloadQuest | Syntax: QuestSystem.ReloadQuest() Reload quest DB tables. Not on master.   |
ReloadQuests | Syntax: QuestSystem.ReloadQuests() Reload all quests. Not on master.   |
ResetQuest | Syntax: QuestSystem.ResetQuest(const char *questName) Reset quest (repeat count, tracked object count)   |
StartObjective | Syntax: QuestSystem.StartObjective(const char *questName) Start objective of quest with id   |
StartQuest | Syntax: QuestSystem.StartQuest(const char *questName) Start quest if loaded from xml   |
TriggerCondition | Syntax: QuestSystem.TriggerCondition() Trigger condition evaluation of all types for current active objectives   |
UserEnteredTrigger | Syntax: QuestSystem.PlayerEnteredTrigger(int placeAssetId, EntityId userId) Called from script when player enters ProximityTrigger or AreaTrigger   |
Member name | Description |
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StartBookTranscription |   |
BookTranscriptionNextPage |   |
Member name | Description |
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C_ScriptBind_StoneThrowing Class | |
CanUse | Syntax: StoneThrowing.CanUse(EntityId user, EntityId pileId) returns true if pile can be used   |
StartMinigame | Syntax: StoneThrowing.StartMinigame(EntityId user, EntityId pileId) Starts stone throwing minigame.   |
Member name | Description |
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Reset | Syntax: Statistics.Reset(statisticName); Resets a statistics counter.   |
Member name | Description |
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AcceptChatRequest | Syntax: Actor.AcceptChatRequest() Accepts chat request from this actor.   |
CanChat | Syntax: Actor.CanChat() Checks if chat can be started with this actor.   |
CanTalk | Syntax: Actor.CanTalk() Checks if this human have something to say.  |
DoChat | Syntax: Actor.DoChat() Start chat with the player.   |
HasChatRequest | Syntax: Actor.HasChatRequest() Checks if this requested a chat with the player.   |
C_ScriptBindInteractionTrigger Class | |
GetInteractionTrigger |   |
AttachTo |   |
IsEnabled | Syntax: interactionTrigger.IsEnabled() Checks whether the trigger is enabled for use by player   |
SetEnabled | Syntax: interactionTrigger.SetEnabled(enabled) Enables or disables the trigger based on provided parameter.   |
SetHeld | Syntax: interactionTrigger.SetHeld() Should be called when the trigger is held by player.   |
SetPressed | Syntax: interactionTrigger.SetPressed() Should be called when the trigger is pressed by player.   |
IsLockedToOpponent | Syntax: Player.IsLockedToOpponent(entityId) Returns true when player is locked in melee combat to this entity   |
IsSequenceAvailable | Syntax: DialogModule.IsSequenceAvailable(12345) return true if sequence is not on cool down   |
IsSequenceUsed | Syntax: DialogModule.IsSequenceUsed(12345) return true if sequence was selected at last once   |
ResetHaveDialogCache | Syntax: DialogModule.ResetHaveDialogCache() reset have dialog cache so NPC will evaluate dialog options next time interactor asks for it   |
ResetSequenceTimer | Syntax: DialogModule.ResetSequenceTimer(12345) resets sequence cool down and used flags   |
StartMonolog | Syntax: DialogModule.StartMonolog(entity, 2258) Start monolog using dialog system. Specific topic can be selected.   |
CanTalk | Syntax: Actor.CanTalk() Checks if this human have something to say.   |
EnableLayerProfile | !   |
IsLayerProfileEnabled | This is IsLayerProfileEnabled, a member of class C_ScriptBindEntityModule.  |
SetWorldTimePaused | Syntax: Calendar.SetWorldTimePaused(true) Pauses/unpauses world time.   |
Member name | Description |
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C_ScriptBindBackgammon Class | |
AcceptGame | Syntax: Backgammon.AcceptGame(EntityGUID opponentId, EntityGUID playerId) Opponent accepted previous request.   |
EndGame | Syntax: Backgammon.EndGame(EntityGUID playerId) Player requests game end.   |
MoveChecker | Syntax: Backgammon.MoveChecker(EntityGUID playerId, int pointFrom, int pointTo) Player requires move from point to point.   |
OfferBet | Syntax: Backgammon.OfferBet(EntityGUID playerId, int money) Player offers his bet for current game.   |
RequestGame | Syntax: Backgammon.RequestGame(EntityGUID playerId, EntityGUID opponentId, EntityGUID boardId) Player requests new game with an opponent.   |
RollDice | Syntax: Backgammon.RollDice(EntityGUID playerId) Player rolled the dice.   |
RolledDice | Syntax: Backgammon.RolledDice(EntityGUID playerId) Player finished rolling the dice.   |
GetActionControl | Syntax: Game.GetActionControl( actionMap, actionId ) Get control mapped for action with given name for current input device.   |
Member name | Description |
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IsCarryingCorpse | Syntax: Actor.IsCarryingCorpse() Checks if this human is carrying a corpse.   |
RestrictDialog | Syntax: soul:RestrictDialog(true) set soul to dialog restricted mode so it cannot be speak to   Syntax: soul:RestrictDialog(true) set soul to dialog restricted mode so it cannot be speak to (hint will not be shown, and this functionality is implemented in lua, using IsDialogRestricted) Also deletes all unfinished requests   |
Member name | Description |
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IsPerInstanceStreamable | !   |
Member name | Description |
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FeedDog |   |
Member name | Description |
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SetPlayerInteractiveState | Syntax: DialogModule.SetPlayerInteractiveState(stateName) Sets interactive state for players dialog. StateName must correspond to E_D_InteractiveState enum   |
CancelDogObjective |   |
HasRunningDogObjective |   |
RequestDogObjective |   |
SetPlayerDogMode | Syntax: XGenAIModule.SetPlayerDogMode(set) Set given mode to the players companion.   |
Member name | Description |
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OnCompanionEvent | Syntax: soul:OnCompanionEvent(companion, 'EventName') sends an event.   |
Member name | Description |
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SetPlayerDog | This is SetPlayerDog, a member of class C_ScriptBindPlayer.  |
GenerateCompanionEventDebug | Syntax: soul:GenerateCompanionEventDebug() sends a play event for the primary dog companion. Just for debug.   |
Member name | Description |
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ResetHaggle | Syntax: DialogModule.ResetHaggle() Resets haggle attributes. Please call this at the end of every haggle otherwise ended haggle can interfered into future one   |
Member name | Description |
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CanInteractWith | Syntax: Human.CanTalk() Checks if this human have something to say.   Syntax: Human.CanInteractWith() Checks if entity is close enough to interact with another one. @deprecated use Actor.CanInteractWith   |
CanTalk | Syntax: Human.CanTalk() Checks if this human have something to say.   Syntax: Human.CanTalk() Checks if this human have something to say. @deprecated use Actor.CanTalk   |
Member name | Description |
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OverrideCharacterElement |   |
OverrideHair | Syntax: soul:OverrideHair("483ee159-9888-4955-ee19-e41d97637592") supply hair guid (character_hair).   |
Member name | Description |
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CanInteractWith | Syntax: Actor.CanInteractWith() Checks if entity is close enough to interact with another one. Distance is defined by wh_player_TalkInteractorDistance   |
CanTalk | Syntax: Actor.CanTalk() Checks if this human have something to say.   |
RequestDialog | Syntax: Actor.RequestDialog(entity, roles, bOnce, bIsInterruptibleByPlayer) Requests dialog with this human. roles - meta roles override for source soul Dialog does not start immediately but it only notifies targeted entity that somebody wants to interact with it. If target entity does not respond in proper time the request is canceled automatically. Returns true in case request was successfully accepted by dialog manager. In some cases it can return false which means that dialog was refused.  |
Member name | Description |
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PlaceToSlotFromInventory | Syntax: XGenAIModule.PlaceToSlotFromInventory( itemWuid, slotWuid ) Places given item to given slot. Guaranteed to work ONLY if the item is in inventory, and NOT in world   |
Member name | Description |
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SetIgnoreSaveFlag | Syntax: Item.SetSaveFlag( bool save ) Sets or unsets E_IF_NoSaving flag on item. This item won't be saved or loaded (it will keep it's state through load - use with extreme caution). Intended for use only with transcription books   |
Member name | Description |
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OverrideHead | Syntax: soul:OverrideHead("4e653afe-1b23-db1e-74c8-350b21b958a8") supply head guid (character_head).   |
Member name | Description |
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AddXP |   |
AddXP |   |
Member name | Description |
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CanMountHorse | Syntax: Player.CanMountHorse(horseEntityId) Returns if the player can mount a target horse   |
Member name | Description |
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UnassignAllShopKeepersFromShop | Syntax: Shops.UnassignAllShopKeepersFromShop(ShopId) Unassigns all shopkeepers from selected shop. Strongly discourage you from using that. Use rather Shops.UnassignShopKeeperFromShops script bind if it is possible. Assign soul of passed entity as shopkeeper to shop XX (db id).  |
UnassignShopKeeperFromShops | Syntax: Shops.UnassignShopKeeperFromShops(ent) Unassign given shop keeper entity from shop.  |
Member name | Description |
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IsGarbage | !   |
Member name | Description |
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PrepareFood | Syntax: Human.PrepareFood(id, type) Cooking functionality.  |
CookFood | Items  |
Member name | Description |
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StartBuilding | This is StartBuilding, a member of class C_ScriptBindHuman.  |
Member name | Description |
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AddSoAction |   Syntax: Human.AddSoAction(wuid, type, name, interaction, enabled = true, disabled_reason = "") Adds hint for given SO. Be careful, because of only one of them can be set up in at a same time.   |
Member name | Description |
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GetSoul |   |
Member name | Description |
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IsPublicEnemy | Syntax: RPG.IsPublicEnemy(wuid) Returns if soul represented by wuid is public enemy.   |
Member name | Description |
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AddRecordedIntellectForFaderProfiling | Syntax: XGenAIModule.AddRecordedIntellectForFaderProfiling(wuid); Adds intellect of given object for replay tool recording during next fader profiling   |
Member name | Description |
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SendInfoText | Syntax: Game.SendInfoText(text, [force_clear_current_queue], [category]) Shows info text. Does not need to be hidden (hides automaticaly).   Syntax: Game.SendInfoText(text, [force_clear_current_queue], [category], [time]) Shows info text. Does not need to be hidden (hides automaticaly).   |
Member name | Description |
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WashItems | Syntax: actor:WashItems(1) Wash all actor items in inventory or his horse  |
Member name | Description |
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IsSequenceUsed | Syntax: DialogModule.IsSequenceUsed(12345) return true if sequence was selected at last once   |
IsItemOversized | Syntax: ItemManager.IsItemOversized( id ) Returns whether item is oversized   |
Member name | Description |
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CanSleepAndReportProblem | Syntax: Player.CanSleepAndReportProblem() Returns bool and report why player cannot sleep right now.   |
DebugDisableInteractionFilter | This is DebugDisableInteractionFilter, a member of class C_ScriptBindPlayer.    |
DebugEnableInteractionFilter | This is DebugEnableInteractionFilter, a member of class C_ScriptBindPlayer.    |
DebugStopMinigame | This is DebugStopMinigame, a member of class C_ScriptBindPlayer.    |
OnBedInterrupt | This is OnBedInterrupt, a member of class C_ScriptBindPlayer.    |
OnBedPrepareForDialog | Syntax: Player.OnBedPrepareForDialog(WUID speaker) Wake up player and prepare him for dialog with speaker, if speaker is not specified player can end up in bed position  Syntax: Player.OnBedPrepareForDialog(WUID speaker) Wake up player and prepare him for dialog with speaker, if speaker is not specified player can end up in bed position   |
OnBedStop | This is OnBedStop, a member of class C_ScriptBindPlayer.    |
Member name | Description |
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WillSleepingOnThisBedSave | !   |
Member name | Description |
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HasMetaRoleByName | Syntax: soul:HasMetaRoleByName() Returns true if soul have specified role. Returns false if the soul doesn't have the specified meta role or the meta role doesn't exist.   |
HasRoleByName | Syntax: soul:HasRoleByName(name) Returns true if soul have specified role   Syntax: soul:HasRoleByName(name) Returns true if soul have specified role.   |
Member name | Description |
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HasRoleByName | Syntax: soul:HasRoleByName(name) Returns true if soul have specified role   |
Member name | Description |
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GetActorId | This is GetActorId, a member of class C_ScriptBindActor.  |
Member name | Description |
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GetSuperfaction | Syntax: soul:GetSuperfaction() Returns the true super faction of soul.   Syntax: soul:GetSuperfaction() Returns the true super faction of soul. Optional second argument selects the superfaction type for the other party. Can be Original, Current or Perceived.   |
Member name | Description |
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SetAnimationDrivenMotion | MH: ADD MH: ADD  |
Member name | Description |
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GetInventoryOwner | !   |
Member name | Description |
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CaptionObjectUsed |   |
CaptionObjectUsed | This is CaptionObjectUsed, a member of class C_ScriptBindRPGModule.  |
Member name | Description |
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StartDice | Syntax: Minigame.StartDice(ScriptHandle tableId, ScriptHandle playerId, ScriptHandle opponentNpcId, SmartScriptTable options) Start dice minigame.   |
StartDice | Syntax: Minigame.StartDice(ScriptHandle tableId, ScriptHandle playerId, ScriptHandle opponentNpcId) Start dice minigame.   |
Member name | Description |
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AddStatXP | Syntax: RPG.AddStatXP(event, soul, statName, totalXp, oldProgress, newProgress) Gives soul 'soul' X XP points towards RPG stat 'statName' (e.g. 'str' for strength, 'agi' for agility), where 'X = floor(totalXp * newProgress) - floor(totalXp * oldProgress)'.   |
Member name | Description |
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DEBUG_HideOverlayTutorial | ! _RELEASE   |
Member name | Description |
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AnimCharSetBodyBlood | Syntax: EntityModule.AnimCharSetBodyBlood(entityId, "zone", float01) Debug function  |
Member name | Description |
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HasBuffDebug | Syntax: soul:HasBuffDebug("89dada87-6e6c-5d2c-a17a-483ada14b90b") supply buff definition id   |
Member name | Description |
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AreQuestVIPsAlive | Syntax: QuestSystem.AreQuestVIPsAlive(const char *questName) Returns true if all quest vip are still alive  |
Member name | Description |
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_GetConstant | This is _GetConstant, a member of class C_ScriptBindRPGModule.    |
Member name | Description |
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IsLayerProfileEnabled | This is IsLayerProfileEnabled, a member of class C_ScriptBindEntityModule.  |
Member name | Description |
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CleanDirt | Syntax: actor:CleanDirt(1) Cleans all actor clothes with 0 - 100% cleaning efficiency  Syntax: actor:CleanDirt(1) Use only when you want to clean somebody programmatically. If you want to clean player after its in-game action, call WashDirtAndBlood instead. Cleans all actor clothes with 0 - 100% cleaning efficiency  |
IsMoreDirty | Syntax: actor:IsMoreDirty(0.2) Returns true if any equipped item has more dirt status than the dirtLevel argument.   |
WashDirtAndBlood |   Syntax: actor:WashDirtAndBlood(1) Call when somebody washes himself in the game. Cleans all actor clothes with 0 - 100% cleaning efficiency   |
OnEndItemInteraction |   |
Member name | Description |
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OnSleepFadeIn |   |
OnSleepFadeOut |   |
Member name | Description |
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OnBedPrepareForDialog | This is OnBedPrepareForDialog, a member of class C_ScriptBindPlayer.  Syntax: Player.OnBedPrepareForDialog(WUID speaker) Wake up player and prepare him for dialog with speaker, if speaker is not specified player can end up in bed position  |
Member name | Description |
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GetLocationById |   Syntax: RPG.GetLocationById() Returns a location object or nil.   |
GetLocationByName |   Syntax: RPG.GetLocationByName() Returns a location object or nil.   |
AddInjury | Syntax: soul:AddInjury(1, 'head') add [0,1] injury to a body part, bodyPartName from the database   |
SetPlayerReputationDebug | Syntax: soul:SetPlayerReputationDebug(-0.5, 7, true) debug function to directly set reputation. Use the target flags from the database.  Syntax: soul:SetPlayerReputationDebug(-0.5, 7, true) debug function to directly set reputation. Use the target flags from the database.   |
Member name | Description |
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EnableLayerProfile | !   |
EnableLayer | !   |
SaveLock | ! Enable or disable save from script (script save lock) ! Obsolete - use AddSaveLock() or RemoveSaveLock()  |
Member name | Description |
---|---|
IsLaying | Syntax: Player.IsLaying() Returns true when player is laying   |
IsSitting | Syntax: Player.IsSitting() Returns true when player is sitting   |
Member name | Description |
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ShowOverlayTutorial | Syntax: Game.ShowOverlayTutorial(text) Show tutorial in overlay window, parameter is name of tutorial   |
Member name | Description |
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AllowTutorials | Syntax: Game.AllowTutorials() Allow showing tutorials (eg. after dialogue, cut scene, video, etc.)   |
BlockTutorials | Syntax: Game.BlockTutorials() Block all tutorial messages except synced ones.   |
HideTutorial | Syntax: Game.HideTutorial() Hide tutorial message.   Syntax: Game.HideTutorial() Hide actually displayed tutorial message.   |
ShowTutorial | Syntax: Game.ShowTutorial(text, timeout = 0, syncWithDialogue = false) Shows tutorial message for set time.   Syntax: Game.ShowTutorial(text, timeout = 0, syncWithDialogue = false, forceTutorial = false) Shows tutorial message for set time.   |
ShowTutorialWithCodex | Syntax: Game.ShowTutorialWithCodex(text, codexPerkId, timeout = 0, syncWithDialogue = false) Shows tutorial message for set time.   Syntax: Game.ShowTutorialWithCodex(text, codexPerkId, timeout = 0, syncWithDialogue = false, forceTutorial = false) Shows tutorial message for set time.   |
Member name | Description |
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AddSaveLock | Syntax: Game.AddSaveLock( lockName, uiDescription ) Disable save  |
GetActionControl | Syntax: ActionMapManager.GetActionControl( actionMap, actionId ) Get control mapped for action with given name for current input device.   Syntax: Game.GetActionControl( actionMap, actionId ) Get control mapped for action with given name for current input device.   |
RemoveSaveLock | Syntax: Game.RemoveSaveLock( lockNamed ) Enable save  |
SaveLock | ! Enable or disable save from script (script save lock)  ! Enable or disable save from script (script save lock) ! Obsolete - use AddSaveLock() or RemoveSaveLock()  |
Member name | Description |
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GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_ActionMapManager.  WH:JK  |
OnLoadGame | WH:JK WH:JK  |
GetHorseId |   |
NotifyLevelXpGain | This is NotifyLevelXpGain, a member of class C_ScriptBindRPGModule.  |
GetDerivedStat | Syntax: soul:GetDerivedStat(string stat) returns current value of a derived stat given by the shortcut name (cha, ...)   Syntax: soul:GetDerivedStat(string stat, table context, table outUsedPerks) returns current value of a derived stat given by the shortcut name (cha, ...)   |
GetNextLevelSkillXP | Syntax: soul:GetNextLevelSkillXP(string skill, uint level) How many XP points is required for going from the level to level + 1.   |
GetNextLevelStatXP | Syntax: soul:GetNextLevelStatXP(string stat, uint level) How many XP points is required for going from the level to level + 1.   |
IsPublicEnemy |   |
OnPerkUsed | Syntax: soul:OnPerkUsed("89dada87-6e6c-5d2c-a17a-483ada14b90b") supply perk definition id   |
AssignShopKeeper | Syntax: Shops.AssignShopKeeper(XX, ent) Assign soul of passed entity as shopkeeper to shop XX (db id).  |
SendMessageToEntityData |   |
CScriptBindGame::ShadowplayStartStop | Syntax: Game.ShadowplayStartStop() Sends [Alt] + [F9] to start/stop the Shadowplay capturing Only for Windows  |
SaveGameViaResting | Syntax: Game.SaveGameViaResting() Creates 'Auto' save   |
ShowCaptionObjectMessage |   |
ShowNotification |   |
SaveConfiguration | !   |
SendMessageToEntityData |   |
CreateSavepoint | Syntax: Game.CreateSavepoint(name) DEPRECATED: Creates 'permanent' save   |
Member name | Description |
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GetRelationship | Syntax: soul:GetRelationship(otherSoulId) returns the relationship between this and the other soul (-1 the worst enemies, 1 the best friends)  Syntax: soul:GetRelationship(otherSoulId) returns the relationship between this and the other soul (-1 the worst enemies, 1 the best friends) Optional second argument selects the superfaction type for the other party. Can be Original, Current or Perceived.  |
Member name | Description |
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ProduceSound | Syntax: XGenAIModule.ProduceSound(sound_enum, pos, multiplier); Produces 0-1 multiplied sound at given position   |
ProduceSoundWUID | Syntax: XGenAIModule.ProduceSoundWUID(sound_enum, wuid, multiplier); Produces 0-1 multiplied sound at given wuid   |
Member name | Description |
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RearAndThrowDown | Syntax: Horse.RearAndThrowDown   |
AddOnEquipBuff |   |
Member name | Description |
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CreateBBoxProxy | !   |
Member name | Description |
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WashDirtAndBlood |   |
CreateSavepoint | Syntax: Game.CreateSavepoint(name) DEPRECATED: Creates 'permanent' save   |
Member name | Description |
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SaveLock | This is SaveLock, a member of class CScriptBindGame.  ! Enable or disable save from script (script save lock)  |
EnableSave | ! Enable or disable save from script (script save lock)  |
Member name | Description |
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CreateSavepoint | creates savepoint of type E_SGT_SavePoint   |
Member name | Description |
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ShowTutorial | Syntax: Game.ShowTutorial(text,time) Shows tutorial message for set time.   Syntax: Game.ShowTutorial(text, timeout = 0, syncWithDialogue = false) Shows tutorial message for set time.   |
ShowTutorialWithCodex | Syntax: Game.ShowTutorial(text,codexPerkId,timeout) Shows tutorial message for set time.   Syntax: Game.ShowTutorialWithCodex(text, codexPerkId, timeout = 0, syncWithDialogue = false) Shows tutorial message for set time.   |
Member name | Description |
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GetNearestEntityByName | !   |
CanInteractWith | Syntax: Human.CanTalk() Checks if this human have something to say.   |
MoveItemOfClass | Syntax: Inventory.MoveItemOfClass( classIdText, count ) Moves an item from the inventory to target inventory.   |
SaveLock | This is SaveLock, a member of class CScriptBindGame.  |
MoveItemOfClass | Syntax: Inventory.MoveItemOfClass( classIdText, count ) Moves an item from the inventory to target inventory.   |
Member name | Description |
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ChangePlayerHeadLight | Syntax: Player.ChangePlayerHeadLight("Archetype") Recreates player head light with selected archetype.   |
Member name | Description |
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InventoryModeOnlyCodex | Syntax: Game.InventoryModeOnlyCodex( enable ) Do not allow player to switch to anything else than codex in player inventory. Other inventories (looting, shopping, ...) are not affected.  |
Member name | Description |
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SetViewCameraByAngles | !   |
Member name | Description |
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BlockInfoText | Syntax: Game.BlockInfoText(category) Prevents InfoTexts with given category from being displayed to player. Categories are defined in db table infotext_category (everyone can add there) and are exported to lua as constants with prefix "itc_".  |
SendInfoText | Syntax: Game.SendInfoText(text) Shows info text. Does not need to be hidden (hides automaticaly).   Syntax: Game.SendInfoText(text, [force_clear_current_queue], [category]) Shows info text. Does not need to be hidden (hides automaticaly).   |
UnblockInfoText | Syntax: Game.UnblockInfoText(category) Reverts effect of Game.BlockInfoText(category).   |
Member name | Description |
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ClearPlayerHorse |   |
Member name | Description |
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ShowTutorialWithCodex | Syntax: Game.ShowTutorial(text,codexPerkId,timeout) Shows tutorial message for set time.   |
Member name | Description |
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SequenceEntitiesCopyVisualImpl |   |
Member name | Description |
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AnimCharCopyVisual | Syntax: EntityModule.AnimCharCopyVisual(entityId) Debug function   |
Member name | Description |
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ForceSyncFromLua | Syntax: XGenAIModule.ForceSyncFromLua(wuid); Forces sync of brain variables from lua.   |
Member name | Description |
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_GetDataVariable | Undocumented internal functions used in dataMetaTable   |
_SetDataVariable |   |
Member name | Description |
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LoadTextFile | !   |
Member name | Description |
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GetEntityScriptMisc | general   |
GetSlotHand | ItemSlot   |
GetSlotItemClassId |   |
GetSlotSpawnOnStart |   |
MakeParticleEffectActive | ParticleEffect   |
MakeParticleEffectIdle |   |
SetBrainVariable | Syntax: XGenAIModule.SetBrainVariable(wuid, name, data); Sets 'data' in the brain variable 'name'.   |
SetBrainVariable | Syntax: XGenAIModule.SetBrainVariable(wuid, name, data); Sets 'data' in the brain variable 'name'.   |
Member name | Description |
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GetBrainVariable | Syntax: XGenAIModule.GetBrainVariable(wuid, name); Returns brain variable 'name'.   |
SetBrainVariable | Syntax: XGenAIModule.SetBrainVariable(wuid, name, data); Sets 'data' in the brain variable 'name'.   |
Member name | Description |
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ForceSyncFromLua | Syntax: XGenAIModule.ForceSyncFromLua(wuid); Forces sync of brain variables from lua.   |
Member name | Description |
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GetEntityIdByWUID |   |
Member name | Description |
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CanUseInventory |   |
Member name | Description |
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CScriptBindHitDeathReactions Class | |
EndCurrentReaction | Ends the current reaction   |
EndReactionAnim | Ends the current reaction anim, if any   |
ExecuteDeathReaction | Executes a death reaction using the default C++ execution code Params: reactionParams = script table with the reaction parameters   |
ExecuteHitReaction | Executes a hit reaction using the default C++ execution code Params: reactionParams = script table with the reaction parameters   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindHitDeathReactions.  |
IsValidReaction | Run the default C++ validation code and returns its result Params: validationParams = script table with the validation parameters scriptHitInfo = script table with the hit info Return: TRUE is the validation was successful, FALSE otherwise   |
OnHit | Notifies a hit event to the hit death reactions system Params: scriptHitInfo = script table with the hit info Return: TRUE if the hit is processed successfully, FALSE otherwise   |
StartInteractiveAction | Starts an interactive action. Params: szActionName = name of the interactive action   |
StartReactionAnim | Starts an animation through the HitDeathReactions. Pauses the animation graph while playing it and resumes automatically when the animation ends Params: (sAnimName, bool bLoop = false, float fBlendTime = 0.2f, int iSlot = 0, int iLayer = 0, float fAniSpeed = 1.0f)   |
Member name | Description |
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IsInventoryReadOnly |   |
HorseInspect |   |
Member name | Description |
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CanHuntAttack | Syntax: Actor.CanHuntAttack(EntityId victimEntityId) Find out if we actor is allowed to hunt attack from run  |
RequestHuntAttack | Syntax: Actor.RequestHuntAttack(EntityId victimEntityId) Request to hunt attack from run  |
Member name | Description |
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GetSkillLevel | Syntax: soul:GetSkillLevel(string skill) Get skill value using string name (use skill_name from database).  Syntax: soul:GetSkillLevel(string skill) Get skill value using string name (use skill_name from database).   |
HaveSkill | Syntax: soul:HaveSkill(string skill) Returns true if the soul can use this level. Parameter is name from the database.   |
ReloadQuestAssets | Syntax: QuestSystem.ReloadQuestAssets() Prepare assets for quest, used when asset (usually entity) in level was added/removed. Not on master.   |
Member name | Description |
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AddLuaActions |   |
AddSoAction |   |
DebugDisableInteractionFilter | This is DebugDisableInteractionFilter, a member of class C_ScriptBindPlayer.  |
DebugEnableInteractionFilter | This is DebugEnableInteractionFilter, a member of class C_ScriptBindPlayer.  |
GetPlayerHorse | This is GetPlayerHorse, a member of class C_ScriptBindPlayer.    |
AddActions |   |
OnHold |   |
OnUsableMessage |   |
Member name | Description |
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CanStealthKnockout | Syntax: Actor.CanStealthKnockout(EntityId victimEntityId) Find out if we actor is allowed to knockout given entity by stealth  |
Member name | Description |
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StartDiceWithScore | Syntax: Minigame.StartDice(ScriptHandle tableId, ScriptHandle playerId, ScriptHandle opponentNpcId) Start dice minigame.   |
Member name | Description |
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ResetHaveDialogCache | Syntax: DialogModule.ResetHaveDialogCache() reset have dialog cache so NPC will evaluate dialog options next time interactor asks for it   |
DeleteItem | Syntax: Inventory.DeleteItem( id ) Removes an item from the inventory and deletes it.   |
DeleteItemOfClass | Syntax: Inventory.DeleteItemOfClass( classIdText, count ) Removes an item from the inventory and deletes it.   |
MoveItemOfClass | Syntax: Inventory.MoveItemOfClass( classIdText, count ) Moves an item from the inventory to target inventory.   |
Member name | Description |
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SetAdvantage |   |
Member name | Description |
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OnBedInterrupt | This is OnBedInterrupt, a member of class C_ScriptBindPlayer.  |
OnBedPrepareForDialog | This is OnBedPrepareForDialog, a member of class C_ScriptBindPlayer.  |
OnBedStop | This is OnBedStop, a member of class C_ScriptBindPlayer.  |
InterruptSitting | This is InterruptSitting, a member of class C_ScriptBindPlayer.  |
PlayerForceSit | Player will be immediately transformed into idle sitting state on the bed on which he is currently doing something (sitting or sleeping).  |
Member name | Description |
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GetViewport | !   |
CanDoMercyKill | Syntax: Actor.CanDoMercyKill(EntityId victimEntityId) Find out if we actor is allowed to kill another from mercy  |
RequestMercyKill | Syntax: Actor.RequestMercyKill(EntityId victimEntityId) Request to mercy kill on dying entity  |
Member name | Description |
---|---|
ShowItemsTransfer | Syntax: Game.ShowItemsTransfer() Displays UI message informing about item transfered into/from players inventory   |
Member name | Description |
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GetGender | Syntax: soul:GetGender() Returns soul gender.  |
Member name | Description |
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IsFileExist | !   |
Member name | Description |
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CanUseLadder | Syntax: Human.CanUseLadder(ladderEntity,useOnlyFromFront) Return 0/1 depending if the ladder can be climbed on   |
GrabOnLadder | Syntax: Actor.GrabOnLadder() Grabs actor on a ladder   Syntax: Human.GrabOnLadder() Grabs actor on a ladder   |
IsOnLadder | Syntax: Actor.IsOnLadder() Returns 0/1 depending on if actor is already grabbed on a ladder   Syntax: Human.IsOnLadder() Returns 0/1 depending on if actor is already grabbed on a ladder   |
Member name | Description |
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CanLoot | Syntax: Actor.CanLoot(EntityId victimEntityId) Returns true if actor can loot vitimEntintyId  |
InterruptSitting | This is InterruptSitting, a member of class C_ScriptBindPlayer.  |
PlayerForceSit | Player will be immediately transformed into idle sitting state on the bed on which he is currently doing something (sitting or sleeping).  |
Member name | Description |
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GetShopDBIdByKeeper | returns shop DB Id. Returns -1 in case entity is not shopkeeper   |
Member name | Description |
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SetLightBlendParams | Syntax: Entity.SetLightBlendParams( int nSlot, char const* tex1, char const* tex2, float blend_weight) changes the blend textures and weight for probe blending   |
Member name | Description |
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OnSleeping |   |
OnSleeping |   |
AutoSave | Syntax: Game.AutoSave() Creates auto save, returns false if save cannot be done (locked by some event).  |
Member name | Description |
---|---|
CaptionObjectUsed | This is CaptionObjectUsed, a member of class C_ScriptBindRPGModule.  |
GetReadCaptionObjectText |   |
HideInfoText | Syntax: Game.HideInfoText() Hides info text sooner.   |
SendInfoText | Syntax: Game.SendInfoText(text) Shows info text. Does not need to be hidden (hides automaticaly).   |
Member name | Description |
---|---|
IsNightTimeOfDay | Syntax: Calendar.IsNightTimeOfDay() Returns true in night, false in day. Uses time from TimeOfDay.   |
HasAbility | Syntax: soul:HasAbility(string ability) returns true if soul have ability (cha, ...)  |
Member name | Description |
---|---|
CookFood | Items  |
SetAIDifficulty |   |
SetAIRiskTaking |   |
SetScore |   |
StartDice | Syntax: Minigame.StartDice(ScriptHandle tableId, ScriptHandle playerId, ScriptHandle opponentNpcId) Start dice minigame.   |
StartDiceByName |   Syntax: Minigame.StartDiceByName(const char* name) Start dice minigame.   |
StartDice |   |
Member name | Description |
---|---|
C_ScriptBindHuman::GetHuman (EntityId) | |
C_ScriptBindHuman::GetHuman (IFunctionHandler *) | |
GetHuman | This is the overview for the GetHuman method overload.  |
CanBeRobbed | Syntax: Human.CanBeRobbed(EntityId victimEntityId) Find out if actor can be robbed  |
IsPickpocketing | Syntax: Human.IsPickpocketing() True if human is pickpocketing  |
RequestPickpocketing | Syntax: Human.RequestPickpocketing(EntityId victimEntityId, mode) Start stealing from victim  |
GetHuman |   |
Member name | Description |
---|---|
DebugStopMinigame | This is DebugStopMinigame, a member of class C_ScriptBindPlayer.  |
GetDice |   |
OverrideNextThrow |   |
Member name | Description |
---|---|
CombineItems | Syntax: ItemManager.CombineItems( id, id ) Returns item id of combined item   |
Member name | Description |
---|---|
GetBookStudyProgress |   |
WasBookOpened |   |
Member name | Description |
---|---|
GetActor |   |
OpenInventory | Syntax: Actor:OpenInventory(entityId, mode, otherInventoryId, filter) Returns more human readable representation of wuid.  |
CloseInventory |   Support functions   |
OpenInventory |   |
OnInventoryItemUsed |   |
OnInventoryStateChanged |   |
OpenInventory | Support functions   |
Member name | Description |
---|---|
IsUnconscious | Syntax: Actor.IsUnconscious() Returns true if the actor is unconscious.   |
Member name | Description |
---|---|
StartDiceByName |   |
ModifyPlayerReputation | Syntax: soul:ModifyPlayerReputation('murder', true) Modify NPCs relationship (reputation) to player by the given name from the database.   |
SetPlayerReputationDebug | Syntax: soul:SetPlayerReputationDebug(-0.5, 7, true) debug function to directly set reputation. Use the target flags from the database.  |
ModifyPlayerReputation | Syntax: soul:ModifyPlayerReputation('murder', true) Modify NPCs relationship (reputation) to player by the given name from the database.   |
SetPlayerReputationDebug | Syntax: soul:SetPlayerReputationDebug(-0.5, true, true) debug function to directly set reputation.  |
Member name | Description |
---|---|
CleanDirt | Syntax: actor:CleanDirt(1) Cleans all actor clothes with 0 - 100% cleaning efficiency  |
C_ScriptBindStatistics Class | |
Increment | Syntax: Statistics.Increment(statisticName, value); Increments a statistics counter by the value.   |
Set | Syntax: Statistics.Set(statisticName, value); Sets a statistics counter to a specific value.   |
Member name | Description |
---|---|
KeybindsRebindInput |   |
SetWantedLevel |   |
Member name | Description |
---|---|
SetPlayerReputationDebug | Syntax: soul:SetPlayerReputationDebug(-0.5, true, true) debug function to directly set reputation.  |
SetPlayerReputationDebug | Syntax: soul:SetPlayerReputationDebug(-0.5, true) debug function to directly set reputation.  |
Member name | Description |
---|---|
TryDrawTorch | Syntax: Player.TryDrawTorch() Attempts to draw torch if equipped and hands are empty   |
ShowDiscoveryMessageDebug | Syntax: Game.DiscoveryMessageDebug(type, uiName, iconId=-1, perkName="") type is 0=poi, 1=location, 2=codex   |
Member name | Description |
---|---|
DealDamage | Syntax: soul:DealDamage(stamina, health, attackerId = invalid, suppersHitreaction = false, bodyPart = null) Causes the soul to loose given stamina and health. Negative values are accepted and treated as a heal. BodyParts are passed by name (from the database).   Syntax: soul:DealDamage(stamina, health, attackerId = invalid, suppressHitreaction = false, bodyPart = null) Causes the soul to loose given stamina and health. Negative values are accepted and treated as a heal. BodyParts are passed by name (from the database).   |
Member name | Description |
---|---|
BookTranscriptionNextPage |   |
Member name | Description |
---|---|
CanHorsePullDown | Syntax: Actor.CanHorsePullDown(EntityId victimEntityId) Find out if we actor is allowed to pull down another actor from horse  |
RequestHorsePullDown | Syntax: Actor.RequestHorsePullDown(EntityId victimEntityId) Request to pull down from horse  |
Member name | Description |
---|---|
IsUsableByHold |   |
Member name | Description |
---|---|
StartBookTranscription |   |
Member name | Description |
---|---|
C_ScriptBind_Dice Class | |
HoldDie |   |
RollDie | Syntax: Dice.RollDie(dieNumber) Rolls a single die.   |
ToggleHoldDie |   |
AddXP |   |
AdvanceToSkillLevel | Syntax: soul:AdvanceToSkillLevel(string skill, float level) Set skill level using string name (use skill_name from database). The function will perform correct transition (it will add XPs). Cannot lower the level.  |
AdvanceToStatLevel | Syntax: soul:AdvanceToStatLevel(string stat, float level) sets stat level, for example soul:AdvanceToStatLevel('str', 20), it will add xp. Cannot lower the level.  |
SetSkillLevelDebug | Syntax: soul:SetSkillLevelDebug(string skill, float level) Set skill level using string name (use skill_name from database).  |
SetStatLevelDebug | Syntax: soul:SetStatLevelDebug(string stat, float level) sets stat level, for example soul:SetStatLevelDebug('str', 20), sets strength to 20  |
AddXP |   |
SetSkillLevel | Syntax: soul:SetSkillLevel(string skill, float level) Set skill level using string name (use skill_name from database).  |
SetStatLevel | Syntax: soul:SetStatLevel(string stat, float level) sets stat level, for example soul:SetStatLevel('str', 20), sets strength to 20  |
Member name | Description |
---|---|
GetItemOwner | Syntax: ItemManager.GetItemOwner( id ) Returns item owner wuid   |
SetItemOwner | Syntax: ItemManager.SerItemOwner( itemId, ownerId, markAsStolen ) No return value.   |
Member name | Description |
---|---|
StartDice |   |
ModifyMoraleDebug | Syntax: soul:ModifyMoraleDebug(5) debug function to modify morale, given the database change id   |
Member name | Description |
---|---|
SetSlotScaleAsymmetric | !   |
Member name | Description |
---|---|
ShowStatCheckResult | Syntax: Game.ShowStatCheckResult(stat, result) Show something like "Persuade: succeeded". Stat: shortcut name of stat (eg. "spc"), result: true=succeeded, false=failed.   |
Member name | Description |
---|---|
GetMyWUID |   Syntax: XGenAIModule.GetMyWUID(self) Retrieves the wuid of the entity based on its entity id, use with the self table only   |
Member name | Description |
---|---|
CanKnockOut | Syntax: Actor.CanKnockOut(EntityId victimEntityId) Find out if actor is allowed to knock out given entity  |
Member name | Description |
---|---|
GetMyWUID |   |
Member name | Description |
---|---|
GetNameStringId | Syntax: soul:GetNameString() returns value of name_string_id column from soul db table   |
Member name | Description |
---|---|
OpenInventory | Syntax: Sharpening.OpenInventory(EntityId user, EntityId grindstone) Opens inventory for selecting weapon for sharpening.   |
Member name | Description |
---|---|
AddXP |   |
AddSkillXP | Syntax: soul:AddSkillXP(string skill, float xp) Adds experience points. Returns how many levels had been reached (0 if no level was reached).  |
AddStatXP | Syntax: soul:AddStatXP(string stat, float xp) Adds experience points. Returns how many levels had been reached (0 if no level was reached).  |
AddXP |   |
AddSkillXP | Syntax: soul:AddSkillXP(string skill, float xp) Adds experience points. Returns how many levels had been reached (0 if no level was reached).  |
AddStatXP | Syntax: soul:AddStatXP(string stat, float xp) Adds experience points. Returns how many levels had been reached (0 if no level was reached).  |
Member name | Description |
---|---|
IsUsableEnabledFor | Syntax: Alchemy.IsUsableEnabledFor(EntityId user, item_type) returns true if item can be currently used   |
GetCombatSimulatorHumanExperimentParams | Syntax: XGenAIModule.GetCombatSimulatorHumanExperimentParams() Returns parameters for the currently running human experiment with combat simulator.   |
SaveCombatSimulatorHumanExperimentResult | Syntax: XGenAIModule.SaveCombatSimulatorHumanExperimentResult(playerHealth,opponentHealth) Saves the result of a human experiment.   |
TryEndCombat | Syntax: XGenAIModule.TryEndCombat(entity.this.id) Tries to end combat mode. Returns true if the NPCs are already not in the combat mode.   |
Member name | Description |
---|---|
BelongsToDeadBody | Syntax: Item.BelongsToDeadBody() Returns true if the item's owner is dead   Syntax: Item.BelongsToDeadBody() DEPRECATED Returns true if the item's owner is dead   |
Member name | Description |
---|---|
IsDialogInterruptibleByPlayer | Syntax: soul:IsDialogInterruptibleByPlayer() return whether soul can be interrupted by another dialog from player   Syntax: DialogModule.IsDialogInterruptibleByPlayer(wuid) return whether soul can be interrupted by another dialog from player   |
IsSoulInDialog | Syntax: DialogModule.IsSoulInDialog(soulWuid) return whether soul is currently in some dialog   |
IsInDialog | Syntax: Human.IsInDialog() Checks if this human is currently in dialogue/monologue.   |
Member name | Description |
---|---|
GetTableColumnData | Syntax: Database.GetTableColumnData("weapons", 2) Returns lua table with members of one table column   |
ForceWindDirection | Syntax: EnvironmentModule.ForceWindDirection() Set wind direction override. Negative value turns off override.  |
Member name | Description |
---|---|
ForceImmediateWeatherUpdate | Syntax: EnvironmentModule.ForceImmediateWeatherUpdate() Apply all weather params immediately and recreate weather state from those params.  |
AutoSave | Syntax: Game.AutoSave( actionMap, actionId ) Creates auto save, returns false if save cannot be done (locked by some event).  Syntax: Game.AutoSave() Creates auto save, returns false if save cannot be done (locked by some event).  |
Member name | Description |
---|---|
GetHorse | Syntax: Human.GetHorse() Returns WUID of a horse the human is mounted on, otherwise returns invalid WUID.   |
IsMounted | Syntax: Human.IsMounted() Returns if a human is mounted on a horse   |
CreatePrefab | Syntax: Game.CreatePrefab(self.id,props.filePrefabLibrary,props.ObjectVariation.sPrefabVariation,props.nMaxSpawn); Creates the runtime prefab in the same way as SpawnPrefab, but doesn't spawn the content of the prefab. Only creates the prefab and links to given entity id.  |
IsLoadingEngineSaveGame | Syntax: local isLoading = Game.IsLoadingEngineSaveGame(); Determines whether a game save is being loaded (Cry Engine load only!!)   |
Member name | Description |
---|---|
GetItemName | Syntax: ItemManager.GetItemName( classId ) Returns database name of the item.   |
OnEnterInteractive |   |
Member name | Description |
---|---|
Revive | Syntax: actor.Revive() Revives the Actor.   |
GetFactionById | Syntax: RPG.GetFactionById(factionId) Returns faction with the given id or nil if no such faction exists.   |
GetFactions | Syntax: RPG.GetFactions() Rerturns an array of all factions.   |
GetLocationById |   |
GetLocationByName |   |
GetLocations | Syntax: RPG.GetLocations() Returns an array of all locations.   |
Revive | Syntax: actor.Revive() Revives the Actor.   |
Member name | Description |
---|---|
SequenceEntitiesCopyVisual | Syntax: EntityModule.SequenceEntitiesCopyVisual(sequenceName) For all AnimChar entities in the anim sequence tries to find related soul and copy its look.   |
IsInCombatDanger | Syntax: soul:IsInCombatDanger() returns 1 if the soul in in combat danger   |
Member name | Description |
---|---|
OpenInventory |   |
OpenInventory |   |
Member name | Description |
---|---|
CalculateBarterDominance | Syntax: customer:CalculateBarterDominance(shopkeeperSoulWuid) returns 1 if the soul has maximum dominance, -1 if the shopkeeper has maximum dominance   |
Member name | Description |
---|---|
EquipWeaponPreset | Weapon preset ============================================= Syntax: Actor.EquipWeaponPreset( "46ea38bb-0be7-ca10-a8ac-d526056c04b3" ) Weapon preset is equipped to actor. Health of equipment slots is ignored.   |
GetInitialWeaponPreset | Syntax: Actor.GetInitialWeaponPreset() Returns string - GUID of initial weapon preset   |
Member name | Description |
---|---|
WUIDToMsg | Syntax: Framework.WUIDToMsg(wuid) Returns string suitable for AI message.  |
Member name | Description |
---|---|
CloseInventory |   |
Member name | Description |
---|---|
CombineItems | Syntax: ItemManager.CombineItems( id, id ) Returns item id of combined item   |
Member name | Description |
---|---|
RestrictDialog | Syntax: soul:RestrictDialog(true) set soul to dialog restricted mode so it cannot be speak to   |
Member name | Description |
---|---|
EnableActionMapManager | !   |
GetDefaultActionEntity | !   |
InitActionMaps | !   |
IsFilterEnabled | !   |
LoadControllerLayoutFile | !   |
SetDefaultActionEntity | !   |
SetAudioRtpcValue | !   |
IsDialogInterruptibleByPlayer | Syntax: soul:IsDialogInterruptibleByPlayer() return whether soul can be interrupted by another dialog from player   |
RequestDialog | Syntax: Human.RequestDialog(entity, roles) Requests dialog with this human. roles - meta roles override for source soul Dialog does not start immediately but it only notifies targeted entity that somebody wants to interact with it. If target entity does not respond in proper time the request is canceled automatically. Returns true in case request was successfully accepted by dialog manager. In some cases it can return false which means that dialog was refused.   Syntax: Human.RequestDialog(entity, roles, bOnce, bIsInterruptibleByPlayer) Requests dialog with this human. roles - meta roles override for source soul Dialog does not start immediately but it only notifies targeted entity that somebody wants to interact with it. If target entity does not respond in proper time the request is canceled automatically. Returns true in case request was successfully accepted by dialog manager. In some cases it can return false which means that dialog was refused.  |
Member name | Description |
---|---|
ReviveToDefaults | Syntax: actor.ReviveToDefaults() Revives the Actor to default values.   |
BlendTimeOfDay | This is BlendTimeOfDay, a member of class C_ScriptBindEnvironment.  Syntax: EnvironmentModule.BlendTimeOfDay(pProfileName, blendDuration, force) Blends Time Of Day profile from current one to specific one. If blending is already in progress it will queue next blend. Only last blend is queued.  |
RebuildClouds | Syntax: EnvironmentModule.RebuildClouds() Regenerates all clouds with current values of cloudiness and cloud granularity  |
Member name | Description |
---|---|
ModifyPlayerReputation | Syntax: soul:ModifyPlayerReputation('murder', True) Modify NPCs relationship (reputation) to player by the given name from the database.   Syntax: soul:ModifyPlayerReputation('murder', true) Modify NPCs relationship (reputation) to player by the given name from the database.   |
SetPlayerReputationDebug | Syntax: soul:SetPlayerReputationDebug(-0.5, True) debug function to directly set reputation.  Syntax: soul:SetPlayerReputationDebug(-0.5, true) debug function to directly set reputation.  |
Member name | Description |
---|---|
GetWuidDebugString | Syntax: XGenAIModule.GetWuidDebugString(entity.this.id) Returns debug description of the wuid.   |
Member name | Description |
---|---|
AcceptStealthActionByVictim | Syntax: Actor.AcceptStealthActionByVictim() Called by victim to accept stealth action.   |
CanGrabCorpse | Syntax: Actor.CanGrabCorpse(EntityId victimEntityId) Returns true if actor can grab vitimEntintyId  |
CanPutCorpse | Syntax: Actor.CanPutCorpse() Returns true if actor is carrying a corpse and can put it back to the ground   |
RequestGrabCorpse | Syntax: Actor.RequestGrabCorpse(EntityId victimEntityId) Start grabbing target entity  |
RequestPutCorpse | Syntax: Actor.RequesPutCorpse() Start putting corpse to the ground   |
AddActions |   |
Member name | Description |
---|---|
CreateItem | Syntax: Inventory.CreateItem() Creates item defined by guid and immediately insert it into inventory  |
Member name | Description |
---|---|
ModifyPlayerReputation | Syntax: soul:ModifyPlayerReputation('murder', True) Modify NPCs relationship (reputation) to player by the given name from the database.   |
Member name | Description |
---|---|
CycleWeapon | Syntax: Human.CycleWeapon() Cycle between primary and secondary weapon set   |
Member name | Description |
---|---|
OnSleepFadeIn |   |
OnSleepFadeOut |   |
OnEndSleepState |   |
Member name | Description |
---|---|
LootInventoryBegin |   |
Member name | Description |
---|---|
OnEndSleepState |   |
Member name | Description |
---|---|
BlendTimeOfDay | This is BlendTimeOfDay, a member of class C_ScriptBindEnvironment.  |
Member name | Description |
---|---|
EnableLayer | !   |
Member name | Description |
---|---|
LootBegin | Syntax: XGenAIModule.LootBegin(lootedWuid); Marks player as looting   |
LootEnd | Syntax: XGenAIModule.LootEnd(lootedWuid); Marks player as not looting   |
Member name | Description |
---|---|
SetWhistling |   |
Member name | Description |
---|---|
AddObjective | Syntax: GameRules.AddObjective( int teamId, const char *objective, int status, ScriptHandle entityId ) Adds an objective for the specified team with the specified status.   Syntax: GameRules.AddObjective( int teamId, const char *objective, int status, ScriptHandle entityId ) Adds an objective for the specified team with the specified status.  |
RemoveObjective | Syntax: GameRules.RemoveObjective( int teamId, const char *objective ) Removes an objective.   Syntax: GameRules.RemoveObjective( int teamId, const char *objective ) Removes an objective.  |
ResetObjectives | Syntax: GameRules.ResetObjectives( ) Resets all the objectives.   Syntax: GameRules.ResetObjectives( ) Resets all the objectives.  |
SetObjectiveEntity | Syntax: GameRules.SetObjectiveEntity( int teamId, const char *objective, ScriptHandle entityId ) Sets the objective entity.   Syntax: GameRules.SetObjectiveEntity( int teamId, const char *objective, ScriptHandle entityId ) Sets the objective entity.  |
SetObjectiveStatus | Syntax: GameRules.SetObjectiveStatus( int teamId, const char *objective, int status ) Sets the status of an objective.   Syntax: GameRules.SetObjectiveStatus( int teamId, const char *objective, int status ) Sets the status of an objective.  |
Member name | Description |
---|---|
DealDamage | Syntax: soul:DealDamage(stamina, health, attackerId = invalid) Causes the soul to loose given stamina and health. Negative values are accepted and treated as a heal.   Syntax: soul:DealDamage(stamina, health, attackerId = invalid, suppersHitreaction = false, bodyPart = null) Causes the soul to loose given stamina and health. Negative values are accepted and treated as a heal. BodyParts are passed by name (from the database).   |
Member name | Description |
---|---|
CanKnockOut | Syntax: Actor.CanKnockOut(EntityId victimEntityId) Find out if actor is allowed to knock out given entity  |
CanStealthKill | Combat ============================================= Syntax: Actor.CanStealthKill(EntityId victimEntityId) Find out if we are allowed to kill given entity by stealth kill  Combat stealth actions ============================================= Syntax: Actor.CanStealthKill(EntityId victimEntityId) Find out if we actor is allowed to kill given entity by stealth kill  |
RequestKnockOut | Syntax: Actor.RequestKnockOut(EntityId victimEntityId) Request to knock out given entity  |
OnSleeping |   |
OnSleeping |   |
Member name | Description |
---|---|
IsPointInAreaWithLabel | Syntax: XGenAIModule.IsPointInAreaWithLabel(Vec3 pos, string label);   |
IsPointInAreaWithLabelWUID | Syntax: XGenAIModule.IsPointInAreaWithLabel(WUID pos, string label);   |
IsPointInAreaWithLabel | Syntax: XGenAIModule.IsPointInAreaWithLabel(WUID pos, float rad, float height, float vis, float conspic, string label, string timer, bool isWorldTime); Despawns perceptible volume with given params.  |
Member name | Description |
---|---|
DespawnPerceptibleVolume |   Syntax: XGenAIModule.DespawnPerceptibleVolume(WUID pos, float rad, float height, float vis, float conspic, string label, string timer, bool isWorldTime); Despawns perceptible volume with given params.   |
IsPointInAreaWithLabel | Syntax: XGenAIModule.IsPointInAreaWithLabel(WUID pos, float rad, float height, float vis, float conspic, string label, string timer, bool isWorldTime); Despawns perceptible volume with given params.  |
SpawnPerceptibleVolume | Syntax: XGenAIModule.SpawnPerceptibleVolume(Vec3 pos, float rad, float height, float vis, float conspic, string label, string timer, bool isWorldTime); Spawn perceptible volume with given params. If timer is empty string, infinite is used.   Syntax: XGenAIModule.SpawnPerceptibleVolume(Vec3 pos, float rad, float height, float vis, float conspic, string label, string timer, bool isWorldTime); Spawns perceptible volume with given params. If timer is empty string, infinite is used.   |
SpawnPerceptibleVolumeOnWUID | Syntax: XGenAIModule.SpawnPerceptibleVolume(WUID pos, float rad, float height, float vis, float conspic, string label, string timer, bool isWorldTime); Spawn perceptible volume with given params. If timer is empty string, infinite is used.   Syntax: XGenAIModule.SpawnPerceptibleVolume(WUID pos, float rad, float height, float vis, float conspic, string label, string timer, bool isWorldTime); Spawns perceptible volume with given params. If timer is empty string, infinite is used.   |
Member name | Description |
---|---|
CanStealthKill | Combat ============================================= Syntax: Actor.CanStealthKill(EntityId victimEntityId) Find out if we are allowed to kill given entity by stealth kill  |
RequestStealthKill | Syntax: Actor.RequestStealthKill(EntityId victimEntityId) Request to kill given entity by stealth kill  |
ReadyForDialogWithTwins | Syntax: Human.ReadyForDialogWithTwins(false) Notifies dialog manager that this human is not ready for dialog so twins should be used instead. This is a response to signal dialog request start which handled by AI.   |
GetRelationship | Syntax: soul:GetRelationship(otherSoulId) returns the relationship between this and the other soul (-1 the worst enemies, 1 the best friends)  |
Member name | Description |
---|---|
EnableDecals | !   |
CScriptBind_MusicLogic Class | |
SendEvent | !   |
SetEvent | !   |
StartLogic | !   |
StopLogic | !   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_MusicLogic.  |
Member name | Description |
---|---|
DespawnPerceptibleVolume |   |
SpawnPerceptibleVolume | Syntax: XGenAIModule.SpawnPerceptibleVolume(Vec3 pos, float rad, float height, float vis, float conspic, string label, string timer, bool isWorldTime); Spawn perceptible volume with given params. If timer is empty string, infinite is used.   |
SpawnPerceptibleVolumeOnWUID | Syntax: XGenAIModule.SpawnPerceptibleVolume(WUID pos, float rad, float height, float vis, float conspic, string label, string timer, bool isWorldTime); Spawn perceptible volume with given params. If timer is empty string, infinite is used.   |
Member name | Description |
---|---|
AttachTo |   |
DetachFrom | This is DetachFrom, a member of class C_ScriptBindInventory.  |
AttachTo |   |
DetachFrom |   |
Member name | Description |
---|---|
PushBack |   |
Member name | Description |
---|---|
AutoSave | Syntax: Game.AutoSave( actionMap, actionId ) Creates auto save, returns false if save cannot be done (locked by some event).  |
C_ScriptBindEditor Class | |
GetSelectedEntityName |   |
Member name | Description |
---|---|
PrepareForDialog | Syntax: Human.PrepareForDialog() Notifies dialog manager that this human is preparing for dialog. This is a response to signal dialog request start which handled by AI.   |
GetPlayerHorse | This is GetPlayerHorse, a member of class C_ScriptBindPlayer.  |
Member name | Description |
---|---|
EnableFastTravel |   |
Member name | Description |
---|---|
ToggleWeaponSet | Syntax: Human.ToggleWeaponSet(set) Toggle selected weapon set if available.   |
Member name | Description |
---|---|
EnablePlayerHorseInventory |   |
AddXP |   |
AddSkillXP | Syntax: soul:AddSkillXP(string skill, float xp) Adds experience points. Returns how many levels had been reached (0 if no level was reached).  |
AddStatXP | Syntax: soul:AddStatXP(string stat, float xp) Adds experience points. Returns how many levels had been reached (0 if no level was reached).  |
SetSkillLevel | Syntax: soul:SetSkillLevel(string skill, float level) Set skill level using string name (use skill_name from database).  |
SetStatLevel | Syntax: soul:SetStatLevel(string stat, float level) sets stat level, for example soul:SetStatLevel('str', 20), sets strength to 20  |
AddXP |   |
AddSkillXP | Syntax: soul:AddSkillXP(string skill, float xp) Adds experience points. Returns how many levels had been reached (0 if no level was reached).  |
AddStatXP | Syntax: soul:AddStatXP(string stat, float xp) Adds experience points. Returns how many levels had been reached (0 if no level was reached).  |
SetSkillLevel | Syntax: soul:SetSkillLevel(string skill, float level) Set skill level using string name (use skill_name from database).  |
SetStatLevel | Syntax: soul:SetStatLevel(string stat, float level) sets stat level, for example soul:SetStatLevel('str', 20), sets strength to 20  |
Member name | Description |
---|---|
EnableSave | ! Enable or disable save from script (script save lock)  |
Member name | Description |
---|---|
CScriptBind_GameStatistics Class | |
AddGameElement | !   |
BindTracker | !   |
CurrentScope | !   |
Event | !   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_GameStatistics.  |
PopGameScope | !   |
PushGameScope | !   |
RemoveGameElement | !   |
StateValue | !   |
UnbindTracker | !   |
Destroy | !   |
AuxAudioProxiesMoveWithEntity | !   |
CreateDRSProxy | !   |
CScriptBind_Movie Class | |
AbortSequence | !   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_Movie.  |
PauseSequences | !   |
PlaySequence | !   |
ResumeSequences | !   |
StopAllCutScenes | !   |
StopAllSequences | !   |
StopSequence | !   |
CScriptBind_MusicLogic Class | |
SendEvent | !   |
SetEvent | !   |
StartLogic | !   |
StopLogic | !   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_MusicLogic.  |
CScriptBind_Particle Class | |
Attach | !   |
CreateDecal | !   |
CreateEffect | !   |
CreateMatDecal | !   |
DeleteEffect | !   |
Detach | !   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_Particle.  |
IsEffectAvailable | !   |
SpawnEffect | !   |
SpawnEffectLine | !   |
SpawnParticles | !   |
CScriptBind_Script Class | |
DumpLoadedScripts | !   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_Script.  |
KillTimer | !   |
LoadScript | !   |
ReloadEntityScript | !   |
ReloadScript | !   |
ReloadScripts | !   |
SetTimer | !   |
SetTimerForFunction | !   |
UnloadScript | !   |
CScriptBindGameStatistics Class | |
AddGameElement | !   |
BindTracker | !   |
CurrentScope | !   |
Event | !   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindGameStatistics.  |
PopGameScope | !   |
PushGameScope | !   |
RemoveGameElement | !   |
StateValue | !   |
UnbindTracker | !   |
CScriptBindMovie Class | |
AbortSequence | !   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindMovie.  |
PauseSequences | !   |
PlaySequence | !   |
ResumeSequences | !   |
StopAllCutScenes | !   |
StopAllSequences | !   |
StopSequence | !   |
CScriptBindMusicLogic Class | |
SendEvent | !   |
SetEvent | !   |
StartLogic | !   |
StopLogic | !   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindMusicLogic.  |
CScriptBindParticle Class | |
Attach | !   |
CreateDecal | !   |
CreateEffect | !   |
CreateMatDecal | !   |
DeleteEffect | !   |
Detach | !   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindParticle.  |
IsEffectAvailable | !   |
SpawnEffect | !   |
SpawnEffectLine | !   |
SpawnParticles | !   |
CScriptBindScript Class | |
DumpLoadedScripts | !   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindScript.  |
KillTimer | !   |
LoadScript | !   |
ReloadEntityScript | !   |
ReloadScript | !   |
ReloadScripts | !   |
SetTimer | !   |
SetTimerForFunction | !   |
UnloadScript | !   |
Member name | Description |
---|---|
IsObjectiveUnchanged | Syntax: QuestSystem.IsObjectiveUnchanged(const char *questName) Returns true if objective is same as after reset, false if not, or quest or objective does not exist   |
Member name | Description |
---|---|
ActivateQuest | Syntax: QuestSystem.ActivateQuest(const char *questName) Activate quest   |
DeactivateQuest | Syntax: QuestSystem.DeactivateQuest(const char *questName) Deactivate quest   |
ActivateQuest | Syntax: QuestSystem.ActivateQuest(const char *questName, int activate) Activate/deactivate quest   |
Member name | Description |
---|---|
CanSteal | Syntax: Item.CanSteal( ScriptHandle userId ) Checks if the item can be stolen by the user.   |
OnSteal | Syntax: Item.OnSteal( ScriptHandle userId ) If user is player, asks if he wants to steal the item and steals it.   |
Member name | Description |
---|---|
UserEnteredTrigger | Syntax: QuestSystem.PlayerEnteredTrigger(int placeAssetId, EntityId userId) Called from script when player enters ProximityTrigger or AreaTrigger   |
UserEnteredTrigger | Syntax: QuestSystem.PlayerEnteredTrigger(const char *placeAssetName, EntityId userId) Called from script when player enters ProximityTrigger or AreaTrigger   |
Member name | Description |
---|---|
UserEnteredTrigger | Syntax: QuestSystem.PlayerEnteredTrigger(const char *placeAssetName, EntityId userId) Called from script when player enters ProximityTrigger or AreaTrigger   |
PlayerEnteredTrigger | Syntax: QuestSystem.PlayerEnteredTrigger(const char *placeAssetName) Called from script when player enters ProximityTrigger or AreaTrigger   |
Member name | Description |
---|---|
SetPlayerHorse |   |
IsQuestUnchanged | Syntax: QuestSystem.IsQuestUnchanged(const char *questName) Returns true if quest has only been loaded from DB   |
Member name | Description |
---|---|
RemoveAllBuffsByGuid | Syntax: soul:RemoveAllBuffsByGuid(buffDatabaseId) Forces removal of all buffs of the same database guid.  |
Member name | Description |
---|---|
ToggleWeaponSet | Syntax: Human.ToggleWeaponSet(set) Toggle selected weapon set if available.   |
Member name | Description |
---|---|
AddBlood | Syntax: actor:AddBlood('all', 1) Adds blood on all equipped items and body in given zone (or all zones).   |
AddDirt | Syntax: actor:AddDirt(1) Adds dirt on all equipped items.   |
SetClothingDirtLevel | Syntax: Actor.SetClothingDirtLevel(0) Sets dirt level on all equipped items   |
Member name | Description |
---|---|
StartHoleDigging |   |
SetPlayerReputationDebug | Syntax: soul:SetPlayerReputationDebug(-0.5, True) debug function to directly set reputation.  |
Member name | Description |
---|---|
Quiet | Syntax: Item.Quiet() Quiets the item.   |
Member name | Description |
---|---|
HealBleeding | Syntax: soul:HealBleeding(0.5, 1) heal [0,1] bleeding on body part   |
Member name | Description |
---|---|
SetSpeedMultiplier | Syntax: Actor.SetSpeedMultiplier(float) Value multiplies absolute speed in all stances.   |
Member name | Description |
---|---|
AddPerk | Syntax: soul:AddPerk(string perk_id) Adds perk identified by the database id. Returns the instance id.   |
RemovePerk | Syntax: soul:RemovePerk(PerkInstanceId) Forces removal of a perk. Supply the perk id.  |
Member name | Description |
---|---|
IsDialogRestricted | Syntax: soul:IsDialogRestricted() return whether dialog is currently restricted   |
Member name | Description |
---|---|
RemoveDaycyclePatch | Syntax: XGenAIModule.RemoveDaycyclePatch(Wuid wuid, string patchHandle) removes the patch with given handle from NPC with given WUID Returns true if the patch has been successfully removed, false otherwise (NPC with given wuid doesn't exist or it doesn't contain patch with specified handle)   |
Member name | Description |
---|---|
CScriptBind_UIAction Class | |
CallFunction | Syntax: UIAction.CallFunction( elementName, instanceID, functionName, [arg1], [arg2], [...] ) Calls a function of the UI flash asset or the UIEventSystem.   !   |
DisableAction | Syntax: UIAction.DisableAction( actionName ) Disables the UI Action.   !   |
EnableAction | Syntax: UIAction.EnableAction( actionName ) Enables the UI Action.   !   |
EndAction | Syntax: UIAction.EndAction( table, disable, arguments ) Ends a UI Action. This can be only used withing a UIAction Lua script!   !   |
GetAlpha | Syntax: UIAction.GetAlpha( elementName, instanceID, mcName ) Get MovieClip alpha value.   !   |
GetArray | Syntax: UIAction.GetArray( elementName, instanceID, arrayName ) Returns a table with values of the array.  !   |
GetPos | Syntax: UIAction.GetPos( elementName, instanceID, mcName ) Get MovieClip position.   !   |
GetRotation | Syntax: UIAction.GetRotation( elementName, instanceID, mcName ) Get MovieClip rotation.   !   |
GetScale | Syntax: UIAction.GetScale( elementName, instanceID, mcName ) Get MovieClip scale.   !   |
GetVariable | Syntax: UIAction.GetVariable( elementName, instanceID, varName ) Gets a variable of the UI flash asset.  !   |
GotoAndPlay | Syntax: UIAction.GotoAndPlay( elementName, instanceID, mcName, frameNum ) Call GotoAndPlay on a MovieClip.   !   |
GotoAndPlayFrameName | Syntax: UIAction.GotoAndPlayFrameName( elementName, instanceID, mcName, frameName ) Call GotoAndPlay on a MovieClip by frame name.   !   |
GotoAndStop | Syntax: UIAction.GotoAndStop( elementName, instanceID, mcName, frameNum ) Call GotoAndStop on a MovieClip.   !   |
GotoAndStopFrameName | Syntax: UIAction.GotoAndStopFrameName( elementName, instanceID, mcName, frameName ) Call GotoAndStop on a MovieClip by frame name.   !   |
HideElement | Syntax: UIAction.HideElement( elementName, instanceID ) Hide the UI flash asset.   !   |
IsVisible | Syntax: UIAction.IsVisible( elementName, instanceID, mcName ) Get MovieClip visible state.   !   |
RegisterActionListener | Syntax: UIAction.RegisterActionListener( table, actionName, eventName, callbackFunctionName ) Register a callback function for a UIAction event. Callback Function must have form: CallbackName(actionName, eventName, argTable)   !   |
RegisterElementListener | Syntax: UIAction.RegisterElementListener( table, elementName, instanceID, eventName, callbackFunctionName ) Register a callback function for a UIElement event. Callback Function must have form: CallbackName(elementName, instanceId, eventName, argTable)   !   |
RegisterEventSystemListener | Syntax: UIAction.RegisterEventSystemListener( table, eventSystem, eventName, callbackFunctionName ) Register a callback function for a UIEventSystem event. Callback Function must have form: CallbackName(actionName, eventName, argTable)   !   |
ReloadElement | Syntax: UIAction.ReloadElement( elementName, instanceID ) Reloads the UI flash asset.   !   |
RequestHide | Syntax: UIAction.RequestHide( elementName, instanceID ) Send the fade out signal to the UI flash asset.   !   |
SetAlpha | Syntax: UIAction.SetAlpha( elementName, instanceID, mcName, fAlpha ) Set MovieClip alpha value.   !   |
SetArray | Syntax: UIAction.SetArray( elementName, instanceID, arrayName, values ) Sets an array of the UI flash asset.  !   |
SetPos | Syntax: UIAction.SetPos( elementName, instanceID, mcName, vPos ) Set MovieClip position.   !   |
SetRotation | Syntax: UIAction.SetRotation( elementName, instanceID, mcName, vRotation ) Set MovieClip rotation.   !   |
SetScale | Syntax: UIAction.SetScale( elementName, instanceID, mcName, vScale ) Set MovieClip scale.   !   |
SetVariable | Syntax: UIAction.SetVariable( elementName, instanceID, varName, value ) Sets a variable of the UI flash asset.  !   |
SetVisible | Syntax: UIAction.SetVisible( elementName, instanceID, mcName, bVisible ) Set MovieClip visible state.   !   |
ShowElement | Syntax: UIAction.ShowElement( elementName, instanceID ) Displays the UI flash asset.   !   |
StartAction | Syntax: UIAction.StartAction( actionName, arguments ) Starts a UI Action.   !   |
UnloadElement | Syntax: UIAction.UnloadElement( elementName, instanceID ) Unloads the UI flash asset.   !   |
UnregisterActionListener | Syntax: UIAction.UnregisterActionListener( table, callbackFunctionName ) Unregister callback functions for a UIAction event.   !   |
UnregisterElementListener | Syntax: UIAction.UnregisterElementListener( table, callbackFunctionName ) Unregister callback functions for a UIElement event.   !   |
UnregisterEventSystemListener | Syntax: UIAction.UnregisterEventSystemListener( table, callbackFunctionName ) Unregister callback functions for a UIEventSystem event.   !   |
CScriptBind_GameToken Class | |
DumpAllTokens | Syntax: GameToken.DumpAllTokens()  !   |
GetToken | Syntax: GameToken.GetToken( TokenName )  !   |
SetToken | Syntax: GameToken.SetToken( TokenName, TokenValue )  !   |
CScriptBind_Network Class | |
DelegateAuthority | Syntax: Network.DelegateAuthority(ent, channel) Delegate authority for an object to some client.   !   |
Expose | Syntax: Network.Expose()   !   |
CScriptBindGameStatistics Class | |
AddGameElement | Syntax: GameStatistics.AddGameElement( scopeID, elementID, locatorID, locatorValue [, table]) Adds a game element to specified scope. Syntax: GameStatistics.AddGameElement( scopeID, elementID, locatorID, locatorValue, table )  !   |
BindTracker | Syntax: GameStatistics.BindTracker( name, tracker )  !   |
CurrentScope | Syntax: GameStatistics.CurrentScope() Returns the ID of current scope, -1 if stack is empty   !   |
Event | Syntax: GameStatistics.Event()  !   |
PopGameScope | Syntax: GameStatistics.PopGameScope( [checkScopeId] ) Removes the scope from the top of the stack.  !   |
PushGameScope | Syntax: GameStatistics.PushGameScope(scopeID) Pushes a scope on top of the stack.  !   |
RemoveGameElement | Syntax: GameStatistics.RemoveGameElement( scopeID, elementID, locatorID, locatorValue ) Removes element from the specified scope if data parameters match. Syntax: GameStatistics.RemoveGameElement( scopeID, elementID, locatorID, locatorValue )  !   |
StateValue | Syntax: GameStatistics.StateValue( )  !   |
UnbindTracker | Syntax: GameStatistics.UnbindTracker( name, tracker )  !   |
CScriptBind_Vehicle Class | |
AddSeat | Syntax: Vehicle.AddSeat( paramsTable ) Adds a seat to the vehicle.   !   |
ChangeSeat | Syntax: Vehicle.ChangeSeat(actorHandle, seatId, isAnimationEnabled) Makes the actor changing the seat inside the vehicle.   !   |
DisableEngine | Syntax: Vehicle.DisableEngine( disable ) Disables/enables the engine of the vehicle.   !   |
EnableMovement | Syntax: Vehicle.EnableMovement( enable ) Enables/disables the movement of the vehicle.   !   |
EnterVehicle | Syntax: Vehicle.EnterVehicle( actorHandle, seatId, isAnimationEnabled ) Makes the actor entering the vehicle.   !   |
ExitVehicle | Syntax: Vehicle.ExitVehicle( actorHandle ) Makes the actor going out from the vehicle.   !   |
GetComponentDamageRatio | Syntax: Vehicle.GetComponentDamageRatio( componentName ) Gets the damage ratio of the specified component.   !   |
GetHelperDir | Syntax: Vehicle.GetHelperDir( name, isInVehicleSpace ) Gets the helper direction.   !   |
GetHelperPos | Syntax: Vehicle.GetHelperPos(name, isInVehicleSpace) Gets the helper position.   !   |
GetHelperWorldPos | Syntax: Vehicle.GetHelperWorldPos( name ) Gets the helper position in the world coordinates.   !   |
GetSeatForPassenger | Syntax: Vehicle.GetSeatForPassenger(id) Returns the vehicle seat id for the specified passenger  !   |
GetVehicle | Syntax: Vehicle.GetVehicle() Gets the vehicle identifier.   !   |
HasHelper | Syntax: Vehicle.HasHelper(name) Checks if the vehicle has the specified helper.   !   |
IsDestroyed | Syntax: Vehicle.IsDestroyed() Checks if the vehicle is destroyed.   !   |
IsInsideRadius | Syntax: Vehicle.IsInsideRadius( pos, radius ) Checks if the vehicle is inside the specified radius.   !   |
IsUsable | Syntax: Vehicle.IsUsable( userHandle ) Checks if the vehicle is usable by the user.   !   |
MultiplyWithWorldTM | Syntax: Vehicle.MultiplyWithWorldTM( pos ) Multiplies with the world transformation matrix.   !   |
OnHit | Syntax: Vehicle.OnHit( targetId, shooterId, damage, position, radius, pHitClass, explosion ) Event that occurs after the vehicle is hit.   !   |
OnSpawnComplete | !   |
OnUsed | Syntax: Vehicle.OnUsed( userHandle, index ) Events that occurs when the user uses the vehicle.   !   |
ProcessPassengerDamage | Syntax: Vehicle.ProcessPassengerDamage( passengerId, actorHealth, damage, pDamageClass, explosion ) Processes passenger damages.   !   |
Reset | Syntax: Vehicle.Reset() Resets the vehicle.   !   |
ResetSlotGeometry | Syntax: Vehicle.ResetSlotGeometry( slot, filename, geometry )  !   |
CScriptBind_VehicleSeat Class | |
GetPassengerId | Syntax: VehicleSeat.GetPassengerId() Gets the passenger identifier.   !   |
GetVehicleSeat | Syntax: VehicleSeat.GetVehicleSeat() Gets the vehicle seat identifier.   !   |
GetWeaponCount | Syntax: VehicleSeat.GetWeaponCount() Gets the number of weapons available on this seat.   !   |
GetWeaponId | Syntax: VehicleSeat.GetWeaponId(weaponIndex) Gets the weapon identifier.   !   |
IsDriver | Syntax: VehicleSeat.IsDriver() Checks if the seat is the driver seat.   !   |
IsFree | Syntax: VehicleSeat.IsFree(actor) Checks if the seat is free.  !   |
IsGunner | Syntax: VehicleSeat.IsGunner() Checks if the seat is the gunner seat.   !   |
Reset | Syntax: VehicleSeat.Reset() Resets the vehicle seat.   !   |
SetAIWeapon | Syntax: VehicleSeat.SetAIWeapon(weaponHandle) Sets the weapon artificial intelligence.   !   |
CScriptBind_Action Class | |
ActivateEffect | Syntax: Action.ActivateEffect( name ) Activates the specified effect.  !   |
ActivateExtensionForGameObject | Syntax: Action.ActivateExtensionForGameObject( entityId, extension, activate ) Activates a specified extension for a game object.   !   |
AddAngleSignal | Syntax: Action.AddRangeSignal( entityId, fAngle, fFlexibleBoundary, sSignal ) Adds an angle for the signal.   !   |
AddRangeSignal | Syntax: Action.AddRangeSignal( entityId, fRadius, fFlexibleBoundary, sSignal ) Adds a range for the signal.   !   |
AddTargetRangeSignal | Syntax: Action.AddTargetRangeSignal( entityId, targetId, fRadius, fFlexibleBoundary, sSignal )  !   |
BanPlayer | Syntax: Action.BanPlayer( entityId, message ) Bans a specified player.  !   |
BindGameObjectToNetwork | Syntax: Action.BindGameObjectToNetwork( entityId ) Binds game object to the network.   !   |
CacheItemGeometry | Syntax: Action.CacheItemGeometry( itemName ) Caches an item geometry.   !   |
CacheItemSound | Syntax: Action.CacheItemSound( itemName ) Caches an item sound.   !   |
ClearEntityTags | Syntax: Action.ClearEntityTags( entityId ) Clears the tag for the specified entity.   !   |
ClearStaticTag | Syntax: Action.ClearStaticTag( entityId, staticId ) Clears the specified static tag for the specified entity.   !   |
ConnectToServer | Syntax: Action.ConnectToServer( server ) Connects to the specified server.   !   |
CreateGameObjectForEntity | Syntax: Action.CreateGameObjectForEntity( entityId ) Creates a game object for the specified entity.   !   |
DestroyRangeSignaling | Syntax: Action.DestroyRangeSignaling( entityId )  !   |
DisableSignalTimer | Syntax: Action.DisableSignalTimer( entityId, sText ) Disables the signal timer.   !   |
DontSyncPhysics | Syntax: Action.DontSyncPhysics( entityId ) Doesn't sync physics for the specified entity.   !   |
EnableRangeSignaling | Syntax: Action.EnableRangeSignaling( entityId, bEnable ) Enable/Disable range signalling for the specified entity.   !   |
EnableSignalTimer | Syntax: Action.EnableSignalTimer( entityId, sText ) Enables the signal timer.   !   |
ForceGameObjectUpdate | Syntax: Action.ForceGameObjectUpdate( entityId, force ) Forces the game object to be updated.   !   |
GetClassName | Syntax: Action.GetClassName( classId ) Returns the matching class name if available for specified classId.   !   |
GetPlayerList | Syntax: Action.GetPlayerList() Checks the current players list.  !   |
GetServer | Syntax: Action.GetServer( number ) Gets the server.   !   |
GetServerTime | Syntax: Action.GetServerTime() Gets the current time on the server.   !   |
GetWaterInfo | Syntax: Action.GetWaterInfo( pos ) Gets information about the water at the position pos.  !   |
HasAI | Syntax: Action.HasAI( entityId ) Returns if the entity has an AI object associated to it, meaning it has been registered with the AI System  !   |
IsChannelOnHold | Syntax: Action.IsChannelOnHold( channelId ) Checks if the specified channel is on hold.   !   |
IsChannelSpecial | Syntax: Action.IsChannelSpecial() Gets if the channel is a special one.  !   |
IsClient | Syntax: Action.IsClient() Checks if the current script runs on a client.  !   |
IsGameObjectProbablyVisible | Syntax: Action.IsGameObjectProbablyVisible( gameObject ) Checks if an object is probably visible.  !   |
IsGameStarted | Syntax: Action.IsGameStarted() Checks if the game is started.  !   |
IsImmersivenessEnabled | Syntax: Action.IsImmersivenessEnabled() Gets if the immersive multiplayer is enabled.  !   |
IsRMIServer | Syntax: Action.IsRMIServer() Checks if the current script is running on an RMI (Remote Method Invocation) server.  !   |
IsServer | Syntax: Action.IsServer() Checks if the current script runs on a server.  !   |
LoadXML | Syntax: Action.LoadXML(definitionFile, dataFile )  !   |
PauseGame | Syntax: Action.PauseGame( pause ) Puts the game into pause mode.   !   |
Persistant2DText | Syntax: Action.Persistant2DText( text, size, color, name, timeout ) Adds a persistent 2D text.   !   |
PersistantArrow | Syntax: Action.PersistantArrow( pos, radius, dir, color, name, timeout ) Adds a persistent arrow to the world.   !   |
PersistantEntityTag | Syntax: Action.PersistantEntityTag( entityId, text ) Adds a persistent entity tag. Required Params: entityId, const char *text Optional Params: float size, Vec3 color, float visibleTime, float fadeTime, float viewDistance, const char* staticId, int columnNum, const char* contextTag  !   |
PersistantLine | Syntax: Action.PersistantLine( start, end, color, name, timeout ) Adds a persistent line to the world.   !   |
PersistantSphere | Syntax: Action.PersistantSphere( pos, radius, color, name, timeout ) Adds a persistent sphere to the world.   !   |
PreLoadADB | Syntax: Action.PreLoadADB( adbFileName ) Use this function to pre-cache ADB files. Pre-load a mannequin ADB file. In: The function handler (NULL is invalid!) In: The name of the ADB file.  !   |
RefreshPings | Syntax: Action.RefreshPings() Refreshes pings for all the servers listed.   !   |
RegisterWithAI | Syntax: Action.RegisterWithAI() Registers the entity to AI System, creating an AI object associated to it (MATT) Moved here from ScriptBindAI when that was moved to the AI system {2008/02/15:15:23:16  !   |
ResetRangeSignaling | Syntax: Action.ResetRangeSignaling( entityId )  !   |
ResetSignalTimer | Syntax: Action.ResetSignalTimer( entityId, sText ) Resets the rate for the signal timer.   !   |
ResetToNormalCamera | Syntax: Action.ResetToNormalCamera() Resets the camera to the last valid view stored.   !   |
SaveXML | Syntax: Action.SaveXML(definitionFile, dataFile, dataTable)  !   |
SendGameplayEvent | Syntax: Action.SendGameplayEvent( entityId, event ) Sends an event for the gameplay.   !   |
SetAimQueryMode | Syntax: Action.SetAimQueryMode( entityId, mode ) Set the aim query mode for the ai proxy. Normally the ai proxy asks the movement controller if the character is aiming. You can override that and set your own 'isAiming' state.   !   |
SetNetworkParent | Syntax: Action.SetNetworkParent( entityId, parentId ) Sets the network parent.   !   |
SetSignalTimerRate | Syntax: Action.SetSignalTimerRate( entityId, sText, fRateMin, fRateMax ) Sets the rate for the signal timer.   !   |
SetViewCamera | Syntax: Action.SetViewCamera() Saves the previous valid view and override it with the current camera settings.   !   |
CScriptBind_ActionMapManager Class | |
EnableActionFilter | Syntax: ActionMapManager.EnableActionFilter( name, enable ) Enables a filter for the actions.   !   |
EnableActionMap | Syntax: ActionMapManager.EnableActionMap( name, enable ) Enables an action map.   !   |
LoadFromXML | Syntax: ActionMapManager.LoadFromXML( name ) Loads information from an XML file.   !   |
CScriptBind_ActorSystem Class | |
CreateActor | Syntax: ActorSystem.CreateActor( channelId, actorParams ) Creates an actor. Example on how to use this function: local params = { name = "dude", class = "CSpectator", position = {x=0, y=0, z=0}, rotation = {x=0, y=0, z=0}, scale = {x=1, y=1, z=1} } Actor.CreateActor( channelId, params );  !   |
CScriptBind_Inventory Class | |
Clear | Syntax: Inventory.Clear() Clears the inventory.   !   |
Destroy | Syntax: Inventory.Destroy() Destroys the inventory.   !   |
Dump | Syntax: Inventory.Dump() Dumps the inventory.   !   |
GetAmmoCapacity | Syntax: Inventory.GetAmmoCapacity( ammoName ) Gets the capacity for the specified ammunition.   !   |
GetAmmoCount | Syntax: Inventory.GetAmmoCount(ammoName) Gets the amount of the specified ammunition name.   !   |
GetCurrentItem | Syntax: Inventory.GetCurrentItem() Gets the current item.   !   |
GetCurrentItemId | Syntax: Inventory.GetCurrentItemId() Gets the identifier of the current item.   !   |
GetGrenadeWeaponByClass | Syntax: Inventory.GetGrenadeWeaponByClass( className ) Gets grenade weapon by class name.   !   |
GetItemByClass | Syntax: Inventory.GetItemByClass( className ) Gets item by class name.   !   |
HasAccessory | Syntax: Inventory.HasAccessory( accessoryName ) Checks if the inventory contains the specified accessory.   !   |
SetAmmoCount | Syntax: Inventory.SetAmmoCount( ammoName, count ) Sets the amount of the specified ammunition.   !   |
CScriptBind_ItemSystem Class | |
GetPackItemByIndex | Syntax: ItemSystem.GetPackItemByIndex( packName, index ) Gets a pack item from its index.   !   |
GetPackNumItems | Syntax: ItemSystem.GetPackNumItems() Get the number of items in the specified pack.  !   |
GetPackPrimaryItem | Syntax: ItemSystem.GetPackPrimaryItem( packName ) Gets the primary item of the specified pack.   !   |
GiveItem | Syntax: ItemSystem.GiveItem( itemName ) Gives the specified item.   !   |
GiveItemPack | Syntax: ItemSystem.GiveItemPack( actorId, packName ) Gives the item pack to the specified actor.   !   |
Reset | Syntax: ItemSystem.Reset() Resets the item system.   !   |
SerializePlayerLTLInfo | Syntax: ItemSystem.SerializePlayerLTLInfo( reading ) Serializes player LTL info.   !   |
SetActorItem | Syntax: ItemSystem.SetActorItem( actorId, itemId, keepHistory ) Sets an actor item.   !   |
SetActorItemByName | Syntax: ItemSystem.SetActorItemByName( actorId, name, keepHistory ) Sets an actor item by name.   !   |
CScriptBind_VehicleSystem Class | |
GetOptionalScript | Syntax: VehicleSystem.GetOptionalScript(vehicleName) Get an (optional) script for the named vehicle.  !   |
GetVehicleImplementations | Syntax: VehicleSystem.GetVehicleImplementations() Get a table of all implemented vehicles.   !   |
ReloadSystem | Syntax: VehicleSystem.ReloadSystem() Reloads the vehicle system with default values.   !   |
SetTpvDistance | Syntax: VehicleSystem.SetTpvDistance(distance) Distance of camera in third person view.  !   |
SetTpvHeight | Syntax: VehicleSystem.SetTpvHeight(height) Height of camera in third person view.  !   |
CScriptBind_AI Class | |
CreateQueryFromTacticalSpec | This is CreateQueryFromTacticalSpec, a member of class CScriptBind_AI.  |
GetEntityFromParam | Fetch entity pointer from script parameter Fetch entity pointer from script parameter  |
GetEntityIdFromParam | Fetch entity ID from script parameter Fetch entity ID from script parameter  |
GetGroupSpatialProperties |   |
GetSignalExtraData | This is GetSignalExtraData, a member of class CScriptBind_AI.  |
RayWorldIntersectionWrapper | wrapper, to make it use tick-counter  |
SetLastOpResult | This is SetLastOpResult, a member of class CScriptBind_AI.  |
CScriptBind_AI::SetPFProperties (AgentMovementAbility&, EAIPathType) | |
CScriptBind_AI::SetPFProperties (AgentMovementAbility&, string&) | |
CScriptBind_AI::SetPFProperties (IFunctionHandler *) | |
SetPFProperties | This is the overview for the SetPFProperties method overload.  |
AbortAction | !   |
AddAggressiveTarget | !   |
AddCombatClass | ! Creates new combat class.   |
AddCoverEntity | This is AddCoverEntity, a member of class CScriptBind_AI.  |
AddFormationPoint | !   |
AddFormationPointFixed | !   |
AddPatternBranch | !   |
AddPatternNode | !   |
AddPersonallyHostile | !   |
AgentLookAtPos | !   |
AllowLowerBodyToTurn | !   |
Animation |   |
AssignPathTypeToSOUser | This is AssignPathTypeToSOUser, a member of class CScriptBind_AI.  |
CScriptBind_AI::AssignPFPropertiesToPathType (IFunctionHandler *) | |
CScriptBind_AI::AssignPFPropertiesToPathType (string&, AgentPathfindingProperties&) | |
AssignPFPropertiesToPathType | This is the overview for the AssignPFPropertiesToPathType method overload.  |
AutoDisable | AutoDisable  |
BeginGoalPipe | !   |
BeginGroup | !   |
BeginTrackPattern | !   |
BehaviorEvent | This is BehaviorEvent, a member of class CScriptBind_AI.  |
BreakEvent | This is BreakEvent, a member of class CScriptBind_AI.  |
CanFireInStance | !   |
CanMelee | !   |
CanMoveStraightToPoint | !   |
ChangeFormation | !   |
ChangeMovementAbility | !   |
ChangeParameter | !   |
CheckForFriendlyAgentsAroundPoint | !   |
CheckMeleeDamage | !   |
CheckVehicleColision |   |
ClearAnimationTag | !   |
ClearForReload | !   |
ClearMovementContext | !   |
ClearPotentialTargets | !   |
ClearTempTarget | !   |
ConstrainPointInsideGenericShape | !   |
CreateFormation | !   |
CreateGoalPipe | !   |
CreateGroupFormation | !   |
CreateStimulusEvent | !   |
CreateStimulusEventInRange | This is CreateStimulusEventInRange, a member of class CScriptBind_AI.  |
CreateTempGenericShapeBox | !   |
DebugReportHitDamage | !   |
DestroyAllTPSQueries | !   |
DistanceToGenericShape | !   |
DropTarget | !   |
EnableCoverFire | !   |
EnableFire | !   |
EnableUpdateLookTarget | !   |
EnableWeaponAccessory | !   |
EndGoalPipe | !   |
EndGroup | !   |
EndTrackPattern | !   |
Error | !   |
EvalHidespot |   |
EvalPeek | !   |
Event |   |
ExecuteAction | !   |
FindObjectOfType | !   |
FindStandbySpotInShape | !   |
FindStandbySpotInSphere | !   |
FreeSignal | !   |
GetAIObjectPosition | !   |
GetAlertness |   |
GetAnchor | !   |
GetAttentionTargetAIType | !   |
GetAttentionTargetDirection | !   |
GetAttentionTargetDistance | !   |
GetAttentionTargetEntity | !   |
GetAttentionTargetOf | !   |
GetAttentionTargetPosition | !   |
GetAttentionTargetThreat | !   |
GetAttentionTargetType | !   |
GetAttentionTargetViewDirection | !   |
GetBeaconPosition | !   |
GetBehaviorBlackBoard | !   |
GetBehaviorVariable | !   |
GetBiasedDirection | !   |
GetCurrentHideAnchor | !   |
GetDirectAnchorPos | !   |
GetDirLabelToPoint | !   |
GetDistanceAlongPath | !   |
GetDistanceToClosestGroupMember | !   |
GetEnclosingGenericShapeOfType | !   |
GetEnclosingSpace | !   |
GetExtraPriority | !   |
GetFactionOf | !   |
GetFlyingVehicleFlockingPos |   |
GetFormationLookingPoint | !   |
GetFormationPointClass | !   |
GetFormationPointPosition | !   |
GetFormationPosition | !   |
GetForwardDir | Attention Target / perception related functions   |
GetGroupAlertness |   |
GetGroupAveragePosition | !   |
GetGroupCount | !   |
GetGroupMember | !   |
GetGroupOf | !   |
GetGroupScopeUserCount | !   |
GetGroupScriptTable | !   |
GetGroupTarget | !   |
GetGroupTargetCount | !   |
GetGroupTargetEntity | !   |
GetGroupTargetThreat | !   |
GetGroupTargetType | !   |
GetHeliAdvancePoint | Helicopter combat, should be merged with GetAlienApproachParams   |
GetLastUsedSmartObject | !   |
GetLeader | !   |
GetMemoryFireType | !   |
GetNavigationType | !   |
GetNearestEntitiesOfType | !   |
GetNearestHidespot | !   |
GetNearestPathOfTypeInRange | !   |
GetNearestPointOnPath | !   |
GetObjectBlackBoard | !   |
GetObjectRadius | !   |
GetParameter | !   |
GetPathLoop | !   |
GetPathSegNoOnPath | !   |
GetPeakThreatLevel | !   |
GetPeakThreatType | !   |
GetPointOnPathBySegNo | !   |
GetPosturePriority | !   |
GetPotentialTargetCount | !   |
GetPotentialTargetCountFromFaction | !   |
GetPredictedPosAlongPath | !   |
GetPreviousBehaviorName | !   |
GetPreviousPeakThreatLevel | !   |
GetPreviousPeakThreatType | !   |
GetProbableTargetPosition | !   |
GetReactionOf | This is GetReactionOf, a member of class CScriptBind_AI.  |
GetRefPointDirection | !   |
GetRefPointPosition | !   |
GetRefShapeName | !   |
GetSmartObjectHelper | Syntax: AI.GetSmartObjectHelper( entityId, className, helperName ) Returns table with position and direction vector of given SO helper  |
GetSoundPerceptionDescriptor | !   |
GetStance | !   |
GetSubTypeOf | !   |
GetTacticalPoints | !   |
GetTargetSubType | !   |
GetTargetType | !   |
GetTotalLengthOfPath | !   |
GetTypeOf | !   |
GetUnitCount | !   |
GetUnitInRank | !   |
GoTo | !   |
Hostile | !   |
IgnoreCurrentHideObject | !   |
IntersectsForbidden | !   |
InvalidateHidespot |   |
IsAgentInAgentFOV | !   |
IsAgentInTargetFOV | !   |
IsAimReady | !   |
IsCoverCompromised | !   |
IsEnabled | !   |
IsFireEnabled | !   |
IsGoalPipe | !   |
IsInCover | !   |
IsLowHealthPauseActive | !   |
IsLowOnAmmo | !   |
IsMoving | !   |
IsMovingInCover | !   |
IsMovingToCover | !   |
IsOutOfAmmo | !   |
IsPersonallyHostile | !   |
IsPointInFlightRegion | !   |
IsPointInsideGenericShape | !   |
IsPointInWaterRegion | !   |
IsPunchableObjectValid | !   |
IsTakingCover | !   |
LoadBehaviors | !   |
LoadCharacters | !   |
LoadGoalPipes | XML support for goal pipes  |
LogComment | !   |
LogEvent | !   |
LogProgress | !   |
MeleePunchableObject | !   |
ModifySmartObjectStates | !   |
NotifyGroup | This is NotifyGroup, a member of class CScriptBind_AI.  |
NotifyReinfDone |   |
NotifySurpriseEntityAction | NotifySurpriseEntityAction  |
ParseTables | !   |
PlayCommunication | !   |
PlayReadabilitySound | !   |
ProcessBalancedDamage | !   |
PushGoal | !   |
PushLabel | !   |
QueueBubbleMessage | !   |
RecComment | !   |
RegisterDamageRegion | !   |
RegisterInterestedActor | !   |
RegisterInterestingEntity | !   |
RegisterTacticalPointQuery | !   |
RegisterTargetTrack | !   |
Release | This is Release, a member of class CScriptBind_AI.  |
RemoveCoverEntity | This is RemoveCoverEntity, a member of class CScriptBind_AI.  |
RemovePersonallyHostile | !   |
RequestAttack | !   |
RequestToStopMovement | !   |
ResetAgentLookAtPos | !   |
ResetAgentState | !   |
ResetParameters | !   |
ResetPersonallyHostiles | !   |
RunStartupScript | RunStartupScript  |
ScaleFormation | !   |
SequenceBehaviorReady | !   |
SequenceInterruptibleBehaviorLeft | !   |
SequenceNonInterruptibleBehaviorLeft | !   |
SetAdjustPath |   |
SetAlarmed | !   |
SetAnimationTag | !   |
SetAssesmentMultiplier | !   |
SetAttentiontarget | !   |
SetBeaconPosition | !   |
SetBehaviorTreeEvaluationEnabled | !   |
SetBehaviorVariable | !   |
SetCharacter | !   |
SetCollisionAvoidanceRadiusIncrement | !   |
SetContinuousMotion | !   |
SetCoverCompromised | !   |
SetEntitySpeedRange | !   |
SetExtraPriority | !   |
SetFactionOf | !   |
SetFactionThreatMultiplier | !   |
SetFireMode | !   |
SetForcedNavigation |   |
SetFormationAngleThreshold | !   |
SetFormationLookingPoint | !   |
SetFormationPosition | !   |
SetFormationUpdate | !   |
SetFormationUpdateSight | !   |
SetIgnorant | !   |
SetInCover | !   |
SetLeader | !   |
SetMemoryFireType | !   |
SetMovementContext | !   |
SetPathAttributeToFollow | !   |
SetPathToFollow | !   |
SetPFBlockerRadius | !   |
SetPointListToFollow | !   |
SetPosturePriority | !   |
SetPostures | !   |
SetReactionOf | This is SetReactionOf, a member of class CScriptBind_AI.  |
SetRefPointAtDefensePos | !   |
SetRefPointDirection | !   |
SetRefPointPosition | !   |
SetRefPointRadius | !   |
SetRefpointToAnchor | !   |
SetRefPointToGrenadeAvoidTarget |   |
SetRefpointToPunchableObject | !   |
SetRefShapeName | !   |
SetSmartObjectState | !   |
SetSoundPerceptionDescriptor | !   |
SetSpeed | !   |
SetStance | !   |
SetTargetTrackClassThreat | !   |
SetTempTargetPriority | !   |
SetTerritoryShapeName | !   |
SetUnitProperties | !   |
SetUseSecondaryVehicleWeapon | !   |
SetVehicleStickTarget |   |
Signal | !   |
SmartObjectEvent | !   |
SoundEvent | !   |
StartModularBehaviorTree | This is StartModularBehaviorTree, a member of class CScriptBind_AI.  |
StopCommunication | !   |
StopModularBehaviorTree | This is StopModularBehaviorTree, a member of class CScriptBind_AI.  |
ThrowGrenade | !   |
TriggerCurrentTargetTrackPulse | This is TriggerCurrentTargetTrackPulse, a member of class CScriptBind_AI.  |
UnregisterInterestedActor | !   |
UnregisterInterestingEntity | !   |
UnregisterTargetTrack | !   |
UpdateGlobalPerceptionScale | !   |
UpdateTempTarget | !   |
UpTargetPriority | !   |
VisualEvent | !   |
Warning | !   |
CScriptBind_Entity Class | |
Activate | !   |
ActivateOutput | !   |
ActivatePlayerPhysics | !   |
AddConstraint | !   |
AddImpulse | !   |
AttachChild | !   |
AttachSurfaceEffect | !   |
AwakeCharacterPhysics | !   |
AwakeEnvironment | !   |
AwakePhysics | !   |
BreakToPieces | !   |
CalcWorldAnglesFromRelativeDir | !   |
CancelSubpipe | !   |
ChangeAttachmentMaterial | !   |
CharacterUpdateAlways | !   |
CharacterUpdateOnRender | !   |
CheckCollisions | !   |
CheckShaderParamCallbacks | !   |
CloneMaterial | !   |
CopySlotTM | !   |
CountLinks | !   |
CreateAuxAudioProxy | !   |
CreateBoneAttachment | !   |
CreateCameraProxy | !   |
CreateLink | !   |
CreateRenderProxy | !   |
CreateSkinAttachment | !   |
Damage | !   |
DeleteParticleEmitter | !   |
DeleteThis | !   |
DestroyAttachment | !   |
DestroyPhysics | !   |
DetachAll | !   |
DetachThis | !   |
DisableAnimationEvent | !   |
DrawSlot | !   |
EnableBoneAnimation | !   |
EnableBoneAnimationAll | !   |
EnableDecals | !   |
EnableInheritXForm | !   |
EnableMaterialLayer | int AddMaterialLayer(IFunctionHandler *pH, int slotId, const char *shader); int RemoveMaterialLayer(IFunctionHandler *pH, int slotId, int id); int RemoveAllMaterialLayers(IFunctionHandler *pH, int slotId); int SetMaterialLayerParamF(IFunctionHandler *pH, int slotId, int layerId, const char *name, float value); int SetMaterialLayerParamV(IFunctionHandler *pH, int slotId, int layerId, const char *name, Vec3 vec); int SetMaterialLayerParamC(IFunctionHandler *pH, int slotId, int layerId, const char *name, float r, float g, float b, float a); !   |
EnablePhysics | !   |
EnableProceduralFacialAnimation | !   |
ExecuteAudioTrigger | !   |
FadeGlobalDensity | !   |
ForceCharacterUpdate | !   |
ForwardTriggerEventsTo | !   |
FreeAllSlots | !   |
FreeSlot | !   |
GetAIName | !   |
GetAllAuxAudioProxiesID | !   |
GetAngles | !   |
GetAnimationLength | !   |
GetAnimationSpeed |   |
GetAnimationTime | !   |
GetArchetype | !   |
GetAttachmentBone | !   |
GetAttachmentCGF | !   |
GetBoneAngularVelocity | !   |
GetBoneDir | !   |
GetBoneLocal | !   |
GetBoneNameFromTable | !   |
GetBonePos | !   |
GetBoneVelocity | !   |
GetCenterOfMassPos | !   |
GetCharacter | !   |
GetChild | !   |
GetChildCount | !   |
GetCurAnimation | !   |
GetDefaultAuxAudioProxyID | !   |
GetDirectionVector | !   |
GetDistance | !   |
GetEntitiesInContact | !   |
GetEntityMaterial | !   |
GetExplosionImpulse | !   |
GetExplosionObstruction | !   |
GetFlags | !   |
GetFlagsExtended | !   |
GetGeomCachePrecachedTime | !   |
GetGravity | !   |
GetGUID |   |
GetHelperAngles | !   |
GetHelperDir | !   |
GetHelperPos | !   |
GetLink | !   |
GetLinkName | !   |
GetLinkTarget | !   |
GetLocalAngles | !   |
GetLocalBBox | !   |
GetLocalPos | !   |
GetLocalScale | !   |
GetLodRatio | !   |
GetMass | !   |
GetMaterial | !   |
GetMaterialFloat | !   |
GetMaterialVec3 | !   |
GetName | !   |
GetParent | !   |
GetParentSlot | !   |
GetPhysicalStats | !   |
GetPos | !   |
GetProjectedWorldBBox | !   |
GetRawId | !   |
GetScale | !   |
GetSlotAngles | !   |
GetSlotCount | !   |
GetSlotHelperPos | !   |
GetSlotPos | !   |
GetSlotScale | !   |
GetSlotWorldDir | !   |
GetSlotWorldPos | !   |
GetSpeed | !   |
GetState | !   |
GetSubmergedVolume | !   |
GetTimeOfDayHour | !   |
GetTimeSinceLastSeen | !   |
GetTouchedPoint | !   |
GetTouchedSurfaceID | !   |
GetTriggerBBox | !   |
GetUpdateRadius | !   |
GetVelocity | !   |
GetVelocityEx | !   |
GetViewDistRatio | !   |
GetVolume | !   |
GetWorldAngles | !   |
GetWorldBBox | !   |
GetWorldBoundsCenter | !   |
GetWorldDir | !   |
GetWorldPos | !   |
GetWorldScale | !   |
GotoState | !   |
HasFlags | !   |
HasFlagsExtended | !   |
Hide | !   |
HideAllAttachments | !   |
HideAttachment | !   |
HideAttachmentMaster | !   |
IgnorePhysicsUpdatesOnSlot | !   |
InsertSubpipe | !   |
IntersectRay | !   |
InvalidateLocalBBox | Syntax: Entity.InvalidateLocalBBox( )   |
InvalidateTrigger | !   |
IsActive | !   |
IsAnimationRunning | !   |
IsColliding | !   |
IsEntityInside | !   |
IsEntityInsideArea | !   |
IsFromPool | !   |
IsGeomCacheStreaming | !   |
IsHidden | !   |
IsInState | !   |
IsPointInsideArea | !   |
IsSlotCharacter | !   |
IsSlotGeometry | !   |
IsSlotLight | !   |
IsSlotParticleEmitter | !   |
IsSlotValid | !   |
IsUsingPipe | !   |
KillTimer | !   |
LoadCharacter | !   |
LoadCloud | !   |
LoadFogVolume | !   |
LoadGeomCache | !   |
LoadLight | !   |
LoadObject | !   |
LoadObjectLattice | !   |
LoadObjectWithFlags | !   |
LoadParticleEffect | !   |
LoadPrismObject | This is LoadPrismObject, a member of class CScriptBind_Entity.  |
LoadSubObject | !   |
LoadVolumeObject | !   |
MaterialFlashInvoke | !   |
MultiplyWithSlotTM | !   |
NetPresent | !   |
NoBulletForce | !   |
NoExplosionCollision | !   |
PassParamsToPipe | !   |
Physicalize | !   |
PhysicalizeAttachment | !   |
PhysicalizeSlot | !   |
PlayFacialAnimation | !   |
PreLoadParticleEffect | !   |
ProcessBroadcastEvent | !   |
RagDollize | !   |
ReattachSoftEntityVtx | !   |
RedirectAnimationToLayer0 | !   |
RegisterForAreaEvents | !   |
RemoveAllLinks | !   |
RemoveAuxAudioProxy | !   |
RemoveDecals | !   |
RemoveLink | !   |
RenderAlways | !   |
RenderShadow | !   |
ReplaceMaterial | !   |
ResetAnimation | !   |
ResetAttachment | !   |
ResetMaterial | !   |
ResetPhysics | !   |
SelectPipe | !   |
SetAIName | !   |
SetAngles | !   |
SetAnimateOffScreenShadow | !   |
SetAnimationBlendOut | !   |
SetAnimationEvent | !   |
SetAnimationFlip | !   |
SetAnimationKeyEvent | !   |
SetAnimationSpeed | !   |
SetAnimationTime | !   |
SetAttachmentAngles | !   |
SetAttachmentCGF | !   |
SetAttachmentDir | !   |
SetAttachmentEffect | !   |
SetAttachmentLight | !   |
SetAttachmentObject | !   |
SetAttachmentPos | !   |
SetAudioEnvironmentID | !   |
SetAudioObstructionCalcType | !   |
SetAudioProxyOffset | !   |
SetAudioRtpcValue | !   |
SetAudioSwitchState | !   |
SetCharacterPhysicParams | !   |
SetCloudMovementProperties | !   |
SetColliderMode | !   |
SetCurrentAudioEnvironments | !   |
SetDefaultIdleAnimations | !   |
SetDirectionVector | !   |
SetEnvironmentFadeDistance | !   |
SetFadeDistance | !   |
SetFlags | !   |
SetFlagsExtended | !   |
SetGeomCacheDrawing | !   |
SetGeomCacheParams | !   |
SetGeomCachePlaybackTime | !   |
SetGeomCacheStreaming | !   |
SetLightBlendParams | Syntax: Entity.SetLightBlendParams( int nSlot, char const* tex1, char const* tex2, float blend_weight) changes the blend textures and weight for probe blending   |
SetLightColorParams | !   |
SetLinkTarget | !   |
SetLocalAngles | !   |
SetLocalBBox | !   |
SetLocalPos | !   |
SetLocalScale | !   |
SetLodRatio | !   |
SetMaterial | !   |
SetMaterialFloat | !   |
SetMaterialVec3 | !   |
SetName | !   |
SetParentSlot | !   |
SetPhysicParams | !   |
SetPos | !   |
SetPublicParam | !   |
SetRegisterInSectors | !   |
SetScale | !   |
SetScriptUpdateRate | !   |
SetSelfAsLightCasterException | !   |
SetSlotAngles | !   |
SetSlotHud3D | !   |
SetSlotPos | !   |
SetSlotPosAndDir | !   |
SetSlotScale | !   |
SetSlotWorldTM | !   |
SetStateClientside | !   |
SetTimer | !   |
SetTriggerBBox | !   |
SetUpdatePolicy | !   |
SetUpdateRadius | !   |
SetVelocity | !   |
SetVelocityEx | !   |
SetViewDistRatio | !   |
SetViewDistUnlimited | !   |
SetVolumeObjectMovementProperties | !   |
SetWorldAngles | !   |
SetWorldPos | !   |
SetWorldScale | !   |
StartAnimation | !   |
StopAnimation | !   |
StopAudioTrigger | !   |
ToGlobal | !   |
ToLocal | !   |
TriggerEvent | !   |
UnSeenFrames | !   |
UpdateAreas | !   |
UpdateLightClipBounds | !   |
UpdateSlotPhysics | !   |
VectorToGlobal | !   |
VectorToLocal | !   |
DelegateCalls |   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_Entity.  |
GoalParamsHelper | This is GoalParamsHelper, a member of class CScriptBind_Entity.  |
CScriptBindMovie Class | |
AbortSequence | Syntax: Movie.AbortSequence(sSequenceName) Aborts the specified sequence.  !   |
PauseSequences | Syntax: Movie.PauseSequences() Pauses all the sequences.  !   |
PlaySequence | Syntax: Movie.PlaySequence(sSequenceName) Plays the specified sequence. ! Start a sequence @param pszName Name of sequence  !   |
ResumeSequences | Syntax: Movie.ResumeSequences() Resume all the sequences.  !   |
StopAllCutScenes | Syntax: Movie.StopAllCutScenes() Stops all the cut scenes.   !   |
StopAllSequences | Syntax: Movie.StopAllSequences() Stops all the video sequences.   !   |
StopSequence | Syntax: Movie.StopSequence(sSequenceName) Stops the specified sequence.  !   |
CScriptBindMusicLogic Class | |
SendEvent | Syntax: MusicLogic.SendEvent( eventName ) Send an event to the music logic.   !   |
SetEvent | Syntax: MusicLogic.SetEvent( eMusicEvent ) Sets an event in the music logic. Available music event ids are:   !   |
StartLogic | Syntax: MusicLogic.StartLogic() Starts the music logic.   !   |
StopLogic | Syntax: MusicLogic.StopLogic() Stops the music logic.   !   |
CScriptBindParticle Class | |
Attach | Syntax: Particle.Attach() Attaches an effect.   !   |
CreateDecal | Syntax: Particle.CreateDecal( pos, normal, size, lifeTime, textureName ) Creates a decal with the specified parameters.  !   |
CreateEffect | Syntax: Particle.CreateEffect( name, params ) Creates a new particle effect.   !   |
CreateMatDecal | Syntax: Particle.CreateMatDecal( pos, normal, size, lifeTime, materialName ) Creates a material decal.  !   |
DeleteEffect | Syntax: Particle.DeleteEffect( name ) Deletes the specified particle effect.   !   |
Detach | Syntax: Particle.Detach() Detaches an effect.  !   |
IsEffectAvailable | Syntax: Particle.IsEffectAvailable( name ) Checks if the specified particle effect is available.   !   |
SpawnEffect | Syntax: Particle.SpawnEffect( effectName, pos, dir ) Spawns an effect.   !   |
SpawnEffectLine | Syntax: Particle.SpawnEffectLine( effectName, startPos, endPos, dir, scale, slices ) Spawns an effect line.   !   |
SpawnParticles | Syntax: Particle.SpawnParticles( params, pos, dir ) Spawns a particle effect.   !   |
CScriptBindPhysics Class | |
RayTraceCheck | Syntax: Physics.RayTraceCheck( src, dst, skipEntityId1, skipEntityId2 ) Check if ray segment from src to dst intersect anything.  !   |
RayWorldIntersection | Syntax: Physics.RayWorldIntersection( vPos, vDir, nMaxHits, iEntTypes [, skipEntityId1 [, skipEntityId2]] ) Check if ray segment from src to dst intersect anything.  !   |
RegisterExplosionCrack | Syntax: Physics.RegisterExplosionCrack( sGeometryFile, int nMaterialId ) Register a new crack for breakable object.  !   |
RegisterExplosionShape | Syntax: Physics.RegisterExplosionShape( sGeometryFile, fSize, nMaterialId, fProbability, sSplintersFile, fSplintersOffset, sSplintersCloudEffect ) Register a new explosion shape from the static geometry. Does not apply any game related explosion damages, this function only apply physical forces.  !   |
SamplePhysEnvironment | Syntax: Physics.SamplePhysEnvironment( pt, r [, objtypes] ) Find physical entities touched by a sphere.  !   |
SimulateExplosion | Syntax: Physics.SimulateExplosion( explosionParams ) Simulate physical explosion. Does not apply any game related explosion damages, this function only apply physical forces. The parameters are passed as a table containing the elements described below.  !   |
CScriptBindScript Class | |
DumpLoadedScripts | Syntax: Script.DumpLoadedScripts() Dumps all the loaded scripts. !Dump all loaded scripts path calling IScriptSystemSink::OnLoadedScriptDump @see IScriptSystemSink  !   |
KillTimer | Syntax: Script.KillTimer( nTimerId ) Stops a timer set by the Script.SetTimer function.  !   |
LoadScript | Syntax: Script.LoadScript(scriptName) Loads the script.  !   |
ReloadEntityScript | Syntax: Script.ReloadEntityScript( className ) Reloads the specified entity script.  !   |
ReloadScript | Syntax: Script.ReloadScript() Reload the script. !reload a specified script. If the script wasn't loaded at least once before the function will fail @param sFileName path of the script that has to be reloaded  !   |
ReloadScripts | Syntax: Script.ReloadScripts() Reloads all the scripts. !reload all previosly loaded scripts  !   |
SetTimer | Syntax: Script.SetTimer( nMilliseconds, luaFunction [, userData [, bUpdateDuringPause]] ) Set a general script timer, when timer expires will call back a specified lua function. Lua function will accept 1 or 2 parameters, if userData is specified luaFunction must be:   !   |
SetTimerForFunction | Syntax: Script.SetTimerForFunction( nMilliseconds, luaFunction [, userData [, bUpdateDuringPause]] ) Set a general script timer, when timer expires will call back a specified lua function. Lua function will accept 1 or 2 parameters, if userData is specified luaFunction must be:   !   |
UnloadScript | Syntax: Script.UnloadScript() Unloads the script. !unload script from the "loaded scripts map" so if this script is loaded again the Script system will reloadit. this function doesn't involve the LUA VM so the resources allocated by the script will not be released unloading the script @param sFileName path of the script that has to be loaded  !   |
CScriptBind_Sound Class | |
GetAudioEnvironmentID | !   |
GetAudioRtpcID | !   |
GetAudioSwitchID | !   |
GetAudioSwitchStateID | !   |
GetAudioTriggerID | !   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_Sound.  |
CScriptBind_System Class | |
ActivateLight | DOC-IGNORE-BEGIN Syntax: System.ActivateLight(name, activate) NOT SUPPORTED ANYMORE.   DOC-IGNORE-BEGIN !   |
ActivatePortal | Syntax: System.ActivatePortal( vPos, bActivate, nID ) Activates/deactivates a portal.   !   |
AddCCommand | Syntax: System.AddCCommand( sCCommandName, sCommand, sHelp) Adds a C command to the system.   !   |
ApplicationTest | Syntax: System.ApplicationTest( pszParam ) Test the application with the specified parameters.   !   |
ApplyForceToEnvironment | Syntax: System.ApplyForceToEnvironment( pos, force, radius) Applies a force to the environment.   !   |
Break | Syntax: System.Break() Breaks the application with a fatal error message.   !   |
BrowseURL | Syntax: System.BrowseURL(szURL) Browses a URL address.  !   |
CheckHeapValid | Syntax: System.CheckHeapValid(name) Checks the heap validity.   !   |
ClearConsole | Syntax: System.ClearConsole() Clears the console. ! Clear the console  !   |
ClearKeyState | Syntax: System.ClearKeyState() Clear the key state  !   |
CreateDownload | Syntax: System.CreateDownload() ! Creates a download object @return download object just created  !   |
DebugStats | Syntax: System.DebugStats( cp )   !   |
DeformTerrain | Syntax: System.DeformTerrain() Deforms the terrain.   !   |
DeformTerrainUsingMat | Syntax: System.DeformTerrainUsingMat() Deforms the terrain using material.   !   |
Draw2DLine | Syntax: System.Draw2DLine(p1x, p1y, p2x, p2y, r, g, b, alpha ) Draws a 2D line.   !   |
DrawLabel | Syntax: System.DrawLabel( vPos, fSize, text [, r [, g [, b [, alpha]]]] ) Draws a label with the specified parameter.   !   |
DrawLine | Syntax: System.DrawLine( p1, p2, r, g, b, alpha ) Draws a line.   !   |
DrawText | Syntax: System.DrawText( x, y, text, font, size, p2y, r, g, b, alpha ) Draws a text.   !   |
DrawTriStrip | Syntax: System.DrawTriStrip(handle, nMode, vtxs, r, g, b, alpha ) Draws a triangle strip.  !   |
DumpMemoryCoverage | Syntax: System.DumpMemoryCoverage( bUseKB ) Dumps memory coverage.   !   |
DumpMemStats | Syntax: System.DumpMemStats( bUseKB ) Dumps memory statistics.   !   |
DumpMMStats | Syntax: System.DumpMMStats() Dumps the MM statistics.   !   |
DumpWinHeaps | Syntax: System.DumpWinHeaps() Dumps windows heaps.   !   |
EnableHeatVision | DOC-IGNORE-BEGIN Syntax: System.EnableHeatVision() Is not supported anymore.   DOC-IGNORE-BEGIN !   |
EnableMainView | DOC-IGNORE-BEGIN Syntax: System.EnableMainView() Feature unimplemented.   DOC-IGNORE-BEGIN !   |
EnableOceanRendering | Syntax: System.EnableOceanRendering() Enables/disables ocean rendering.   !   |
EnumAAFormats | Syntax: System.EnumAAFormats( m_Width, m_Height, m_BPP ) Enumerates the AA formats.   !   |
EnumDisplayFormats | Syntax: System.EnumDisplayFormats() Enumerates display formats.   !   |
Error | Syntax: System.Error(sText) Shows a message text with the error severity.   !   |
ExecuteCommand | Syntax: System.ExecuteCommand(szCmd) Executes a command.   !   |
GetConfigSpec | Syntax: System.GetConfigSpec() Gets the config specification.   !   |
GetCurrAsyncTime | Syntax: System.GetCurrAsyncTime() Gets the current asynchronous time.   !   |
GetCurrTime | Syntax: System.GetCurrTime() Gets the current time.   !   |
GetCVar | Syntax: System.GetCVar( sCVarName) Gets the value of a CVariable.   !   |
GetEntities | Syntax: System.GetEntities(center, radius) Gets all the entities contained in the specific area of the level. !return a all entities currently present in the level @return a table filled with all entities currently present in the level  !   |
GetEntitiesByClass | Syntax: System.GetEntitiesByClass(EntityClass) Gets all the entities of the specified class. !return a all entities for a specified entity class @return a table filled with all entities of a specified entity class  !   |
GetEntitiesInSphere | Syntax: System.GetEntitiesInSphere( centre, radius ) Gets all the entities contained into the specified sphere. !return a all entities for a specified entity class @return a table filled with all entities of a specified entity class in a radius  !   |
GetEntitiesInSphereByClass | Syntax: System.GetEntitiesInSphereByClass( centre, radius, EntityClass ) Gets all the entities contained into the specified sphere for the specific class name. !return a all entities for a specified entity class @return a table filled with all entities of a specified entity class in a radius  !   |
GetEntity | Syntax: System.GetEntity(entityId) Gets an entity from its ID. !Get an entity by id @param nID the entity id  !   |
GetEntityByName | Syntax: System.GetEntityByName( sEntityName ) Retrieve entity table for the first entity with specified name. If multiple entities with same name exist, first one found is returned.  !   |
GetEntityClass | Syntax: System.GetEntityClass(entityId) Gets an entity class from its ID.   !   |
GetEntityIdByName | Syntax: System.GetEntityIdByName( sEntityName ) Retrieve entity Id for the first entity with specified name. If multiple entities with same name exist, first one found is returned.  !   |
GetFrameID | Syntax: System.GetFrameID() Gets the frame identifier.   !   |
GetFrameTime | Syntax: System.GetFrameTime() Gets the frame time.   !   |
GetHDRDynamicMultiplier | Syntax: System.GetHDRDynamicMultiplier() Gets hte HDR dynamic multiplier.  !   |
GetLocalOSTime | Syntax: System.GetLocalOSTime() Gets the local operating system time.   !   |
GetNearestEntityByClass | Syntax: System.GetNearestEntityByClass( centre, radius, className ) Gets the nearest entity with the specified class.  !   |
GetOutdoorAmbientColor | Syntax: System.GetOutdoorAmbientColor() Gets the outdoor ambient color.   !   |
GetPhysicalEntitiesInBox | Syntax: System.GetPhysicalEntitiesInBox( centre, radius ) Gets all the entities contained into the specified area. !return all entities contained in a certain radius @param oVec center of the sphere @param fRadius length of the radius @return a table filled with all entities contained in the specified radius  !   |
GetPhysicalEntitiesInBoxByClass | Syntax: System.GetPhysicalEntitiesInBoxByClass( centre, radius, className ) Gets all the entities contained into the specified area for the specific class name.  !   |
GetPostProcessFxParam | Syntax: System.GetPostProcessFxParam( pszEffectParam, value ) Gets a post processing effect parameter value.   !   |
GetScreenFx | const char*, const char   !   |
GetSkyColor | Syntax: Vec3 System.GetSkyColor() Retrieve color of the sky (outdoor ambient color).  !   |
GetSkyHighlight | Syntax: System.SetSkyHighlight( params ) Retrieves Sky highlighing parameters. see SetSkyHighlight for parameters description.  !   |
GetSunColor | Syntax: Vec3 System.GetSunColor() Retrieve color of the sun outdoors.  !   |
GetSurfaceTypeIdByName | Syntax: System.GetSurfaceTypeIdByName( surfaceName ) Gets the surface type identifier by its name.   !   |
GetSurfaceTypeNameById | Syntax: System.GetSurfaceTypeNameById( surfaceId ) Gets the surface type name by its identifier.   !   |
GetSystemMem | Syntax: System.GetSystemMem() Gets the amount of the memory for the system.  !   |
GetTerrainElevation | Syntax: System.GetTerrainElevation( v3Pos ) Gets the terrain elevation of the specified position.   !   |
GetUserName | Syntax: System.GetUserName() Gets the username on this machine.   !   |
GetViewCameraAngles | Syntax: System.GetViewCameraAngles() Gets the view camera angles.   !   |
GetViewCameraDir | Syntax: System.GetViewCameraDir() Gets the view camera direction.   !   |
GetViewCameraFov | Syntax: System.GetViewCameraFov() Gets the view camera fov.   !   |
GetViewCameraPos | Syntax: System.GetViewCameraPos() Gets the view camera position.   !   |
GetViewCameraUpDir | Syntax: System.GetViewCameraUpDir() Gets the view camera up-direction.   !   |
GetWind | Syntax: System.SetWind() Gets the wind direction.   !   |
IsDevModeEnable | Syntax: System.IsDevModeEnable() Checks if game is running in dev mode (cheat mode) to check if we are allowed to enable certain scripts function facilities (god mode, fly mode etc.).   !   |
IsEditing | Syntax: System.IsEditing() Checks if the system is in pure editor mode, i.e. not editor game mode.   !   |
IsEditor | Syntax: System.IsEditor() Checks if the system is the editor.   !   |
IsHDRSupported | Syntax: System.IsHDRSupported() Checks if the HDR is supported.  !   |
IsMultiplayer | Syntax: System.IsMultiplayer() Checks if the game is multiplayer.   !   |
IsPointIndoors | Syntax: System.IsPointIndoors( vPos ) Checks if a point is indoors.   !   |
IsPointVisible | Syntax: System.IsPointVisible( point ) Checks if the specified point is visible.   !   |
IsPS20Supported | Syntax: System.IsPS20Supported() Checks if the PS20 is supported.  !   |
IsValidMapPos | Syntax: System.IsValidMapPos( v ) Checks if the position is a valid map position.   !   |
LoadFont | Syntax: System.LoadFont(pszName) Loads a font. ! Loads a font and makes it available for future-selection @param name of font-xml-file (no suffix)  !   |
LoadLocalizationXml | Syntax: System.LoadLocalizationXml( filename ) Loads Excel exported xml file with text and dialog localization data.  !   |
Log | Syntax: System.Log(sText) Logs a message. ! Write a message into the log file and the console @param String to write @see stuff  !   |
LogAlways | Syntax: System.LogAlways(sText) Logs important data that must be printed regardless verbosity. ! log even with log verbosity 0 - without @param String to write  !   |
LogToConsole | Syntax: System.LogToConsole(sText) Logs a message to the console. ! Write a string to the console @param String to write @see CScriptBind_System::Log  !   |
PrepareEntityFromPool | Syntax: System.PrepareEntityFromPool(entityId) Prepares the given bookmarked entity from the pool, bringing it into existence. !Entity pool management @param nID the entity id  !   |
ProjectToScreen | Syntax: System.ProjectToScreen( vec ) Projects to the screen (not guaranteed to work if used outside Renderer). 9/16/2010 evgeny] ProjectToScreen is not guaranteed to work if used outside Renderer  !   |
Quit | Syntax: System.Quit() Quits the program.  !   |
QuitInNSeconds | Syntax: System.QuitInNSeconds( fInNSeconds ) Quits the application in the specified number of seconds.   !   |
RayTraceCheck | Syntax: System.RayTraceCheck(src, dst, skipId1, skipId2)   !   |
RayWorldIntersection | Syntax: System.RayWorldIntersection(vPos, vDir, nMaxHits, iEntTypes) Shots rays into the world.   !   |
RemoveEntity | Syntax: System.RemoveEntity( entityId ) Removes the specified entity.   !   |
ResetPoolEntity | Syntax: System.ResetPoolEntity(entityId) Resets the entity's bookmarked, which frees memory.   !   |
ReturnEntityToPool | Syntax: System.ReturnEntityToPool(entityId) Returns the bookmarked entity to the pool, destroying it.   !   |
SaveConfiguration | Syntax: System.SaveConfiguration() Saves the configuration.  !   |
ScanDirectory | Syntax: System.ScanDirectory( pszFolderName, nScanMode ) Scans a directory.   !   |
ScreenToTexture | Syntax: System.ScreenToTexture()   !   |
SetBudget | Syntax: System.SetBudget(sysMemLimitInMB, videoMemLimitInMB, frameTimeLimitInMS, soundChannelsPlayingLimit, soundMemLimitInMB, numDrawCallsLimit ) Sets system budget.  !   |
SetConsoleImage | Syntax: System.SetConsoleImage( pszName, bRemoveCurrent ) Sets the console image.   !   |
SetCVar | Syntax: System.SetCVar( sCVarName, value ) Sets the value of a CVariable.   !   |
SetGammaDelta | Syntax: System.SetGammaDelta( fDelta ) Sets the gamma/delta value.   !   |
SetHDRDynamicMultiplier | Syntax: System.SetHDRDynamicMultiplier( fMul ) Sets the HDR dynamic multiplier.  !   |
SetOutdoorAmbientColor | Syntax: System.GetOutdoorAmbientColor( v3Color ) v3Color - Outdoor ambient color value. Sets the outdoor ambient color.   !   |
SetPostProcessFxParam | Syntax: System.SetPostProcessFxParam( pszEffectParam, value ) Sets a post processing effect parameter value.   !   |
SetScissor | Syntax: System.SetScissor( x, y, w, h ) Sets scissor info. set scissoring screen area  !   |
SetScreenFx | Syntax: System.SetScreenFx( pszEffectParam, value ) Sets a post processing effect parameter value.   !   |
SetSkyColor | Syntax: System.SetSkyColor( vColor ) Set color of the sky (outdoors ambient color).  !   |
SetSkyHighlight | Syntax: System.SetSkyHighlight( params ) Set Sky highlighing parameters.  !   |
SetSunColor | Syntax: System.SetSunColor( vColor ) Set color of the sun, only relevant outdoors.  !   |
SetViewCameraFov | Syntax: System.SetViewCameraFov( fov ) Sets the view camera fov.   !   |
SetVolumetricFogModifiers | Syntax: System.SetVolumetricFogModifiers( gobalDensityModifier, atmosphereHeightModifier ) Sets the volumetric fog modifiers.  !   |
SetWaterVolumeOffset | Syntax: System.SetWaterVolumeOffset() SetWaterLevel is not supported by 3dengine for now.   !   |
SetWind | Syntax: System.SetWind( vWind ) Sets the wind direction.   !   |
ShowConsole | Syntax: System.ShowConsole(nParam) Shows/hides the console.   !   |
ShowDebugger | Syntax: System.ShowDebugger() Shows the debugger.   !   |
SpawnEntity | Syntax: System.SpawnEntity( params ) Spawns an entity.   !   |
ViewDistanceGet | Syntax: System.ViewDistanceSet() Gets the view distance.   !   |
ViewDistanceSet | Syntax: System.ViewDistanceSet( fViewDist ) Sets the view distance.   !   |
Warning | Syntax: System.Warning(sText) Shows a message text with the warning severity.   !   |
CompleteObjective | Syntax: QuestSystem.CompleteQuestObjective(const char *questName) Complete objective of quest with id, only if it is active   Syntax: QuestSystem.CompleteObjective(const char *questName) Complete objective of quest with id, only if it is active   |
StartObjective | Syntax: QuestSystem.StartQuestObjective(const char *questName) Start objective of quest with id   Syntax: QuestSystem.StartObjective(const char *questName) Start objective of quest with id   |
UIAction | |
CScriptBind_GameToken | |
Network | |
GameStatistics | |
VehicleSystem | |
VehicleSeat | |
Action | |
ActionMapManager | |
ActorSystem | |
Inventory | |
ItemSystem | |
VehicleSystem | |
AI | |
CreateQueryFromTacticalSpec |   |
GetEntityFromParam | Fetch entity pointer from script parameter Fetch entity pointer from script parameter  |
GetEntityIdFromParam | Fetch entity ID from script parameter Fetch entity ID from script parameter  |
GetGroupSpatialProperties |   |
GetSignalExtraData |   |
RayWorldIntersectionWrapper | wrapper, to make it use tick-counter  |
SetLastOpResult | This is SetLastOpResult, a member of class CScriptBindAI.  |
CScriptBindAI::SetPFProperties (AgentMovementAbility&, EAIPathType) | |
CScriptBindAI::SetPFProperties (AgentMovementAbility&, string&) | |
CScriptBindAI::SetPFProperties (IFunctionHandler *) | |
SetPFProperties | This is the overview for the SetPFProperties method overload.  |
AbortAction | Syntax: AI.AbortAction( userId [, actionId ] ) Aborts execution of an action if actionId is specified or aborts execution of all actions if actionId is nil or 0  |
AddAggressiveTarget | Syntax: AI.AddAggressiveTarget( entityId, targetId ) Add the target Id as an aggressive potential target to the entity's list  |
AddCombatClass | Creates new combat class   |
AddCoverEntity | This is AddCoverEntity, a member of class CScriptBindAI.  |
AddFormationPoint | Syntax: AI.AddFormationPoint(name, sightangle, distance, offset, [unit_class [,distanceAlt, offsetAlt]] ) Adds a follow-type node to a formation descriptor  |
AddFormationPointFixed | Syntax: AI.AddFormationPointFixed(name, sightangle, x, y, z [,unit_class]) Adds a node with a fixed offset to a formation descriptor  |
AddPatternBranch | Syntax: AI.AddPatternBranch( nodeName, method, branchNode1, branchNode2, ..., branchNodeN ) Creates a branch pattern at the specified node. When the entity has approached the specified node (nodeName), and it is time to choose a new point, the rules defined by this function will be used to select the new point. This function allows to associate multiple target points and an evaluation rule.  |
AddPatternNode | Syntax: AI.AddPatternNode( nodeName, offsetx, offsety, offsetz, flags, [parent], [signalValue] ) Adds point to the track pattern. When validating the points test is made from the start position to the end position. Start position is either the pattern origin or in case the parent is provided, the parent position. The end position is either relative offset from the start position or offset from the pattern origin, this is chosen based on the node flag. The offset is clamped to the physical world based on the test method. The points will be evaluated in the same oder they are added to the... <a href='CScriptBindAI__AddPatternNode@IFunctionHandler__.html'>more</a>  |
AddPersonallyHostile | Syntax: AI.AddPersonallyHostile(entityID, hostileID)   |
AgentLookAtPos | Syntax: AI.AgentLookAtPos(entityId, pos) Makes the entityId look at certain position  |
AllowLowerBodyToTurn | Syntax: AI.LockBodyTurn(entityID, bAllowLowerBodyToTurn)  |
Animation |   |
AssignPathTypeToSOUser |   |
CScriptBindAI::AssignPFPropertiesToPathType (IFunctionHandler *) | |
CScriptBindAI::AssignPFPropertiesToPathType (string&, AgentPathfindingProperties&) | |
AssignPFPropertiesToPathType | This is the overview for the AssignPFPropertiesToPathType method overload.  |
AutoDisable | AutoDisable  |
BeginGoalPipe | Syntax: AI.BeginGoalPipe( szPipeName ) Creates a goal pipe and allows to start filling it.  |
BeginGroup | Syntax: AI.BeginGroup() to define group of goals   |
BeginTrackPattern | Syntax: AI.BeginTrackPattern( patternName, flags, validationRadius, [stateTresholdMin], [stateTresholdMax], [globalDeformTreshold], [localDeformTreshold], [exposureMod], [randomRotAng] ) Begins definition of a new track pattern descriptor. The pattern is created bu calling the AI.AddPatternPoint() and AI.AddPatternBranch() functions, and finalised by calling the AI.EndTrackPattern().  |
BehaviorEvent | This is BehaviorEvent, a member of class CScriptBindAI.  |
BreakEvent | This is BreakEvent, a member of class CScriptBindAI.  |
CanFireInStance | Syntax: AI.CanFireInStance(entityId, stance) Returns if AI can fire at his target in the given stance at his current position  |
CanMelee | Syntax: AI.CanMelee(entityId) returns 1 if the AI is able to do melee attack.  |
CanMoveStraightToPoint | Syntax: AI.CanMoveStraightToPoint(entityId, position) Returns true if the entity can move to the specified position in a straight line (no multiple segment path necessary)  |
ChangeFormation | Syntax: AI.ChangeFormation(entityId, name [,scale] ) Changes the formation descriptor for the current formation of given entity's group (if there is a formation)  |
ChangeMovementAbility | Syntax: AI.ChangeMovementAbility( entityId, paramEnum, paramValue ) Changes an enumerated AI movement ability parameter.  |
ChangeParameter | Syntax: AI.ChangeParameter( entityId, paramEnum, paramValue ) Changes an enumerated AI parameter.  |
CheckForFriendlyAgentsAroundPoint | Syntax: AI.CheckForFriendlyAgentsAroundPoint( entityID, point, radius)  |
CheckMeleeDamage | Syntax: AI.CheckMeleeDamage(entityId, targetId, radius, minheight, maxheight, angle) returns 1 if the AI performing melee is actually hitting target.  |
CheckVehicleColision |   |
ClearAnimationTag | Syntax: AI.ClearAnimationTag(entityId, tagName)  |
ClearForReload | Syntax: AI.ClearForReload( szPipeName ) Clears all goalpipes from the system  |
ClearMovementContext | Syntax: AI.ResetMovementContext(entityId) reset the given entity's movement context  |
ClearPotentialTargets | Syntax: AI.ClearPotentialTargets( entityId ) Clears all the potential targets from the AI's perception handler  |
ClearTempTarget | Syntax: AI.ClearTempTarget( entityId ) Removes the entity's temporary potential target, so it is no longer considered for target selection  |
ConstrainPointInsideGenericShape | Syntax: AI.ConstrainPointInsideGenericShape(position, shapeName[, checkHeight]) Returns the nearest point inside specified shape.  |
CreateFormation | Syntax: AI.CreateFormation( name ) Creates a formation descriptor and adds a fixed node at 0,0,0 (owner's node).  |
CreateGoalPipe | Syntax: AI.CreateGoalPipe( szPipeName ) Used for warnings about data/script errors  |
CreateGroupFormation | Syntax: AI.CreateGroupFormation(entityId, leaderId) Creates a group formation with leader (or updates leader)  |
CreateStimulusEvent | Syntax: AI.CreateStimulusEvent(entityId, targetId, stimulusName, pData) Creates a target track stimulus event for the entity using the specified data  |
CreateStimulusEventInRange | This is CreateStimulusEventInRange, a member of class CScriptBindAI.  |
CreateTempGenericShapeBox | Syntax: AI.CreateTempGenericShapeBox(center, radius, height, type) Creates a temporary box shaped generic shape (will be destroyed upon AIsystem reset). Returns the name of the shape.  |
DebugReportHitDamage | Syntax: AI.DebugReportHitDamage(pVictimEntity, pShooterEntity) Creates a debug report for the hit damage. DebugReportHitDamage  |
DestroyAllTPSQueries | Syntax: AI2.DestroyAllTPSQueries() Destroys all the tactical point system queries.   |
DistanceToGenericShape | Syntax: AI.DistanceToGenericShape(position, shapeName[, checkHeight]) Returns true if the point is inside the specified shape.  |
DropTarget | Syntax: AI.DropTarget( entityId, targetId ) Clears the target from the AI's perception handler  |
EnableCoverFire | Syntax: AI.EnableCoverFire(entityId, enable) enables/disables fire when the FIREMODE_COVER is selected  |
EnableFire | Syntax: AI.EnableFire(entityId, enable) enables/disables fire  |
EnableUpdateLookTarget | Syntax: AI.EnableUpdateLookTarget(entityID, bEnable)  |
EnableWeaponAccessory | Syntax: AI.EnableWeaponAccessory(entityId, accessory, state) Enables or disables certain weapon accessory usage.  |
EndGoalPipe | Syntax: AI.EndGoalPipe() Ends creating a goal pipe   |
EndGroup | Syntax: AI.EndGroup() to define end of group of goals   |
EndTrackPattern | Syntax: AI.EndTrackPattern() Finalizes the track pattern definition. This function should always called to finalize the pattern. Failing to do so will cause erratic behavior.  |
Error | Syntax: AI.Error( szMessage ) Used when we really can't handle some data/situation. The code following this should struggle on so that the original cause (e.g. data) of the problem can be fixed in the editor, but in game this would halt execution  |
EvalHidespot |   |
EvalPeek | Syntax: AI.EvalPeek(entityId [, bGetOptimalSide]) Evaluates if an AI object can peek from his current position  |
Event |   |
ExecuteAction | Syntax: AI.ExecuteAction( action, participant1 [, participant2 [, ... , participantN ] ] ) Executes an Action on a set of Participants  |
FindObjectOfType | Syntax: AI.FindObjectOfType( entityId, radius, AIObjectType, flags [,returnPosition [,returnDirection]] ) | AI.FindObjectOfType( position, radius, AIObjectType, [,returnPosition [,returnDirection]] ) returns the closest AIObject of a given type around a given entity/position; once an AIObject is found, it's devalued and can't be found again for some seconds (unless specified in flags)  |
FindStandbySpotInShape | AI.FindStandbySpotInShape(centerPos, targetPos, anchorType); FindStandbySpotInShape  |
FindStandbySpotInSphere | AI.FindStandbySpotInSphere(centerPos, targetPos, anchorType); FindStandbySpotInSphere  |
FreeSignal | Syntax: AI.FreeSignal( signalType, SignalText, position, radius [, entityID [,signalExtraData]] ) Sends a signal to anyone in a given radius around a position   |
GetAIObjectPosition | Syntax: AI.GetAIObjectPosition( entityId | AIObjectName ) get the given AIObject's position  |
GetAlertness |   |
GetAnchor | 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)  |
GetAttentionTargetAIType | Syntax: AI.GetAttentionTargetAIType( entityId ) returns the given entity's attention target AI type (AIOBJECT_*)  |
GetAttentionTargetDirection | Syntax: AI.GetAttentionTargetDirection( entityId, returnDir ) returns the given entity's attention target's direction  |
GetAttentionTargetDistance | Syntax: AI.GetAttentionTargetDistance( entityId ) returns the given entity's attention target's distance to the entity  |
GetAttentionTargetEntity | Syntax: AI.GetAttentionTargetEntity( entityId ) returns the given entity's attention target entity (if it is an entity) or the owner entity of the attention target if it is a dummy object (if there is an owner entity)  |
GetAttentionTargetOf | Syntax: AI.GetAttentionTargetOf( entityId ) returns the given entity's attention target  |
GetAttentionTargetPosition | Syntax: AI.GetAttentionTargetPosition( entityId, returnPos ) returns the given entity's attention target's position  |
GetAttentionTargetThreat | Syntax: AI.GetAttentionTargetThreat( entityID )  |
GetAttentionTargetType | Syntax: AI.GetAttentionTargetType( entityId ) returns the given entity's attention target type (AITARGET_*)  |
GetAttentionTargetViewDirection | Syntax: AI.GetAttentionTargetViewDirection( entityId, returnDir ) returns the given entity's attention target's view direction  |
GetBeaconPosition | Syntax: AI.GetBeaconPosition( entityId | AIObjectName, returnPos ) get the beacon's position for the given entity/object's group  |
GetBehaviorBlackBoard | Syntax: AI.GetBehaviorBlackBoard( entity ) retrieves given AIActor current behaviour's black board (a Lua table)  |
GetBehaviorVariable | Syntax: AI.GetBehaviorVariable( entity, variableName, value ) Returns a behavior variable for the specified actor  |
GetBiasedDirection | Syntax: AI.GetBiasedDirection(entityId) Get biased direction of certain point  |
GetCurrentHideAnchor | Syntax: AI.GetCurrentHideAnchor( entityId ) Returns the name of the current anchor the entity is using for cover  |
GetDirectAnchorPos | Syntax: AI.GetDirectAttackPos(entityId, searchRange, minAttackRange) Returns a cover point which can be used to directly attack the attention target. Useful for choosing attack position for RPGs and such. Returns nil if no attack point is available.  |
GetDirLabelToPoint | Syntax: AI.GetDirLabelToPoint(entityId, point) Returns a direction label (front=0, back=1, left=2, right_3, above=4, -1=invalid) to the specified point.  |
GetDistanceAlongPath | Syntax: AI.GetDistanceAlongPath(entityId1, entityid2) returns the distance between entity1 and entity2, along entity1's path  |
GetDistanceToClosestGroupMember | Syntax: AI.GetDistanceToClosestGroupMember(entityId)  |
GetEnclosingGenericShapeOfType | Syntax: AI.GetEnclosingGenericShapeOfType(position, type[, checkHeight]) Returns the name of the first shape that is enclosing the specified point and is of specified type  |
GetEnclosingSpace |   |
GetExtraPriority | Syntax: AI.GetExtraPriority( enemyEntityId ) get an extra priority value to the entity which is given by enemyEntityId  |
GetFactionOf | Syntax: AI.GetFactionOf( entityID )  |
GetFlyingVehicleFlockingPos |   |
GetFormationLookingPoint | Syntax: AI.GetFormationLookingPoint(entityId) Gets the looking point position inside the formation  |
GetFormationPointClass | Syntax: AI.AddFormationPoint(name, position ) Adds a follow-type node to a formation descriptor  |
GetFormationPointPosition | Syntax: AI.GetFormationPointPosition(entityId, pos) gets the AI's formation point position  |
GetFormationPosition | Syntax: AI.GetFormationPosition(entityId) Gets the Relative position inside the formation  |
GetForwardDir | Attention Target / perception related functions   |
GetGroupAlertness |   |
GetGroupAveragePosition | Syntax: AI.GetGroupAveragePosition( entityId, properties, returnPos ) gets the average position of the (leader's) group members  |
GetGroupCount | Syntax: AI.GetGroupCount( entityId, flags, type ) returns the given entity's group members count  |
GetGroupMember | Syntax: AI.GetGroupMember( entityId|groupId, idx, flags, type) returns the idx-th entity in the given group  |
GetGroupOf | Syntax: AI.GetGroupOf( entityId ) returns the given entity's group id  |
GetGroupScopeUserCount | Syntax: AI.GetGroupScopeUserCount(entityID, bAllowLowerBodyToTurn)  |
GetGroupScriptTable | Syntax: AI.GetGroupScriptTable( groupID )  |
GetGroupTarget | Syntax: AI.GetGroupTarget( entityId [,bHostileOnly [,bLiveOnly]] ) Returns the most threatening attention target amongst the agents in the given entity's group (see IAgent.h for definition of alert status)  |
GetGroupTargetCount | Syntax: AI.GetGroupTargetCount( entityId [,bHostileOnly [,bLiveOnly]] ) Returns the number of attention targets amongst the agents in the given entity's group  |
GetGroupTargetEntity | Syntax: AI.GetGroupTargetEntity( groupID )  |
GetGroupTargetThreat | Syntax: AI.GetGroupTargetThreat( groupID )  |
GetGroupTargetType | Syntax: AI.GetGroupTargetType( groupID )  |
GetHeliAdvancePoint |   |
GetLastUsedSmartObject | Syntax: AI.GetLastUsedSmartObject( userEntityId ) Returns the last used smart object  |
GetLeader | Syntax: AI.GetLeader( groupID | entityID ) returns the leader's name of the given groupID / entity  |
GetMemoryFireType | Syntax: AI.GetMemoryFireType(entityId) Returns how the puppet handles firing at its memory target  |
GetNavigationType | Syntax: AI.GetNavigationType(entityId) returns the navigation type value at the specified entity's position, given the entity navigation properties  |
GetNearestEntitiesOfType | Syntax: AI.GetNearestEntitiesOfType( entityId|objectname|position, AIObjectType, maxObjects, returnList [,objectFilter [,radius]] ) returns a list of the closest N entities of a given AIObjkect type associated the found objects are then devalued  |
GetNearestHidespot | Syntax: AI.GetNearestHidespot(entityId, rangeMin, rangeMax [, center]) Returns position of a nearest hidepoint within specified range, returns nil if no hidepoint is found.  |
GetNearestPathOfTypeInRange | Syntax: AI.GetNearestPathOfTypeInRange(entityId, pos, range, type [, devalue, useStartNode]) Queries a nearest path of specified type. The type uses same types as anchors and is specified in the path properties. The function will only return paths that match the requesters (entityId) navigation caps. The nav type is also specified in the path properties.  |
GetNearestPointOnPath | Syntax: AI.GetNearestPointOnPath( entityId, pathname, vPos ) returns a nearest point on the path from vPos  |
GetObjectBlackBoard | Syntax: AI.GetObjectBlackBoard( entity ) retrieves given object's black board (a Lua table)  |
GetObjectRadius | Syntax: AI.GetObjectRadius(entityId) Returns the radius of specified AI object.  |
GetParameter | Syntax: AI.GetParameter( entityId, paramEnum ) Changes an enumerated AI parameter.  |
GetPathLoop | Syntax: AI.GetPathSegNoOnPath( entityId, pathname ) returns true if the path is looped  |
GetPathSegNoOnPath | Syntax: AI.GetPathSegNoOnPath( entityId, pathname, vPos ) returns segment ratio ( 0.0 start point 100.0 end point )  |
GetPeakThreatLevel | Syntax: AI.GetPeakThreatLevel( entityID )  |
GetPeakThreatType | Syntax: AI.GetPeakThreatType( entityID )  |
GetPointOnPathBySegNo | Syntax: AI.GetPathSegNoOnPath( entityId, pathname, segNo ) returns point by segment ratio ( 0.0 start point 100.0 end point )  |
GetPosturePriority | Syntax: AI.GetPosturePriority(entityId, postureName) Set the given entity's posture priority  |
GetPotentialTargetCount | Syntax: AI.GetPotentialTargetCount( entityID ) Retrieves the number of potential targets for an entity from a specified factions.  |
GetPotentialTargetCountFromFaction | Syntax: AI.GetPotentialTargetCountFromFaction( entityID, name ) Retrieves the number of potential targets for an entity from a specified factions.  |
GetPredictedPosAlongPath | Syntax: AI.GetPredictedPosAlongPath( entityId, time, retPos ) Gets the agent predicted position along his path at a given time  |
GetPreviousBehaviorName | Syntax: AI.GetPreviousBehaviorName( entityID )  |
GetPreviousPeakThreatLevel | Syntax: AI.GetPreviousPeakThreatLevel( entityID )  |
GetPreviousPeakThreatType | Syntax: AI.GetPreviousPeakThreatType( entityID )  |
GetProbableTargetPosition | Syntax: AI.GetProbableTargetPosition(entityId) Returns the probable target position of the AI.  |
GetReactionOf | This is GetReactionOf, a member of class CScriptBindAI.  |
GetRefPointDirection | Syntax: AI.GetRefPointDirection(entityId) Get the entity's reference point direction  |
GetRefPointPosition | Syntax: AI.GetRefPointPosition(entityId) Get the entity's reference point World position  |
GetRefShapeName | Syntax: AI.GetRefShapeName(entityId) Returns the reference shape name.  |
GetSmartObjectHelper | Syntax: AI.GetSmartObjectHelper( entityId, className, helperName ) Returns table with position and direction vector of given SO helper  |
GetSoundPerceptionDescriptor | Syntax: AI.GetSoundPerceptionDescriptor(entityId, soundType, descriptorTable) Fills descriptorTable with info about how perception works for the entity dealing with soundType  |
GetStance | Syntax: AI.GetStance(entityId) get the given entity's stance  |
GetSubTypeOf | Syntax: AI.GetSubTypeOf( entityId ) returns the given entity's sub type  |
GetTacticalPoints | Syntax: AI.GetTacticalPoints( entityId, tacPointSpec, point ) Get a point matching a description, related to an entity. Format of a point is: { x,y,z }  |
GetTargetSubType | Syntax: AI.GetTargetSubType(entityId) Returns the subtype of current entity's attention target  |
GetTargetType | Syntax: AI.GetTargetType(entityId) Returns the type of current entity's attention target (memory, human, none etc)  |
GetTotalLengthOfPath | Syntax: AI.GetTotalLengthOfPath( entityId, pathname ) returns a total length of the path  |
GetTypeOf | Syntax: AI.GetTypeOf( entityId ) returns the given entity's type  |
GetUnitCount | Syntax: AI.GetUnitCount( entityId, unitProperties ) Gets the number of units the leader knows about. The leader will be found based on the group id of the entity.  |
GetUnitInRank | Syntax: AI.GetUnitInRank( groupID [,rank] ) Returns the entity in the group id in the given rank position, or the highest if rank == nil or rank <=0 the rank is specified in entity.Properties.nRank;  |
GoTo | Syntax: AI.GoTo(entityId, vDestination) This function is intended to allow AI Actor (the entity) go to the specified destination  |
Hostile | Syntax: AI.Hostile( entityId, entity2Id|AIObjectName ) returns true if the two entities are hostile  |
IgnoreCurrentHideObject | Syntax: AI.IgnoreCurrentHideObject( entityId ) Marks the current hideobject unreachable (will be omitted from future hidespot selections).  |
IntersectsForbidden | Syntax: AI.IsPointInFlightRegion(start, end) check if the line is in a Forbidden Region  |
InvalidateHidespot |   |
IsAgentInAgentFOV | Syntax: AI.IsAgentInAgentFOV(entityId, entityId2) Check if the entity2 is within the entity FOV  |
IsAgentInTargetFOV | Syntax: AI.IsAgentInTargetFOV(entityId, fov) Checks if the entity is in the FOV of the attention target.  |
IsAimReady | Syntax: AI.IsAimReady(entityIdHandle)  |
IsCoverCompromised | Syntax: AI.IsCoverCompromised(entityId)  |
IsEnabled | Syntax: AI.IsEnabled( entityId ) Returns true if entity's AI is enabled  |
IsFireEnabled | Syntax: AI.IsFireEnabled(entityId) checks if ai is allowed to fire or not  |
IsGoalPipe | Syntax: AI.IsGoalPipe( szPipeName ) Checks is a goalpipe of certain name exists already, returns true if pipe exists.  |
IsInCover | Syntax: AI.IsInCover(entityId)  |
IsLowHealthPauseActive | Syntax: AI.IsLowHealthPauseActive( entityID )  |
IsLowOnAmmo | Syntax: AI.IsLowOnAmmo(entityId)  |
IsMoving | Syntax: AI.IsMoving(entityId) Returns true if the agent desires to move.  |
IsMovingInCover | Syntax: AI.IsMovingInCover(entityId)  |
IsMovingToCover | Syntax: AI.IsMovingToCover(entityId)  |
IsOutOfAmmo | Syntax: AI.IsOutOfAmmo(entityId)  |
IsPersonallyHostile | Syntax: AI.IsPersonallyHostile(entityID, hostileID)  |
IsPointInFlightRegion | Syntax: AI.IsPointInFlightRegion(point) check if the point is in the Flight Region  |
IsPointInsideGenericShape | Syntax: AI.IsPointInsideGenericShape(position, shapeName[, checkHeight]) Returns true if the point is inside the specified shape.  |
IsPointInWaterRegion | Syntax: AI.IsPointInFlightRegion(point) check if the point is in the Flight Region  |
IsPunchableObjectValid | Syntax: AI.IsPunchableObjectValid(userId, objectId, origPos) Checks if a punchable object is valid.   |
IsTakingCover | Syntax: AI.IsTakingCover(entityId, [distanceThreshold])  |
LoadBehaviors | Syntax: AI.LoadBehaviors( folderName, extension, globalEnv)  |
LoadCharacters | Syntax: AI.LoadCharacters(folderName, tbl)  |
LoadGoalPipes | XML support for goal pipes ///////////////////////////////////////////////////////////////////////////////////////////////////////   |
LogComment | Syntax: AI.LogComment( szMessage ) Used to indicate info that would be useful for debugging, but there's too much of it for it to be enabled all the time  |
LogEvent | Syntax: AI.LogEvent( szMessage ) Used to indicate event-driven info that would be useful for debugging (may occur on a per-frame or even per-AI-update basis)  |
LogProgress | Syntax: AI.LogProgress( szMessage ) Used to indicate "progress markers" - e.g. during loading  |
MeleePunchableObject | Syntax: AI.MeleePunchableObject(entityId, objectId, origPos)  |
ModifySmartObjectStates | Syntax: AI.ModifySmartObjectStates( entityId, listStates ) Adds/Removes smart object states of a given entity  |
NotifyGroup | This is NotifyGroup, a member of class CScriptBindAI.  |
NotifyReinfDone |   |
NotifySurpriseEntityAction | NotifySurpriseEntityAction  |
ParseTables | Syntax: AI.ParseTables( firstTable,parseMovementAbility,pH,aiParams,updateAlways )  |
PlayCommunication | Syntax: AI.PlayCommunication(entityId, commName, channelName[, targetId] [, targetPos]) Plays communication on the AI agent. Plays communication on the AI agent.  |
PlayReadabilitySound | Syntax: AI.PlayReadabilitySound(entityId, soundName) Plays readability sound on the AI agent. This call does not do any filtering like playing readability using signals.  |
ProcessBalancedDamage | Syntax: AI.ProcessBalancedDamage(pShooterEntity, pTargetEntity, damage, damageType) Processes balanced damage.  |
PushGoal | Syntax: AI.PushGoal( szPipeName, goalName, blocking [,{params}] ) Used for warnings about data/script errors  |
PushLabel | Syntax: AI.PushLabel( szPipeName, szLabelName ) Used in combination with "branch" goal operation to identify jump destination  |
QueueBubbleMessage | Syntax: AI.QueueBubbleMessage(entityID, message, flags)  |
RecComment | Syntax: AI.RecComment( szMessage ) Record comment with AIRecorder.  |
RegisterDamageRegion | Syntax: AI.RegisterDamageRegion(entityId, radius) Register a spherical region that causes damage (so should be avoided in pathfinding). Owner entity position is used as region center. Can be called multiple times, will just move update region position  |
RegisterInterestedActor | Syntax: AI.RegisterInterestedActor(entityId, fInterestFilter, fAngleInDegrees) Registers the interested actor with the interest system Any errors go to error log  |
RegisterInterestingEntity | Syntax: AI.RegisterInterestingEntity(entityId, baseInterest, category, aiAction) Registers the entity with the interest system Any errors go to error log  |
RegisterTacticalPointQuery | Syntax: AI.RegisterTacticalPointQuery( querySpecTable ) Get a query ID for the given tactical point query  |
RegisterTargetTrack | Syntax: AI.RegisterTargetTrack(entityId, configuration, targetLimit, classThreat) Registers the AI object to use the given target track configuration for target selection  |
Release | This is Release, a member of class CScriptBindAI.  |
RemoveCoverEntity | This is RemoveCoverEntity, a member of class CScriptBindAI.  |
RemovePersonallyHostile | Syntax: AI.RemovePersonallyHostile(entityID, hostileID)  |
RequestAttack | Syntax: AI.RequestAttack( entityId, unitProperties, attackTypeList [,duration] ) in a group with leader, the entity requests for a group attack behavior against the enemy The Cleader later will possibly create an attack leader action (CLeaderAction_Attack_*)  |
RequestToStopMovement | Syntax: AI.RequestToStopMovement(entityId)  |
ResetAgentLookAtPos | Syntax: AI.ResetAgentLookAtPos(entityId) Makes the entityId resets a previous call to AgentLookAtPos()  |
ResetAgentState | Syntax: AI.ResetAgentState(entityId,stateLabel) Resets a particular aspect of the agent's state, such as "lean" Intended to keep these hacky concepts together.  |
ResetParameters | Syntax: AI.ResetParameters( entityId, bProcessMovement, PropertiesTable, PropertiesInstanceTable ) Resets all the AI parameters  |
ResetPersonallyHostiles | Syntax: AI.ResetPersonallyHostiles(entityID, hostileID)  |
RunStartupScript | RunStartupScript  |
ScaleFormation | Syntax: AI.ScaleFormation(entityId, scale) changes the scale factor of the given entity's formation (if there is)  |
SequenceBehaviorReady | Syntax: AI.SequenceBehaviorReady(entityId)  |
SequenceInterruptibleBehaviorLeft | Syntax: AI.SequenceInterruptibleBehaviorLeft(entityId)  |
SequenceNonInterruptibleBehaviorLeft | Syntax: AI.SequenceNonInterruptibleBehaviorLeft(entityId)  |
SetAdjustPath |   |
SetAlarmed | Syntax: AI.SetAlarmed( entityId ) This function sets the entity to be "perception alarmed"  |
SetAnimationTag | Syntax: AI.SetAnimationTag(entityId, tagName)  |
SetAssesmentMultiplier | Syntax: AI.SetAssesmentMultiplier(AIObjectType, multiplier) set the assesment multiplier factor for the given AIObject type  |
SetAttentiontarget | Syntax: AI.SetAttentiontarget(entityId, targetId) Set a new attention target  |
SetBeaconPosition | Syntax: AI.SetBeaconPosition( entityId | AIObjectName, pos ) Set the beacon's position for the given entity/object's group  |
SetBehaviorTreeEvaluationEnabled | Syntax: AI.SetBehaviorTreeEvaluationEnabled(entityID, enable)  |
SetBehaviorVariable | Syntax: AI.SetBehaviorVariable( entity, variableName, value ) Sets a behaviour variable for the specified actor  |
SetCharacter | Syntax: AI.SetCharacter(entityId, newCharater) Sets the AI character of the entity.  |
SetCollisionAvoidanceRadiusIncrement | Syntax: AI.SetCollisionAvoidanceRadiusIncrement(entityId, radius)  |
SetContinuousMotion | Syntax: AI.SetContinuousMotion( entityID, continuousMotion )  |
SetCoverCompromised | Syntax: AI.SetCoverCompromised(entityId)   |
SetEntitySpeedRange | Syntax: AI.SetEntitySpeedRange( userEntityId, urgency, defaultSpeed, minSpeed, maxSpeed, stance = all) This function allows the user to override the entity's speed range for the given urgency  |
SetExtraPriority | Syntax: AI.SetExtraPriority( enemyEntityId, increment ) Set a extra priority value to the entity which is given by enemyEntityId  |
SetFactionOf | Syntax: AI.SetFactionOf( entityID, factionName ) Make the specified entity a member of the named faction.  |
SetFactionThreatMultiplier | Syntax: AI.SetFactionThreatMultiplier(nSpecies, multiplier) set the threat multiplier factor for the given species (if 0, species is not hostile to any other)  |
SetFireMode | Syntax: AI.SetFireMode(entityId, mode) immediately sets firemode  |
SetForcedNavigation |   |
SetFormationAngleThreshold | Syntax: AI.SetFormationAngleThreshold(entityId, fAngleThreshold ) Sets the Relative position inside the formation  |
SetFormationLookingPoint | Syntax: AI.SetFormationLookingPoint(entityId, v3RelativePosition ) Sets the Relative looking point position inside the formation  |
SetFormationPosition | Syntax: AI.SetFormationPosition(entityId, v2RelativePosition ) Sets the Relative position inside the formation  |
SetFormationUpdate | Syntax: AI.SetFormationUpdate(entityId, update) changes the update flag of the given entity's formation (if there is) - the formation is no more updated if the flag is false  |
SetFormationUpdateSight | Syntax: AI.SetFormationUpdateSight(entityId, range, minTime, maxTime ) sets a random angle rotation for the given entity's formation sight directions  |
SetIgnorant | Syntax: AI.SetIgnorant( entityId, ignorant ) makes an AI ignore system signals, visual stimuli and sound stimuli  |
SetInCover | Syntax: AI.SetInCover(entityId, inCover)  |
SetLeader | Syntax: AI.SetLeader( entityID ) Set the given entity as Leader (associating a CLeader object to it and creating it if it doesn't exist) Only one leader can be set per group  |
SetMemoryFireType | Syntax: AI.SetMemoryFireType(entityId, type) Sets how the puppet handles firing at its memory target  |
SetMovementContext | Syntax: AI.SetMovementContext(entityId, context) set the given entity's movement context  |
SetPathAttributeToFollow | Syntax: AI.SetPathAttributeToFollow(entityId, flag) Set the attribute of the path to be used in 'followpath' goal operation.  |
SetPathToFollow | Syntax: AI.SetPathToFollow(entityId, pathName) Set the name of the path to be used in 'followpath' goal operation.  |
SetPFBlockerRadius | Syntax: AI.SetPFBlockerRadius(entityId, blocker, radius)   |
SetPointListToFollow | Syntax: AI.SetPointListToFollow(entityId, pointlist, howmanypoints, bspline [, navtype]) Set a point list for followpath goal op  |
SetPosturePriority | Syntax: AI.SetPosturePriority(entityId, postureName, priority) Set the given entity's posture priority  |
SetPostures | Syntax: AI.SetPostures(entityId, postures) Set the given entity's postures  |
SetReactionOf | This is SetReactionOf, a member of class CScriptBindAI.  |
SetRefPointAtDefensePos | Syntax: AI.SetRefPointAtDefensePos(entityId, point2defend, distance) Set the entity refpoint position in an intermediate distance between the entity's att target and the given point  |
SetRefPointDirection | Syntax: AI.SetRefPointDirection( vRefPointDir ) Sets the reference point's World position of an entity  |
SetRefPointPosition | Syntax: AI.SetRefPointPosition(entityId, vRefPointPos) Sets the reference point's World position of an entity  |
SetRefPointRadius | Syntax: AI.SetRefPointRadius(entityId, radius) Sets the reference point's radius.  |
SetRefpointToAnchor | Syntax: AI.SetRefpointToAnchor(entityId, rangeMin, rangeMax, findType, findMethod) Sets a reference point to an anchor.   |
SetRefPointToGrenadeAvoidTarget |   |
SetRefpointToPunchableObject | Syntax: AI.SetRefpointToPunchableObject(entityId, range) Sets the reference point to the punchable object.   |
SetRefShapeName | Syntax: AI.SetRefShapeName(entityId, name) Sets the reference shape name.  |
SetSmartObjectState | Syntax: AI.SetSmartObjectState( entityId, stateName ) Sets only one single smart object state replacing all other states  |
SetSoundPerceptionDescriptor | Syntax: AI.SetSoundPerceptionDescriptor(entityId, soundType, descriptorTable) Sets data on how perception works for the entity dealing with soundType  |
SetSpeed | Syntax: AI.SetSpeed(entityId, urgency) This function allows the user to override the entity's current speed (urgency)  |
SetStance | Syntax: AI.SetStance(entityId, stance) set the given entity's stance  |
SetTargetTrackClassThreat | Syntax: AI.SetTargetTrackClassThreat(entityId, classThreat) Sets the class threat for the entity for target track usage  |
SetTempTargetPriority | Syntax: AI.SetTempTargetPriority( entityId, priority ) Set the selection priority of the temp target over other potential targets  |
SetTerritoryShapeName | Syntax: AI.SetTerritoryShapeName(entityId, shapeName) Sets the territory of the AI Actor.  |
SetUnitProperties | Syntax: AI.SetUnitProperties( entityId, unitProperties ) Sets the leader knowledge about the units combat capabilities. The leader will be found based on the group id of the entity.  |
SetUseSecondaryVehicleWeapon | Syntax: AI.SetUseSecondaryVehicleWeapon(entityId, bUseSecondary) Sets if the AI should use the secondary weapon when firing from a vehicle gunner seat if possible  |
SetVehicleStickTarget |   |
Signal | Syntax: AI.Signal(signalFilter, signalType, SignalText, senderId [, signalExtraData] ) Sends a signal to an entity or a group of entities  |
SmartObjectEvent | Syntax: AI.SmartObjectEvent( actionName, userEntityId, objectEntityId [, vRefPoint] ) Executes a smart action  |
SoundEvent | Syntax: AI.SoundEvent(position, radius, threat, interest, entityId) Generates a sound event in the AI system with the given parameters.  |
StopCommunication | Syntax: AI.StopCommunication(playID) Stops given communication. Stops given communication.  |
ThrowGrenade | Syntax: AI.ThrowGrenade(entityId, grenadeType, regTargetType) throws a specified grenade at target type without interrupting fire mode  |
TriggerCurrentTargetTrackPulse | This is TriggerCurrentTargetTrackPulse, a member of class CScriptBindAI.  |
UnregisterInterestedActor | Syntax: AI.UnregisterInterestedActor(entityId) Unregisters the entity with the interest system Any errors go to error log  |
UnregisterInterestingEntity | Syntax: AI.UnregisterInterestingEntity(entityId) Unregisters the entity with the interest system Any errors go to error log  |
UnregisterTargetTrack | Syntax: AI.UnregisterTargetTrack(entityId) Unregisters the AI object with the target track manager  |
UpdateGlobalPerceptionScale | Syntax: AI.UpdateGlobalPerceptionScale(visualScale, audioScale, [filterType], [faction])  |
UpdateTempTarget | Syntax: AI.UpdateTempTarget( entityId, vPos ) Updates the entity's temporary potential target to the given position  |
UpTargetPriority | Syntax: AI.UpTargetPriority( entityId, targetId, increment ) modifies the current entity's target priority for the given target if the given target is among the entity's target list  |
VisualEvent | Syntax: AI.VisualEvent(entityId, targetId) Generates a visual event in the AI system with the given parameters.  |
Warning | Syntax: AI.Warning( szMessage ) Used for warnings about data/script errors  |
Entity | |
Activate | Syntax: Entity.Activate( bActivate ) Activates or deactivates entity. This calls ignores update policy and forces entity to activate or deactivate All active entities will be updated every frame, having too many active entities can affect performance.  |
ActivateOutput | Syntax: Entity.ActivateOutput()   |
ActivatePlayerPhysics | Syntax: Entity.ActivatePlayerPhysics( bEnable )   |
AddConstraint | Syntax: Entity.AddConstraint()  |
AddImpulse | Syntax: Entity.AddImpulse()   |
AttachChild | Syntax: Entity.AttachChild( childEntityId, flags )   |
AttachSurfaceEffect | Syntax: Entity.AttachSurfaceEffect( nSlot, effect, countPerUnit, form, typ, countScale, sizeScale )   |
AwakeCharacterPhysics | Syntax: Entity.AwakeCharacterPhysics( nSlot, sRootBoneName, nAwake )   |
AwakeEnvironment | Syntax: Entity.AwakeEnvironment()  |
AwakePhysics | Syntax: Entity.AwakePhysics( nAwake )   |
BreakToPieces | Syntax: Entity.BreakToPieces() Breaks static geometry in slot 0 into sub objects and spawn them as particles or entities.   |
CalcWorldAnglesFromRelativeDir | Syntax: Ang3 Entity.CalcWorldAnglesFromRelativeDir( dir )   |
CancelSubpipe | Syntax: Entity.CancelSubpipe()  |
ChangeAttachmentMaterial | syntax: Entity.ChangeAttachmentMaterial(attachmentName, materialName)   |
CharacterUpdateAlways | Syntax: Entity.CharacterUpdateAlways( characterSlot, updateAlways )   |
CharacterUpdateOnRender | Syntax: Entity.CharacterUpdateOnRender( characterSlot, bUpdateOnRender )   |
CheckCollisions | Syntax: Entity.CheckCollisions()   |
CheckShaderParamCallbacks | Syntax: Entity.UpdateShaderParamCallback() Check all the currently set shader param callbacks on the renderproxy with the current state of the entity  |
CloneMaterial | Syntax: Entity.CloneMaterial( nSlotId, sSubMaterialName ) Replace material on the slot with a cloned version of the material. Cloned material can be freely changed uniquely for this entity.  |
CopySlotTM | Syntax: Entity.CopySlotTM( destSlot, srcSlot, includeTranslation ) Copies the TM (Transformation Matrix) of the slot.  |
CountLinks | Syntax: Entity.CountLinks()  |
CreateBoneAttachment | syntax: Entity.CreateBoneAttachment( characterSlot, boneName, attachmentName )   |
CreateCameraProxy | Syntax: Entity.CreateCameraProxy() Create a proxy camera object for the entity, allows entity to serve as camera source for material assigned on the entity.   |
CreateLink | Syntax: Entity.CreateLink( const char *name, entityID ) - param 'entityID' is optional  |
CreateRenderProxy | Syntax: Entity.CreateRenderProxy() Create a proxy render object for the entity, allows entity to be rendered without loading any assets in immediately.  |
CreateSkinAttachment | syntax: Entity.CreateSkinAttachment( characterSlot, attachmentName )  |
Damage | syntax: Entity.Damage()   |
DeleteParticleEmitter | Syntax: Entity.DeleteParticleEmitter(slot) Deletes particles emitter from 3dengine.   |
DeleteThis | Syntax: Entity.DeleteThis() Deletes this entity.   |
DestroyAttachment | syntax: Entity.DestroyAttachment( characterSlot, attachmentName )   |
DestroyPhysics | Syntax: Entity.DestroyPhysics() ! Destroys the physics of an entity object  |
DetachAll | Syntax: Entity.DetachAll()   |
DetachThis | Syntax: Entity.DetachThis()   |
DisableAnimationEvent | Syntax: Entity.DisableAnimationEvent( nSlot, sAnimation )   |
DrawSlot | Syntax: Entity.DrawSlot( nSlot ) Enables/Disables drawing of object or character at specified slot of the entity.  |
EnableBoneAnimation | Syntax: Entity.EnableBoneAnimation( characterSlot, layer, boneName, status )  |
EnableBoneAnimationAll | Syntax: Entity.EnableBoneAnimationAll( characterSlot, layer, status )  |
EnableDecals | Syntax: Entity.EnableDecals( slot, enable )  |
EnableInheritXForm | Syntax: Entity.EnableInheritXForm() Enables/Disable entity from inheriting transformation from the parent.   |
EnableMaterialLayer | int AddMaterialLayer(IFunctionHandler *pH, int slotId, const char *shader); int RemoveMaterialLayer(IFunctionHandler *pH, int slotId, int id); int RemoveAllMaterialLayers(IFunctionHandler *pH, int slotId); int SetMaterialLayerParamF(IFunctionHandler *pH, int slotId, int layerId, const char *name, float value); int SetMaterialLayerParamV(IFunctionHandler *pH, int slotId, int layerId, const char *name, Vec3 vec); int SetMaterialLayerParamC(IFunctionHandler *pH, int slotId, int layerId, const char *name, float r, float g, float b, float a); syntax: Entity.EnableMaterialLayer( enable, layer )   |
EnablePhysics | Syntax: Entity.EnablePhysics( bEnable )   |
EnableProceduralFacialAnimation | Syntax: Entity.EnableProceduralFacialAnimation( enable )  |
FadeGlobalDensity | Syntax: Entity.FadeGlobalDensity( nSlot, fadeTime, newGlobalDensity ) Sets the fade global density.  |
ForceCharacterUpdate | Syntax: Entity.ForceCharacterUpdate( characterSlot, updateAlways )   |
ForwardTriggerEventsTo | Syntax: Entity.ForwardTriggerEventsTo( entityId )  |
FreeAllSlots | Syntax: Entity.FreeAllSlots() Delete all objects on every slot part of the entity.   |
FreeSlot | Syntax: Entity.FreeSlot( nSlot ) Delete all objects from specified slot.  |
GetAIName | Syntax: Entity.GetAIName() ! Get the AI name of the entity. Can be different than entity name. @return AI Name of the entity  |
GetAngles | Syntax: Entity.GetAngles() Gets the angle of the entity.   |
GetAnimationLength | syntax: Entity.GetAnimationLength( characterSlot, animation )   |
GetAnimationSpeed |   |
GetAnimationTime | syntax: Entity.GetAnimationTime( nSlot, nLayer )   |
GetArchetype | Syntax: Entity.GetArchetype() Retrieve the archetype of the entity. Return: name of entity archetype, nil if no archetype. Return name of the archetype.  |
GetAttachmentBone | syntax: Entity.GetAttachmentBone( characterSlot, attachmentName )   |
GetAttachmentCGF | syntax: Entity.GetAttachmentCGF( characterSlot, attachmentName )   |
GetBoneAngularVelocity | Syntax: Entity.GetBoneAngularVelocity( characterSlot, oneName )  |
GetBoneDir | Syntax: Entity.GetBoneDir()   |
GetBoneLocal | Syntax: float Entity.GetBoneLocal( boneName, trgDir )  |
GetBoneNameFromTable | Syntax: Entity.GetBoneNameFromTable()   |
GetBonePos | Syntax: Entity.GetBonePos() ! Retrieves the position of a bone @param bone Name of the helper object in the model @return Three component vector containing the position  |
GetBoneVelocity | Syntax: Entity.GetBoneVelocity( characterSlot, boneName )  |
GetCenterOfMassPos | Syntax: Entity.GetCenterOfMassPos() Gets the position of the entity center of mass. ! Get the position of the entity's physical center of mass @return Three component vector containing the entity's center of mass  |
GetCharacter | Syntax: Entity.GetCharacter( nSlot ) Gets the character for the specified slot if there is any.   |
GetChild | Syntax: Entity.GetChild( int nIndex )   |
GetChildCount | Syntax: Entity.GetChildCount()   |
GetCurAnimation | syntax: Entity.GetCurAnimation()   |
GetDirectionVector | Syntax: Entity.GetDirectionVector() Get Forward direction if no parameters if parameter is passed - get Up direction [filippo]: now more complete, if the param is specified we can get the axis we want.  |
GetDistance | Syntax: float Entity.GetDistance( entityId ) Return the distance from entity specified with entityId  |
GetEntitiesInContact | syntax: Entity.GetEntitiesInContact()   |
GetEntityMaterial | syntax: Entity.GetEntityMaterial()  |
GetExplosionImpulse | syntax: Entity.GetExplosionImpulse()   |
GetExplosionObstruction | syntax: Entity.GetExplosionObstruction()   |
GetFlags | Syntax: Entity.GetFlags()  |
GetFlagsExtended | Syntax: Entity.GetFlagsExtended()   |
GetGeomCachePrecachedTime | syntax: Entity.GetGeomCachePrecachedTime() Gets time delta from current playback position to last ready to play frame ! Activates/deactivates geom cache drawing  |
GetGravity | Syntax: Entity.GetGravity()  |
GetGUID |   |
GetHelperAngles | Syntax: Entity.GetHelperAngles() ! Retrieves the rotation angles of a helper (placeholder) object @param helper Name of the helper object in the model @return Three component vector containing the rotation angles  |
GetHelperDir | Syntax: Entity.GetHelperDir() ! Retrieves the direction of a helper (placeholder) object @param helper Name of the helper object in the model @return Three component vector containing the forward direction  |
GetHelperPos | Syntax: Entity.GetHelperPos() ! Retrieves the position of a helper (placeholder) object @param helper Name of the helper object in the model @return Three component vector containing the position  |
GetLink | Syntax: Entity.GetLink()  |
GetLinkName | Syntax: Entity.GetLinkName( targetId )  |
GetLinkTarget | Syntax: Entity.GetLinkTarget( const char *name ) - returns linked entity by link name. If there are several links with this name, the first link entity is returned.  |
GetLocalAngles | Syntax: Vec3 Entity.GetLocalAngles( vAngles )   |
GetLocalBBox | Syntax: Entity.GetLocalBBox()   |
GetLocalPos | Syntax: Vec3 Entity.GetLocalPos() ! Get the position of the entity @return Three component vector containing the entity position  |
GetLocalScale | Syntax: float Entity.GetLocalScale()   |
GetLodRatio | Syntax: Entity.GetLodRatio()   |
GetMass | Syntax: Entity.GetMass() ! Get the mass of the entity @return mass of the entity;  |
GetMaterial | syntax: Entity.GetMaterial() ! Get the name of custom entity material.  |
GetMaterialFloat | Syntax: Entity.GetMaterialFloat( nSlotId, nSubMtlId, sParamName ) Change material parameter.  |
GetMaterialVec3 | Syntax: Entity.GetMaterialVec3( nSlotId, nSubMtlId, sParamName )  |
GetName | Syntax: Entity.GetName() ! Get the name of the entity @return Name of the entity  |
GetParent | Syntax: Entity.GetParent()   |
GetParentSlot | Syntax: Entity.GetParentSlot( child )   |
GetPhysicalStats | Syntax: Entity.GetPhysicalStats() Some more physics related. get some physical infos such mass and gravity  |
GetPos | Syntax: Entity.GetPos() Gets the position of the entity.   |
GetProjectedWorldBBox | Syntax: Entity.GetProjectedWorldBBox()   |
GetRawId | Syntax: Entity.GetRawId() Returns entityId in raw numeric format. ! Get the id of the entity in number form @return Entity id as number  |
GetScale | Syntax: Entity.GetScale() Gets the scaling value for the entity.   |
GetSlotAngles | Syntax: Entity.GetSlotAngles( nSlot ) Gets the slot angles.  |
GetSlotCount | Syntax: Entity.GetSlotCount() Gets the count of the slots.   |
GetSlotHelperPos | Syntax: Entity.GetSlotHelperPos( slot, helperName, objectSpace ) ! Retrieves the position of a helper (placeholder) object @param helper Name of the helper object in the model @return Three component vector cotaining the position  |
GetSlotPos | Syntax: Entity.GetSlotPos( nSlot ) Gets the slot position.  |
GetSlotScale | Syntax: Entity.GetSlotScale( nSlot ) Gets the slot scale amount.  |
GetSlotWorldDir | Syntax: Entity.GetSlotWorldDir( nSlot ) Gets the World direction of the slot.  |
GetSlotWorldPos | Syntax: Entity.GetSlotWorldPos( nSlot ) Gets the World position of the slot.  |
GetSpeed | Syntax: Entity.GetSpeed() ! Get the speed of the entity @return Speed in float value  |
GetState | syntax: Entity.GetState()   |
GetSubmergedVolume | Syntax: Entity.GetSubmergedVolume( slot, planeNormal, planeOrigin )  |
GetTimeSinceLastSeen | Syntax: Entity.GetTimeSinceLastSeen()   |
GetTouchedPoint | syntax: Entity.GetTouchedPoint() Retrieves point of collision for rigid body. !retrieves point of collision for rigid body  |
GetTouchedSurfaceID | syntax: Entity.GetTouchedSurfaceID() !retrieve the material id(surfaceid) of the object in contact with the entity @return the material id of the colliding entity  |
GetTriggerBBox | Syntax: Entity.GetTriggerBBox()   |
GetUpdateRadius | Syntax: Entity.GetUpdateRadius()   |
GetVelocity | Syntax: Entity.GetVelocity() ! Get the velocity of the entity @return Three component vector containing the velocity position  |
GetVelocityEx | Syntax: Entity.GetVelocityEx() ! Get the velocity and angular velocity of the entity @return Three component vector containing the velocity position and three component vector containing angular velocity  |
GetViewDistRatio | Syntax: Entity.GetViewDistRatio()   |
GetVolume | Syntax: Entity.GetVolume(slot)  |
GetWorldAngles | Syntax: Vec3 Entity.GetWorldAngles( vAngles )   |
GetWorldBBox | Syntax: Entity.GetWorldBBox()   |
GetWorldBoundsCenter | Syntax: Entity.GetWorldBoundsCenter() Gets the world bbox center for the entity (defaults to entity position if no bbox present).   |
GetWorldDir | Syntax: Vec3 Entity.GetWorldDir()   |
GetWorldPos | Syntax: Vec3 Entity.GetWorldPos()   |
GetWorldScale | Syntax: float Entity.GetWorldScale()   |
GotoState | syntax: Entity.GotoState( sState )   |
HasFlags | Syntax: Entity.HasFlags( flags )  |
HasFlagsExtended | Syntax: Entity.HasFlags( flags )   |
Hide | Syntax: Entity.Hide() The function has one optional parameter. If value of this parameter is nonzero, entity is hidden. Default value is 1.   |
HideAllAttachments | syntax: Entity.HideAllAttachments( characterSlot, hide, hideShadow )   |
HideAttachment | syntax: Entity.HideAttachment( characterSlot, attachmentName, hide, hideShadow )   |
HideAttachmentMaster | syntax: Entity.HideAttachmentMaster( characterSlot, hide )   |
IgnorePhysicsUpdatesOnSlot | Syntax: Entity.IgnorePhysicsUpdatesOnSlot( nSlot ) Ignore physics when it try to update the position of a slot.  |
InsertSubpipe | Syntax: Entity.InsertSubpipe()  |
IntersectRay | Syntax: Entity.IntersectRay( slot, rayOrigin, rayDir, maxDistance )  |
InvalidateLocalBBox | Syntax: Entity.InvalidateLocalBBox( )   |
InvalidateTrigger | Syntax: Entity.InvalidateTrigger()   |
IsActive | Syntax: Entity.IsActive( bActivate ) Retrieve active status of entity. Return: true - Entity is active. false - Entity is not active.   |
IsAnimationRunning | Syntax: Entity.IsAnimationRunning( characterSlot, layer ) ! Retrieves if a characters currently plays an animation @param iAnimationPos Number of the character slot @return nil or not nil @see CScriptBindEntity::StartAnimation  |
IsColliding | Syntax: Entity.IsColliding()  |
IsEntityInside | Syntax: float Entity.IsEntityInside(entityId)  |
IsEntityInsideArea | Syntax: Entity.IsEntityInsideArea( areaId, entityId )  |
IsFromPool | Syntax: Entity.IsFromPool() Returns if the entity came from an entity pool. Return: true - Entity is from a pool. (Bookmarked) false - Entity is not from a pool. (Not bookmarked)   |
IsGeomCacheStreaming | syntax: Entity.IsGeomCacheStreaming() Returns true if geom cache is streaming ! Returns true if geom cache is streaming  |
IsHidden | syntax: Entity.IsHidden()  |
IsInState | syntax: Entity.IsInState( sState )   |
IsPointInsideArea | Syntax: Entity.IsPointInsideArea( areaId, point )  |
IsSlotCharacter | Syntax: Entity.IsSlotCharacter( slot ) Checks if the slot is a character.  |
IsSlotGeometry | Syntax: Entity.IsSlotGeometry( slot ) Checks if the slot is a geometry.  |
IsSlotLight | Syntax: Entity.IsSlotLight( slot ) Checks if the slot is a light.  |
IsSlotParticleEmitter | Syntax: Entity.IsSlotParticleEmitter( slot ) Checks if the slot is a particle emitter.  |
IsSlotValid | Syntax: Entity.IsSlotValid( nSlot ) Checks if the slot is valid.  |
IsUsingPipe | Syntax: Entity.IsUsingPipe( pipename ) Returns true if entity is running the given goalpipe or has it inserted  |
KillTimer | syntax: Entity.KillTimer()  |
LoadCharacter | Syntax: Entity.LoadCharacter( nSlot, sFilename ) Load CGF geometry into the entity slot.  |
LoadCloud | Syntax: Entity.LoadCloud( nSlot, sFilename ) Loads the cloud XML file into the entity slot.  |
LoadFogVolume | Syntax: Entity.LoadFogVolume( nSlot, table ) Loads the fog volume XML file into the entity slot.  |
LoadGeomCache | Syntax: Entity.LoadGeomCache( int nSlot,const char *sFilename ) Load geom cache into the entity slot.  |
LoadLight | Syntax: Entity.LoadLight( nSlot, lightTable ) Load CGF geometry into the entity slot.  |
LoadLightShape | Syntax: Entity.LoadLightShape( nSlot, sLightShapeFile) Loads CGF geometry into the entity slot.  |
LoadObject | Syntax: Entity.LoadObject( nSlot, sFilename ) Load CGF geometry into the entity slot.  |
LoadObjectLattice | Syntax: Entity.LoadObjectLattice( nSlot ) Load lattice into the entity slot.  |
LoadObjectWithFlags | Syntax: Entity.LoadObject( nSlot, sFilename, nFlags ) Load CGF geometry into the entity slot.  |
LoadParticleEffect | Syntax: Entity.LoadParticleEffect( nSlot, sEffectName, fPulsePeriod, bPrime, fScale ) Loads CGF geometry into the entity slot.  |
LoadPrismObject |   |
LoadSubObject | Syntax: Entity.LoadSubObject( nSlot, sFilename, sGeomName ) Load geometry of one CGF node into the entity slot.  |
LoadVolumeObject | Syntax: Entity.LoadVolumeObject( nSlot, sFilename ) Loads volume object.  |
MaterialFlashInvoke | Syntax: Entity.MaterialFlashInvoke()   |
MultiplyWithSlotTM | Syntax: Entity.MultiplyWithSlotTM( slot, pos ) Multiplies with the TM (Transformation Matrix) of the slot.  |
NetPresent | Syntax: Entity.NetPresent()  |
NoBulletForce | Syntax: Entity.NoBulletForce( state )  |
NoExplosionCollision | Syntax: Entity.NoExplosionCollision()  |
PassParamsToPipe | Syntax: Entity.PassParamsToPipe()  |
PauseSound | Syntax: Entity.PauseSound( SoundId ) Pauses/Unpauses playing sound.  |
Physicalize | inertia Inertia coefficient, the more it is, the less inertia is; 0 means no inertia air_resistance Air control coefficient 0..1, 1 - special value (total control of movement) gravity Vertical gravity magnitude. mass Mass of the player (in kg). min_slide_angle If surface slope is more than this angle, player starts sliding (In radians) max_climb_angle Player cannot climb surface which slope is steeper than this angle (In radians) max_jump_angle Player is not allowed to jump towards ground if this angle is exceeded (In radians) min_fall_angle Player starts falling when slope is steeper than this (In radians) max_vel_ground Player cannot stand on... <a href='CScriptBindEntity__Physicalize@IFunctionHandler__@int@int@SmartScriptTable.html'>more</a>  |
PhysicalizeAttachment | syntax: Entity.PhysicalizeAttachment( characterSlot, attachmentName, physicalize )  |
PhysicalizeSlot | Syntax: Entity.PhysicalizeSlot( slot, physicsParams )   |
PlayFacialAnimation | Syntax: Entity.PlayFacialAnimation( name, looping )  |
PlaySound | Syntax: Entity.PlaySound( SoundId ) Start playing the specified sound and attach it to the entity. Sound will move and rotate with the entity.  |
PlaySoundEvent | Syntax: Entity.PlaySoundEvent( sSoundOrEventName, vOffset, vDirection, nSoundFlags, nSoundFlagsExtended, nSemantic ) First pass impl. and docu. plays a sound or a subgroup-sound  |
PlaySoundEventEx | Syntax: Entity.PlaySoundEventEx( sSoundFilename, nSoundFlags, nSoundFlagsExtended, fVolume, vOffset, minRadius, maxRadius, nSemantic ) Play sound file attached to the entity.  |
PreLoadParticleEffect | Syntax: Entity.PreLoadParticleEffect( sEffectName ) Pre-loads a particle effect.  |
ProcessBroadcastEvent | Syntax: Entity.ProcessBroadcastEvent()   |
RagDollize | Syntax: Entity.RagDollize(slot)   |
ReattachSoftEntityVtx | Syntax: Entity.ReattachSoftEntityVtx( partId )  |
RedirectAnimationToLayer0 | Syntax: Entity.RedirectAnimationToLayer0( characterSlot, redirect )  |
RegisterForAreaEvents | Syntax: Entity.RegisterForAreaEvents(enable) Registers the script proxy so that it receives area events. for this entity.   |
RemoveAllLinks | Syntax: Entity.RemoveAllLinks()  |
RemoveDecals | Syntax: Entity.RemoveDecals()   |
RemoveLink | Syntax: Entity.RemoveLink( const char *name, int linkIndex ) - param 'linkIndex' is optional  |
RenderAlways | Syntax: Entity.RenderAlways(enable) Enables 'always render' on the render node, skipping any kind of culling   |
RenderShadow | Syntax: Entity.RenderShadow()  |
ReplaceMaterial | syntax: Entity.ReplaceMaterial( slot, name, replacement )   |
ResetAnimation | Syntax: Entity.ResetAnimation( characterSlot, layer ) ! Resets the animation of a character @param pos Number of the character slot @see CScriptBindEntity::LoadCharacter @see CEntity::StartAnimation  |
ResetAttachment | syntax: Entity.ResetAttachment( characterSlot, attachmentName )   |
ResetMaterial | syntax: Entity.ResetMaterial( slot )   |
ResetPhysics | Syntax: Entity.ResetPhysics()   |
SelectPipe | Syntax: Entity.SelectPipe()   |
SetAIName | Syntax: Entity.SetAIName()   |
SetAngles | Syntax: Entity.SetAngles( vAngles ) Sets the angle of the entity.   |
SetAnimateOffScreenShadow | Syntax: Entity.SetAnimateOffScreenShadow( bAnimateOffScreenShadow )   |
SetAnimationBlendOut | Syntax: Entity.SetAnimationBlendOut( characterSlot, layer, blendOut )  |
SetAnimationEvent | Syntax: Entity.SetAnimationEvent( nSlot, sAnimation )   |
SetAnimationFlip | syntax: Entity.SetAnimationFlip( characterSlot, flip )  |
SetAnimationKeyEvent | Syntax: Entity.SetAnimationKeyEvent( nSlot, sAnimation, nFrameID, sEvent) Now is using dynamic parameters because the argument can be both a string or a number int CScriptBindEntity::SetAnimationKeyEvent(IFunctionHandler *pH,int nSlot,const char *sAnimation,int nFrameID,const char *sEvent)  |
SetAnimationSpeed | syntax: Entity.SetAnimationSpeed( characterSlot, layer, speed )   |
SetAnimationTime | syntax: Entity.SetAnimationTime( nSlot, nLayer, fTime )   |
SetAttachmentAngles | syntax: Entity.SetAttachmentAngles( characterSlot, attachmentName, angles )  |
SetAttachmentCGF | syntax: Entity.SetAttachmentCGF( characterSlot, attachmentName, filePath )   |
SetAttachmentDir | syntax: Entity.SetAttachmentDir()  |
SetAttachmentEffect | syntax: Entity.SetAttachmentEffect( characterSlot, attachmentName, effectName, offset, dir, scale, flags )  |
SetAttachmentLight | syntax: Entity.SetAttachmentLight( characterSlot, attachmentName, lightTable, flags )   |
SetAttachmentObject | syntax: Entity.SetAttachmentObject( characterSlot, attachmentName, entityId, slot, flags )   |
SetAttachmentPos | syntax: Entity.SetAttachmentPos( characterSlot, attachmentName, pos )  |
SetCharacterPhysicParams | Syntax: Entity.SetCharacterPhysicParams()  |
SetCloudMovementProperties | Syntax: Entity.SetCloudMovementProperties( nSlot, table ) Sets the cloud movement properties.  |
SetColliderMode | Syntax: Entity.SetColliderMode( mode ) ! Set the position of the entity @param vec Three component vector containing the entity position  |
SetDefaultIdleAnimations | Syntax: Entity.SetDefaultIdleAnimations()   |
SetDirectionVector | Syntax: Entity.SetDirectionVector( direction )   |
SetFlags | Syntax: Entity.SetFlags( flags, mode ) Mode: 0->or 1->and 2->xor  |
SetFlagsExtended | Syntax: Entity.SetFlagsExtended( flags, mode ) Mode: 0->or 1->and 2->xor   |
SetGeomCacheDrawing | syntax: Entity.SetGeomCacheDrawing() Activates/deactivates geom cache drawing ! Activates/deactivates geom cache drawing  |
SetGeomCacheParams | syntax: Entity.SetGeomCacheParams() Sets geometry cache parameters ! Sets the parameters of a geometry cache  |
SetGeomCachePlaybackTime | syntax: Entity.SetGeomCachePlaybackTime() Sets the playback time ! Sets the playback time of a geometry cache  |
SetGeomCacheStreaming | syntax: Entity.SetGeomCacheStreaming() Activates/deactivates geom cache streaming ! Activates/deactivates geom cache streaming  |
SetLightBlendParams | Syntax: Entity.SetLightBlendParams( int nSlot, char const* tex1, char const* tex2, float blend_weight) changes the blend textures and weight for probe blending   |
SetLightColorParams | Syntax: Entity.SetLightColorParams( nSlot, color, specular_multiplier) changes the color related params of an existing light   |
SetLinkTarget | Syntax: Entity.SetLinkTarget(name, targetId)  |
SetLocalAngles | Syntax: Entity.SetLocalAngles( vAngles )   |
SetLocalBBox | Syntax: Entity.SetLocalBBox( vMin, vMax )   |
SetLocalPos | Syntax: Entity.SetLocalPos( vPos ) ! Set the position of the entity @param vec Three component vector containing the entity position  |
SetLocalScale | Syntax: Entity.SetLocalScale( fScale )   |
SetLodRatio | Syntax: Entity.SetLodRatio() ! 0..254 (value is autmatically clamed to to this range)  |
SetMaterial | syntax: Entity.SetMaterial() ! Set the material of the entity @param materialName Name of material.  |
SetMaterialFloat | Syntax: Entity.SetMaterialFloat( nSlotId, nSubMtlId, sParamName, fValue ) Change material parameter.  |
SetMaterialVec3 | Syntax: Entity.SetMaterialVec3( nSlotId, nSubMtlId, sParamName, vVec3 )  |
SetName | Syntax: Entity.SetName() ! Set the name of the entity @param sName String containing the new entity name  |
SetParentSlot | Syntax: Entity.SetParentSlot( child, parent )   |
SetPhysicParams | Syntax: Entity.SetPhysicParams()  |
SetPos | Syntax: Entity.SetPos( vPos ) Sets the position of the entity.  |
SetPublicParam | Syntax: Entity.SetPublicParam()   |
SetRegisterInSectors | Syntax: Entity.SetRegisterInSectors()  |
SetScale | Syntax: Entity.SetScale( fScale ) Sets the scaling value for the entity.   |
SetScriptUpdateRate | syntax: Entity.SetScriptUpdateRate( nMillis )  |
SetSelfAsLightCasterException | Syntax: Entity.SetLightCasterException( nLightSlot, nGeometrySlot ) Entity render node will be a caster exception for light loaded in nLightSlot.  |
SetSlotAngles | Syntax: Entity.GetSlotAngles( nSlot, v ) Sets the slot angles.  |
SetSlotHud3D | Syntax: Entity.SetSlotHud3D( nSlot ) Setup flags for use as 3D HUD entity.  |
SetSlotPos | Syntax: Entity.SetSlotPos( nSlot, v ) Sets the slot position.  |
SetSlotPosAndDir | Syntax: Entity.SetSlotPosAndDir( nSlot, pos, dir ) Sets the slot position and direction.  |
SetSlotScale | Syntax: Entity.SetSlotScale( nSlot, fScale ) Sets the slot scale amount.  |
SetSlotWorldTM | Syntax: Entity.SetSlotWorldTM( nSlot, pos, dir ) Sets the World TM (Transformation Matrix) of the slot.  |
SetSoundEffectRadius | Syntax: Entity.SetSoundEffectRadius( fEffectRadius) Sets the effect radius for a sound entity (e.g. volume ambient sound, reverb preset).  |
SetSoundSphereSpec | Syntax: Entity.SetSoundSphereSpec( soundId, radius )   |
SetStateClientside | Syntax: Entity.SetStateClientside() true=prevents error when state changes on the client and does not sync state changes to the client  |
SetStaticSound | Syntax: Entity.SetStaticSound( SoundId, bStatic ) Marks a sound as static to a certain entity. This sound will not be deleted on done, but can be started a new.  |
SetTimer | syntax: Entity.SetTimer()  |
SetTriggerBBox | Syntax: Entity.SetTriggerBBox( vMin, vMax )   |
SetUpdatePolicy | Syntax: Entity.SetUpdatePolicy( nUpdatePolicy ) Changes update policy for the entity. Update policy controls when entity becomes active or inactive (ex. when visible, when in close proximity, etc...). All active entities will be updated every frame, having too many active entities can affect performance.   |
SetUpdateRadius | Syntax: Entity.SetUpdateRadius()   |
SetVelocity | Syntax: Entity.SetVelocity(velocity) ! Set the velocity of the entity  |
SetVelocityEx | Syntax: Entity.GetVelocityEx(velocity, angularVelocity) ! Set the velocity and angular velocity of the entity  |
SetViewDistRatio | Syntax: Entity.SetViewDistRatio() ! 0..254 (value is autmatically clamed to to this range)  |
SetViewDistUnlimited | Syntax: Entity.SetViewDistUnlimited() ! do not fade out object - no matter how far away it is  |
SetVolumeObjectMovementProperties | Syntax: Entity.SetVolumeObjectMovementProperties( nSlot, table ) Sets the properties of the volume object movement.   |
SetWorldAngles | Syntax: Entity.SetWorldAngles( vAngles )   |
SetWorldPos | Syntax: Entity.SetWorldPos( vPos )   |
SetWorldScale | Syntax: Entity.SetWorldScale( fScale )   |
StartAnimation | Syntax: Entity.StartAnimation() ! Starts an animation of a character @param pos Number of the character slot @param animname Name of the aniamtion from the .cal file @see CScriptBindEntity::LoadCharacter @see CEntity::StartAnimation  |
StopAllSounds | Syntax: Entity.StopAllSounds() Stop all sounds played on the entity.   |
StopAnimation | Syntax: Entity.StopAnimation( characterSlot, layer )  |
StopSound | Syntax: Entity.StopSound( SoundId ) Stop sound played on the entity. Only sound started for this entity will be stopped.  |
ToGlobal | Syntax: Entity.ToGlobal( slotId, point ) transform pos from local to world coordinates. uses object when slot<0  |
ToLocal | Syntax: Entity.ToLocal( slotId, point ) transform pos from world to local coordinates. uses object when slot<0  |
TriggerEvent | Syntax: Entity.TriggerEvent()   |
UnSeenFrames | Syntax: Entity.UnSeenFrames()   |
UpdateAreas | Syntax: Entity.UpdateAreas()  |
UpdateLightClipBounds | Syntax: Entity.UpdateLightClipBounds( nSlot ) Update the clip bounds of the light from the linked entities  |
UpdateSlotPhysics | Syntax: Entity.UpdateSlotPhysics( slot )   |
VectorToGlobal | Syntax: Entity.VectorToGlobal( slotId, dir ) transform vector from local to world coordinates. uses object when slot<0  |
VectorToLocal | Syntax: Entity.VectorToLocal( slotId, dir ) transform vector from world to local coordinates. uses object when slot<0  |
DelegateCalls |   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindEntity.  |
GoalParamsHelper |   |
Movie | |
MusicLogic | |
Particle | |
Physics | |
Script | |
Sound | |
ActivateAudioDevice | Syntax: Sound.ActivateAudioDevice() Activates audio device.  |
AddMusicMoodEvent | Syntax: Sound.AddMusicMoodEvent(pszMood [, fTimeout]) Adds an event for the specified music mood.   |
AddSoundFlags | Syntax: Sound.AddSoundFlags()  |
CreateListener | Syntax: Sound.CreateListener() Creates a new Listener  |
DeactivateAudioDevice | Syntax: Sound.DeactivateAudioDevice() Deactivates the audio device.  |
EndMusicTheme | Syntax: Sound.EndMusicTheme([nThemeFadeType [, nForceEndLimitInSec [, bEndEverything]]])  |
FXEnable | Syntax: Sound.FXEnable( pSound, nEffectNumber ) Enables the specified effect number.   |
GetDirectionalAttenuationMaxScale | Syntax: Sound.GetDirectionalAttenuationMaxScale() Gets the maximum scale of the directional attenuation.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindSound.  |
GetMusicMoods | Syntax: Sound.GetMusicMoods(pszTheme) Gets the music moods for the specified music theme.   |
GetMusicStatus | Syntax: Sound.GetMusicStatus() Gets the music status and logs the value to the console.   |
GetMusicThemes | Syntax: Sound.GetMusicThemes() Gets the music themes.   |
GetSoundLength | Syntax: Sound.GetSoundLength(pSound) Gets the sound length in seconds.  |
GetSoundMoodFade | Syntax: Sound.GetSoundMoodFade(sSoundMoodName) Gets the fade value for the specified sound mood. ! Get the SoundMood fade value  |
GetSoundVolume | Syntax: Sound.GetSoundVolume(sound) Gets sound volume.  |
IsEvent | Syntax: Sound.IsEvent() Checks if the sound is an event. Checks for EVENT flag. ! Determine if a sound has the event flag @param nID ID of the sound @return nil or not nil  |
IsInMusicMood | Syntax: Sound.IsInMusicMood(pszMood) Checks if we are currently playing the specified music mood.   |
IsInMusicTheme | Syntax: Sound.IsInMusicTheme(pszTheme) Checks if we are currently playing the specified music theme.   |
IsPlaying | Syntax: Sound.IsPlaying() Checks if the sound is playing.  |
IsSoundLooped | Syntax: Sound.IsSoundLooped(sound) will return false also if the given soundid does not exist ! obtain the looping status of a sound @param nID ID of the sound  |
IsVoice | Syntax: Sound.IsVoice() Checks if the sound is a voice. Checks for VOICE flag. ! Determine if a sound has the voice flag @param nID ID of the sound @return nil or not nil  |
Load3DSound | Syntax: Sound.LoadSound(sound [,flags [,volume [, min [, clipDistance [, priority [, group]]]]]]) Loads a 3D sound.  |
LoadMusic | Syntax: Sound.LoadMusic(pszFilename)  |
LoadSound | Syntax: Sound.LoadSound(sound, flags) Loads the specified sound.  |
LoadStreamSound | Syntax: Sound.LoadStreamSound(sound, flags) Loads a stream sound.  |
Play | Syntax: Sound.Play( sGroupAndSoundName, vPos, nSoundFlags ) Uses the sound definition of the Handle to play a sound at the position vPos . It returns a unique SoundID that is valid as long as the sound is played.  |
PlayEx | Syntax: Sound.PlayEx( sGroupAndSoundName, nSoundFlags, fVolume, pos, minRadius, maxRadius ) Play sound file.  |
PlayPattern | Syntax: Sound.PlayPattern(pszPattern, bStopPrevious, bPlaySynched) Play the named pattern  |
PlaySound | Syntax: Sound.PlaySound(sound, volumeScale) Plays a sound. ! Load a streaming sound @param sSound filename of the sound @return nil or sound ID in case of success int CScriptBindSound::LoadStreamSoundLocalized(IFunctionHandler *pH) { if (pH->GetParamCount()<1 || pH->GetParamCount()>2) { m_pSS->RaiseError("System.LoadStreamSound wrong number of arguments"); return pH->EndFunction(); }; const char *sSound; // int nID; ISound *pSound; pH->GetParam(1,sSound); int nFlags=0; if (pH->GetParamCount()>1) pH->GetParam(2, nFlags); string szPath; ICVar *g_language = gEnv->pConsole->GetCVar("g_language"); assert(g_language); szPath = "LANGUAGES/"; szPath += g_language->GetString(); szPath += "/"; szPath += sSound; pSound = m_pSoundSystem->LoadSound(szPath.c_str(),FLAG_SOUND_STREAM | nFlags); if (pSound) { pSound->AddRef(); return pH->EndFunction(ScriptHandle(pSound)); } return pH->EndFunction(); } ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// ! Start playing a sound, loops... <a href='CScriptBindSound__PlaySound@IFunctionHandler__.html'>more</a>  |
PlayStinger | Syntax: Sound.PlayStinger() Plays stinger.   |
Precache | Syntax: Sound.Precache( sGroupAndSoundName, nPrecacheFlags ) Precaches the sound data used by a sound definition Depending on additional flags and current settings may load the sound data into the memory for later usage. Precaching is optional, sound system can also play not cached sounds, but it can cause small delay before sound playing starts.  |
RegisterSoundMood | Syntax: Sound.RegisterSoundMood(sSoundMoodName) Registers the specified sound mood.  |
RegisterWeightedEaxEnvironment | Syntax: Sound.RegisterWeightedEaxEnvironment( sPresetName, nFullEffectWhenInside, nFlags ) Registers a weighted EAX (Environmental Audio Extension) environment. ! Registers an EAX Preset Area with as being active //! morphing of several EAX Preset Areas is done internally //! Registering the same Preset multiple time will only overwrite the old one @param nPreset one of the presets  |
RemoveListener | Syntax: Sound.RemoveListener(nListenerID) Removes a Listener  |
SerializeMusicInternal | Syntax: Sound.SerializeMusicInternal([bSave]) Serializes the music internal.   |
SetDefaultMusicMood | Syntax: Sound.SetDefaultMusicMood(pszMood) Sets the specified music mood as the default mood.   |
SetDirectionalAttenuation | Syntax: Sound.SetDirectionalAttenuation( vPos, vDir, fConeInRadians ) Sets a directional attenuation of the sounds.   |
SetFadeTime | Syntax: Sound.SetFadeTime(sound, fadeGoal, fadeTimeInMS) Sets the fade time for the sound.  |
SetFXSetParamEQ | Syntax: Sound.SetFXSetParamEQ( pSound, fCenter, fBandwidth, fGain ) Sets some parameters to the sound effect.   |
SetListener | Syntax: Sound.SetListener(nListenerID, vPos, vForward, vTop, bActive, fRecord, vVel) Sets attributes to a Listener  |
SetMasterMusicEffectsVolume | Syntax: Sound.SetMasterMusicEffectsVolume(newMusicVol) Set the master volume for music effects.  |
SetMasterVolumeScale | Syntax: Sound.SetMasterVolumeScale(scale) Sets the master volume scale.  |
SetMenuMusic | Syntax: Sound.SetMenuMusic( bPlayMenuMusic, pszTheme, pszMood ) Play (or don't) the specified music on the menu screen.  |
SetMinMaxDistance | Syntax: Sound.SetMinMaxDistance(sound, minDist, maxDist) Sets the minimum and the maximum distances for the sound. ! Set distance attenuation of a sound @param iSoundID ID of the sound @param fMinDist Minimum distance, normally 0 @param fMaxDist Maximum distance at which the sound can be heard  |
SetMusicMood | Syntax: Sound.SetMusicMood(pszMood [, bPlayFromStart [, bForceChange]]) Sets the specified music mood.   |
SetMusicTheme | Syntax: Sound.SetMusicTheme(pszTheme [, bForceChange [, bKeepMood [, nDelayInSec]]]) Sets the music theme.   |
SetObstructionOffset | Syntax: Sound.SetObstructionOffset(fOffsetInMeters) Sets the audio obstruction offset in meters in regards to the origin (sound emitter).   |
SetParameterValue | Syntax: Sound.SetParameterValue( SoundID, sParameterName, fParameterValue ) Changes a parameter value of a specific sound (if supported)  |
SetPauseAllPlaying | Syntax: Sound.SetPauseAllPlaying( bPause ) Sets/unsets pause for all the playing sounds.  |
SetSoundFrequency | Syntax: Sound.SetSoundFrequency(sound, frequency) Sets the sound frequency. ! Changes the pitch of a sound sound @param nID ID of the sound @param nFrequency Frequency, value range is between 0 and 1000  |
SetSoundLoop | Syntax: Sound.SetSoundLoop(sound) Sets the loop flag to a sound. ! Change the looping status of a looped sound @param nID ID of the sound @param nFlag 1/0 to enable/disable looping  |
SetSoundPaused | Syntax: Sound.SetSoundPaused(sound, paused) Pauses/resumes the sound. ! Sets the Pause state of a sound @param nID ID of the sound @param bPaused State of Pause Mode  |
SetSoundPitching | Syntax: Sound.SetSoundPitching(sound, pitching) Sets the sound pitching.   |
SetSoundPosition | Syntax: Sound.SetSoundPosition(sound, pos) Sets the position of the sound. nSoundHandle can be SoundID or Ptr. ! Change the position of a 3D sound @param nID ID of the sound @param v3d Three component vector containing the position @see CScriptBindSound::Load3DSound  |
SetSoundRatio | Syntax: Sound.SetSoundRatio(pSound, fRatio) Sets the sound ratio.   |
SetSoundRelative | Syntax: Sound.SetSoundRelative(sound, isRelative) Sets/unsets the RELATIVE Flag. If unset, a new valid position has to be set, or the sound stays at the last listener position. ! int CScriptBindSound::SetLoopPoints(IFunctionHandler *pH) { SCRIPT_CHECK_PARAMETERS(3); int nID = 0, iLoopPt1, iLoopPt2; int nCookie=0; _smart_ptrpSound = GetSoundPtr(pH,1); pH->GetParam(2, iLoopPt1); pH->GetParam(3, iLoopPt2); if (pSound) pSound->SetLoopPoints(iLoopPt1, iLoopPt2); return pH->EndFunction(); } ! int CScriptBindSound::AddSoundFlags(IFunctionHandler *pH) { int iFlags; int nCookie=0; ISound *pISound = NULL; SCRIPT_CHECK_PARAMETERS(2); pH->GetParamUDVal(1,(int &)pISound,nCookie); pH->GetParam(2, iFlags); if (pISound && (nCookie==USER_DATA_SOUND)) pISound->AddFlags(iFlags); return pH->EndFunction();  |
SetSoundVolume | Syntax: Sound.SetSoundVolume(sound, volume) Sets sound volume. ! Change the volume of a sound @param nID ID of the sound @param fVolume volume between 0 and 1  |
SetWeatherCondition | Syntax: Sound.SetWeatherCondition(fWeatherTemperatureInCelsius, fWeatherHumidityAsPercent, fWeatherInversion) Sets the weather condition.   |
Silence | Syntax: Sound.Silence() Silences the sound.  |
StopSound | Syntax: Sound.StopSound(sound) Stops the sound. nSoundHandle can be SoundID or Ptr. ! Stop playing a sound @param nID ID of the sound  |
UnloadMusic | Syntax: Sound.UnloadMusic() Unloads the music.   |
UnloadProjects | Syntax: Sound.UnloadProjects() Unloads the projects.  |
UnregisterSoundMood | Syntax: Sound.UnregisterSoundMood(sSoundMoodName) Unregisters the specified sound mood.  |
UnregisterWeightedEaxEnvironment | Syntax: Sound.UnregisterWeightedEaxEnvironment( sPresetName, entityId ) Unregisters a weighted EAX (Environmental Audio Extension) environment. ! Unregisters an active EAX Preset Area  |
UpdateSoundMood | Syntax: Sound.RegisterSoundMood(sSoundMoodName, fFade [, nFadeTimeInMS]) Updates the specified sound mood.  |
UpdateWeightedEaxEnvironment | Syntax: Sound.UpdateWeightedEaxEnvironment( sPresetName, fWeight ) Updates a weighted EAX (Environmental Audio Extension) environment. ! Updates an EAX Preset Area with the current blending ratio (0-1)  |
System |
Member name | Description |
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QuickLoad | ! Quick load  |
QuickSave | ! Quick save  |
Member name | Description |
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DealDamage | Syntax: soul:DealDamage() Causes the soul to loose given stamina and health. Negative values are accepted and treated as a heal.   Syntax: soul:DealDamage(stamina, health, attackerId = invalid) Causes the soul to loose given stamina and health. Negative values are accepted and treated as a heal.   |
Member name | Description |
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SetHealth | Syntax: Actor.SetHealth( float health ) OBSOLETE: use soul.SetHealth().   Syntax: Actor.SetHealth( float health ) OBSOLETE: use soul script bind   |
Member name | Description |
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AcquireShop |   |
ReleaseShop | needed by editor   |
Member name | Description |
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C_ScriptBindEnvironment Class | |
CoverHole |   |
MakeHole | int AddPickable(IFunctionHandler *pH, ScriptHandle entityId); int HidePicked(IFunctionHandler *pH, int hide, ScriptHandle entityId);   |
Member name | Description |
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GetPrefabPhase |   |
Member name | Description |
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IsObjectiveCanceled | Syntax: QuestSystem.IsObjectiveCanceled(const char *questName) Returns true if objective is canceled, false if not, or quest or objective does not exist   |
GetPrefabPhase |   |
SetPrefabPhase |   |
SetPrefabPhaseById |   |
Member name | Description |
---|---|
IsQuestActivated | Syntax: QuestSystem.IsQuestActivated(const char *questName) Returns true if quest has been activated, false if not, or quest does not exist   |
Member name | Description |
---|---|
CompleteObjective | Syntax: QuestSystem.CompleteQuestObjective(const char *questName) Complete objective of quest with id, only if it is active   |
IsObjectiveStarted | Syntax: QuestSystem.IsObjectiveStarted(const char *questName) Returns true if objective has been started, false if not, or quest or objective does not exist   |
IsQuestStarted | Syntax: QuestSystem.IsQuestStarted(const char *questName) Returns true if quest is active, false if not, or quest does not exist, same as IsQuestActive   Syntax: QuestSystem.IsQuestStarted(const char *questName) Returns true if quest has been started, false if not, or quest does not exist   |
StartObjective | Syntax: QuestSystem.StartQuestObjective(const char *questName) Start objective of quest with id   |
CompleteQuestObjective | Syntax: QuestSystem.CompleteQuestObjective(const char *questName) Complete objective of quest with id, only if it is active   |
IsObjectiveActive | Syntax: QuestSystem.IsObjectiveActive(const char *questName) Returns true if objective is active, false if not, or quest or objective does not exist   |
IsQuestActive | Syntax: QuestSystem.IsQuestActive(const char *questName) Returns true if quest is active, false if not, or quest does not exist   |
MoveToQuestObjective | Syntax: QuestSystem.MoveToQuestObjective(const char *questName) Move to quest objective with id if quest was not completed before, finishes all active objectives, does not check prerequisites   |
StartQuestObjective | Syntax: QuestSystem.StartQuestObjective(const char *questName) Start objective of quest with id   |
Member name | Description |
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RequestDialog | Syntax: Human.RequestDialog(entity, roles) Requests dialog with this human. roles - meta roles override for source soul Dialog does not start immediately but it only notifies targeted entity that somebody wants to interact with it. If target entity does not respond in proper time the request is canceled automatically.   Syntax: Human.RequestDialog(entity, roles) Requests dialog with this human. roles - meta roles override for source soul Dialog does not start immediately but it only notifies targeted entity that somebody wants to interact with it. If target entity does not respond in proper time the request is canceled automatically. Returns true in case request was successfully accepted by dialog manager. In some cases it can return false which means that dialog was refused.   |
OnEndInteractive | This is OnEndInteractive, a member of class C_ScriptBindPlayer.    |
OnHold |   |
OnSleeping | This is OnSleeping, a member of class C_ScriptBindPlayer.    |
OnUsableMessage | This is OnUsableMessage, a member of class C_ScriptBindPlayer.    |
OpenInventory |   |
Member name | Description |
---|---|
OpenInventoryForItem | This is OpenInventoryForItem, a member of class C_ScriptBindShop.  |
Member name | Description |
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HideTutorial | Syntax: Game.HideTutorial() Hide tutorial message.   |
LogGameEvent | Syntax: Game.LogGameEvent(text) Localization will be done for you (if the message contains @...)  Syntax: Game.LogGameEvent(text) Localization will be done for you (if the message contains @...)   |
ShowTutorial | Syntax: Game.ShowTutorial(text,time) Shows tutorial message for set time.   |
Member name | Description |
---|---|
GetEntityByTextGUID | Syntax: System.GetEntityByTextGUID( entityGuid ) Retrieve entity with the given entityGUID  |
MakeLookAsActor | Syntax: Actor.MakeLookAsActor(sourceEntityId, bInHand) Actor will look as another existing actor   |
MakeLookAsSoul | Syntax: Actor.MakeLookAsActor(sourceSoulGuid) Actor will look as another actor in soul table. The source actor need not be in scene.   Syntax: Actor.MakeLookAsActor(sourceSoulGuid) Actor will look as another actor according to initial values in soul table. The source actor needs not be in scene.   |
MakeLookAsActor | Syntax: Actor.MakeLookAsActor(sourceEntityGuid, inHand) Actor will look as another existing actor   |
Member name | Description |
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MakeLookAsActor | Syntax: Actor.MakeLookAsActor(sourceEntityGuid, inHand) Actor will look as another existing actor   |
MakeLookAsSoul | Syntax: Actor.MakeLookAsActor(sourceSoulGuid) Actor will look as another actor in soul table. The source actor need not be in scene.   |
Member name | Description |
---|---|
AcceptTransaction |   |
CancelTransaction |   |
GetShopMoney |   |
Member name | Description |
---|---|
C_ScriptBindTutorial Class | |
Complete | Syntax: Tutorial.Complete() Completes tutorial.   |
GetStage | Syntax: Tutorial.GetStage() Returns current tutorial progress stage   |
IsActive | Syntax: Tutorial.IsActive() Return true in case tutorial is in progress.   |
IsComplete | Syntax: Tutorial.IsComplete() Returns true in case tutorial is completed.   |
Proceed | Syntax: Tutorial.Proceed() Proceed to next tutorial stage.   |
Restart | Syntax: Tutorial.Restart() Restarts tutorial.   |
Member name | Description |
---|---|
BelongsToDeadBody | Syntax: Item.BelongsToDeadBody() Returns true if the item's owner is dead   |
GetLinkedOwner | Syntax: Item.GetLinkedOwner() Returns linked owner   |
Sleep |   |
Member name | Description |
---|---|
RequestItemExchange | Syntax: Actor.RequestItemExchange(entity) Requests loot from this actor.   Syntax: Actor.RequestItemExchange(entity) Requests inventory item exchange from this actor, loot in case actor is dead.   |
Member name | Description |
---|---|
RequestItemExchange | Syntax: Actor.RequestItemExchange(entity) Requests loot from this actor.   |
OnEndInteractive | This is OnEndInteractive, a member of class C_ScriptBindPlayer.  |
OnSleeping | This is OnSleeping, a member of class C_ScriptBindPlayer.  |
OnUsableMessage | This is OnUsableMessage, a member of class C_ScriptBindPlayer.  |
RequestItemExchange | Syntax: Human.RequestItemExchange(entity) Requests loot from this human.   |
Member name | Description |
---|---|
IsQuestStarted | Syntax: QuestSystem.IsQuestStarted(const char *questName) Returns true if quest is active, false if not, or quest does not exist, same as IsQuestActive   |
Member name | Description |
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AddXP |   |
Member name | Description |
---|---|
SetActionListener | WH::PH WH::PH  |
Member name | Description |
---|---|
CancelObjective | Syntax: QuestSystem.CancelObjective(const char *questName) Cancel quest objective (tracked object count)   |
CompleteQuestObjective | Syntax: QuestSystem.CompleteQuestObjective(const char *questName) Complete objective of quest with id, only if it is active   |
GetObjectiveExpCoeff | Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered   |
IsObjectiveActive | Syntax: QuestSystem.IsObjectiveActive(const char *questName) Returns true if objective is active, false if not, or quest or objective does not exist   |
IsObjectiveCompleted | Syntax: QuestSystem.IsObjectiveCompleted(const char *questName) Returns true if objective is completed, false if not, or quest or objective does not exist   |
IsObjectiveTrackedCompleted | Syntax: QuestSystem.IsObjectiveTrackedCompleted(const char *questName) Returns true if objective tracked assets count is enough   |
MoveToQuestObjective | Syntax: QuestSystem.MoveToQuestObjective(const char *questName) Move to quest objective with id if quest was not completed before, finishes all active objectives, does not check prerequisites   |
OpenInventory | Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered   |
RegisterQuestEntity | Syntax: QuestSystem.RegisterQuestEntity() Registers entity with quest smart object. Not on master.  Syntax: QuestSystem.RegisterQuestEntity() Registers entity with quest smart object. Not on master.   |
StartQuestObjective | Syntax: QuestSystem.StartQuestObjective(const char *questName) Start objective of quest with id   |
CancelObjective | Syntax: QuestSystem.CancelObjective(const char *questName, int objectiveId) Cancel quest objective (tracked object count)   |
CompleteQuestObjective | Syntax: QuestSystem.CompleteQuestObjective(const char *questName, int objectiveId) Complete objective of quest with id, only if it is active   |
GetObjectiveExpCoeff | Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered   |
IsObjectiveActive | Syntax: QuestSystem.IsObjectiveActive(const char *questName, int objectiveId) Returns true if objective is active, false if not, or quest or objective does not exist   |
IsObjectiveCompleted | Syntax: QuestSystem.IsObjectiveCompleted(const char *questName, int objectiveId) Returns true if objective is completed, false if not, or quest or objective does not exist   |
IsObjectiveTrackedCompleted | Syntax: QuestSystem.IsObjectiveTrackedCompleted(const char *questName, int objectiveId) Returns true if objective tracked assets count is enough   |
MoveToQuestObjective | Syntax: QuestSystem.MoveToQuestObjective(const char *questName, int objectiveId) Move to quest objective with id if quest was not completed before, finishes all active objectives, does not check prerequisites   |
OpenInventory | Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered   |
StartQuestObjective | Syntax: QuestSystem.StartQuestObjective(const char *questName, int objectiveId) Start objective of quest with id   |
Member name | Description |
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OnInventoryItemUsed |   |
OnInventoryStateChanged |   |
OpenInventory | Support functions   |
Member name | Description |
---|---|
GetHerbCollectingEfficiency | Syntax: RPG.GetHerbCollectingEfficiency() Returns a real number in interval [0,1]  |
Member name | Description |
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C_ScriptBindEnvironment Class | |
AddPickable |   |
Member name | Description |
---|---|
ActivateQuest | Syntax: QuestSystem.ActivateQuest(const char *questName, int activate) Activate/deactivate quest   |
Member name | Description |
---|---|
GetPerceivedSuperfaction | Syntax: soul:GetPerceivedSuperfaction() Returns the perceived super faction (calculated from all cloths) for this soul.  |
GetSuperfaction | Syntax: soul:GetSuperfaction() Returns the true super faction of soul.   |
GetAverageSuperFaction | Syntax: soul:GetAverageSuperFaction() Returns average super faction from all cloths for this soul.   |
Member name | Description |
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StartLockPicking |   |
Member name | Description |
---|---|
DrawFromInventory | Syntax: Human.DrawItemFromInventory( itemId, hand, animate ) Spawn item from inventory to human hands and animate drawing it from somewhere   Syntax: Human.DrawFromInventory( itemId, hand, animate ) Spawn item from inventory to human hands and animate drawing it from somewhere   |
Member name | Description |
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IsQuestCanceled | Syntax: QuestSystem.IsQuestCanceled(const char *questName) Returns true if quest is completed, false if not, or quest or objective does not exist   |
DealDamage | Syntax: soul:DealDamage() Causes the soul to loose given stamina and health. Negative values are accepted and treated as a heal.   |
Member name | Description |
---|---|
GetArchetypeProperties | Syntax: Entity.GetArchetypeProperties() Returns property table for selected archetype.   Syntax: System.GetArchetypeProperties() Returns property table for selected archetype.   |
Member name | Description |
---|---|
GetArchetypeProperties | Syntax: Entity.GetArchetypeProperties() Returns property table for selected archetype.   |
Member name | Description |
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HidePicked |   |
MakeHole |   |
Member name | Description |
---|---|
OpenInventory |   |
OpenInventory |   |
Member name | Description |
---|---|
LogGameEvent | Syntax: Game.LogGameEvent(text) Localization will be done for you (if the message contains @...)  |
Member name | Description |
---|---|
CScriptBind_DialogSystem Class | |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_DialogSystem.  |
Release | This is Release, a member of class CScriptBind_DialogSystem.  |
UIAction | |
CallFunction | Syntax: UIAction.CallFunction( elementName, instanceID, functionName, [arg1], [arg2], [...] ) Calls a function of the UI flash asset or the UIEventSystem.   |
DisableAction | Syntax: UIAction.DisableAction( actionName ) Disables the UI Action.   |
EnableAction | Syntax: UIAction.EnableAction( actionName ) Enables the UI Action.   |
EndAction | Syntax: UIAction.EndAction( table, disable, arguments ) Ends a UI Action. This can be only used withing a UIAction Lua script!   |
GetAlpha | Syntax: UIAction.GetAlpha( elementName, instanceID, mcName ) Get MovieClip alpha value.   |
GetArray | Syntax: UIAction.GetArray( elementName, instanceID, arrayName ) Returns a table with values of the array.  |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_UIAction.  |
GetPos | Syntax: UIAction.GetPos( elementName, instanceID, mcName ) Get MovieClip position.   |
GetRotation | Syntax: UIAction.GetRotation( elementName, instanceID, mcName ) Get MovieClip rotation.   |
GetScale | Syntax: UIAction.GetScale( elementName, instanceID, mcName ) Get MovieClip scale.   |
GetVariable | Syntax: UIAction.GetVariable( elementName, instanceID, varName ) Gets a variable of the UI flash asset.  |
GotoAndPlay | Syntax: UIAction.GotoAndPlay( elementName, instanceID, mcName, frameNum ) Call GotoAndPlay on a MovieClip.   |
GotoAndPlayFrameName | Syntax: UIAction.GotoAndPlayFrameName( elementName, instanceID, mcName, frameName ) Call GotoAndPlay on a MovieClip by frame name.   |
GotoAndStop | Syntax: UIAction.GotoAndStop( elementName, instanceID, mcName, frameNum ) Call GotoAndStop on a MovieClip.   |
GotoAndStopFrameName | Syntax: UIAction.GotoAndStopFrameName( elementName, instanceID, mcName, frameName ) Call GotoAndStop on a MovieClip by frame name.   |
HideElement | Syntax: UIAction.HideElement( elementName, instanceID ) Hide the UI flash asset.   |
IsVisible | Syntax: UIAction.IsVisible( elementName, instanceID, mcName ) Get MovieClip visible state.   |
RegisterActionListener | Syntax: UIAction.RegisterActionListener( table, actionName, eventName, callbackFunctionName ) Register a callback function for a UIAction event. Callback Function must have form: CallbackName(actionName, eventName, argTable)   |
RegisterElementListener | Syntax: UIAction.RegisterElementListener( table, elementName, instanceID, eventName, callbackFunctionName ) Register a callback function for a UIElement event. Callback Function must have form: CallbackName(elementName, instanceId, eventName, argTable)   |
RegisterEventSystemListener | Syntax: UIAction.RegisterEventSystemListener( table, eventSystem, eventName, callbackFunctionName ) Register a callback function for a UIEventSystem event. Callback Function must have form: CallbackName(actionName, eventName, argTable)   |
Release | This is Release, a member of class CScriptBind_UIAction.  |
Reload | IUIModule   |
ReloadElement | Syntax: UIAction.ReloadElement( elementName, instanceID ) Reloads the UI flash asset.   |
RequestHide | Syntax: UIAction.RequestHide( elementName, instanceID ) Send the fade out signal to the UI flash asset.   |
Reset |   |
SetAlpha | Syntax: UIAction.SetAlpha( elementName, instanceID, mcName, fAlpha ) Set MovieClip alpha value.   |
SetArray | Syntax: UIAction.SetArray( elementName, instanceID, arrayName, values ) Sets an array of the UI flash asset.  |
SetPos | Syntax: UIAction.SetPos( elementName, instanceID, mcName, vPos ) Set MovieClip position.   |
SetRotation | Syntax: UIAction.SetRotation( elementName, instanceID, mcName, vRotation ) Set MovieClip rotation.   |
SetScale | Syntax: UIAction.SetScale( elementName, instanceID, mcName, vScale ) Set MovieClip scale.   |
SetVariable | Syntax: UIAction.SetVariable( elementName, instanceID, varName, value ) Sets a variable of the UI flash asset.  |
SetVisible | Syntax: UIAction.SetVisible( elementName, instanceID, mcName, bVisible ) Set MovieClip visible state.   |
ShowElement | Syntax: UIAction.ShowElement( elementName, instanceID ) Displays the UI flash asset.   |
StartAction | Syntax: UIAction.StartAction( actionName, arguments ) Starts a UI Action.   |
UnloadElement | Syntax: UIAction.UnloadElement( elementName, instanceID ) Unloads the UI flash asset.   |
UnregisterActionListener | Syntax: UIAction.UnregisterActionListener( table, callbackFunctionName ) Unregister callback functions for a UIAction event.   |
UnregisterElementListener | Syntax: UIAction.UnregisterElementListener( table, callbackFunctionName ) Unregister callback functions for a UIElement event.   |
UnregisterEventSystemListener | Syntax: UIAction.UnregisterEventSystemListener( table, callbackFunctionName ) Unregister callback functions for a UIEventSystem event.   |
CScriptBind_MaterialEffects Class | |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_MaterialEffects.  |
Release | This is Release, a member of class CScriptBind_MaterialEffects.  |
Network | |
DelegateAuthority | Syntax: Network.DelegateAuthority(ent, channel) Delegate authority for an object to some client.   |
Expose | Syntax: Network.Expose()   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_Network.  |
Release | This is Release, a member of class CScriptBind_Network.  |
VehicleSystem | |
AddSeat | Syntax: Vehicle.AddSeat( paramsTable ) Adds a seat to the vehicle.   |
AttachTo |   |
ChangeSeat | Syntax: Vehicle.ChangeSeat(actorHandle, seatId, isAnimationEnabled) Makes the actor changing the seat inside the vehicle.   |
DisableEngine | Syntax: Vehicle.DisableEngine( disable ) Disables/enables the engine of the vehicle.   |
EnableMovement | Syntax: Vehicle.EnableMovement( enable ) Enables/disables the movement of the vehicle.   |
EnterVehicle | Syntax: Vehicle.EnterVehicle( actorHandle, seatId, isAnimationEnabled ) Makes the actor entering the vehicle.   |
ExitVehicle | Syntax: Vehicle.ExitVehicle( actorHandle ) Makes the actor going out from the vehicle.   |
GetComponentDamageRatio | Syntax: Vehicle.GetComponentDamageRatio( componentName ) Gets the damage ratio of the specified component.   |
GetHelperDir | Syntax: Vehicle.GetHelperDir( name, isInVehicleSpace ) Gets the helper direction.   |
GetHelperPos | Syntax: Vehicle.GetHelperPos(name, isInVehicleSpace) Gets the helper position.   |
GetHelperWorldPos | Syntax: Vehicle.GetHelperWorldPos( name ) Gets the helper position in the world coordinates.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_Vehicle.  |
GetSeatForPassenger | Syntax: Vehicle.GetSeatForPassenger(id) Returns the vehicle seat id for the specified passenger  |
GetVehicle | Syntax: Vehicle.GetVehicle() Gets the vehicle identifier.   |
HasHelper | Syntax: Vehicle.HasHelper(name) Checks if the vehicle has the specified helper.   |
IsDestroyed | Syntax: Vehicle.IsDestroyed() Checks if the vehicle is destroyed.   |
IsInsideRadius | Syntax: Vehicle.IsInsideRadius( pos, radius ) Checks if the vehicle is inside the specified radius.   |
IsUsable | Syntax: Vehicle.IsUsable( userHandle ) Checks if the vehicle is usable by the user.   |
MultiplyWithWorldTM | Syntax: Vehicle.MultiplyWithWorldTM( pos ) Multiplies with the world transformation matrix.   |
OnHit | Syntax: Vehicle.OnHit( targetId, shooterId, damage, position, radius, pHitClass, explosion ) Event that occurs after the vehicle is hit.   |
OnUsed | Syntax: Vehicle.OnUsed( userHandle, index ) Events that occurs when the user uses the vehicle.   |
ProcessPassengerDamage | Syntax: Vehicle.ProcessPassengerDamage( passengerId, actorHealth, damage, pDamageClass, explosion ) Processes passenger damages.   |
Release | This is Release, a member of class CScriptBind_Vehicle.  |
Reset | Syntax: Vehicle.Reset() Resets the vehicle.   |
ResetSlotGeometry | Syntax: Vehicle.ResetSlotGeometry( slot, filename, geometry )  |
VehicleSeat | |
AttachTo |   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_VehicleSeat.  |
GetPassengerId | Syntax: VehicleSeat.GetPassengerId() Gets the passenger identifier.   |
GetVehicleSeat | Syntax: VehicleSeat.GetVehicleSeat() Gets the vehicle seat identifier.   |
GetWeaponCount | Syntax: VehicleSeat.GetWeaponCount() Gets the number of weapons available on this seat.   |
GetWeaponId | Syntax: VehicleSeat.GetWeaponId(weaponIndex) Gets the weapon identifier.   |
IsDriver | Syntax: VehicleSeat.IsDriver() Checks if the seat is the driver seat.   |
IsFree | Syntax: VehicleSeat.IsFree(actor) Checks if the seat is free.  |
IsGunner | Syntax: VehicleSeat.IsGunner() Checks if the seat is the gunner seat.   |
Release | This is Release, a member of class CScriptBind_VehicleSeat.  |
Reset | Syntax: VehicleSeat.Reset() Resets the vehicle seat.   |
SetAIWeapon | Syntax: VehicleSeat.SetAIWeapon(weaponHandle) Sets the weapon artificial intelligence.   |
Action | |
ActivateEffect | Syntax: Action.ActivateEffect( name ) Activates the specified effect.  |
ActivateExtensionForGameObject | Syntax: Action.ActivateExtensionForGameObject( entityId, extension, activate ) Activates a specified extension for a game object.   |
AddAngleSignal | Syntax: Action.AddRangeSignal( entityId, fAngle, fFlexibleBoundary, sSignal ) Adds an angle for the signal.   |
AddRangeSignal | Syntax: Action.AddRangeSignal( entityId, fRadius, fFlexibleBoundary, sSignal ) Adds a range for the signal.   |
AddTargetRangeSignal | Syntax: Action.AddTargetRangeSignal( entityId, targetId, fRadius, fFlexibleBoundary, sSignal )  |
BanPlayer | Syntax: Action.BanPlayer( entityId, message ) Bans a specified player.  |
BindGameObjectToNetwork | Syntax: Action.BindGameObjectToNetwork( entityId ) Binds game object to the network.   |
CacheItemGeometry | Syntax: Action.CacheItemGeometry( itemName ) Caches an item geometry.   |
CacheItemSound | Syntax: Action.CacheItemSound( itemName ) Caches an item sound.   |
ClearEntityTags | Syntax: Action.ClearEntityTags( entityId ) Clears the tag for the specified entity.   |
ClearStaticTag | Syntax: Action.ClearStaticTag( entityId, staticId ) Clears the specified static tag for the specified entity.   |
ConnectToServer | Syntax: Action.ConnectToServer( server ) Connects to the specified server.   |
CreateGameObjectForEntity | Syntax: Action.CreateGameObjectForEntity( entityId ) Creates a game object for the specified entity.   |
DestroyRangeSignaling | Syntax: Action.DestroyRangeSignaling( entityId )  |
DisableSignalTimer | Syntax: Action.DisableSignalTimer( entityId, sText ) Disables the signal timer.   |
DontSyncPhysics | Syntax: Action.DontSyncPhysics( entityId ) Doesn't sync physics for the specified entity.   |
EnableRangeSignaling | Syntax: Action.EnableRangeSignaling( entityId, bEnable ) Enable/Disable range signalling for the specified entity.   |
EnableSignalTimer | Syntax: Action.EnableSignalTimer( entityId, sText ) Enables the signal timer.   |
ForceGameObjectUpdate | Syntax: Action.ForceGameObjectUpdate( entityId, force ) Forces the game object to be updated.   |
GetClassName | Syntax: Action.GetClassName( classId ) Returns the matching class name if available for specified classId.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_Action.  |
GetPlayerList | Syntax: Action.GetPlayerList() Checks the current players list.  |
GetServer | Syntax: Action.GetServer( number ) Gets the server.   |
GetServerTime | Syntax: Action.GetServerTime() Gets the current time on the server.   |
GetWaterInfo | Syntax: Action.GetWaterInfo( pos ) Gets information about the water at the position pos.  |
HasAI | Syntax: Action.HasAI( entityId ) Returns if the entity has an AI object associated to it, meaning it has been registered with the AI System  |
IsChannelOnHold | Syntax: Action.IsChannelOnHold( channelId ) Checks if the specified channel is on hold.   |
IsChannelSpecial | Syntax: Action.IsChannelSpecial() Gets if the channel is a special one.  |
IsClient | Syntax: Action.IsClient() Checks if the current script runs on a client.  |
IsGameObjectProbablyVisible | Syntax: Action.IsGameObjectProbablyVisible( gameObject ) Checks if an object is probably visible.  |
IsGameStarted | Syntax: Action.IsGameStarted() Checks if the game is started.  |
IsImmersivenessEnabled | Syntax: Action.IsImmersivenessEnabled() Gets if the immersive multiplayer is enabled.  |
IsRMIServer | Syntax: Action.IsRMIServer() Checks if the current script is running on an RMI (Remote Method Invocation) server.  |
IsServer | Syntax: Action.IsServer() Checks if the current script runs on a server.  |
LoadXML | Syntax: Action.LoadXML(definitionFile, dataFile )  |
PauseGame | Syntax: Action.PauseGame( pause ) Puts the game into pause mode.   |
Persistant2DText | Syntax: Action.Persistant2DText( text, size, color, name, timeout ) Adds a persistent 2D text.   |
PersistantArrow | Syntax: Action.PersistantArrow( pos, radius, dir, color, name, timeout ) Adds a persistent arrow to the world.   |
PersistantEntityTag | Syntax: Action.PersistantEntityTag( entityId, text ) Adds a persistent entity tag. Required Params: entityId, const char *text Optional Params: float size, Vec3 color, float visibleTime, float fadeTime, float viewDistance, const char* staticId, int columnNum, const char* contextTag  |
PersistantLine | Syntax: Action.PersistantLine( start, end, color, name, timeout ) Adds a persistent line to the world.   |
PersistantSphere | Syntax: Action.PersistantSphere( pos, radius, color, name, timeout ) Adds a persistent sphere to the world.   |
PreLoadADB | Syntax: Action.PreLoadADB( adbFileName ) Use this function to pre-cache ADB files. Pre-load a mannequin ADB file. In: The function handler (NULL is invalid!) In: The name of the ADB file.  |
RefreshPings | Syntax: Action.RefreshPings() Refreshes pings for all the servers listed.   |
RegisterWithAI | Syntax: Action.RegisterWithAI() Registers the entity to AI System, creating an AI object associated to it (MATT) Moved here from ScriptBindAI when that was moved to the AI system {2008/02/15:15:23:16  |
Release | This is Release, a member of class CScriptBind_Action.  |
ResetRangeSignaling | Syntax: Action.ResetRangeSignaling( entityId )  |
ResetSignalTimer | Syntax: Action.ResetSignalTimer( entityId, sText ) Resets the rate for the signal timer.   |
ResetToNormalCamera | Syntax: Action.ResetToNormalCamera() Resets the camera to the last valid view stored.   |
SaveXML | Syntax: Action.SaveXML(definitionFile, dataFile, dataTable)  |
SendGameplayEvent | Syntax: Action.SendGameplayEvent( entityId, event ) Sends an event for the gameplay.   |
SetAimQueryMode | Syntax: Action.SetAimQueryMode( entityId, mode ) Set the aim query mode for the ai proxy. Normally the ai proxy asks the movement controller if the character is aiming. You can override that and set your own 'isAiming' state.   |
SetNetworkParent | Syntax: Action.SetNetworkParent( entityId, parentId ) Sets the network parent.   |
SetSignalTimerRate | Syntax: Action.SetSignalTimerRate( entityId, sText, fRateMin, fRateMax ) Sets the rate for the signal timer.   |
SetViewCamera | Syntax: Action.SetViewCamera() Saves the previous valid view and override it with the current camera settings.   |
ActionMapManager | |
EnableActionFilter | Syntax: ActionMapManager.EnableActionFilter( name, enable ) Enables a filter for the actions.   |
EnableActionMap | Syntax: ActionMapManager.EnableActionMap( name, enable ) Enables an action map.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_ActionMapManager.  |
LoadFromXML | Syntax: ActionMapManager.LoadFromXML( name ) Loads information from an XML file.   |
Release | This is Release, a member of class CScriptBind_ActionMapManager.  |
ActorSystem | |
CreateActor | Syntax: ActorSystem.CreateActor( channelId, actorParams ) Creates an actor. Example on how to use this function: local params = { name = "dude", class = "CSpectator", position = {x=0, y=0, z=0}, rotation = {x=0, y=0, z=0}, scale = {x=1, y=1, z=1} } Actor.CreateActor( channelId, params );  |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_ActorSystem.  |
Release | This is Release, a member of class CScriptBind_ActorSystem.  |
Inventory | |
AttachTo |   |
Clear | Syntax: Inventory.Clear() Clears the inventory.   |
Destroy | Syntax: Inventory.Destroy() Destroys the inventory.   |
DetachFrom |   |
Dump | Syntax: Inventory.Dump() Dumps the inventory.   |
GetAmmoCapacity | Syntax: Inventory.GetAmmoCapacity( ammoName ) Gets the capacity for the specified ammunition.   |
GetAmmoCount | Syntax: Inventory.GetAmmoCount(ammoName) Gets the amount of the specified ammunition name.   |
GetCurrentItem | Syntax: Inventory.GetCurrentItem() Gets the current item.   |
GetCurrentItemId | Syntax: Inventory.GetCurrentItemId() Gets the identifier of the current item.   |
GetGrenadeWeaponByClass | Syntax: Inventory.GetGrenadeWeaponByClass( className ) Gets grenade weapon by class name.   |
GetItemByClass | Syntax: Inventory.GetItemByClass( className ) Gets item by class name.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_Inventory.  |
HasAccessory | Syntax: Inventory.HasAccessory( accessoryName ) Checks if the inventory contains the specified accessory.   |
Release | This is Release, a member of class CScriptBind_Inventory.  |
SetAmmoCount | Syntax: Inventory.SetAmmoCount( ammoName, count ) Sets the amount of the specified ammunition.   |
ItemSystem | |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_ItemSystem.  |
GetPackItemByIndex | Syntax: ItemSystem.GetPackItemByIndex( packName, index ) Gets a pack item from its index.   |
GetPackNumItems | Syntax: ItemSystem.GetPackNumItems() Get the number of items in the specified pack.  |
GetPackPrimaryItem | Syntax: ItemSystem.GetPackPrimaryItem( packName ) Gets the primary item of the specified pack.   |
GiveItem | Syntax: ItemSystem.GiveItem( itemName ) Gives the specified item.   |
GiveItemPack | Syntax: ItemSystem.GiveItemPack( actorId, packName ) Gives the item pack to the specified actor.   |
Release | This is Release, a member of class CScriptBind_ItemSystem.  |
Reset | Syntax: ItemSystem.Reset() Resets the item system.   |
SerializePlayerLTLInfo | Syntax: ItemSystem.SerializePlayerLTLInfo( reading ) Serializes player LTL info.   |
SetActorItem | Syntax: ItemSystem.SetActorItem( actorId, itemId, keepHistory ) Sets an actor item.   |
SetActorItemByName | Syntax: ItemSystem.SetActorItemByName( actorId, name, keepHistory ) Sets an actor item by name.   |
VehicleSystem | |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_VehicleSystem.  |
GetOptionalScript | Syntax: VehicleSystem.GetOptionalScript(vehicleName) Get an (optional) script for the named vehicle.  |
GetVehicleImplementations | Syntax: VehicleSystem.GetVehicleImplementations() Get a table of all implemented vehicles.   |
Release | This is Release, a member of class CScriptBind_VehicleSystem.  |
ReloadSystem | Syntax: VehicleSystem.ReloadSystem() Reloads the vehicle system with default values.   |
SetTpvDistance | Syntax: VehicleSystem.SetTpvDistance(distance) Distance of camera in third person view.  |
SetTpvHeight | Syntax: VehicleSystem.SetTpvHeight(height) Height of camera in third person view.  |
CScriptBindDialogSystem Class | |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindDialogSystem.  |
Release | This is Release, a member of class CScriptBindDialogSystem.  |
UIAction | |
CallFunction | Syntax: UIAction.CallFunction( elementName, instanceID, functionName, [arg1], [arg2], [...] ) Calls a function of the UI flash asset or the UIEventSystem.   |
DisableAction | Syntax: UIAction.DisableAction( actionName ) Disables the UI Action.   |
EnableAction | Syntax: UIAction.EnableAction( actionName ) Enables the UI Action.   |
EndAction | Syntax: UIAction.EndAction( table, disable, arguments ) Ends a UI Action. This can be only used withing a UIAction Lua script!   |
GetAlpha | Syntax: UIAction.GetAlpha( elementName, instanceID, mcName ) Get MovieClip alpha value.   |
GetArray | Syntax: UIAction.GetArray( elementName, instanceID, arrayName ) Returns a table with values of the array.  |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindUIAction.  |
GetPos | Syntax: UIAction.GetPos( elementName, instanceID, mcName ) Get MovieClip position.   |
GetRotation | Syntax: UIAction.GetRotation( elementName, instanceID, mcName ) Get MovieClip rotation.   |
GetScale | Syntax: UIAction.GetScale( elementName, instanceID, mcName ) Get MovieClip scale.   |
GetVariable | Syntax: UIAction.GetVariable( elementName, instanceID, varName ) Gets a variable of the UI flash asset.  |
GotoAndPlay | Syntax: UIAction.GotoAndPlay( elementName, instanceID, mcName, frameNum ) Call GotoAndPlay on a MovieClip.   |
GotoAndPlayFrameName | Syntax: UIAction.GotoAndPlayFrameName( elementName, instanceID, mcName, frameName ) Call GotoAndPlay on a MovieClip by frame name.   |
GotoAndStop | Syntax: UIAction.GotoAndStop( elementName, instanceID, mcName, frameNum ) Call GotoAndStop on a MovieClip.   |
GotoAndStopFrameName | Syntax: UIAction.GotoAndStopFrameName( elementName, instanceID, mcName, frameName ) Call GotoAndStop on a MovieClip by frame name.   |
HideElement | Syntax: UIAction.HideElement( elementName, instanceID ) Hide the UI flash asset.   |
IsVisible | Syntax: UIAction.IsVisible( elementName, instanceID, mcName ) Get MovieClip visible state.   |
RegisterActionListener | Syntax: UIAction.RegisterActionListener( table, actionName, eventName, callbackFunctionName ) Register a callback function for a UIAction event. Callback Function must have form: CallbackName(actionName, eventName, argTable)   |
RegisterElementListener | Syntax: UIAction.RegisterElementListener( table, elementName, instanceID, eventName, callbackFunctionName ) Register a callback function for a UIElement event. Callback Function must have form: CallbackName(elementName, instanceId, eventName, argTable)   |
RegisterEventSystemListener | Syntax: UIAction.RegisterEventSystemListener( table, eventSystem, eventName, callbackFunctionName ) Register a callback function for a UIEventSystem event. Callback Function must have form: CallbackName(actionName, eventName, argTable)   |
Release | This is Release, a member of class CScriptBindUIAction.  |
Reload | IUIModule   |
ReloadElement | Syntax: UIAction.ReloadElement( elementName, instanceID ) Reloads the UI flash asset.   |
RequestHide | Syntax: UIAction.RequestHide( elementName, instanceID ) Send the fade out signal to the UI flash asset.   |
Reset |   |
SetAlpha | Syntax: UIAction.SetAlpha( elementName, instanceID, mcName, fAlpha ) Set MovieClip alpha value.   |
SetArray | Syntax: UIAction.SetArray( elementName, instanceID, arrayName, values ) Sets an array of the UI flash asset.  |
SetPos | Syntax: UIAction.SetPos( elementName, instanceID, mcName, vPos ) Set MovieClip position.   |
SetRotation | Syntax: UIAction.SetRotation( elementName, instanceID, mcName, vRotation ) Set MovieClip rotation.   |
SetScale | Syntax: UIAction.SetScale( elementName, instanceID, mcName, vScale ) Set MovieClip scale.   |
SetVariable | Syntax: UIAction.SetVariable( elementName, instanceID, varName, value ) Sets a variable of the UI flash asset.  |
SetVisible | Syntax: UIAction.SetVisible( elementName, instanceID, mcName, bVisible ) Set MovieClip visible state.   |
ShowElement | Syntax: UIAction.ShowElement( elementName, instanceID ) Displays the UI flash asset.   |
StartAction | Syntax: UIAction.StartAction( actionName, arguments ) Starts a UI Action.   |
UnloadElement | Syntax: UIAction.UnloadElement( elementName, instanceID ) Unloads the UI flash asset.   |
UnregisterActionListener | Syntax: UIAction.UnregisterActionListener( table, callbackFunctionName ) Unregister callback functions for a UIAction event.   |
UnregisterElementListener | Syntax: UIAction.UnregisterElementListener( table, callbackFunctionName ) Unregister callback functions for a UIElement event.   |
UnregisterEventSystemListener | Syntax: UIAction.UnregisterEventSystemListener( table, callbackFunctionName ) Unregister callback functions for a UIEventSystem event.   |
CScriptBindMaterialEffects Class | |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindMaterialEffects.  |
Release | This is Release, a member of class CScriptBindMaterialEffects.  |
Network | |
DelegateAuthority | Syntax: Network.DelegateAuthority(ent, channel) Delegate authority for an object to some client.   |
Expose | Syntax: Network.Expose()   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindNetwork.  |
Release | This is Release, a member of class CScriptBindNetwork.  |
VehicleSystem | |
AddSeat | Syntax: Vehicle.AddSeat( paramsTable ) Adds a seat to the vehicle.   |
AttachTo |   |
ChangeSeat | Syntax: Vehicle.ChangeSeat(actorHandle, seatId, isAnimationEnabled) Makes the actor changing the seat inside the vehicle.   |
DisableEngine | Syntax: Vehicle.DisableEngine( disable ) Disables/enables the engine of the vehicle.   |
EnableMovement | Syntax: Vehicle.EnableMovement( enable ) Enables/disables the movement of the vehicle.   |
EnterVehicle | Syntax: Vehicle.EnterVehicle( actorHandle, seatId, isAnimationEnabled ) Makes the actor entering the vehicle.   |
ExitVehicle | Syntax: Vehicle.ExitVehicle( actorHandle ) Makes the actor going out from the vehicle.   |
GetComponentDamageRatio | Syntax: Vehicle.GetComponentDamageRatio( componentName ) Gets the damage ratio of the specified component.   |
GetHelperDir | Syntax: Vehicle.GetHelperDir( name, isInVehicleSpace ) Gets the helper direction.   |
GetHelperPos | Syntax: Vehicle.GetHelperPos(name, isInVehicleSpace) Gets the helper position.   |
GetHelperWorldPos | Syntax: Vehicle.GetHelperWorldPos( name ) Gets the helper position in the world coordinates.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindVehicle.  |
GetSeatForPassenger | Syntax: Vehicle.GetSeatForPassenger(id) Returns the vehicle seat id for the specified passenger  |
GetVehicle | Syntax: Vehicle.GetVehicle() Gets the vehicle identifier.   |
HasHelper | Syntax: Vehicle.HasHelper(name) Checks if the vehicle has the specified helper.   |
IsDestroyed | Syntax: Vehicle.IsDestroyed() Checks if the vehicle is destroyed.   |
IsInsideRadius | Syntax: Vehicle.IsInsideRadius( pos, radius ) Checks if the vehicle is inside the specified radius.   |
IsUsable | Syntax: Vehicle.IsUsable( userHandle ) Checks if the vehicle is usable by the user.   |
MultiplyWithWorldTM | Syntax: Vehicle.MultiplyWithWorldTM( pos ) Multiplies with the world transformation matrix.   |
OnHit | Syntax: Vehicle.OnHit( targetId, shooterId, damage, position, radius, pHitClass, explosion ) Event that occurs after the vehicle is hit.   |
OnUsed | Syntax: Vehicle.OnUsed( userHandle, index ) Events that occurs when the user uses the vehicle.   |
ProcessPassengerDamage | Syntax: Vehicle.ProcessPassengerDamage( passengerId, actorHealth, damage, pDamageClass, explosion ) Processes passenger damages.   |
Release | This is Release, a member of class CScriptBindVehicle.  |
Reset | Syntax: Vehicle.Reset() Resets the vehicle.   |
ResetSlotGeometry | Syntax: Vehicle.ResetSlotGeometry( slot, filename, geometry )  |
VehicleSeat | |
AttachTo |   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindVehicleSeat.  |
GetPassengerId | Syntax: VehicleSeat.GetPassengerId() Gets the passenger identifier.   |
GetVehicleSeat | Syntax: VehicleSeat.GetVehicleSeat() Gets the vehicle seat identifier.   |
GetWeaponCount | Syntax: VehicleSeat.GetWeaponCount() Gets the number of weapons available on this seat.   |
GetWeaponId | Syntax: VehicleSeat.GetWeaponId(weaponIndex) Gets the weapon identifier.   |
IsDriver | Syntax: VehicleSeat.IsDriver() Checks if the seat is the driver seat.   |
IsFree | Syntax: VehicleSeat.IsFree(actor) Checks if the seat is free.  |
IsGunner | Syntax: VehicleSeat.IsGunner() Checks if the seat is the gunner seat.   |
Release | This is Release, a member of class CScriptBindVehicleSeat.  |
Reset | Syntax: VehicleSeat.Reset() Resets the vehicle seat.   |
SetAIWeapon | Syntax: VehicleSeat.SetAIWeapon(weaponHandle) Sets the weapon artificial intelligence.   |
Action | |
ActivateEffect | Syntax: Action.ActivateEffect( name ) Activates the specified effect.  |
ActivateExtensionForGameObject | Syntax: Action.ActivateExtensionForGameObject( entityId, extension, activate ) Activates a specified extension for a game object.   |
AddAngleSignal | Syntax: Action.AddRangeSignal( entityId, fAngle, fFlexibleBoundary, sSignal ) Adds an angle for the signal.   |
AddRangeSignal | Syntax: Action.AddRangeSignal( entityId, fRadius, fFlexibleBoundary, sSignal ) Adds a range for the signal.   |
AddTargetRangeSignal | Syntax: Action.AddTargetRangeSignal( entityId, targetId, fRadius, fFlexibleBoundary, sSignal )  |
BanPlayer | Syntax: Action.BanPlayer( entityId, message ) Bans a specified player.  |
BindGameObjectToNetwork | Syntax: Action.BindGameObjectToNetwork( entityId ) Binds game object to the network.   |
CacheItemGeometry | Syntax: Action.CacheItemGeometry( itemName ) Caches an item geometry.   |
CacheItemSound | Syntax: Action.CacheItemSound( itemName ) Caches an item sound.   |
ClearEntityTags | Syntax: Action.ClearEntityTags( entityId ) Clears the tag for the specified entity.   |
ClearStaticTag | Syntax: Action.ClearStaticTag( entityId, staticId ) Clears the specified static tag for the specified entity.   |
ConnectToServer | Syntax: Action.ConnectToServer( server ) Connects to the specified server.   |
CreateGameObjectForEntity | Syntax: Action.CreateGameObjectForEntity( entityId ) Creates a game object for the specified entity.   |
DestroyRangeSignaling | Syntax: Action.DestroyRangeSignaling( entityId )  |
DisableSignalTimer | Syntax: Action.DisableSignalTimer( entityId, sText ) Disables the signal timer.   |
DontSyncPhysics | Syntax: Action.DontSyncPhysics( entityId ) Doesn't sync physics for the specified entity.   |
EnableRangeSignaling | Syntax: Action.EnableRangeSignaling( entityId, bEnable ) Enable/Disable range signalling for the specified entity.   |
EnableSignalTimer | Syntax: Action.EnableSignalTimer( entityId, sText ) Enables the signal timer.   |
ForceGameObjectUpdate | Syntax: Action.ForceGameObjectUpdate( entityId, force ) Forces the game object to be updated.   |
GetClassName | Syntax: Action.GetClassName( classId ) Returns the matching class name if available for specified classId.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindAction.  |
GetPlayerList | Syntax: Action.GetPlayerList() Checks the current players list.  |
GetServer | Syntax: Action.GetServer( number ) Gets the server.   |
GetServerTime | Syntax: Action.GetServerTime() Gets the current time on the server.   |
GetWaterInfo | Syntax: Action.GetWaterInfo( pos ) Gets information about the water at the position pos.  |
HasAI | Syntax: Action.HasAI( entityId ) Returns if the entity has an AI object associated to it, meaning it has been registered with the AI System  |
IsChannelOnHold | Syntax: Action.IsChannelOnHold( channelId ) Checks if the specified channel is on hold.   |
IsChannelSpecial | Syntax: Action.IsChannelSpecial() Gets if the channel is a special one.  |
IsClient | Syntax: Action.IsClient() Checks if the current script runs on a client.  |
IsGameObjectProbablyVisible | Syntax: Action.IsGameObjectProbablyVisible( gameObject ) Checks if an object is probably visible.  |
IsGameStarted | Syntax: Action.IsGameStarted() Checks if the game is started.  |
IsImmersivenessEnabled | Syntax: Action.IsImmersivenessEnabled() Gets if the immersive multiplayer is enabled.  |
IsRMIServer | Syntax: Action.IsRMIServer() Checks if the current script is running on an RMI (Remote Method Invocation) server.  |
IsServer | Syntax: Action.IsServer() Checks if the current script runs on a server.  |
LoadXML | Syntax: Action.LoadXML(definitionFile, dataFile )  |
PauseGame | Syntax: Action.PauseGame( pause ) Puts the game into pause mode.   |
Persistant2DText | Syntax: Action.Persistant2DText( text, size, color, name, timeout ) Adds a persistent 2D text.   |
PersistantArrow | Syntax: Action.PersistantArrow( pos, radius, dir, color, name, timeout ) Adds a persistent arrow to the world.   |
PersistantEntityTag | Syntax: Action.PersistantEntityTag( entityId, text ) Adds a persistent entity tag. Required Params: entityId, const char *text Optional Params: float size, Vec3 color, float visibleTime, float fadeTime, float viewDistance, const char* staticId, int columnNum, const char* contextTag  |
PersistantLine | Syntax: Action.PersistantLine( start, end, color, name, timeout ) Adds a persistent line to the world.   |
PersistantSphere | Syntax: Action.PersistantSphere( pos, radius, color, name, timeout ) Adds a persistent sphere to the world.   |
PreLoadADB | Syntax: Action.PreLoadADB( adbFileName ) Use this function to pre-cache ADB files. Pre-load a mannequin ADB file. In: The function handler (NULL is invalid!) In: The name of the ADB file.  |
RefreshPings | Syntax: Action.RefreshPings() Refreshes pings for all the servers listed.   |
RegisterWithAI | Syntax: Action.RegisterWithAI() Registers the entity to AI System, creating an AI object associated to it (MATT) Moved here from ScriptBindAI when that was moved to the AI system {2008/02/15:15:23:16  |
Release | This is Release, a member of class CScriptBindAction.  |
ResetRangeSignaling | Syntax: Action.ResetRangeSignaling( entityId )  |
ResetSignalTimer | Syntax: Action.ResetSignalTimer( entityId, sText ) Resets the rate for the signal timer.   |
ResetToNormalCamera | Syntax: Action.ResetToNormalCamera() Resets the camera to the last valid view stored.   |
SaveXML | Syntax: Action.SaveXML(definitionFile, dataFile, dataTable)  |
SendGameplayEvent | Syntax: Action.SendGameplayEvent( entityId, event ) Sends an event for the gameplay.   |
SetAimQueryMode | Syntax: Action.SetAimQueryMode( entityId, mode ) Set the aim query mode for the ai proxy. Normally the ai proxy asks the movement controller if the character is aiming. You can override that and set your own 'isAiming' state.   |
SetNetworkParent | Syntax: Action.SetNetworkParent( entityId, parentId ) Sets the network parent.   |
SetSignalTimerRate | Syntax: Action.SetSignalTimerRate( entityId, sText, fRateMin, fRateMax ) Sets the rate for the signal timer.   |
SetViewCamera | Syntax: Action.SetViewCamera() Saves the previous valid view and override it with the current camera settings.   |
ActionMapManager | |
EnableActionFilter | Syntax: ActionMapManager.EnableActionFilter( name, enable ) Enables a filter for the actions.   |
EnableActionMap | Syntax: ActionMapManager.EnableActionMap( name, enable ) Enables an action map.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindActionMapManager.  |
LoadFromXML | Syntax: ActionMapManager.LoadFromXML( name ) Loads information from an XML file.   |
Release | This is Release, a member of class CScriptBindActionMapManager.  |
ActorSystem | |
CreateActor | Syntax: ActorSystem.CreateActor( channelId, actorParams ) Creates an actor. Example on how to use this function: local params = { name = "dude", class = "CSpectator", position = {x=0, y=0, z=0}, rotation = {x=0, y=0, z=0}, scale = {x=1, y=1, z=1} } Actor.CreateActor( channelId, params );  |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindActorSystem.  |
Release | This is Release, a member of class CScriptBindActorSystem.  |
Inventory | |
AttachTo |   |
Clear | Syntax: Inventory.Clear() Clears the inventory.   |
Destroy | Syntax: Inventory.Destroy() Destroys the inventory.   |
DetachFrom |   |
Dump | Syntax: Inventory.Dump() Dumps the inventory.   |
GetAmmoCapacity | Syntax: Inventory.GetAmmoCapacity( ammoName ) Gets the capacity for the specified ammunition.   |
GetAmmoCount | Syntax: Inventory.GetAmmoCount(ammoName) Gets the amount of the specified ammunition name.   |
GetCurrentItem | Syntax: Inventory.GetCurrentItem() Gets the current item.   |
GetCurrentItemId | Syntax: Inventory.GetCurrentItemId() Gets the identifier of the current item.   |
GetGrenadeWeaponByClass | Syntax: Inventory.GetGrenadeWeaponByClass( className ) Gets grenade weapon by class name.   |
GetItemByClass | Syntax: Inventory.GetItemByClass( className ) Gets item by class name.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindInventory.  |
HasAccessory | Syntax: Inventory.HasAccessory( accessoryName ) Checks if the inventory contains the specified accessory.   |
Release | This is Release, a member of class CScriptBindInventory.  |
SetAmmoCount | Syntax: Inventory.SetAmmoCount( ammoName, count ) Sets the amount of the specified ammunition.   |
ItemSystem | |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindItemSystem.  |
GetPackItemByIndex | Syntax: ItemSystem.GetPackItemByIndex( packName, index ) Gets a pack item from its index.   |
GetPackNumItems | Syntax: ItemSystem.GetPackNumItems() Get the number of items in the specified pack.  |
GetPackPrimaryItem | Syntax: ItemSystem.GetPackPrimaryItem( packName ) Gets the primary item of the specified pack.   |
GiveItem | Syntax: ItemSystem.GiveItem( itemName ) Gives the specified item.   |
GiveItemPack | Syntax: ItemSystem.GiveItemPack( actorId, packName ) Gives the item pack to the specified actor.   |
Release | This is Release, a member of class CScriptBindItemSystem.  |
Reset | Syntax: ItemSystem.Reset() Resets the item system.   |
SerializePlayerLTLInfo | Syntax: ItemSystem.SerializePlayerLTLInfo( reading ) Serializes player LTL info.   |
SetActorItem | Syntax: ItemSystem.SetActorItem( actorId, itemId, keepHistory ) Sets an actor item.   |
SetActorItemByName | Syntax: ItemSystem.SetActorItemByName( actorId, name, keepHistory ) Sets an actor item by name.   |
VehicleSystem | |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindVehicleSystem.  |
GetOptionalScript | Syntax: VehicleSystem.GetOptionalScript(vehicleName) Get an (optional) script for the named vehicle.  |
GetVehicleImplementations | Syntax: VehicleSystem.GetVehicleImplementations() Get a table of all implemented vehicles.   |
Release | This is Release, a member of class CScriptBindVehicleSystem.  |
ReloadSystem | Syntax: VehicleSystem.ReloadSystem() Reloads the vehicle system with default values.   |
SetTpvDistance | Syntax: VehicleSystem.SetTpvDistance(distance) Distance of camera in third person view.  |
SetTpvHeight | Syntax: VehicleSystem.SetTpvHeight(height) Height of camera in third person view.  |
Member name | Description |
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C_ScriptBindMinigame Class | |
StartHerbGathering |   |
Member name | Description |
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GetSoulValue |   |
GetDerivedStat | Syntax: soul:GetDerivedStat(string stat) returns current value of a derived stat given by the shortcut name (cha, ...)  Syntax: soul:GetDerivedStat(string stat) returns current value of a derived stat given by the shortcut name (cha, ...)   |
Member name | Description |
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GetHerbCollectingEfficiency | Syntax: RPG.GetHerbCollectingEfficiency() Returns a real number in interval [0,1]  |
Member name | Description |
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IsSequenceAvailable | Syntax: DialogModule.IsSequenceAvailable(12345) return true if sequence is not on cool down   |
ResetSequenceTimer | Syntax: DialogModule.ResetSequenceTimer(12345) resets sequence cool down and used flags   |
Member name | Description |
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GetMaterialFloat | Syntax: Entity.GetMaterialFloat( nSlotId, sParamName ) Change material parameter.  Syntax: Entity.GetMaterialFloat( nSlotId, nSubMtlId, sParamName ) Change material parameter.  |
GetMaterialVec3 | Syntax: Entity.GetMaterialVec3( nSlotId, sParamName )  Syntax: Entity.GetMaterialVec3( nSlotId, nSubMtlId, sParamName )  |
SetLightColorParams | Syntax: Entity.SetLightColorParams( nSlot, color, specular_multiplier) changes the color related params of an existing light   |
SetMaterialFloat | Syntax: Entity.SetMaterialFloat( nSlotId, sParamName, fValue ) Change material parameter.  Syntax: Entity.SetMaterialFloat( nSlotId, nSubMtlId, sParamName, fValue ) Change material parameter.  |
SetMaterialVec3 | Syntax: Entity.SetMaterialVec3( nSlotId, sParamName, vVec3 )  Syntax: Entity.SetMaterialVec3( nSlotId, nSubMtlId, sParamName, vVec3 )  |
System | |
ActivateLight | DOC-IGNORE-BEGIN Syntax: System.ActivateLight(name, activate) NOT SUPPORTED ANYMORE.   |
ActivatePortal | Syntax: System.ActivatePortal( vPos, bActivate, nID ) Activates/deactivates a portal.   |
AddCCommand | Syntax: System.AddCCommand( sCCommandName, sCommand, sHelp) Adds a C command to the system.   |
ApplicationTest | Syntax: System.ApplicationTest( pszParam ) Test the application with the specified parameters.   |
ApplyForceToEnvironment | Syntax: System.ApplyForceToEnvironment( pos, force, radius) Applies a force to the environment.   |
Break | Syntax: System.Break() Breaks the application with a fatal error message.   |
BrowseURL | Syntax: System.BrowseURL(szURL) Browses a URL address.  |
CheckHeapValid | Syntax: System.CheckHeapValid(name) Checks the heap validity.   |
ClearConsole | Syntax: System.ClearConsole() Clears the console. ! Clear the console  |
ClearKeyState | Syntax: System.ClearKeyState() Clear the key state  |
CreateDownload | Syntax: System.CreateDownload() ! Creates a download object @return download object just created  |
DebugStats | Syntax: System.DebugStats( cp )   |
DeformTerrain | Syntax: System.DeformTerrain() Deforms the terrain.   |
DeformTerrainUsingMat | Syntax: System.DeformTerrainUsingMat() Deforms the terrain using material.   |
Draw2DLine | Syntax: System.Draw2DLine(p1x, p1y, p2x, p2y, r, g, b, alpha ) Draws a 2D line.   |
DrawLabel | Syntax: System.DrawLabel( vPos, fSize, text [, r [, g [, b [, alpha]]]] ) Draws a label with the specified parameter.   |
DrawLine | Syntax: System.DrawLine( p1, p2, r, g, b, alpha ) Draws a line.   |
DrawText | Syntax: System.DrawText( x, y, text, font, size, p2y, r, g, b, alpha ) Draws a text.   |
DrawTriStrip | Syntax: System.DrawTriStrip(handle, nMode, vtxs, r, g, b, alpha ) Draws a triangle strip.  |
DumpMemoryCoverage | Syntax: System.DumpMemoryCoverage( bUseKB ) Dumps memory coverage.   |
DumpMemStats | Syntax: System.DumpMemStats( bUseKB ) Dumps memory statistics.   |
DumpMMStats | Syntax: System.DumpMMStats() Dumps the MM statistics.   |
DumpWinHeaps | Syntax: System.DumpWinHeaps() Dumps windows heaps.   |
EnableHeatVision | DOC-IGNORE-BEGIN Syntax: System.EnableHeatVision() Is not supported anymore.   |
EnableMainView | DOC-IGNORE-BEGIN Syntax: System.EnableMainView() Feature unimplemented.   |
EnableOceanRendering | Syntax: System.EnableOceanRendering() Enables/disables ocean rendering.   |
EnumAAFormats | Syntax: System.EnumAAFormats( m_Width, m_Height, m_BPP ) Enumerates the AA formats.   |
EnumDisplayFormats | Syntax: System.EnumDisplayFormats() Enumerates display formats.   |
Error | Syntax: System.Error(sText) Shows a message text with the error severity.   |
ExecuteCommand | Syntax: System.ExecuteCommand(szCmd) Executes a command.   |
GetConfigSpec | Syntax: System.GetConfigSpec() Gets the config specification.   |
GetCurrAsyncTime | Syntax: System.GetCurrAsyncTime() Gets the current asynchronous time.   |
GetCurrTime | Syntax: System.GetCurrTime() Gets the current time.   |
GetCVar | Syntax: System.GetCVar( sCVarName) Gets the value of a CVariable.   |
GetEntities | Syntax: System.GetEntities(center, radius) Gets all the entities contained in the specific area of the level. !return a all entities currently present in the level @return a table filled with all entities currently present in the level  |
GetEntitiesByClass | Syntax: System.GetEntitiesByClass(EntityClass) Gets all the entities of the specified class. !return a all entities for a specified entity class @return a table filled with all entities of a specified entity class  |
GetEntitiesInSphere | Syntax: System.GetEntitiesInSphere( centre, radius ) Gets all the entities contained into the specified sphere. !return a all entities for a specified entity class @return a table filled with all entities of a specified entity class in a radius  |
GetEntitiesInSphereByClass | Syntax: System.GetEntitiesInSphereByClass( centre, radius, EntityClass ) Gets all the entities contained into the specified sphere for the specific class name. !return a all entities for a specified entity class @return a table filled with all entities of a specified entity class in a radius  |
GetEntity | Syntax: System.GetEntity(entityId) Gets an entity from its ID. !Get an entity by id @param nID the entity id  |
GetEntityByGUID | Syntax: System.GetEntityByGUID( SmartScriptTable dataTable ) Retrieve entity table for the first entity withe the given EntityGUID  |
GetEntityByName | Syntax: System.GetEntityByName( sEntityName ) Retrieve entity table for the first entity with specified name. If multiple entities with same name exist, first one found is returned.  |
GetEntityClass | Syntax: System.GetEntityClass(entityId) Gets an entity class from its ID.   |
GetEntityIdByName | Syntax: System.GetEntityIdByName( sEntityName ) Retrieve entity Id for the first entity with specified name. If multiple entities with same name exist, first one found is returned.  |
GetFrameID | Syntax: System.GetFrameID() Gets the frame identifier.   |
GetFrameTime | Syntax: System.GetFrameTime() Gets the frame time.   |
GetHDRDynamicMultiplier | Syntax: System.GetHDRDynamicMultiplier() Gets hte HDR dynamic multiplier.  |
GetLocalOSTime | Syntax: System.GetLocalOSTime() Gets the local operating system time.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_System.  |
GetNearestEntityByClass | Syntax: System.GetNearestEntityByClass( centre, radius, className ) Gets the nearest entity with the specified class.  |
GetOutdoorAmbientColor | Syntax: System.GetOutdoorAmbientColor() Gets the outdoor ambient color.   |
GetPhysicalEntitiesInBox | Syntax: System.GetPhysicalEntitiesInBox( centre, radius ) Gets all the entities contained into the specified area. !return all entities contained in a certain radius @param oVec center of the sphere @param fRadius length of the radius @return a table filled with all entities contained in the specified radius  |
GetPhysicalEntitiesInBoxByClass | Syntax: System.GetPhysicalEntitiesInBoxByClass( centre, radius, className ) Gets all the entities contained into the specified area for the specific class name.  |
GetPostProcessFxParam | Syntax: System.GetPostProcessFxParam( pszEffectParam, value ) Gets a post processing effect parameter value.   |
GetScreenFx | const char*, const char   |
GetSkyColor | Syntax: Vec3 System.GetSkyColor() Retrieve color of the sky (outdoor ambient color).  |
GetSkyHighlight | Syntax: System.SetSkyHighlight( params ) Retrieves Sky highlighing parameters. see SetSkyHighlight for parameters description.  |
GetSunColor | Syntax: Vec3 System.GetSunColor() Retrieve color of the sun outdoors.  |
GetSurfaceTypeIdByName | Syntax: System.GetSurfaceTypeIdByName( surfaceName ) Gets the surface type identifier by its name.   |
GetSurfaceTypeNameById | Syntax: System.GetSurfaceTypeNameById( surfaceId ) Gets the surface type name by its identifier.   |
GetSystemMem | Syntax: System.GetSystemMem() Gets the amount of the memory for the system.  |
GetTerrainElevation | Syntax: System.GetTerrainElevation( v3Pos ) Gets the terrain elevation of the specified position.   |
GetUserName | Syntax: System.GetUserName() Gets the username on this machine.   |
GetViewCameraAngles | Syntax: System.GetViewCameraAngles() Gets the view camera angles.   |
GetViewCameraDir | Syntax: System.GetViewCameraDir() Gets the view camera direction.   |
GetViewCameraFov | Syntax: System.GetViewCameraFov() Gets the view camera fov.   |
GetViewCameraPos | Syntax: System.GetViewCameraPos() Gets the view camera position.   |
GetViewCameraUpDir | Syntax: System.GetViewCameraUpDir() Gets the view camera up-direction.   |
GetWind | Syntax: System.SetWind() Gets the wind direction.   |
IsDevModeEnable | Syntax: System.IsDevModeEnable() Checks if game is running in dev mode (cheat mode) to check if we are allowed to enable certain scripts function facilities (god mode, fly mode etc.).   |
IsEditing | Syntax: System.IsEditing() Checks if the system is in pure editor mode, i.e. not editor game mode.   |
IsEditor | Syntax: System.IsEditor() Checks if the system is the editor.   |
IsHDRSupported | Syntax: System.IsHDRSupported() Checks if the HDR is supported.  |
IsMultiplayer | Syntax: System.IsMultiplayer() Checks if the game is multiplayer.   |
IsPointIndoors | Syntax: System.IsPointIndoors( vPos ) Checks if a point is indoors.   |
IsPointVisible | Syntax: System.IsPointVisible( point ) Checks if the specified point is visible.   |
IsPS20Supported | Syntax: System.IsPS20Supported() Checks if the PS20 is supported.  |
IsValidMapPos | Syntax: System.IsValidMapPos( v ) Checks if the position is a valid map position.   |
LoadFont | Syntax: System.LoadFont(pszName) Loads a font. ! Loads a font and makes it available for future-selection @param name of font-xml-file (no suffix)  |
LoadLocalizationXml | Syntax: System.LoadLocalizationXml( filename ) Loads Excel exported xml file with text and dialog localization data.  |
Log | Syntax: System.Log(sText) Logs a message. ! Write a message into the log file and the console @param String to write @see stuff  |
LogAlways | Syntax: System.LogAlways(sText) Logs important data that must be printed regardless verbosity. ! log even with log verbosity 0 - without @param String to write  |
LogToConsole | Syntax: System.LogToConsole(sText) Logs a message to the console. ! Write a string to the console @param String to write @see CScriptBind_System::Log  |
PrepareEntityFromPool | Syntax: System.PrepareEntityFromPool(entityId) Prepares the given bookmarked entity from the pool, bringing it into existence. !Entity pool management @param nID the entity id  |
ProjectToScreen | Syntax: System.ProjectToScreen( vec ) Projects to the screen (not guaranteed to work if used outside Renderer). 9/16/2010 evgeny] ProjectToScreen is not guaranteed to work if used outside Renderer  |
Quit | Syntax: System.Quit() Quits the program.  |
QuitInNSeconds | Syntax: System.QuitInNSeconds( fInNSeconds ) Quits the application in the specified number of seconds.   |
RayTraceCheck | Syntax: System.RayTraceCheck(src, dst, skipId1, skipId2)   |
RayWorldIntersection | Syntax: System.RayWorldIntersection(vPos, vDir, nMaxHits, iEntTypes) Shots rays into the world.   |
RemoveEntity | Syntax: System.RemoveEntity( entityId ) Removes the specified entity.   |
ResetPoolEntity | Syntax: System.ResetPoolEntity(entityId) Resets the entity's bookmarked, which frees memory.   |
ReturnEntityToPool | Syntax: System.ReturnEntityToPool(entityId) Returns the bookmarked entity to the pool, destroying it.   |
SaveConfiguration | Syntax: System.SaveConfiguration() Saves the configuration.  |
ScanDirectory | Syntax: System.ScanDirectory( pszFolderName, nScanMode ) Scans a directory.   |
ScreenToTexture | Syntax: System.ScreenToTexture()   |
SetBudget | Syntax: System.SetBudget(sysMemLimitInMB, videoMemLimitInMB, frameTimeLimitInMS, soundChannelsPlayingLimit, soundMemLimitInMB, numDrawCallsLimit ) Sets system budget.  |
SetConsoleImage | Syntax: System.SetConsoleImage( pszName, bRemoveCurrent ) Sets the console image.   |
SetCVar | Syntax: System.SetCVar( sCVarName, value ) Sets the value of a CVariable.   |
SetGammaDelta | Syntax: System.SetGammaDelta( fDelta ) Sets the gamma/delta value.   |
SetHDRDynamicMultiplier | Syntax: System.SetHDRDynamicMultiplier( fMul ) Sets the HDR dynamic multiplier.  |
SetOutdoorAmbientColor | Syntax: System.GetOutdoorAmbientColor( v3Color ) v3Color - Outdoor ambient color value. Sets the outdoor ambient color.   |
SetPostProcessFxParam | Syntax: System.SetPostProcessFxParam( pszEffectParam, value ) Sets a post processing effect parameter value.   |
SetScissor | Syntax: System.SetScissor( x, y, w, h ) Sets scissor info. set scissoring screen area  |
SetScreenFx | Syntax: System.SetScreenFx( pszEffectParam, value ) Sets a post processing effect parameter value.   |
SetSkyColor | Syntax: System.SetSkyColor( vColor ) Set color of the sky (outdoors ambient color).  |
SetSkyHighlight | Syntax: System.SetSkyHighlight( params ) Set Sky highlighing parameters.  |
SetSunColor | Syntax: System.SetSunColor( vColor ) Set color of the sun, only relevant outdoors.  |
SetViewCameraFov | Syntax: System.SetViewCameraFov( fov ) Sets the view camera fov.   |
SetVolumetricFogModifiers | Syntax: System.SetVolumetricFogModifiers( gobalDensityModifier, atmosphereHeightModifier ) Sets the volumetric fog modifiers.  |
SetWaterVolumeOffset | Syntax: System.SetWaterVolumeOffset() SetWaterLevel is not supported by 3dengine for now.   |
SetWind | Syntax: System.SetWind( vWind ) Sets the wind direction.   |
ShowConsole | Syntax: System.ShowConsole(nParam) Shows/hides the console.   |
ShowDebugger | Syntax: System.ShowDebugger() Shows the debugger.   |
SpawnEntity | Syntax: System.SpawnEntity( params ) Spawns an entity.   |
ViewDistanceGet | Syntax: System.ViewDistanceSet() Gets the view distance.   |
ViewDistanceSet | Syntax: System.ViewDistanceSet( fViewDist ) Sets the view distance.   |
Warning | Syntax: System.Warning(sText) Shows a message text with the warning severity.   |
SetLightColorParams | Syntax: Entity.SetLightColorParams( nSlot, color, specular_multiplier, HDRDynamic) changes the color related params of an existing light   |
System | |
ActivateLight | DOC-IGNORE-BEGIN Syntax: System.ActivateLight(name, activate) NOT SUPPORTED ANYMORE.  |
ActivatePortal | Syntax: System.ActivatePortal( vPos, bActivate, nID ) Activates/deactivates a portal.   |
AddCCommand | Syntax: System.AddCCommand( sCCommandName, sCommand, sHelp) Adds a C command to the system.   |
ApplicationTest | Syntax: System.ApplicationTest( pszParam ) Test the application with the specified parameters.  |
ApplyForceToEnvironment | Syntax: System.ApplyForceToEnvironment( pos, force, radius) Applies a force to the environment.   |
Break | Syntax: System.Break() Breaks the application with a fatal error message.  |
BrowseURL | Syntax: System.BrowseURL(szURL) Browses a URL address.  |
CheckHeapValid | Syntax: System.CheckHeapValid(name) Checks the heap validity.   |
ClearConsole | Syntax: System.ClearConsole() Clears the console. ! Clear the console  |
ClearKeyState | Syntax: System.ClearKeyState() Clear the key state  |
CreateDownload | Syntax: System.CreateDownload() ! Creates a download object @return download object just created  |
DebugStats | Syntax: System.DebugStats( cp )  |
DeformTerrain | Syntax: System.DeformTerrain() Deforms the terrain.  |
DeformTerrainUsingMat | Syntax: System.DeformTerrainUsingMat() Deforms the terrain using material.  |
Draw2DLine | Syntax: System.Draw2DLine(p1x, p1y, p2x, p2y, r, g, b, alpha ) Draws a 2D line.   |
DrawLabel | Syntax: System.DrawLabel( vPos, fSize, text [, r [, g [, b [, alpha]]]] ) Draws a label with the specified parameter.   |
DrawLine | Syntax: System.DrawLine( p1, p2, r, g, b, alpha ) Draws a line.   |
DrawText | Syntax: System.DrawText( x, y, text, font, size, p2y, r, g, b, alpha ) Draws a text.  |
DrawTriStrip | Syntax: System.DrawTriStrip(handle, nMode, vtxs, r, g, b, alpha ) Draws a triangle strip.  |
DumpMemoryCoverage | Syntax: System.DumpMemoryCoverage( bUseKB ) Dumps memory coverage.  |
DumpMemStats | Syntax: System.DumpMemStats( bUseKB ) Dumps memory statistics.  |
DumpMMStats | Syntax: System.DumpMMStats() Dumps the MM statistics.   |
DumpWinHeaps | Syntax: System.DumpWinHeaps() Dumps windows heaps.  |
EnableHeatVision | DOC-IGNORE-BEGIN Syntax: System.EnableHeatVision() Is not supported anymore.  |
EnableMainView | DOC-IGNORE-BEGIN Syntax: System.EnableMainView() Feature unimplemented.  |
EnableOceanRendering | Syntax: System.EnableOceanRendering() Enables/disables ocean rendering. int CScriptBindSystem::IndoorSoundAllowed(IFunctionHandler * pH) { SCRIPT_CHECK_PARAMETERS(2); CScriptVector pVecOrigin(m_pSS,false); CScriptVector pVecDestination(m_pSS,false); IGraph *pGraph = gEnv->pAISystem->GetNodeGraph(); Vec3 start = pVecOrigin.Get(); Vec3 end = pVecDestination.Get(); if ((start.x<0)||(start.x>2000.f)||(start.y<0)||(start.y>2000.f)) { m_pLog->LogError("[CRASHWARNING] Unnaturally high value placed for sound detection"); return pH->EndFunction(true); // there is no sound occlusion in outdoor } if ((end.x<0)||(end.x>2000.f)||(end.y<0)||(end.y>2000.f)) { m_pLog->LogError("[CRASHWARNING] Unnaturally high value placed for sound detection"); return pH->EndFunction(true); // there is no sound occlusion in outdoor } GraphNode *pStart = pGraph->GetEnclosing(pVecOrigin.Get()); if (pStart->nBuildingID<0) return pH->EndFunction(true); // there is no sound occlusion in outdoor GraphNode *pEnd = pGraph->GetEnclosing(pVecDestination.Get()); if (pStart->nBuildingID!=pEnd->nBuildingID) return pH->EndFunction(false); // if in 2 different... <a href='CScriptBindSystem__EnableOceanRendering@IFunctionHandler__.html'>more</a>  |
EnumAAFormats | Syntax: System.EnumAAFormats( m_Width, m_Height, m_BPP ) Enumerates the AA formats.  |
EnumDisplayFormats | Syntax: System.EnumDisplayFormats() Enumerates display formats.  |
Error | Syntax: System.Error(sText) Shows a message text with the error severity.   |
ExecuteCommand | Syntax: System.ExecuteCommand(szCmd) Executes a command.   |
GetConfigSpec | Syntax: System.GetConfigSpec() Gets the config specification.   |
GetCurrAsyncTime | Syntax: System.GetCurrAsyncTime() Gets the current asynchronous time.  |
GetCurrTime | Syntax: System.GetCurrTime() Gets the current time.   |
GetCVar | Syntax: System.GetCVar( sCVarName) Gets the value of a CVariable.  |
GetEntities | Syntax: System.GetEntities(center, radius) Gets all the entities contained in the specific area of the level. !return a all entities currently present in the level @return a table filled with all entities currently present in the level  |
GetEntitiesByClass | Syntax: System.GetEntitiesByClass(EntityClass) Gets all the entities of the specified class. !return a all entities for a specified entity class @return a table filled with all entities of a specified entity class  |
GetEntitiesInSphere | Syntax: System.GetEntitiesInSphere( centre, radius ) Gets all the entities contained into the specified sphere. !return a all entities for a specified entity class @return a table filled with all entities of a specified entity class in a radius  |
GetEntitiesInSphereByClass | Syntax: System.GetEntitiesInSphereByClass( centre, radius, EntityClass ) Gets all the entities contained into the specified sphere for the specific class name.  |
GetEntity | Syntax: System.GetEntity(entityId) Gets an entity from its ID. !Get an entity by id @param nID the entity id  |
GetEntityByGUID | Syntax: System.GetEntityByGUID( SmartScriptTable dataTable ) Retrieve entity table for the first entity withe the given EntityGUID  |
GetEntityByName | Syntax: System.GetEntityByName( sEntityName ) Retrieve entity table for the first entity with specified name. If multiple entities with same name exist, first one found is returned.  |
GetEntityClass | Syntax: System.GetEntityClass(entityId) Gets an entity class from its ID.  |
GetEntityIdByName | Syntax: System.GetEntityIdByName( sEntityName ) Retrieve entity Id for the first entity with specified name. If multiple entities with same name exist, first one found is returned.  |
GetFrameID | Syntax: System.GetFrameID() Gets the frame identifier.   |
GetFrameTime | Syntax: System.GetFrameTime() Gets the frame time.   |
GetHDRDynamicMultiplier | Syntax: System.GetHDRDynamicMultiplier() Gets hte HDR dynamic multiplier.  |
GetLocalOSTime | Syntax: System.GetLocalOSTime() Gets the local operating system time.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindSystem.  |
GetNearestEntityByClass | Syntax: System.GetNearestEntityByClass( centre, radius, className ) Gets the nearest entity with the specified class.  |
GetOutdoorAmbientColor | Syntax: System.GetOutdoorAmbientColor() Gets the outdoor ambient color.   |
GetPhysicalEntitiesInBox | Syntax: System.GetPhysicalEntitiesInBox( centre, radius ) Gets all the entities contained into the specified area. !return all entities contained in a certain radius @param oVec center of the sphere @param fRadius length of the radius @return a table filled with all entities contained in the specified radius  |
GetPhysicalEntitiesInBoxByClass | Syntax: System.GetPhysicalEntitiesInBoxByClass( centre, radius, className ) Gets all the entities contained into the specified area for the specific class name.  |
GetPostProcessFxParam | Syntax: System.GetPostProcessFxParam( pszEffectParam, value ) Gets a post processing effect parameter value.   |
GetScreenFx | const char*, const char   |
GetSkyColor | Syntax: Vec3 System.GetSkyColor() Retrieve color of the sky (outdoor ambient color).  |
GetSkyHighlight | Syntax: System.SetSkyHighlight( params ) Retrieves Sky highlighing parameters. see SetSkyHighlight for parameters description.  |
GetSunColor | Syntax: Vec3 System.GetSunColor() Retrieve color of the sun outdoors.  |
GetSurfaceTypeIdByName | Syntax: System.GetSurfaceTypeIdByName( surfaceName ) Gets the surface type identifier by its name.   |
GetSurfaceTypeNameById | Syntax: System.GetSurfaceTypeNameById( surfaceId ) Gets the surface type name by its identifier.  |
GetSystemMem | Syntax: System.GetSystemMem() Gets the amount of the memory for the system.  |
GetTerrainElevation | Syntax: System.GetTerrainElevation( v3Pos ) Gets the terrain elevation of the specified position.   |
GetUserName | Syntax: System.GetUserName() Gets the username on this machine.   |
GetViewCameraAngles | Syntax: System.GetViewCameraAngles() Gets the view camera angles.  |
GetViewCameraDir | Syntax: System.GetViewCameraDir() Gets the view camera direction.  |
GetViewCameraFov | Syntax: System.GetViewCameraFov() Gets the view camera fov.  |
GetViewCameraPos | Syntax: System.GetViewCameraPos() Gets the view camera position.  |
GetWind | Syntax: System.SetWind() Gets the wind direction.   |
IsDevModeEnable | Syntax: System.IsDevModeEnable() Checks if game is running in dev mode (cheat mode) to check if we are allowed to enable certain scripts function facilities (god mode, fly mode etc.).   |
IsEditing | Syntax: System.IsEditing() Checks if the system is in pure editor mode, i.e. not editor game mode.  |
IsEditor | Syntax: System.IsEditor() Checks if the system is the editor.  |
IsHDRSupported | Syntax: System.IsHDRSupported() Checks if the HDR is supported.  |
IsMultiplayer | Syntax: System.IsMultiplayer() Checks if the game is multiplayer.   |
IsPointIndoors | Syntax: System.IsPointIndoors( vPos ) Checks if a point is indoors.  |
IsPointVisible | Syntax: System.IsPointVisible( point ) Checks if the specified point is visible.  |
IsPS20Supported | Syntax: System.IsPS20Supported() Checks if the PS20 is supported.  |
IsValidMapPos | Syntax: System.IsValidMapPos( v ) Checks if the position is a valid map position. int CScriptBindSystem::ActivateMainLight(IFunctionHandler *pH) { SCRIPT_CHECK_PARAMETERS(2); bool bActive; CScriptVector oVec(m_pSS); if(pH->GetParam(1,*oVec)) { pH->GetParam(2, bActive); m_p3DEngine->GetBuildingManager()->ActivateMainLight(oVec.Get(), bActive); } return pH->EndFunction(); } int CScriptBindSystem::SetSkyBox(IFunctionHandler *pH) { SCRIPT_CHECK_PARAMETERS(3); const char *pszShaderName; float fBlendTime; bool bUseWorldBrAndColor; pH->GetParam(1, pszShaderName); pH->GetParam(2, fBlendTime); pH->GetParam(3, bUseWorldBrAndColor); m_p3DEngine->SetSkyBox(pszShaderName);// not supported now: fBlendTime, bUseWorldBrAndColor); return pH->EndFunction();  |
LoadFont | Syntax: System.LoadFont(pszName) Loads a font. ! Loads a font and makes it available for future-selection @param name of font-xml-file (no suffix)  |
LoadLocalizationXml | Syntax: System.LoadLocalizationXml( filename ) Loads Excel exported xml file with text and dialog localization data.   |
Log | Syntax: System.Log(sText) Logs a message. ! Write a message into the log file and the console @param String to write @see stuff  |
LogAlways | Syntax: System.LogAlways(sText) Logs important data that must be printed regardless verbosity. ! log even with log verbosity 0 - without @param String to write  |
LogToConsole | Syntax: System.LogToConsole(sText) Logs a message to the console. ! Write a string to the console @param String to write @see CScriptBindSystem::Log  |
PrepareEntityFromPool | Syntax: System.PrepareEntityFromPool(entityId) Prepares the given bookmarked entity from the pool, bringing it into existence. !Entity pool management @param nID the entity id  |
ProjectToScreen | Syntax: System.ProjectToScreen( vec ) Projects to the screen (not guaranteed to work if used outside Renderer). 9/16/2010 evgeny] ProjectToScreen is not guaranteed to work if used outside Renderer  |
Quit | Syntax: System.Quit() Quits the program.  |
QuitInNSeconds | Syntax: System.QuitInNSeconds( fInNSeconds ) Quits the application in the specified number of seconds.  |
RayTraceCheck | Syntax: System.RayTraceCheck(src, dst, skipId1, skipId2)   |
RayWorldIntersection | Syntax: System.RayWorldIntersection(vPos, vDir, nMaxHits, iEntTypes) Shots rays into the world.  |
RemoveEntity | Syntax: System.RemoveEntity( entityId ) Removes the specified entity.   |
ResetPoolEntity | Syntax: System.ResetPoolEntity(entityId) Resets the entity's bookmarked, which frees memory.  |
ReturnEntityToPool | Syntax: System.ReturnEntityToPool(entityId) Returns the bookmarked entity to the pool, destroying it.  |
SaveConfiguration | Syntax: System.SaveConfiguration() Saves the configuration.  |
ScanDirectory | Syntax: System.ScanDirectory( pszFolderName, nScanMode ) Scans a directory.   |
ScreenToTexture | Syntax: System.ScreenToTexture()   |
SetBudget | Syntax: System.SetBudget(sysMemLimitInMB, videoMemLimitInMB, frameTimeLimitInMS, soundChannelsPlayingLimit, soundMemLimitInMB, numDrawCallsLimit ) Sets system budget.  |
SetConsoleImage | Syntax: System.SetConsoleImage( pszName, bRemoveCurrent ) Sets the console image.   |
SetCVar | Syntax: System.SetCVar( sCVarName, value ) Sets the value of a CVariable.   |
SetGammaDelta | Syntax: System.SetGammaDelta( fDelta ) Sets the gamma/delta value.  |
SetHDRDynamicMultiplier | Syntax: System.SetHDRDynamicMultiplier( fMul ) Sets the HDR dynamic multiplier.  |
SetOutdoorAmbientColor | Syntax: System.GetOutdoorAmbientColor( v3Color ) v3Color - Outdoor ambient color value. Sets the outdoor ambient color.   |
SetPostProcessFxParam | Syntax: System.SetPostProcessFxParam( pszEffectParam, value ) Sets a post processing effect parameter value.   |
SetScissor | Syntax: System.SetScissor( x, y, w, h ) Sets scissor info. set scissoring screen area  |
SetScreenFx | Syntax: System.SetScreenFx( pszEffectParam, value ) Sets a post processing effect parameter value.   |
SetSkyColor | Syntax: System.SetSkyColor( vColor ) Set color of the sky (outdoors ambient color).  |
SetSkyHighlight | Syntax: System.SetSkyHighlight( params ) Set Sky highlighing parameters.  |
SetSunColor | Syntax: System.SetSunColor( vColor ) Set color of the sun, only relevant outdoors.  |
SetViewCameraFov | Syntax: System.SetViewCameraFov( fov ) Sets the view camera fov.  |
SetVolumetricFogModifiers | Syntax: System.SetVolumetricFogModifiers( gobalDensityModifier, atmosphereHeightModifier ) Sets the volumetric fog modifiers.  |
SetWaterVolumeOffset | Syntax: System.SetWaterVolumeOffset() SetWaterLevel is not supported by 3dengine for now.  |
SetWind | Syntax: System.SetWind( vWind ) Sets the wind direction.   |
ShowConsole | Syntax: System.ShowConsole(nParam) Shows/hides the console.   |
ShowDebugger | Syntax: System.ShowDebugger() Shows the debugger.   |
SpawnEntity | Syntax: System.SpawnEntity( params ) Spawns an entity.   |
ViewDistanceGet | Syntax: System.ViewDistanceSet() Gets the view distance.   |
ViewDistanceSet | Syntax: System.ViewDistanceSet( fViewDist ) Sets the view distance.   |
Warning | Syntax: System.Warning(sText) Shows a message text with the warning severity.   |
Member name | Description |
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IsObjectiveCompleted | Syntax: QuestSystem.IsObjectiveCompleted(const char *questName, int objectiveId) Returns true if objective is completed, false if not, or quest or objective does not exist   |
Member name | Description |
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SetAIInteractionState | Syntax: DialogModule.SetAIInteractionState(soulid, true) notifies dialog that it should wait for AI until somebody call this function and set false   |
Member name | Description |
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Expr | Syntax: Framework.Expr(expression) Evaluates expression, output is written to console   |
RegisterQuestEntity | no master  Syntax: QuestSystem.RegisterQuestEntity() Registers entity with quest smart object. Not on master.  |
ReloadQuest | no master   Syntax: QuestSystem.ReloadQuest() Reload quest DB tables. Not on master.   |
ReloadQuestAssets | no master   Syntax: QuestSystem.ReloadQuestAssets() Prepare assets for quest, used when asset (usually entity) in level was added/removed. Not on master.   |
ReloadQuests | no master   Syntax: QuestSystem.ReloadQuests() Reload all quests. Not on master.   |
Member name | Description |
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GetAverageSuperFaction | Syntax: soul:GetAverageSuperFaction() Returns average super faction from all cloths for this soul.   |
GetDerivedStat | Syntax: soul:GetDerivedStat(string stat) returns current value of a derived stat given by the shortcut name (cha, ...)  |
AverageActorSuperFraction | Syntax: Human.AverageActorSuperFraction() Returns average super fraction from all cloths for this human.   |
Member name | Description |
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CancelQuest | Syntax: QuestSystem.CancelQuest(const char *questName, int flag) Cancel quest (repeat count, tracked object count)   |
RegisterQuestEntity | Syntax: QuestSystem.RegisterQuestEntity() Registers entity with quest smart object  no master  |
ReloadQuest | Syntax: QuestSystem.ReloadQuest() Reload quest DB tables   no master   |
ReloadQuestAssets | Syntax: QuestSystem.ReloadQuestAssets() Prepare assets for quest, used when asset (usually entity) in level was added/removed !WH_CTSW(WH_CTSW_MASTER)  no master   |
ReloadQuests | Syntax: QuestSystem.ReloadQuests() Reload all quests   no master   |
CancelQuest | Syntax: QuestSystem.CancelQuest(const char *questName, bool fail) Cancel quest (repeat count, tracked object count)   |
Member name | Description |
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OnPropertyChange | needed by editor if !WH_CTSW(WH_CTSW_MASTER)  needed by editor   |
Member name | Description |
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SetModuleLink |   |
Member name | Description |
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StartQuestObjective | Syntax: QuestSystem.StartQuestObjective(const char *questName, int objectiveId) Start objective of quest with id   |
Member name | Description |
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StartInteractiveActionByName | Syntax: Actor:StartInteractiveActionByName("ActionName", objectId, true, 1.0) Starts interactive action.   |
Member name | Description |
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RequestItemExchange | Syntax: Human.RequestItemExchange(entity) Requests loot from this human.   |
Member name | Description |
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GetCPUQuality | CW: added for script based system analysis Syntax: System.GetCPUQuality() Gets the CPU quality.  |
Member name | Description |
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GetActionControl | Syntax: ActionMapManager.GetActionControl( actionMap, actionId ) Get control mapped for action with given name for current input device.   |
Member name | Description |
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C_ScriptBind_Sharpening Class | |
DoStepOnGrindstone | Syntax: Sharpening.DoStepOnGrindstone() Perform single step on grindstone, use SetWheelSpeed() for constant speed and automatic pedalling.   |
GetTotalQuality | Syntax: Sharpening.GetTotalQuality() Get current health of the weapon. Range <0,1>. 1 is best.   |
GetWheelSpeed | Syntax: Sharpening.GetWheelSpeed() Returns current wheel speed of the grindstone on which is sharpening performed. Range <0,1>.   |
IsActive | Syntax: Sharpening.IsActive) Returns sharpening state. True after StartSharpening and false after StopSharpening.   |
MoveToWorstZone | Syntax: Sharpening.MoveToWorstZone() Moves to worst sharpened zone or stay on same position, if weapon is sharpened evenly.   |
OpenInventory | Syntax: Sharpening.OpenInventory(EntityId user, EntityId grindstone) Opens inventory for selecting weapon for sharpening.   |
SetGrindstone | Syntax: Sharpening.SetGrindstone(EntityId entityId) Sets which grindstone will be used for sharpening.   |
SetOptimalRotation | Syntax: Sharpening.SetOptimalRotation() Sets optimal rotation on which weapon is sharpened correctly.   |
SetPosition | Syntax: Sharpening.SetPosition(float value) Weapon will slowly move to desired position.   |
SetPressure | Syntax: Sharpening.SetPressure(float value) Set sharpening pressure, more pressure requires more energy but increases sharpening efficiency.   |
SetRotation | Syntax: Sharpening.SetRotation(float value) Weapon will slowly move to desired rotation, use SetOptimalRotation() to sharpen weapon correctly   |
SetWheelSpeed | Syntax: Sharpening.SetWheelSpeed(float value) Sets speed of grindstone wheel on which is sharpening performed.   |
Start | Syntax: Sharpening.Start(EntityId grindstoneId, int itemId) Starts sharpening weapon with selected inventory item on selected grindstone.   |
Stop | Syntax: Sharpening.Stop() Stops sharpening, reseting state of the grindstone and setting new health to the weapon according to the results of sharpening.   |
DoStepOnGrindstone | Syntax: Human.DoStepOnGrindstone() Perform single step on grindstone, use SetWheelSpeed() for constant speed and automatic pedalling.   |
GetTotalQuality | Syntax: Human.GetTotalQuality() Get current health of the weapon. Range <0,1>. 1 is best.   |
GetWheelSpeed | Syntax: Human.GetWheelSpeed() Returns current wheel speed of the grindstone on which is sharpening performed. Range <0,1>.   |
IsSharpeningActive | Syntax: Human.IsSharpeningActive) Returns sharpening state. True after StartSharpening and false after StopSharpening.   |
MoveToWorstZone | Syntax: Human.MoveToWorstZone() Moves to worst sharpened zone or stay on same position, if weapon is sharpened evenly.   |
SetGrindstone | Syntax: Human.SetGrindstone(EntityId entityId) Sets which grindstone will be used for sharpening.   |
SetOptimalRotation | Syntax: Human.SetOptimalRotation() Sets optimal rotation on which weapon is sharpened correctly.   |
SetSharpeningPosition | Syntax: Human.SetSharpeningPosition(float value) Weapon will slowly move to desired position.   |
SetSharpeningPressure | Syntax: Human.SetSharpeningPressure(float value) Set sharpening pressure, more pressure requires more energy but increases sharpening efficiency.   |
SetSharpeningRotation | Syntax: Human.SetSharpeningRotation(float value) Weapon will slowly move to desired rotation, use SetOptimalRotation() to sharpen weapon correctly   |
SetWheelSpeed | Syntax: Human.SetWheelSpeed(float value) Sets speed of grindstone wheel on which is sharpening performed.   |
StartSharpening | Syntax: Human.StartSharpening(EntityId grindstoneId) Starts sharpening weapon in primary slot on selected grindstone.   |
StartSharpeningWeapon | Syntax: Human.StartSharpeningWeapon(EntityId grindstoneId, int itemId) Starts sharpening weapon in selected inventory item on selected grindstone.   |
StopSharpening | Syntax: Human.StopSharpening() Stops sharpening, reseting state of the grindstone and setting new health to the weapon according to the results of sharpening.   |
Member name | Description |
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RegisterQuestEntity | Syntax: QuestSystem.RegisterQuestEntity() Registers entity with quest smart object  |
ReloadQuest | Syntax: QuestSystem.ReloadQuest() Reload quest DB tables !WH_CTSW(WH_CTSW_MASTER)  Syntax: QuestSystem.ReloadQuest() Reload quest DB tables   |
Member name | Description |
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SendMessageToEntity |   |
SendMessageToEntityData |   |
SendMessageToEntity |   |
SendMessageToEntityData |   |
Member name | Description |
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GetId | Syntax: soul:GetId() Returns unique and persistent id of this soul (WUID).   |
Member name | Description |
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WUIDToUI | Syntax: Framework.WUIDToUI(wuid) Returns wuid representation for UI (string).   |
Member name | Description |
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IsValidWUID | Syntax: Framework.IsValidWUID(wuid) Returns true if the argument is not equal to the INVALID_WUID C++ constant.  |
WUIDToString | Syntax: Framework.WUIDToString(wuid) Returns more human readable representation of wuid.  |
EquipInventoryItem | Syntax: Actor.EquipInventoryItem( ScriptHandle itemId ) Equips item from inventory   |
UnequipInventoryItem | Syntax: Actor.UnequipInventoryItem( ScriptHandle itemId ) Unequips item from inventory   |
DrawFromInventory | Syntax: Human.DrawItemFromInventory( itemId, hand, animate ) Spawn item from inventory to human hands and animate drawing it from somewhere   |
PickUpItem | Syntax: Human.PickUpItem( itemId, toHand ) Picks up an item   |
PlaceItem | Syntax: Human.Place( itemId, entityId, fromHand) Places an item   |
StartSharpeningWeapon | Syntax: Human.StartSharpeningWeapon(EntityId grindstoneId, int itemId) Starts sharpening weapon in selected inventory item on selected grindstone.   |
AddItem | Syntax: Inventory.AddItem( framework::T_WUIDScriptType id ) Adds item defined by id.   |
HasItem | Syntax: Inventory.HasItem( framework::T_WUIDScriptType itemId ) Returns true if item is in this inventory.   |
RemoveItem | Syntax: Inventory.RemoveItem( id ) Removes an item from the inventory.   |
GetItem | Syntax: ItemManager.GetItem( id ) Returns item script table which can be used to access item specific data   |
RemoveItem | Syntax: ItemManager.RemoveItem( id ) Removes item. Item creation/remove might be disabled on master to avoid cheating.   |
AttachTo |   |
GetEntityByWUID |   |
EquipInventoryItem | Syntax: Actor.EquipInventoryItem( ScriptHandle itemId ) Equips item from inventory   |
UnequipInventoryItem | Syntax: Actor.UnequipInventoryItem( ScriptHandle itemId ) Unequips item from inventory   |
DrawFromInventory | Syntax: Human.DrawItemFromInventory( itemId, hand, animate ) Spawn item from inventory to human hands and animate drawing it from somewhere   |
PickUpItem | Syntax: Human.PickUpItem( itemId, toHand ) Picks up an item   |
PlaceItem | Syntax: Human.Place( itemId, entityId, fromHand) Places an item   |
StartSharpeningWeapon | Syntax: Human.StartSharpeningWeapon(EntityId grindstoneId, int itemId) Starts sharpening weapon in selected inventory item on selected grindstone.   |
AddItem | Syntax: Inventory.AddItem( ScriptHandle id ) Adds item defined by id.   |
HasItem | Syntax: Inventory.HasItem( ScriptHandle itemId ) Returns true if item is in this inventory.   |
RemoveItem | Syntax: Inventory.RemoveItem( id ) Removes an item from the inventory.   |
GetItem | Syntax: ItemManager.GetItem( id ) Returns item script table which can be used to access item specific data   |
RemoveItem | Syntax: ItemManager.RemoveItem( id ) Removes item. Item creation/remove might be disabled on master to avoid cheating.   |
ValidateId | Syntax: ItemManager.ValidateId( id ) After game load this function returns new item id assigned to old item id. All item id's needs to be validated after game load!   |
C_ScriptBindExperimental Class | |
CanSee | This is CanSee, a member of class C_ScriptBindExperimental.  |
CanSeeStr | This is CanSeeStr, a member of class C_ScriptBindExperimental.  |
GetBodyManager | BODY MANAGER & VISUAL MAP is initialized later than ScriptBindExperimental   |
GetVisualMap | This is GetVisualMap, a member of class C_ScriptBindExperimental.  |
TeleportToEntity | LUA METHODS  |
TeleportToLocation | This is TeleportToLocation, a member of class C_ScriptBindExperimental.  |
AttachTo |   |
BindToModule |   |
BindToModule |   |
Member name | Description |
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GetPhase | Syntax: Item.GetPhase() Returns phase relative from 0 to 1.   |
GetPhaseById | Syntax: Item.GetPhaseId() Returns absolute phase id from 0 to max phases.   |
Member name | Description |
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C_ScriptBindInteractiveObject Class | |
AbortUse | This is AbortUse, a member of class C_ScriptBindInteractiveObject.  |
AttachTo | This is AttachTo, a member of class C_ScriptBindInteractiveObject.  |
CanUse | This is CanUse, a member of class C_ScriptBindInteractiveObject.  |
Detach | This is Detach, a member of class C_ScriptBindInteractiveObject.  |
GetMemoryUsage | This is GetMemoryUsage, a member of class C_ScriptBindInteractiveObject.  |
GetObjectDataRegistry | This is GetObjectDataRegistry, a member of class C_ScriptBindInteractiveObject.  |
StopUse | This is StopUse, a member of class C_ScriptBindInteractiveObject.  |
Use | This is Use, a member of class C_ScriptBindInteractiveObject.  |
ResetEntity | This is ResetEntity, a member of class CScriptBindGame.  |
Member name | Description |
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SetDialogAnimationState | Syntax: Actor.SetDialogAnimationState(true) Turns automatic dialog animation on and off   |
Member name | Description |
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IsObjectiveTrackedCompleted | Syntax: QuestSystem.IsObjectiveTrackedCompleted(const char *questName, int objectiveId) Returns true if objective tracked assets count is enough   |
Member name | Description |
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OpenInventory | Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered   |
OpenInventory | Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered   |
Member name | Description |
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CScriptBind_GameToken | |
DumpAllTokens | Syntax: GameToken.DumpAllTokens()  |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_GameToken.  |
GetToken | Syntax: GameToken.GetToken( TokenName )  |
Release | This is Release, a member of class CScriptBind_GameToken.  |
SetToken | Syntax: GameToken.SetToken( TokenName, TokenValue )  |
RelinkBoneAttachments | Syntax: Entity.RelinkBoneAttachments()  |
Member name | Description |
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TriggerConditionForAsset | Syntax: QuestSystem.TriggerConditionForAsset(const char *assetName) Trigger condition evaluation of type SCRIPT for an asset of current active objectives   |
Member name | Description |
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CancelObjective | Syntax: QuestSystem.CancelObjective(const char *questName, int objectiveId) Cancel quest objective (tracked object count)   |
CancelQuest | Syntax: QuestSystem.CancelQuest(const char *questName, bool fail) Cancel quest (repeat count, tracked object count)   |
CanRepeatQuest | Syntax: QuestSystem.CanRepeatQuest(const char *questName) Returns if quest can be repeated   |
IsQuestAvailable | Syntax: QuestSystem.IsQuestAvailable(const char *questName) Returns true if quest is available, false if not, or quest does not exist   |
CompleteStep | Syntax: QuestSystem.CompleteStep(const char *questName, int objectiveId, int stepId) Complete step from objective of quest with id, only if it is active   |
IsStepActive | Syntax: QuestSystem.IsStepActive(const char *questName, int objectiveId, int stepId) Returns true if step in objective is active, false if not, or quest or objective or step does not exist   |
Member name | Description |
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RequestDialog | Syntax: Human.RequestDialog(entity) Requests dialog with this human. Dialog does not start immediately but it only notifies targeted entity that somebody wants to interact with it. If target entity does not respond in proper time the request is canceled automatically.   Syntax: Human.RequestDialog(entity, roles) Requests dialog with this human. roles - meta roles override for source soul Dialog does not start immediately but it only notifies targeted entity that somebody wants to interact with it. If target entity does not respond in proper time the request is canceled automatically.   |
ReadyForDialogWithRoles | Syntax: Human.ReadyForDialogWithRole(false, "kovar") Notifies dialog manager that this human is ready for dialog. This is a response to signal dialog request start which handled by AI.   |
Member name | Description |
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ReadyForDialogWithRoles | Syntax: Human.ReadyForDialogWithRole(false, "kovar") Notifies dialog manager that this human is ready for dialog. This is a response to signal dialog request start which handled by AI.   |
Member name | Description |
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SetPhase | Syntax: Item.SetPhase(phase) Sets phase of this objects and reload its mode. Phase relative from 0 to 1.   |
SetPhaseById | Syntax: Item.SetPhaseById(id) Sets phase of this objects by phase id and reload its model. Id is absolute phase from 0 to max phases. Max phases needs to be known from DB.   |
Member name | Description |
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AverageActorSuperFraction | Syntax: Human.AverageActorSuperFraction() Returns average super fraction from all cloths for this human.   |
Member name | Description |
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AddMetaRole | Syntax: soul:AddMetaRole(id) Adds a metarole ids to this soul.   |
AddMetaRoleByName | Syntax: soul:AddMetaRoleByName(name) Adds a metarole by its name to this soul.   |
GetMetaRoles | Syntax: soul:GetMetaRoles() Returns a table=array containing metarole ids.   |
RemoveMetaRole | Syntax: soul:RemoveMetaRole(id) Removes a metarole from this soul.   |
RemoveMetaRoleByName | Syntax: soul:RemoveMetaRoleByName(metaroleName) Removes a metarole from this soul.   |
Member name | Description |
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ChangeAnimGraph | Syntax: Actor.ChangeAnimGraph( const char *graph, int layer ) Changes the animation graph.   |
CreateIKLimb | Syntax: Actor.CreateIKLimb( int slot, const char *limbName, const char *rootBone, const char *midBone, const char *endBone, int flags ) Creates an IK (Inverse Kinematics) limb.   |
GoLimp | Syntax: Actor.GoLimp() Makes the Actor having a limp. OBSOLETE: in 3.5   |
QueueAnimationState | Syntax: Actor.QueueAnimationState( const char *animationState ) Pushes an animation state into the queue.   |
SetAnimationInput | Syntax: Actor.SetAnimationInput( const char * inputID, const char * value ) Sets the animation input.   |
SetVariationInput | Syntax: Actor.SetVariationInput( const char *name, const char* value ) Sets variation input value.   |
Member name | Description |
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UnlockAllRecipes | Syntax: RPG.UnlockAllRecipes() Unlocks all recipes with all steps.  |
Member name | Description |
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C_ScriptBind_Alchemy Class | |
GetFlagTextFor | Syntax: Alchemy.GetFlagTextFor(EntityId user, item_type) returns flag text for alchemy item   |
GetUsableFor | Syntax: Alchemy.GetUsableFor(EntityId user, item_type) returns usable state   |
ResetTable | Resets alchemy table and all linked alchemy items to theirs default positions.   |
StartAlchemy | Syntax: Alchemy.StartAlchemy(EntityId user, EntityId table) Starts alchemy mini game.   |
UnlockAllRecipes | Syntax: RPG.UnlockAllRecipes() Unlocks all recipes with all steps.  |
UnlockRecipe | Syntax: RPG.UnlockRecipeStep() Unlocks recipe step.  |
Member name | Description |
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SendMessageToEntityData |   |
Member name | Description |
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GetFactionID | Syntax: soul:GetFactionID() Returns the ID of the faction that the soul belongs to.   |
Member name | Description |
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C_ScriptBindPlayer Class | |
GetPlayer |   |
AttachTo |   |
Sleep |   |
Debug | DOC-IGNORE-BEGIN Syntax: Script.Debug() DEACTIVATED.  |
DebugFull | DOC-IGNORE-BEGIN Syntax: Script.DebugFull() DEACTIVATED.  |
GetGPUQuality | Syntax: System.GetGPUQuality() Gets the GPU quality.  |
GetVideoMem | Syntax: System.GetVideoMem() Gets the amount of the video memory for the system.  |
Member name | Description |
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CompleteQuestObjective | Syntax: QuestSystem.CompleteQuestObjective(const char *questName, int objectiveId) Complete objective of quest with id, even if objective was not active before   Syntax: QuestSystem.CompleteQuestObjective(const char *questName, int objectiveId) Complete objective of quest with id, only if it is active   |
CompleteStep | Syntax: QuestSystem.CompleteStep(const char *questName, int objectiveId, int stepId) Complete step from objective of quest with id, only if it is active   |
Member name | Description |
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IsStepActive | Syntax: QuestSystem.IsStepActive(const char *questName, int objectiveId, int stepId) Returns true if step in objective is active, false if not, or quest or objective or step does not exist   |
Member name | Description |
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Msg | This is Msg, a member of class C_ScriptBindTrace.  |
RegisterGlobals | This is RegisterGlobals, a member of class C_ScriptBindTrace.  |
RegisterMethods | This is RegisterMethods, a member of class C_ScriptBindTrace.  |
TRACELEVEL_ENUM | This is TRACELEVEL_ENUM, a member of class C_ScriptBindTrace.  |
Member name | Description |
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CScriptBindDialogSystem Class | |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindDialogSystem.  |
Release | This is Release, a member of class CScriptBindDialogSystem.  |
UIAction | |
CallFunction | Syntax: UIAction.CallFunction( elementName, instanceID, functionName, [arg1], [arg2], [...] ) Calls a function of the UI flash asset or the UIEventSystem.   |
DisableAction | Syntax: UIAction.DisableAction( actionName ) Disables the UI Action.   |
EnableAction | Syntax: UIAction.EnableAction( actionName ) Enables the UI Action.   |
EndAction | Syntax: UIAction.EndAction( table, disable, arguments ) Ends a UI Action. This can be only used withing a UIAction Lua script!   |
GetAlpha | Syntax: UIAction.GetAlpha( elementName, instanceID, mcName ) Get MovieClip alpha value.   |
GetArray | Syntax: UIAction.GetArray( elementName, instanceID, arrayName ) Returns a table with values of the array.  |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindUIAction.  |
GetPos | Syntax: UIAction.GetPos( elementName, instanceID, mcName ) Get MovieClip position.   |
GetRotation | Syntax: UIAction.GetRotation( elementName, instanceID, mcName ) Get MovieClip rotation.   |
GetScale | Syntax: UIAction.GetScale( elementName, instanceID, mcName ) Get MovieClip scale.   |
GetVariable | Syntax: UIAction.GetVariable( elementName, instanceID, varName ) Gets a variable of the UI flash asset.  |
GotoAndPlay | Syntax: UIAction.GotoAndPlay( elementName, instanceID, mcName, frameNum ) Call GotoAndPlay on a MovieClip.   |
GotoAndPlayFrameName | Syntax: UIAction.GotoAndPlayFrameName( elementName, instanceID, mcName, frameName ) Call GotoAndPlay on a MovieClip by frame name.   |
GotoAndStop | Syntax: UIAction.GotoAndStop( elementName, instanceID, mcName, frameNum ) Call GotoAndStop on a MovieClip.   |
GotoAndStopFrameName | Syntax: UIAction.GotoAndStopFrameName( elementName, instanceID, mcName, frameName ) Call GotoAndStop on a MovieClip by frame name.   |
HideElement | Syntax: UIAction.HideElement( elementName, instanceID ) Hide the UI flash asset.   |
IsVisible | Syntax: UIAction.IsVisible( elementName, instanceID, mcName ) Get MovieClip visible state.   |
RegisterActionListener | Syntax: UIAction.RegisterActionListener( table, actionName, eventName, callbackFunctionName ) Register a callback function for a UIAction event. Callback Function must have form: CallbackName(actionName, eventName, argTable)   |
RegisterElementListener | Syntax: UIAction.RegisterElementListener( table, elementName, instanceID, eventName, callbackFunctionName ) Register a callback function for a UIElement event. Callback Function must have form: CallbackName(elementName, instanceId, eventName, argTable)   |
RegisterEventSystemListener | Syntax: UIAction.RegisterEventSystemListener( table, eventSystem, eventName, callbackFunctionName ) Register a callback function for a UIEventSystem event. Callback Function must have form: CallbackName(actionName, eventName, argTable)   |
Release | This is Release, a member of class CScriptBindUIAction.  |
Reload | IUIModule   |
ReloadElement | Syntax: UIAction.ReloadElement( elementName, instanceID ) Reloads the UI flash asset.   |
RequestHide | Syntax: UIAction.RequestHide( elementName, instanceID ) Send the fade out signal to the UI flash asset.   |
Reset |   |
SetAlpha | Syntax: UIAction.SetAlpha( elementName, instanceID, mcName, fAlpha ) Set MovieClip alpha value.   |
SetArray | Syntax: UIAction.SetArray( elementName, instanceID, arrayName, values ) Sets an array of the UI flash asset.  |
SetPos | Syntax: UIAction.SetPos( elementName, instanceID, mcName, vPos ) Set MovieClip position.   |
SetRotation | Syntax: UIAction.SetRotation( elementName, instanceID, mcName, vRotation ) Set MovieClip rotation.   |
SetScale | Syntax: UIAction.SetScale( elementName, instanceID, mcName, vScale ) Set MovieClip scale.   |
SetVariable | Syntax: UIAction.SetVariable( elementName, instanceID, varName, value ) Sets a variable of the UI flash asset.  |
SetVisible | Syntax: UIAction.SetVisible( elementName, instanceID, mcName, bVisible ) Set MovieClip visible state.   |
ShowElement | Syntax: UIAction.ShowElement( elementName, instanceID ) Displays the UI flash asset.   |
StartAction | Syntax: UIAction.StartAction( actionName, arguments ) Starts a UI Action.   |
UnloadElement | Syntax: UIAction.UnloadElement( elementName, instanceID ) Unloads the UI flash asset.   |
UnregisterActionListener | Syntax: UIAction.UnregisterActionListener( table, callbackFunctionName ) Unregister callback functions for a UIAction event.   |
UnregisterElementListener | Syntax: UIAction.UnregisterElementListener( table, callbackFunctionName ) Unregister callback functions for a UIElement event.   |
UnregisterEventSystemListener | Syntax: UIAction.UnregisterEventSystemListener( table, callbackFunctionName ) Unregister callback functions for a UIEventSystem event.   |
CScriptBindMaterialEffects Class | |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindMaterialEffects.  |
Release | This is Release, a member of class CScriptBindMaterialEffects.  |
Network | |
DelegateAuthority | Syntax: Network.DelegateAuthority(ent, channel) Delegate authority for an object to some client.   |
Expose | Syntax: Network.Expose()   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindNetwork.  |
Release | This is Release, a member of class CScriptBindNetwork.  |
GameStatistics | |
AddGameElement | Syntax: GameStatistics.AddGameElement( scopeID, elementID, locatorID, locatorValue [, table]) Adds a game element to specified scope. Syntax: GameStatistics.AddGameElement( scopeID, elementID, locatorID, locatorValue, table )  |
BindTracker | Syntax: GameStatistics.BindTracker( name, tracker )  |
CurrentScope | Syntax: GameStatistics.CurrentScope() Returns the ID of current scope, -1 if stack is empty   |
Event | Syntax: GameStatistics.Event()  |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindGameStatistics.  |
PopGameScope | Syntax: GameStatistics.PopGameScope( [checkScopeId] ) Removes the scope from the top of the stack.  |
PushGameScope | Syntax: GameStatistics.PushGameScope(scopeID) Pushes a scope on top of the stack.  |
RemoveGameElement | Syntax: GameStatistics.RemoveGameElement( scopeID, elementID, locatorID, locatorValue ) Removes element from the specified scope if data parameters match. Syntax: GameStatistics.RemoveGameElement( scopeID, elementID, locatorID, locatorValue )  |
StateValue | Syntax: GameStatistics.StateValue( )  |
UnbindTracker | Syntax: GameStatistics.UnbindTracker( name, tracker )  |
VehicleSystem | |
AddSeat | Syntax: Vehicle.AddSeat( paramsTable ) Adds a seat to the vehicle.   |
AttachTo |   |
ChangeSeat | Syntax: Vehicle.ChangeSeat(actorHandle, seatId, isAnimationEnabled) Makes the actor changing the seat inside the vehicle.   |
DisableEngine | Syntax: Vehicle.DisableEngine( disable ) Disables/enables the engine of the vehicle.   |
EnableMovement | Syntax: Vehicle.EnableMovement( enable ) Enables/disables the movement of the vehicle.   |
EnterVehicle | Syntax: Vehicle.EnterVehicle( actorHandle, seatId, isAnimationEnabled ) Makes the actor entering the vehicle.   |
ExitVehicle | Syntax: Vehicle.ExitVehicle( actorHandle ) Makes the actor going out from the vehicle.   |
GetComponentDamageRatio | Syntax: Vehicle.GetComponentDamageRatio( componentName ) Gets the damage ratio of the specified component.   |
GetHelperDir | Syntax: Vehicle.GetHelperDir( name, isInVehicleSpace ) Gets the helper direction.   |
GetHelperPos | Syntax: Vehicle.GetHelperPos(name, isInVehicleSpace) Gets the helper position.   |
GetHelperWorldPos | Syntax: Vehicle.GetHelperWorldPos( name ) Gets the helper position in the world coordinates.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindVehicle.  |
GetSeatForPassenger | Syntax: Vehicle.GetSeatForPassenger(id) Returns the vehicle seat id for the specified passenger  |
GetVehicle | Syntax: Vehicle.GetVehicle() Gets the vehicle identifier.   |
HasHelper | Syntax: Vehicle.HasHelper(name) Checks if the vehicle has the specified helper.   |
IsDestroyed | Syntax: Vehicle.IsDestroyed() Checks if the vehicle is destroyed.   |
IsInsideRadius | Syntax: Vehicle.IsInsideRadius( pos, radius ) Checks if the vehicle is inside the specified radius.   |
IsUsable | Syntax: Vehicle.IsUsable( userHandle ) Checks if the vehicle is usable by the user.   |
MultiplyWithWorldTM | Syntax: Vehicle.MultiplyWithWorldTM( pos ) Multiplies with the world transformation matrix.   |
OnHit | Syntax: Vehicle.OnHit( targetId, shooterId, damage, position, radius, pHitClass, explosion ) Event that occurs after the vehicle is hit.   |
OnUsed | Syntax: Vehicle.OnUsed( userHandle, index ) Events that occurs when the user uses the vehicle.   |
ProcessPassengerDamage | Syntax: Vehicle.ProcessPassengerDamage( passengerId, actorHealth, damage, pDamageClass, explosion ) Processes passenger damages.   |
Release | This is Release, a member of class CScriptBindVehicle.  |
Reset | Syntax: Vehicle.Reset() Resets the vehicle.   |
ResetSlotGeometry | Syntax: Vehicle.ResetSlotGeometry( slot, filename, geometry )  |
VehicleSeat | |
AttachTo |   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindVehicleSeat.  |
GetPassengerId | Syntax: VehicleSeat.GetPassengerId() Gets the passenger identifier.   |
GetVehicleSeat | Syntax: VehicleSeat.GetVehicleSeat() Gets the vehicle seat identifier.   |
GetWeaponCount | Syntax: VehicleSeat.GetWeaponCount() Gets the number of weapons available on this seat.   |
GetWeaponId | Syntax: VehicleSeat.GetWeaponId(weaponIndex) Gets the weapon identifier.   |
IsDriver | Syntax: VehicleSeat.IsDriver() Checks if the seat is the driver seat.   |
IsFree | Syntax: VehicleSeat.IsFree(actor) Checks if the seat is free.  |
IsGunner | Syntax: VehicleSeat.IsGunner() Checks if the seat is the gunner seat.   |
Release | This is Release, a member of class CScriptBindVehicleSeat.  |
Reset | Syntax: VehicleSeat.Reset() Resets the vehicle seat.   |
SetAIWeapon | Syntax: VehicleSeat.SetAIWeapon(weaponHandle) Sets the weapon artificial intelligence.   |
Action | |
ActivateEffect | Syntax: Action.ActivateEffect( name ) Activates the specified effect.  |
ActivateExtensionForGameObject | Syntax: Action.ActivateExtensionForGameObject( entityId, extension, activate ) Activates a specified extension for a game object.   |
AddAngleSignal | Syntax: Action.AddRangeSignal( entityId, fAngle, fFlexibleBoundary, sSignal ) Adds an angle for the signal.   |
AddRangeSignal | Syntax: Action.AddRangeSignal( entityId, fRadius, fFlexibleBoundary, sSignal ) Adds a range for the signal.   |
AddTargetRangeSignal | Syntax: Action.AddTargetRangeSignal( entityId, targetId, fRadius, fFlexibleBoundary, sSignal )  |
BanPlayer | Syntax: Action.BanPlayer( entityId, message ) Bans a specified player.  |
BindGameObjectToNetwork | Syntax: Action.BindGameObjectToNetwork( entityId ) Binds game object to the network.   |
CacheItemGeometry | Syntax: Action.CacheItemGeometry( itemName ) Caches an item geometry.   |
CacheItemSound | Syntax: Action.CacheItemSound( itemName ) Caches an item sound.   |
ClearEntityTags | Syntax: Action.ClearEntityTags( entityId ) Clears the tag for the specified entity.   |
ClearStaticTag | Syntax: Action.ClearStaticTag( entityId, staticId ) Clears the specified static tag for the specified entity.   |
ConnectToServer | Syntax: Action.ConnectToServer( server ) Connects to the specified server.   |
CreateGameObjectForEntity | Syntax: Action.CreateGameObjectForEntity( entityId ) Creates a game object for the specified entity.   |
DestroyRangeSignaling | Syntax: Action.DestroyRangeSignaling( entityId )  |
DisableSignalTimer | Syntax: Action.DisableSignalTimer( entityId, sText ) Disables the signal timer.   |
DontSyncPhysics | Syntax: Action.DontSyncPhysics( entityId ) Doesn't sync physics for the specified entity.   |
EnableRangeSignaling | Syntax: Action.EnableRangeSignaling( entityId, bEnable ) Enable/Disable range signalling for the specified entity.   |
EnableSignalTimer | Syntax: Action.EnableSignalTimer( entityId, sText ) Enables the signal timer.   |
ForceGameObjectUpdate | Syntax: Action.ForceGameObjectUpdate( entityId, force ) Forces the game object to be updated.   |
GetClassName | Syntax: Action.GetClassName( classId ) Returns the matching class name if available for specified classId.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindAction.  |
GetPlayerList | Syntax: Action.GetPlayerList() Checks the current players list.  |
GetServer | Syntax: Action.GetServer( number ) Gets the server.   |
GetServerTime | Syntax: Action.GetServerTime() Gets the current time on the server.   |
GetWaterInfo | Syntax: Action.GetWaterInfo( pos ) Gets information about the water at the position pos.  |
HasAI | Syntax: Action.HasAI( entityId ) Returns if the entity has an AI object associated to it, meaning it has been registered with the AI System  |
IsChannelOnHold | Syntax: Action.IsChannelOnHold( channelId ) Checks if the specified channel is on hold.   |
IsChannelSpecial | Syntax: Action.IsChannelSpecial() Gets if the channel is a special one.  |
IsClient | Syntax: Action.IsClient() Checks if the current script runs on a client.  |
IsGameObjectProbablyVisible | Syntax: Action.IsGameObjectProbablyVisible( gameObject ) Checks if an object is probably visible.  |
IsGameStarted | Syntax: Action.IsGameStarted() Checks if the game is started.  |
IsImmersivenessEnabled | Syntax: Action.IsImmersivenessEnabled() Gets if the immersive multiplayer is enabled.  |
IsRMIServer | Syntax: Action.IsRMIServer() Checks if the current script is running on an RMI (Remote Method Invocation) server.  |
IsServer | Syntax: Action.IsServer() Checks if the current script runs on a server.  |
LoadXML | Syntax: Action.LoadXML(definitionFile, dataFile )  |
PauseGame | Syntax: Action.PauseGame( pause ) Puts the game into pause mode.   |
Persistant2DText | Syntax: Action.Persistant2DText( text, size, color, name, timeout ) Adds a persistent 2D text.   |
PersistantArrow | Syntax: Action.PersistantArrow( pos, radius, dir, color, name, timeout ) Adds a persistent arrow to the world.   |
PersistantEntityTag | Syntax: Action.PersistantEntityTag( entityId, text ) Adds a persistent entity tag. Required Params: entityId, const char *text Optional Params: float size, Vec3 color, float visibleTime, float fadeTime, float viewDistance, const char* staticId, int columnNum, const char* contextTag  |
PersistantLine | Syntax: Action.PersistantLine( start, end, color, name, timeout ) Adds a persistent line to the world.   |
PersistantSphere | Syntax: Action.PersistantSphere( pos, radius, color, name, timeout ) Adds a persistent sphere to the world.   |
PreLoadADB | Syntax: Action.PreLoadADB( adbFileName ) Use this function to pre-cache ADB files. Pre-load a mannequin ADB file. In: The function handler (NULL is invalid!) In: The name of the ADB file.  |
RefreshPings | Syntax: Action.RefreshPings() Refreshes pings for all the servers listed.   |
RegisterWithAI | Syntax: Action.RegisterWithAI() Registers the entity to AI System, creating an AI object associated to it (MATT) Moved here from ScriptBindAI when that was moved to the AI system {2008/02/15:15:23:16  |
Release | This is Release, a member of class CScriptBindAction.  |
ResetRangeSignaling | Syntax: Action.ResetRangeSignaling( entityId )  |
ResetSignalTimer | Syntax: Action.ResetSignalTimer( entityId, sText ) Resets the rate for the signal timer.   |
ResetToNormalCamera | Syntax: Action.ResetToNormalCamera() Resets the camera to the last valid view stored.   |
SaveXML | Syntax: Action.SaveXML(definitionFile, dataFile, dataTable)  |
SendGameplayEvent | Syntax: Action.SendGameplayEvent( entityId, event ) Sends an event for the gameplay.   |
SetAimQueryMode | Syntax: Action.SetAimQueryMode( entityId, mode ) Set the aim query mode for the ai proxy. Normally the ai proxy asks the movement controller if the character is aiming. You can override that and set your own 'isAiming' state.   |
SetNetworkParent | Syntax: Action.SetNetworkParent( entityId, parentId ) Sets the network parent.   |
SetSignalTimerRate | Syntax: Action.SetSignalTimerRate( entityId, sText, fRateMin, fRateMax ) Sets the rate for the signal timer.   |
SetViewCamera | Syntax: Action.SetViewCamera() Saves the previous valid view and override it with the current camera settings.   |
ActionMapManager | |
EnableActionFilter | Syntax: ActionMapManager.EnableActionFilter( name, enable ) Enables a filter for the actions.   |
EnableActionMap | Syntax: ActionMapManager.EnableActionMap( name, enable ) Enables an action map.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindActionMapManager.  |
LoadFromXML | Syntax: ActionMapManager.LoadFromXML( name ) Loads information from an XML file.   |
Release | This is Release, a member of class CScriptBindActionMapManager.  |
ActorSystem | |
CreateActor | Syntax: ActorSystem.CreateActor( channelId, actorParams ) Creates an actor. Example on how to use this function: local params = { name = "dude", class = "CSpectator", position = {x=0, y=0, z=0}, rotation = {x=0, y=0, z=0}, scale = {x=1, y=1, z=1} } Actor.CreateActor( channelId, params );  |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindActorSystem.  |
Release | This is Release, a member of class CScriptBindActorSystem.  |
Inventory | |
AttachTo |   |
Clear | Syntax: Inventory.Clear() Clears the inventory.   |
Destroy | Syntax: Inventory.Destroy() Destroys the inventory.   |
DetachFrom |   |
Dump | Syntax: Inventory.Dump() Dumps the inventory.   |
GetAmmoCapacity | Syntax: Inventory.GetAmmoCapacity( ammoName ) Gets the capacity for the specified ammunition.   |
GetAmmoCount | Syntax: Inventory.GetAmmoCount(ammoName) Gets the amount of the specified ammunition name.   |
GetCurrentItem | Syntax: Inventory.GetCurrentItem() Gets the current item.   |
GetCurrentItemId | Syntax: Inventory.GetCurrentItemId() Gets the identifier of the current item.   |
GetGrenadeWeaponByClass | Syntax: Inventory.GetGrenadeWeaponByClass( className ) Gets grenade weapon by class name.   |
GetItemByClass | Syntax: Inventory.GetItemByClass( className ) Gets item by class name.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindInventory.  |
HasAccessory | Syntax: Inventory.HasAccessory( accessoryName ) Checks if the inventory contains the specified accessory.   |
Release | This is Release, a member of class CScriptBindInventory.  |
SetAmmoCount | Syntax: Inventory.SetAmmoCount( ammoName, count ) Sets the amount of the specified ammunition.   |
ItemSystem | |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindItemSystem.  |
GetPackItemByIndex | Syntax: ItemSystem.GetPackItemByIndex( packName, index ) Gets a pack item from its index.   |
GetPackNumItems | Syntax: ItemSystem.GetPackNumItems() Get the number of items in the specified pack.  |
GetPackPrimaryItem | Syntax: ItemSystem.GetPackPrimaryItem( packName ) Gets the primary item of the specified pack.   |
GiveItem | Syntax: ItemSystem.GiveItem( itemName ) Gives the specified item.   |
GiveItemPack | Syntax: ItemSystem.GiveItemPack( actorId, packName ) Gives the item pack to the specified actor.   |
Release | This is Release, a member of class CScriptBindItemSystem.  |
Reset | Syntax: ItemSystem.Reset() Resets the item system.   |
SerializePlayerLTLInfo | Syntax: ItemSystem.SerializePlayerLTLInfo( reading ) Serializes player LTL info.   |
SetActorItem | Syntax: ItemSystem.SetActorItem( actorId, itemId, keepHistory ) Sets an actor item.   |
SetActorItemByName | Syntax: ItemSystem.SetActorItemByName( actorId, name, keepHistory ) Sets an actor item by name.   |
VehicleSystem | |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindVehicleSystem.  |
GetOptionalScript | Syntax: VehicleSystem.GetOptionalScript(vehicleName) Get an (optional) script for the named vehicle.  |
GetVehicleImplementations | Syntax: VehicleSystem.GetVehicleImplementations() Get a table of all implemented vehicles.   |
Release | This is Release, a member of class CScriptBindVehicleSystem.  |
ReloadSystem | Syntax: VehicleSystem.ReloadSystem() Reloads the vehicle system with default values.   |
SetTpvDistance | Syntax: VehicleSystem.SetTpvDistance(distance) Distance of camera in third person view.  |
SetTpvHeight | Syntax: VehicleSystem.SetTpvHeight(height) Height of camera in third person view.  |
AI | |
CreateQueryFromTacticalSpec |   |
GetEntityFromParam | Fetch entity pointer from script parameter Fetch entity pointer from script parameter  |
GetEntityIdFromParam | Fetch entity ID from script parameter Fetch entity ID from script parameter  |
GetGroupSpatialProperties |   |
GetSignalExtraData |   |
RayWorldIntersectionWrapper | wrapper, to make it use tick-counter  |
SetLastOpResult | This is SetLastOpResult, a member of class CScriptBindAI.  |
CScriptBindAI::SetPFProperties (AgentMovementAbility&, EAIPathType) | |
CScriptBindAI::SetPFProperties (AgentMovementAbility&, string&) | |
CScriptBindAI::SetPFProperties (IFunctionHandler *) | |
SetPFProperties | This is the overview for the SetPFProperties method overload.  |
AbortAction | Syntax: AI.AbortAction( userId [, actionId ] ) Aborts execution of an action if actionId is specified or aborts execution of all actions if actionId is nil or 0  |
AddAggressiveTarget | Syntax: AI.AddAggressiveTarget( entityId, targetId ) Add the target Id as an aggressive potential target to the entity's list  |
AddCombatClass | Creates new combat class   |
AddCoverEntity | This is AddCoverEntity, a member of class CScriptBindAI.  |
AddFormationPoint | Syntax: AI.AddFormationPoint(name, sightangle, distance, offset, [unit_class [,distanceAlt, offsetAlt]] ) Adds a follow-type node to a formation descriptor  |
AddFormationPointFixed | Syntax: AI.AddFormationPointFixed(name, sightangle, x, y, z [,unit_class]) Adds a node with a fixed offset to a formation descriptor  |
AddPatternBranch | Syntax: AI.AddPatternBranch( nodeName, method, branchNode1, branchNode2, ..., branchNodeN ) Creates a branch pattern at the specified node. When the entity has approached the specified node (nodeName), and it is time to choose a new point, the rules defined by this function will be used to select the new point. This function allows to associate multiple target points and an evaluation rule.  |
AddPatternNode | Syntax: AI.AddPatternNode( nodeName, offsetx, offsety, offsetz, flags, [parent], [signalValue] ) Adds point to the track pattern. When validating the points test is made from the start position to the end position. Start position is either the pattern origin or in case the parent is provided, the parent position. The end position is either relative offset from the start position or offset from the pattern origin, this is chosen based on the node flag. The offset is clamped to the physical world based on the test method. The points will be evaluated in the same oder they are added to the... <a href='CScriptBindAI__AddPatternNode@IFunctionHandler__.html'>more</a>  |
AddPersonallyHostile | Syntax: AI.AddPersonallyHostile(entityID, hostileID)   |
AgentLookAtPos | Syntax: AI.AgentLookAtPos(entityId, pos) Makes the entityId look at certain position  |
AllowLowerBodyToTurn | Syntax: AI.LockBodyTurn(entityID, bAllowLowerBodyToTurn)  |
Animation |   |
AssignPathTypeToSOUser |   |
CScriptBindAI::AssignPFPropertiesToPathType (IFunctionHandler *) | |
CScriptBindAI::AssignPFPropertiesToPathType (string&, AgentPathfindingProperties&) | |
AssignPFPropertiesToPathType | This is the overview for the AssignPFPropertiesToPathType method overload.  |
AutoDisable | AutoDisable  |
BeginGoalPipe | Syntax: AI.BeginGoalPipe( szPipeName ) Creates a goal pipe and allows to start filling it.  |
BeginGroup | Syntax: AI.BeginGroup() to define group of goals   |
BeginTrackPattern | Syntax: AI.BeginTrackPattern( patternName, flags, validationRadius, [stateTresholdMin], [stateTresholdMax], [globalDeformTreshold], [localDeformTreshold], [exposureMod], [randomRotAng] ) Begins definition of a new track pattern descriptor. The pattern is created bu calling the AI.AddPatternPoint() and AI.AddPatternBranch() functions, and finalised by calling the AI.EndTrackPattern().  |
BehaviorEvent | This is BehaviorEvent, a member of class CScriptBindAI.  |
BreakEvent | This is BreakEvent, a member of class CScriptBindAI.  |
CanFireInStance | Syntax: AI.CanFireInStance(entityId, stance) Returns if AI can fire at his target in the given stance at his current position  |
CanMelee | Syntax: AI.CanMelee(entityId) returns 1 if the AI is able to do melee attack.  |
CanMoveStraightToPoint | Syntax: AI.CanMoveStraightToPoint(entityId, position) Returns true if the entity can move to the specified position in a straight line (no multiple segment path necessary)  |
ChangeFormation | Syntax: AI.ChangeFormation(entityId, name [,scale] ) Changes the formation descriptor for the current formation of given entity's group (if there is a formation)  |
ChangeMovementAbility | Syntax: AI.ChangeMovementAbility( entityId, paramEnum, paramValue ) Changes an enumerated AI movement ability parameter.  |
ChangeParameter | Syntax: AI.ChangeParameter( entityId, paramEnum, paramValue ) Changes an enumerated AI parameter.  |
CheckForFriendlyAgentsAroundPoint | Syntax: AI.CheckForFriendlyAgentsAroundPoint( entityID, point, radius)  |
CheckMeleeDamage | Syntax: AI.CheckMeleeDamage(entityId, targetId, radius, minheight, maxheight, angle) returns 1 if the AI performing melee is actually hitting target.  |
CheckVehicleColision |   |
ClearAnimationTag | Syntax: AI.ClearAnimationTag(entityId, tagName)  |
ClearForReload | Syntax: AI.ClearForReload( szPipeName ) Clears all goalpipes from the system  |
ClearMovementContext | Syntax: AI.ResetMovementContext(entityId) reset the given entity's movement context  |
ClearPotentialTargets | Syntax: AI.ClearPotentialTargets( entityId ) Clears all the potential targets from the AI's perception handler  |
ClearTempTarget | Syntax: AI.ClearTempTarget( entityId ) Removes the entity's temporary potential target, so it is no longer considered for target selection  |
ConstrainPointInsideGenericShape | Syntax: AI.ConstrainPointInsideGenericShape(position, shapeName[, checkHeight]) Returns the nearest point inside specified shape.  |
CreateFormation | Syntax: AI.CreateFormation( name ) Creates a formation descriptor and adds a fixed node at 0,0,0 (owner's node).  |
CreateGoalPipe | Syntax: AI.CreateGoalPipe( szPipeName ) Used for warnings about data/script errors  |
CreateGroupFormation | Syntax: AI.CreateGroupFormation(entityId, leaderId) Creates a group formation with leader (or updates leader)  |
CreateStimulusEvent | Syntax: AI.CreateStimulusEvent(entityId, targetId, stimulusName, pData) Creates a target track stimulus event for the entity using the specified data  |
CreateStimulusEventInRange | This is CreateStimulusEventInRange, a member of class CScriptBindAI.  |
CreateTempGenericShapeBox | Syntax: AI.CreateTempGenericShapeBox(center, radius, height, type) Creates a temporary box shaped generic shape (will be destroyed upon AIsystem reset). Returns the name of the shape.  |
DebugReportHitDamage | Syntax: AI.DebugReportHitDamage(pVictimEntity, pShooterEntity) Creates a debug report for the hit damage. DebugReportHitDamage  |
DestroyAllTPSQueries | Syntax: AI2.DestroyAllTPSQueries() Destroys all the tactical point system queries.   |
DistanceToGenericShape | Syntax: AI.DistanceToGenericShape(position, shapeName[, checkHeight]) Returns true if the point is inside the specified shape.  |
DropTarget | Syntax: AI.DropTarget( entityId, targetId ) Clears the target from the AI's perception handler  |
EnableCoverFire | Syntax: AI.EnableCoverFire(entityId, enable) enables/disables fire when the FIREMODE_COVER is selected  |
EnableFire | Syntax: AI.EnableFire(entityId, enable) enables/disables fire  |
EnableUpdateLookTarget | Syntax: AI.EnableUpdateLookTarget(entityID, bEnable)  |
EnableWeaponAccessory | Syntax: AI.EnableWeaponAccessory(entityId, accessory, state) Enables or disables certain weapon accessory usage.  |
EndGoalPipe | Syntax: AI.EndGoalPipe() Ends creating a goal pipe   |
EndGroup | Syntax: AI.EndGroup() to define end of group of goals   |
EndTrackPattern | Syntax: AI.EndTrackPattern() Finalizes the track pattern definition. This function should always called to finalize the pattern. Failing to do so will cause erratic behavior.  |
Error | Syntax: AI.Error( szMessage ) Used when we really can't handle some data/situation. The code following this should struggle on so that the original cause (e.g. data) of the problem can be fixed in the editor, but in game this would halt execution  |
EvalHidespot |   |
EvalPeek | Syntax: AI.EvalPeek(entityId [, bGetOptimalSide]) Evaluates if an AI object can peek from his current position  |
Event |   |
ExecuteAction | Syntax: AI.ExecuteAction( action, participant1 [, participant2 [, ... , participantN ] ] ) Executes an Action on a set of Participants  |
FindObjectOfType | Syntax: AI.FindObjectOfType( entityId, radius, AIObjectType, flags [,returnPosition [,returnDirection]] ) | AI.FindObjectOfType( position, radius, AIObjectType, [,returnPosition [,returnDirection]] ) returns the closest AIObject of a given type around a given entity/position; once an AIObject is found, it's devalued and can't be found again for some seconds (unless specified in flags)  |
FindStandbySpotInShape | AI.FindStandbySpotInShape(centerPos, targetPos, anchorType); FindStandbySpotInShape  |
FindStandbySpotInSphere | AI.FindStandbySpotInSphere(centerPos, targetPos, anchorType); FindStandbySpotInSphere  |
FreeSignal | Syntax: AI.FreeSignal( signalType, SignalText, position, radius [, entityID [,signalExtraData]] ) Sends a signal to anyone in a given radius around a position   |
GetAIObjectPosition | Syntax: AI.GetAIObjectPosition( entityId | AIObjectName ) get the given AIObject's position  |
GetAlertness |   |
GetAnchor | 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)  |
GetAttentionTargetAIType | Syntax: AI.GetAttentionTargetAIType( entityId ) returns the given entity's attention target AI type (AIOBJECT_*)  |
GetAttentionTargetDirection | Syntax: AI.GetAttentionTargetDirection( entityId, returnDir ) returns the given entity's attention target's direction  |
GetAttentionTargetDistance | Syntax: AI.GetAttentionTargetDistance( entityId ) returns the given entity's attention target's distance to the entity  |
GetAttentionTargetEntity | Syntax: AI.GetAttentionTargetEntity( entityId ) returns the given entity's attention target entity (if it is an entity) or the owner entity of the attention target if it is a dummy object (if there is an owner entity)  |
GetAttentionTargetOf | Syntax: AI.GetAttentionTargetOf( entityId ) returns the given entity's attention target  |
GetAttentionTargetPosition | Syntax: AI.GetAttentionTargetPosition( entityId, returnPos ) returns the given entity's attention target's position  |
GetAttentionTargetThreat | Syntax: AI.GetAttentionTargetThreat( entityID )  |
GetAttentionTargetType | Syntax: AI.GetAttentionTargetType( entityId ) returns the given entity's attention target type (AITARGET_*)  |
GetAttentionTargetViewDirection | Syntax: AI.GetAttentionTargetViewDirection( entityId, returnDir ) returns the given entity's attention target's view direction  |
GetBeaconPosition | Syntax: AI.GetBeaconPosition( entityId | AIObjectName, returnPos ) get the beacon's position for the given entity/object's group  |
GetBehaviorBlackBoard | Syntax: AI.GetBehaviorBlackBoard( entity ) retrieves given AIActor current behaviour's black board (a Lua table)  |
GetBehaviorVariable | Syntax: AI.GetBehaviorVariable( entity, variableName, value ) Returns a behavior variable for the specified actor  |
GetBiasedDirection | Syntax: AI.GetBiasedDirection(entityId) Get biased direction of certain point  |
GetCurrentHideAnchor | Syntax: AI.GetCurrentHideAnchor( entityId ) Returns the name of the current anchor the entity is using for cover  |
GetDirectAnchorPos | Syntax: AI.GetDirectAttackPos(entityId, searchRange, minAttackRange) Returns a cover point which can be used to directly attack the attention target. Useful for choosing attack position for RPGs and such. Returns nil if no attack point is available.  |
GetDirLabelToPoint | Syntax: AI.GetDirLabelToPoint(entityId, point) Returns a direction label (front=0, back=1, left=2, right_3, above=4, -1=invalid) to the specified point.  |
GetDistanceAlongPath | Syntax: AI.GetDistanceAlongPath(entityId1, entityid2) returns the distance between entity1 and entity2, along entity1's path  |
GetDistanceToClosestGroupMember | Syntax: AI.GetDistanceToClosestGroupMember(entityId)  |
GetEnclosingGenericShapeOfType | Syntax: AI.GetEnclosingGenericShapeOfType(position, type[, checkHeight]) Returns the name of the first shape that is enclosing the specified point and is of specified type  |
GetEnclosingSpace |   |
GetExtraPriority | Syntax: AI.GetExtraPriority( enemyEntityId ) get an extra priority value to the entity which is given by enemyEntityId  |
GetFactionOf | Syntax: AI.GetFactionOf( entityID )  |
GetFlyingVehicleFlockingPos |   |
GetFormationLookingPoint | Syntax: AI.GetFormationLookingPoint(entityId) Gets the looking point position inside the formation  |
GetFormationPointClass | Syntax: AI.AddFormationPoint(name, position ) Adds a follow-type node to a formation descriptor  |
GetFormationPointPosition | Syntax: AI.GetFormationPointPosition(entityId, pos) gets the AI's formation point position  |
GetFormationPosition | Syntax: AI.GetFormationPosition(entityId) Gets the Relative position inside the formation  |
GetForwardDir | Attention Target / perception related functions   |
GetGroupAlertness |   |
GetGroupAveragePosition | Syntax: AI.GetGroupAveragePosition( entityId, properties, returnPos ) gets the average position of the (leader's) group members  |
GetGroupCount | Syntax: AI.GetGroupCount( entityId, flags, type ) returns the given entity's group members count  |
GetGroupMember | Syntax: AI.GetGroupMember( entityId|groupId, idx, flags, type) returns the idx-th entity in the given group  |
GetGroupOf | Syntax: AI.GetGroupOf( entityId ) returns the given entity's group id  |
GetGroupScopeUserCount | Syntax: AI.GetGroupScopeUserCount(entityID, bAllowLowerBodyToTurn)  |
GetGroupScriptTable | Syntax: AI.GetGroupScriptTable( groupID )  |
GetGroupTarget | Syntax: AI.GetGroupTarget( entityId [,bHostileOnly [,bLiveOnly]] ) Returns the most threatening attention target amongst the agents in the given entity's group (see IAgent.h for definition of alert status)  |
GetGroupTargetCount | Syntax: AI.GetGroupTargetCount( entityId [,bHostileOnly [,bLiveOnly]] ) Returns the number of attention targets amongst the agents in the given entity's group  |
GetGroupTargetEntity | Syntax: AI.GetGroupTargetEntity( groupID )  |
GetGroupTargetThreat | Syntax: AI.GetGroupTargetThreat( groupID )  |
GetGroupTargetType | Syntax: AI.GetGroupTargetType( groupID )  |
GetHeliAdvancePoint |   |
GetLastUsedSmartObject | Syntax: AI.GetLastUsedSmartObject( userEntityId ) Returns the last used smart object  |
GetLeader | Syntax: AI.GetLeader( groupID | entityID ) returns the leader's name of the given groupID / entity  |
GetMemoryFireType | Syntax: AI.GetMemoryFireType(entityId) Returns how the puppet handles firing at its memory target  |
GetNavigationType | Syntax: AI.GetNavigationType(entityId) returns the navigation type value at the specified entity's position, given the entity navigation properties  |
GetNearestEntitiesOfType | Syntax: AI.GetNearestEntitiesOfType( entityId|objectname|position, AIObjectType, maxObjects, returnList [,objectFilter [,radius]] ) returns a list of the closest N entities of a given AIObjkect type associated the found objects are then devalued  |
GetNearestHidespot | Syntax: AI.GetNearestHidespot(entityId, rangeMin, rangeMax [, center]) Returns position of a nearest hidepoint within specified range, returns nil if no hidepoint is found.  |
GetNearestPathOfTypeInRange | Syntax: AI.GetNearestPathOfTypeInRange(entityId, pos, range, type [, devalue, useStartNode]) Queries a nearest path of specified type. The type uses same types as anchors and is specified in the path properties. The function will only return paths that match the requesters (entityId) navigation caps. The nav type is also specified in the path properties.  |
GetNearestPointOnPath | Syntax: AI.GetNearestPointOnPath( entityId, pathname, vPos ) returns a nearest point on the path from vPos  |
GetObjectBlackBoard | Syntax: AI.GetObjectBlackBoard( entity ) retrieves given object's black board (a Lua table)  |
GetObjectRadius | Syntax: AI.GetObjectRadius(entityId) Returns the radius of specified AI object.  |
GetParameter | Syntax: AI.GetParameter( entityId, paramEnum ) Changes an enumerated AI parameter.  |
GetPathLoop | Syntax: AI.GetPathSegNoOnPath( entityId, pathname ) returns true if the path is looped  |
GetPathSegNoOnPath | Syntax: AI.GetPathSegNoOnPath( entityId, pathname, vPos ) returns segment ratio ( 0.0 start point 100.0 end point )  |
GetPeakThreatLevel | Syntax: AI.GetPeakThreatLevel( entityID )  |
GetPeakThreatType | Syntax: AI.GetPeakThreatType( entityID )  |
GetPointOnPathBySegNo | Syntax: AI.GetPathSegNoOnPath( entityId, pathname, segNo ) returns point by segment ratio ( 0.0 start point 100.0 end point )  |
GetPosturePriority | Syntax: AI.GetPosturePriority(entityId, postureName) Set the given entity's posture priority  |
GetPotentialTargetCount | Syntax: AI.GetPotentialTargetCount( entityID ) Retrieves the number of potential targets for an entity from a specified factions.  |
GetPotentialTargetCountFromFaction | Syntax: AI.GetPotentialTargetCountFromFaction( entityID, name ) Retrieves the number of potential targets for an entity from a specified factions.  |
GetPredictedPosAlongPath | Syntax: AI.GetPredictedPosAlongPath( entityId, time, retPos ) Gets the agent predicted position along his path at a given time  |
GetPreviousBehaviorName | Syntax: AI.GetPreviousBehaviorName( entityID )  |
GetPreviousPeakThreatLevel | Syntax: AI.GetPreviousPeakThreatLevel( entityID )  |
GetPreviousPeakThreatType | Syntax: AI.GetPreviousPeakThreatType( entityID )  |
GetProbableTargetPosition | Syntax: AI.GetProbableTargetPosition(entityId) Returns the probable target position of the AI.  |
GetReactionOf | This is GetReactionOf, a member of class CScriptBindAI.  |
GetRefPointDirection | Syntax: AI.GetRefPointDirection(entityId) Get the entity's reference point direction  |
GetRefPointPosition | Syntax: AI.GetRefPointPosition(entityId) Get the entity's reference point World position  |
GetRefShapeName | Syntax: AI.GetRefShapeName(entityId) Returns the reference shape name.  |
GetSmartObjectHelper | Syntax: AI.GetSmartObjectHelper( entityId, className, helperName ) Returns table with position and direction vector of given SO helper  |
GetSoundPerceptionDescriptor | Syntax: AI.GetSoundPerceptionDescriptor(entityId, soundType, descriptorTable) Fills descriptorTable with info about how perception works for the entity dealing with soundType  |
GetStance | Syntax: AI.GetStance(entityId) get the given entity's stance  |
GetSubTypeOf | Syntax: AI.GetSubTypeOf( entityId ) returns the given entity's sub type  |
GetTacticalPoints | Syntax: AI.GetTacticalPoints( entityId, tacPointSpec, point ) Get a point matching a description, related to an entity. Format of a point is: { x,y,z }  |
GetTargetSubType | Syntax: AI.GetTargetSubType(entityId) Returns the subtype of current entity's attention target  |
GetTargetType | Syntax: AI.GetTargetType(entityId) Returns the type of current entity's attention target (memory, human, none etc)  |
GetTotalLengthOfPath | Syntax: AI.GetTotalLengthOfPath( entityId, pathname ) returns a total length of the path  |
GetTypeOf | Syntax: AI.GetTypeOf( entityId ) returns the given entity's type  |
GetUnitCount | Syntax: AI.GetUnitCount( entityId, unitProperties ) Gets the number of units the leader knows about. The leader will be found based on the group id of the entity.  |
GetUnitInRank | Syntax: AI.GetUnitInRank( groupID [,rank] ) Returns the entity in the group id in the given rank position, or the highest if rank == nil or rank <=0 the rank is specified in entity.Properties.nRank;  |
GoTo | Syntax: AI.GoTo(entityId, vDestination) This function is intended to allow AI Actor (the entity) go to the specified destination  |
Hostile | Syntax: AI.Hostile( entityId, entity2Id|AIObjectName ) returns true if the two entities are hostile  |
IgnoreCurrentHideObject | Syntax: AI.IgnoreCurrentHideObject( entityId ) Marks the current hideobject unreachable (will be omitted from future hidespot selections).  |
IntersectsForbidden | Syntax: AI.IsPointInFlightRegion(start, end) check if the line is in a Forbidden Region  |
InvalidateHidespot |   |
IsAgentInAgentFOV | Syntax: AI.IsAgentInAgentFOV(entityId, entityId2) Check if the entity2 is within the entity FOV  |
IsAgentInTargetFOV | Syntax: AI.IsAgentInTargetFOV(entityId, fov) Checks if the entity is in the FOV of the attention target.  |
IsAimReady | Syntax: AI.IsAimReady(entityIdHandle)  |
IsCoverCompromised | Syntax: AI.IsCoverCompromised(entityId)  |
IsEnabled | Syntax: AI.IsEnabled( entityId ) Returns true if entity's AI is enabled  |
IsFireEnabled | Syntax: AI.IsFireEnabled(entityId) checks if ai is allowed to fire or not  |
IsGoalPipe | Syntax: AI.IsGoalPipe( szPipeName ) Checks is a goalpipe of certain name exists already, returns true if pipe exists.  |
IsInCover | Syntax: AI.IsInCover(entityId)  |
IsLowHealthPauseActive | Syntax: AI.IsLowHealthPauseActive( entityID )  |
IsLowOnAmmo | Syntax: AI.IsLowOnAmmo(entityId)  |
IsMoving | Syntax: AI.IsMoving(entityId) Returns true if the agent desires to move.  |
IsMovingInCover | Syntax: AI.IsMovingInCover(entityId)  |
IsMovingToCover | Syntax: AI.IsMovingToCover(entityId)  |
IsOutOfAmmo | Syntax: AI.IsOutOfAmmo(entityId)  |
IsPersonallyHostile | Syntax: AI.IsPersonallyHostile(entityID, hostileID)  |
IsPointInFlightRegion | Syntax: AI.IsPointInFlightRegion(point) check if the point is in the Flight Region  |
IsPointInsideGenericShape | Syntax: AI.IsPointInsideGenericShape(position, shapeName[, checkHeight]) Returns true if the point is inside the specified shape.  |
IsPointInWaterRegion | Syntax: AI.IsPointInFlightRegion(point) check if the point is in the Flight Region  |
IsPunchableObjectValid | Syntax: AI.IsPunchableObjectValid(userId, objectId, origPos) Checks if a punchable object is valid.   |
IsTakingCover | Syntax: AI.IsTakingCover(entityId, [distanceThreshold])  |
LoadBehaviors | Syntax: AI.LoadBehaviors( folderName, extension, globalEnv)  |
LoadCharacters | Syntax: AI.LoadCharacters(folderName, tbl)  |
LoadGoalPipes | XML support for goal pipes ///////////////////////////////////////////////////////////////////////////////////////////////////////   |
LogComment | Syntax: AI.LogComment( szMessage ) Used to indicate info that would be useful for debugging, but there's too much of it for it to be enabled all the time  |
LogEvent | Syntax: AI.LogEvent( szMessage ) Used to indicate event-driven info that would be useful for debugging (may occur on a per-frame or even per-AI-update basis)  |
LogProgress | Syntax: AI.LogProgress( szMessage ) Used to indicate "progress markers" - e.g. during loading  |
MeleePunchableObject | Syntax: AI.MeleePunchableObject(entityId, objectId, origPos)  |
ModifySmartObjectStates | Syntax: AI.ModifySmartObjectStates( entityId, listStates ) Adds/Removes smart object states of a given entity  |
NotifyGroup | This is NotifyGroup, a member of class CScriptBindAI.  |
NotifyReinfDone |   |
NotifySurpriseEntityAction | NotifySurpriseEntityAction  |
ParseTables | Syntax: AI.ParseTables( firstTable,parseMovementAbility,pH,aiParams,updateAlways )  |
PlayCommunication | Syntax: AI.PlayCommunication(entityId, commName, channelName[, targetId] [, targetPos]) Plays communication on the AI agent. Plays communication on the AI agent.  |
PlayReadabilitySound | Syntax: AI.PlayReadabilitySound(entityId, soundName) Plays readability sound on the AI agent. This call does not do any filtering like playing readability using signals.  |
ProcessBalancedDamage | Syntax: AI.ProcessBalancedDamage(pShooterEntity, pTargetEntity, damage, damageType) Processes balanced damage.  |
PushGoal | Syntax: AI.PushGoal( szPipeName, goalName, blocking [,{params}] ) Used for warnings about data/script errors  |
PushLabel | Syntax: AI.PushLabel( szPipeName, szLabelName ) Used in combination with "branch" goal operation to identify jump destination  |
QueueBubbleMessage | Syntax: AI.QueueBubbleMessage(entityID, message, flags)  |
RecComment | Syntax: AI.RecComment( szMessage ) Record comment with AIRecorder.  |
RegisterDamageRegion | Syntax: AI.RegisterDamageRegion(entityId, radius) Register a spherical region that causes damage (so should be avoided in pathfinding). Owner entity position is used as region center. Can be called multiple times, will just move update region position  |
RegisterInterestedActor | Syntax: AI.RegisterInterestedActor(entityId, fInterestFilter, fAngleInDegrees) Registers the interested actor with the interest system Any errors go to error log  |
RegisterInterestingEntity | Syntax: AI.RegisterInterestingEntity(entityId, baseInterest, category, aiAction) Registers the entity with the interest system Any errors go to error log  |
RegisterTacticalPointQuery | Syntax: AI.RegisterTacticalPointQuery( querySpecTable ) Get a query ID for the given tactical point query  |
RegisterTargetTrack | Syntax: AI.RegisterTargetTrack(entityId, configuration, targetLimit, classThreat) Registers the AI object to use the given target track configuration for target selection  |
Release | This is Release, a member of class CScriptBindAI.  |
RemoveCoverEntity | This is RemoveCoverEntity, a member of class CScriptBindAI.  |
RemovePersonallyHostile | Syntax: AI.RemovePersonallyHostile(entityID, hostileID)  |
RequestAttack | Syntax: AI.RequestAttack( entityId, unitProperties, attackTypeList [,duration] ) in a group with leader, the entity requests for a group attack behavior against the enemy The Cleader later will possibly create an attack leader action (CLeaderAction_Attack_*)  |
RequestToStopMovement | Syntax: AI.RequestToStopMovement(entityId)  |
ResetAgentLookAtPos | Syntax: AI.ResetAgentLookAtPos(entityId) Makes the entityId resets a previous call to AgentLookAtPos()  |
ResetAgentState | Syntax: AI.ResetAgentState(entityId,stateLabel) Resets a particular aspect of the agent's state, such as "lean" Intended to keep these hacky concepts together.  |
ResetParameters | Syntax: AI.ResetParameters( entityId, bProcessMovement, PropertiesTable, PropertiesInstanceTable ) Resets all the AI parameters  |
ResetPersonallyHostiles | Syntax: AI.ResetPersonallyHostiles(entityID, hostileID)  |
RunStartupScript | RunStartupScript  |
ScaleFormation | Syntax: AI.ScaleFormation(entityId, scale) changes the scale factor of the given entity's formation (if there is)  |
SequenceBehaviorReady | Syntax: AI.SequenceBehaviorReady(entityId)  |
SequenceInterruptibleBehaviorLeft | Syntax: AI.SequenceInterruptibleBehaviorLeft(entityId)  |
SequenceNonInterruptibleBehaviorLeft | Syntax: AI.SequenceNonInterruptibleBehaviorLeft(entityId)  |
SetAdjustPath |   |
SetAlarmed | Syntax: AI.SetAlarmed( entityId ) This function sets the entity to be "perception alarmed"  |
SetAnimationTag | Syntax: AI.SetAnimationTag(entityId, tagName)  |
SetAssesmentMultiplier | Syntax: AI.SetAssesmentMultiplier(AIObjectType, multiplier) set the assesment multiplier factor for the given AIObject type  |
SetAttentiontarget | Syntax: AI.SetAttentiontarget(entityId, targetId) Set a new attention target  |
SetBeaconPosition | Syntax: AI.SetBeaconPosition( entityId | AIObjectName, pos ) Set the beacon's position for the given entity/object's group  |
SetBehaviorTreeEvaluationEnabled | Syntax: AI.SetBehaviorTreeEvaluationEnabled(entityID, enable)  |
SetBehaviorVariable | Syntax: AI.SetBehaviorVariable( entity, variableName, value ) Sets a behaviour variable for the specified actor  |
SetCharacter | Syntax: AI.SetCharacter(entityId, newCharater) Sets the AI character of the entity.  |
SetCollisionAvoidanceRadiusIncrement | Syntax: AI.SetCollisionAvoidanceRadiusIncrement(entityId, radius)  |
SetContinuousMotion | Syntax: AI.SetContinuousMotion( entityID, continuousMotion )  |
SetCoverCompromised | Syntax: AI.SetCoverCompromised(entityId)   |
SetEntitySpeedRange | Syntax: AI.SetEntitySpeedRange( userEntityId, urgency, defaultSpeed, minSpeed, maxSpeed, stance = all) This function allows the user to override the entity's speed range for the given urgency  |
SetExtraPriority | Syntax: AI.SetExtraPriority( enemyEntityId, increment ) Set a extra priority value to the entity which is given by enemyEntityId  |
SetFactionOf | Syntax: AI.SetFactionOf( entityID, factionName ) Make the specified entity a member of the named faction.  |
SetFactionThreatMultiplier | Syntax: AI.SetFactionThreatMultiplier(nSpecies, multiplier) set the threat multiplier factor for the given species (if 0, species is not hostile to any other)  |
SetFireMode | Syntax: AI.SetFireMode(entityId, mode) immediately sets firemode  |
SetForcedNavigation |   |
SetFormationAngleThreshold | Syntax: AI.SetFormationAngleThreshold(entityId, fAngleThreshold ) Sets the Relative position inside the formation  |
SetFormationLookingPoint | Syntax: AI.SetFormationLookingPoint(entityId, v3RelativePosition ) Sets the Relative looking point position inside the formation  |
SetFormationPosition | Syntax: AI.SetFormationPosition(entityId, v2RelativePosition ) Sets the Relative position inside the formation  |
SetFormationUpdate | Syntax: AI.SetFormationUpdate(entityId, update) changes the update flag of the given entity's formation (if there is) - the formation is no more updated if the flag is false  |
SetFormationUpdateSight | Syntax: AI.SetFormationUpdateSight(entityId, range, minTime, maxTime ) sets a random angle rotation for the given entity's formation sight directions  |
SetIgnorant | Syntax: AI.SetIgnorant( entityId, ignorant ) makes an AI ignore system signals, visual stimuli and sound stimuli  |
SetInCover | Syntax: AI.SetInCover(entityId, inCover)  |
SetLeader | Syntax: AI.SetLeader( entityID ) Set the given entity as Leader (associating a CLeader object to it and creating it if it doesn't exist) Only one leader can be set per group  |
SetMemoryFireType | Syntax: AI.SetMemoryFireType(entityId, type) Sets how the puppet handles firing at its memory target  |
SetMovementContext | Syntax: AI.SetMovementContext(entityId, context) set the given entity's movement context  |
SetPathAttributeToFollow | Syntax: AI.SetPathAttributeToFollow(entityId, flag) Set the attribute of the path to be used in 'followpath' goal operation.  |
SetPathToFollow | Syntax: AI.SetPathToFollow(entityId, pathName) Set the name of the path to be used in 'followpath' goal operation.  |
SetPFBlockerRadius | Syntax: AI.SetPFBlockerRadius(entityId, blocker, radius)   |
SetPointListToFollow | Syntax: AI.SetPointListToFollow(entityId, pointlist, howmanypoints, bspline [, navtype]) Set a point list for followpath goal op  |
SetPosturePriority | Syntax: AI.SetPosturePriority(entityId, postureName, priority) Set the given entity's posture priority  |
SetPostures | Syntax: AI.SetPostures(entityId, postures) Set the given entity's postures  |
SetReactionOf | This is SetReactionOf, a member of class CScriptBindAI.  |
SetRefPointAtDefensePos | Syntax: AI.SetRefPointAtDefensePos(entityId, point2defend, distance) Set the entity refpoint position in an intermediate distance between the entity's att target and the given point  |
SetRefPointDirection | Syntax: AI.SetRefPointDirection( vRefPointDir ) Sets the reference point's World position of an entity  |
SetRefPointPosition | Syntax: AI.SetRefPointPosition(entityId, vRefPointPos) Sets the reference point's World position of an entity  |
SetRefPointRadius | Syntax: AI.SetRefPointRadius(entityId, radius) Sets the reference point's radius.  |
SetRefpointToAnchor | Syntax: AI.SetRefpointToAnchor(entityId, rangeMin, rangeMax, findType, findMethod) Sets a reference point to an anchor.   |
SetRefPointToGrenadeAvoidTarget |   |
SetRefpointToPunchableObject | Syntax: AI.SetRefpointToPunchableObject(entityId, range) Sets the reference point to the punchable object.   |
SetRefShapeName | Syntax: AI.SetRefShapeName(entityId, name) Sets the reference shape name.  |
SetSmartObjectState | Syntax: AI.SetSmartObjectState( entityId, stateName ) Sets only one single smart object state replacing all other states  |
SetSoundPerceptionDescriptor | Syntax: AI.SetSoundPerceptionDescriptor(entityId, soundType, descriptorTable) Sets data on how perception works for the entity dealing with soundType  |
SetSpeed | Syntax: AI.SetSpeed(entityId, urgency) This function allows the user to override the entity's current speed (urgency)  |
SetStance | Syntax: AI.SetStance(entityId, stance) set the given entity's stance  |
SetTargetTrackClassThreat | Syntax: AI.SetTargetTrackClassThreat(entityId, classThreat) Sets the class threat for the entity for target track usage  |
SetTempTargetPriority | Syntax: AI.SetTempTargetPriority( entityId, priority ) Set the selection priority of the temp target over other potential targets  |
SetTerritoryShapeName | Syntax: AI.SetTerritoryShapeName(entityId, shapeName) Sets the territory of the AI Actor.  |
SetUnitProperties | Syntax: AI.SetUnitProperties( entityId, unitProperties ) Sets the leader knowledge about the units combat capabilities. The leader will be found based on the group id of the entity.  |
SetUseSecondaryVehicleWeapon | Syntax: AI.SetUseSecondaryVehicleWeapon(entityId, bUseSecondary) Sets if the AI should use the secondary weapon when firing from a vehicle gunner seat if possible  |
SetVehicleStickTarget |   |
Signal | Syntax: AI.Signal(signalFilter, signalType, SignalText, senderId [, signalExtraData] ) Sends a signal to an entity or a group of entities  |
SmartObjectEvent | Syntax: AI.SmartObjectEvent( actionName, userEntityId, objectEntityId [, vRefPoint] ) Executes a smart action  |
SoundEvent | Syntax: AI.SoundEvent(position, radius, threat, interest, entityId) Generates a sound event in the AI system with the given parameters.  |
StopCommunication | Syntax: AI.StopCommunication(playID) Stops given communication. Stops given communication.  |
ThrowGrenade | Syntax: AI.ThrowGrenade(entityId, grenadeType, regTargetType) throws a specified grenade at target type without interrupting fire mode  |
TriggerCurrentTargetTrackPulse | This is TriggerCurrentTargetTrackPulse, a member of class CScriptBindAI.  |
UnregisterInterestedActor | Syntax: AI.UnregisterInterestedActor(entityId) Unregisters the entity with the interest system Any errors go to error log  |
UnregisterInterestingEntity | Syntax: AI.UnregisterInterestingEntity(entityId) Unregisters the entity with the interest system Any errors go to error log  |
UnregisterTargetTrack | Syntax: AI.UnregisterTargetTrack(entityId) Unregisters the AI object with the target track manager  |
UpdateGlobalPerceptionScale | Syntax: AI.UpdateGlobalPerceptionScale(visualScale, audioScale, [filterType], [faction])  |
UpdateTempTarget | Syntax: AI.UpdateTempTarget( entityId, vPos ) Updates the entity's temporary potential target to the given position  |
UpTargetPriority | Syntax: AI.UpTargetPriority( entityId, targetId, increment ) modifies the current entity's target priority for the given target if the given target is among the entity's target list  |
VisualEvent | Syntax: AI.VisualEvent(entityId, targetId) Generates a visual event in the AI system with the given parameters.  |
Warning | Syntax: AI.Warning( szMessage ) Used for warnings about data/script errors  |
Entity | |
Activate | Syntax: Entity.Activate( bActivate ) Activates or deactivates entity. This calls ignores update policy and forces entity to activate or deactivate All active entities will be updated every frame, having too many active entities can affect performance.  |
ActivateOutput | Syntax: Entity.ActivateOutput()   |
ActivatePlayerPhysics | Syntax: Entity.ActivatePlayerPhysics( bEnable )   |
AddConstraint | Syntax: Entity.AddConstraint()  |
AddImpulse | Syntax: Entity.AddImpulse()   |
AttachChild | Syntax: Entity.AttachChild( childEntityId, flags )   |
AttachSurfaceEffect | Syntax: Entity.AttachSurfaceEffect( nSlot, effect, countPerUnit, form, typ, countScale, sizeScale )   |
AwakeCharacterPhysics | Syntax: Entity.AwakeCharacterPhysics( nSlot, sRootBoneName, nAwake )   |
AwakeEnvironment | Syntax: Entity.AwakeEnvironment()  |
AwakePhysics | Syntax: Entity.AwakePhysics( nAwake )   |
BreakToPieces | Syntax: Entity.BreakToPieces() Breaks static geometry in slot 0 into sub objects and spawn them as particles or entities.   |
CalcWorldAnglesFromRelativeDir | Syntax: Ang3 Entity.CalcWorldAnglesFromRelativeDir( dir )   |
CancelSubpipe | Syntax: Entity.CancelSubpipe()  |
ChangeAttachmentMaterial | syntax: Entity.ChangeAttachmentMaterial(attachmentName, materialName)   |
CharacterUpdateAlways | Syntax: Entity.CharacterUpdateAlways( characterSlot, updateAlways )   |
CharacterUpdateOnRender | Syntax: Entity.CharacterUpdateOnRender( characterSlot, bUpdateOnRender )   |
CheckCollisions | Syntax: Entity.CheckCollisions()   |
CheckShaderParamCallbacks | Syntax: Entity.UpdateShaderParamCallback() Check all the currently set shader param callbacks on the renderproxy with the current state of the entity  |
CloneMaterial | Syntax: Entity.CloneMaterial( nSlotId, sSubMaterialName ) Replace material on the slot with a cloned version of the material. Cloned material can be freely changed uniquely for this entity.  |
CopySlotTM | Syntax: Entity.CopySlotTM( destSlot, srcSlot, includeTranslation ) Copies the TM (Transformation Matrix) of the slot.  |
CountLinks | Syntax: Entity.CountLinks()  |
CreateBoneAttachment | syntax: Entity.CreateBoneAttachment( characterSlot, boneName, attachmentName )   |
CreateCameraProxy | Syntax: Entity.CreateCameraProxy() Create a proxy camera object for the entity, allows entity to serve as camera source for material assigned on the entity.   |
CreateLink | Syntax: Entity.CreateLink( const char *name, entityID ) - param 'entityID' is optional  |
CreateRenderProxy | Syntax: Entity.CreateRenderProxy() Create a proxy render object for the entity, allows entity to be rendered without loading any assets in immediately.  |
CreateSkinAttachment | syntax: Entity.CreateSkinAttachment( characterSlot, attachmentName )  |
Damage | syntax: Entity.Damage()   |
DeleteParticleEmitter | Syntax: Entity.DeleteParticleEmitter(slot) Deletes particles emitter from 3dengine.   |
DeleteThis | Syntax: Entity.DeleteThis() Deletes this entity.   |
DestroyAttachment | syntax: Entity.DestroyAttachment( characterSlot, attachmentName )   |
DestroyPhysics | Syntax: Entity.DestroyPhysics() ! Destroys the physics of an entity object  |
DetachAll | Syntax: Entity.DetachAll()   |
DetachThis | Syntax: Entity.DetachThis()   |
DisableAnimationEvent | Syntax: Entity.DisableAnimationEvent( nSlot, sAnimation )   |
DrawSlot | Syntax: Entity.DrawSlot( nSlot ) Enables/Disables drawing of object or character at specified slot of the entity.  |
EnableBoneAnimation | Syntax: Entity.EnableBoneAnimation( characterSlot, layer, boneName, status )  |
EnableBoneAnimationAll | Syntax: Entity.EnableBoneAnimationAll( characterSlot, layer, status )  |
EnableDecals | Syntax: Entity.EnableDecals( slot, enable )  |
EnableInheritXForm | Syntax: Entity.EnableInheritXForm() Enables/Disable entity from inheriting transformation from the parent.   |
EnableMaterialLayer | int AddMaterialLayer(IFunctionHandler *pH, int slotId, const char *shader); int RemoveMaterialLayer(IFunctionHandler *pH, int slotId, int id); int RemoveAllMaterialLayers(IFunctionHandler *pH, int slotId); int SetMaterialLayerParamF(IFunctionHandler *pH, int slotId, int layerId, const char *name, float value); int SetMaterialLayerParamV(IFunctionHandler *pH, int slotId, int layerId, const char *name, Vec3 vec); int SetMaterialLayerParamC(IFunctionHandler *pH, int slotId, int layerId, const char *name, float r, float g, float b, float a); syntax: Entity.EnableMaterialLayer( enable, layer )   |
EnablePhysics | Syntax: Entity.EnablePhysics( bEnable )   |
EnableProceduralFacialAnimation | Syntax: Entity.EnableProceduralFacialAnimation( enable )  |
FadeGlobalDensity | Syntax: Entity.FadeGlobalDensity( nSlot, fadeTime, newGlobalDensity ) Sets the fade global density.  |
ForceCharacterUpdate | Syntax: Entity.ForceCharacterUpdate( characterSlot, updateAlways )   |
ForwardTriggerEventsTo | Syntax: Entity.ForwardTriggerEventsTo( entityId )  |
FreeAllSlots | Syntax: Entity.FreeAllSlots() Delete all objects on every slot part of the entity.   |
FreeSlot | Syntax: Entity.FreeSlot( nSlot ) Delete all objects from specified slot.  |
GetAIName | Syntax: Entity.GetAIName() ! Get the AI name of the entity. Can be different than entity name. @return AI Name of the entity  |
GetAngles | Syntax: Entity.GetAngles() Gets the angle of the entity.   |
GetAnimationLength | syntax: Entity.GetAnimationLength( characterSlot, animation )   |
GetAnimationSpeed |   |
GetAnimationTime | syntax: Entity.GetAnimationTime( nSlot, nLayer )   |
GetArchetype | Syntax: Entity.GetArchetype() Retrieve the archetype of the entity. Return: name of entity archetype, nil if no archetype. Return name of the archetype.  |
GetAttachmentBone | syntax: Entity.GetAttachmentBone( characterSlot, attachmentName )   |
GetAttachmentCGF | syntax: Entity.GetAttachmentCGF( characterSlot, attachmentName )   |
GetBoneAngularVelocity | Syntax: Entity.GetBoneAngularVelocity( characterSlot, oneName )  |
GetBoneDir | Syntax: Entity.GetBoneDir()   |
GetBoneLocal | Syntax: float Entity.GetBoneLocal( boneName, trgDir )  |
GetBoneNameFromTable | Syntax: Entity.GetBoneNameFromTable()   |
GetBonePos | Syntax: Entity.GetBonePos() ! Retrieves the position of a bone @param bone Name of the helper object in the model @return Three component vector containing the position  |
GetBoneVelocity | Syntax: Entity.GetBoneVelocity( characterSlot, boneName )  |
GetCenterOfMassPos | Syntax: Entity.GetCenterOfMassPos() Gets the position of the entity center of mass. ! Get the position of the entity's physical center of mass @return Three component vector containing the entity's center of mass  |
GetCharacter | Syntax: Entity.GetCharacter( nSlot ) Gets the character for the specified slot if there is any.   |
GetChild | Syntax: Entity.GetChild( int nIndex )   |
GetChildCount | Syntax: Entity.GetChildCount()   |
GetCurAnimation | syntax: Entity.GetCurAnimation()   |
GetDirectionVector | Syntax: Entity.GetDirectionVector() Get Forward direction if no parameters if parameter is passed - get Up direction [filippo]: now more complete, if the param is specified we can get the axis we want.  |
GetDistance | Syntax: float Entity.GetDistance( entityId ) Return the distance from entity specified with entityId  |
GetEntitiesInContact | syntax: Entity.GetEntitiesInContact()   |
GetEntityMaterial | syntax: Entity.GetEntityMaterial()  |
GetExplosionImpulse | syntax: Entity.GetExplosionImpulse()   |
GetExplosionObstruction | syntax: Entity.GetExplosionObstruction()   |
GetFlags | Syntax: Entity.GetFlags()  |
GetFlagsExtended | Syntax: Entity.GetFlagsExtended()   |
GetGeomCachePrecachedTime | syntax: Entity.GetGeomCachePrecachedTime() Gets time delta from current playback position to last ready to play frame ! Activates/deactivates geom cache drawing  |
GetGravity | Syntax: Entity.GetGravity()  |
GetGUID |   |
GetHelperAngles | Syntax: Entity.GetHelperAngles() ! Retrieves the rotation angles of a helper (placeholder) object @param helper Name of the helper object in the model @return Three component vector containing the rotation angles  |
GetHelperDir | Syntax: Entity.GetHelperDir() ! Retrieves the direction of a helper (placeholder) object @param helper Name of the helper object in the model @return Three component vector containing the forward direction  |
GetHelperPos | Syntax: Entity.GetHelperPos() ! Retrieves the position of a helper (placeholder) object @param helper Name of the helper object in the model @return Three component vector containing the position  |
GetLink | Syntax: Entity.GetLink()  |
GetLinkName | Syntax: Entity.GetLinkName( targetId )  |
GetLinkTarget | Syntax: Entity.GetLinkTarget( const char *name ) - returns linked entity by link name. If there are several links with this name, the first link entity is returned.  |
GetLocalAngles | Syntax: Vec3 Entity.GetLocalAngles( vAngles )   |
GetLocalBBox | Syntax: Entity.GetLocalBBox()   |
GetLocalPos | Syntax: Vec3 Entity.GetLocalPos() ! Get the position of the entity @return Three component vector containing the entity position  |
GetLocalScale | Syntax: float Entity.GetLocalScale()   |
GetLodRatio | Syntax: Entity.GetLodRatio()   |
GetMass | Syntax: Entity.GetMass() ! Get the mass of the entity @return mass of the entity;  |
GetMaterial | syntax: Entity.GetMaterial() ! Get the name of custom entity material.  |
GetMaterialFloat | Syntax: Entity.GetMaterialFloat( nSlotId, sParamName ) Change material parameter.  |
GetMaterialVec3 | Syntax: Entity.GetMaterialVec3( nSlotId, sParamName )  |
GetName | Syntax: Entity.GetName() ! Get the name of the entity @return Name of the entity  |
GetParent | Syntax: Entity.GetParent()   |
GetParentSlot | Syntax: Entity.GetParentSlot( child )   |
GetPhysicalStats | Syntax: Entity.GetPhysicalStats() Some more physics related. get some physical infos such mass and gravity  |
GetPos | Syntax: Entity.GetPos() Gets the position of the entity.   |
GetProjectedWorldBBox | Syntax: Entity.GetProjectedWorldBBox()   |
GetRawId | Syntax: Entity.GetRawId() Returns entityId in raw numeric format. ! Get the id of the entity in number form @return Entity id as number  |
GetScale | Syntax: Entity.GetScale() Gets the scaling value for the entity.   |
GetSlotAngles | Syntax: Entity.GetSlotAngles( nSlot ) Gets the slot angles.  |
GetSlotCount | Syntax: Entity.GetSlotCount() Gets the count of the slots.   |
GetSlotHelperPos | Syntax: Entity.GetSlotHelperPos( slot, helperName, objectSpace ) ! Retrieves the position of a helper (placeholder) object @param helper Name of the helper object in the model @return Three component vector cotaining the position  |
GetSlotPos | Syntax: Entity.GetSlotPos( nSlot ) Gets the slot position.  |
GetSlotScale | Syntax: Entity.GetSlotScale( nSlot ) Gets the slot scale amount.  |
GetSlotWorldDir | Syntax: Entity.GetSlotWorldDir( nSlot ) Gets the World direction of the slot.  |
GetSlotWorldPos | Syntax: Entity.GetSlotWorldPos( nSlot ) Gets the World position of the slot.  |
GetSpeed | Syntax: Entity.GetSpeed() ! Get the speed of the entity @return Speed in float value  |
GetState | syntax: Entity.GetState()   |
GetSubmergedVolume | Syntax: Entity.GetSubmergedVolume( slot, planeNormal, planeOrigin )  |
GetTimeSinceLastSeen | Syntax: Entity.GetTimeSinceLastSeen()   |
GetTouchedPoint | syntax: Entity.GetTouchedPoint() Retrieves point of collision for rigid body. !retrieves point of collision for rigid body  |
GetTouchedSurfaceID | syntax: Entity.GetTouchedSurfaceID() !retrieve the material id(surfaceid) of the object in contact with the entity @return the material id of the colliding entity  |
GetTriggerBBox | Syntax: Entity.GetTriggerBBox()   |
GetUpdateRadius | Syntax: Entity.GetUpdateRadius()   |
GetVelocity | Syntax: Entity.GetVelocity() ! Get the velocity of the entity @return Three component vector containing the velocity position  |
GetVelocityEx | Syntax: Entity.GetVelocityEx() ! Get the velocity and angular velocity of the entity @return Three component vector containing the velocity position and three component vector containing angular velocity  |
GetViewDistRatio | Syntax: Entity.GetViewDistRatio()   |
GetVolume | Syntax: Entity.GetVolume(slot)  |
GetWorldAngles | Syntax: Vec3 Entity.GetWorldAngles( vAngles )   |
GetWorldBBox | Syntax: Entity.GetWorldBBox()   |
GetWorldBoundsCenter | Syntax: Entity.GetWorldBoundsCenter() Gets the world bbox center for the entity (defaults to entity position if no bbox present).   |
GetWorldDir | Syntax: Vec3 Entity.GetWorldDir()   |
GetWorldPos | Syntax: Vec3 Entity.GetWorldPos()   |
GetWorldScale | Syntax: float Entity.GetWorldScale()   |
GotoState | syntax: Entity.GotoState( sState )   |
HasFlags | Syntax: Entity.HasFlags( flags )  |
HasFlagsExtended | Syntax: Entity.HasFlags( flags )   |
Hide | Syntax: Entity.Hide() The function has one optional parameter. If value of this parameter is nonzero, entity is hidden. Default value is 1.   |
HideAllAttachments | syntax: Entity.HideAllAttachments( characterSlot, hide, hideShadow )   |
HideAttachment | syntax: Entity.HideAttachment( characterSlot, attachmentName, hide, hideShadow )   |
HideAttachmentMaster | syntax: Entity.HideAttachmentMaster( characterSlot, hide )   |
IgnorePhysicsUpdatesOnSlot | Syntax: Entity.IgnorePhysicsUpdatesOnSlot( nSlot ) Ignore physics when it try to update the position of a slot.  |
InsertSubpipe | Syntax: Entity.InsertSubpipe()  |
IntersectRay | Syntax: Entity.IntersectRay( slot, rayOrigin, rayDir, maxDistance )  |
InvalidateLocalBBox | Syntax: Entity.InvalidateLocalBBox( )   |
InvalidateTrigger | Syntax: Entity.InvalidateTrigger()   |
IsActive | Syntax: Entity.IsActive( bActivate ) Retrieve active status of entity. Return: true - Entity is active. false - Entity is not active.   |
IsAnimationRunning | Syntax: Entity.IsAnimationRunning( characterSlot, layer ) ! Retrieves if a characters currently plays an animation @param iAnimationPos Number of the character slot @return nil or not nil @see CScriptBindEntity::StartAnimation  |
IsColliding | Syntax: Entity.IsColliding()  |
IsEntityInside | Syntax: float Entity.IsEntityInside(entityId)  |
IsEntityInsideArea | Syntax: Entity.IsEntityInsideArea( areaId, entityId )  |
IsFromPool | Syntax: Entity.IsFromPool() Returns if the entity came from an entity pool. Return: true - Entity is from a pool. (Bookmarked) false - Entity is not from a pool. (Not bookmarked)   |
IsGeomCacheStreaming | syntax: Entity.IsGeomCacheStreaming() Returns true if geom cache is streaming ! Returns true if geom cache is streaming  |
IsHidden | syntax: Entity.IsHidden()  |
IsInState | syntax: Entity.IsInState( sState )   |
IsPointInsideArea | Syntax: Entity.IsPointInsideArea( areaId, point )  |
IsSlotCharacter | Syntax: Entity.IsSlotCharacter( slot ) Checks if the slot is a character.  |
IsSlotGeometry | Syntax: Entity.IsSlotGeometry( slot ) Checks if the slot is a geometry.  |
IsSlotLight | Syntax: Entity.IsSlotLight( slot ) Checks if the slot is a light.  |
IsSlotParticleEmitter | Syntax: Entity.IsSlotParticleEmitter( slot ) Checks if the slot is a particle emitter.  |
IsSlotValid | Syntax: Entity.IsSlotValid( nSlot ) Checks if the slot is valid.  |
IsUsingPipe | Syntax: Entity.IsUsingPipe( pipename ) Returns true if entity is running the given goalpipe or has it inserted  |
KillTimer | syntax: Entity.KillTimer()  |
LoadCharacter | Syntax: Entity.LoadCharacter( nSlot, sFilename ) Load CGF geometry into the entity slot.  |
LoadCloud | Syntax: Entity.LoadCloud( nSlot, sFilename ) Loads the cloud XML file into the entity slot.  |
LoadFogVolume | Syntax: Entity.LoadFogVolume( nSlot, table ) Loads the fog volume XML file into the entity slot.  |
LoadGeomCache | Syntax: Entity.LoadGeomCache( int nSlot,const char *sFilename ) Load geom cache into the entity slot.  |
LoadLight | Syntax: Entity.LoadLight( nSlot, lightTable ) Load CGF geometry into the entity slot.  |
LoadLightShape | Syntax: Entity.LoadLightShape( nSlot, sLightShapeFile) Loads CGF geometry into the entity slot.  |
LoadObject | Syntax: Entity.LoadObject( nSlot, sFilename ) Load CGF geometry into the entity slot.  |
LoadObjectLattice | Syntax: Entity.LoadObjectLattice( nSlot ) Load lattice into the entity slot.  |
LoadObjectWithFlags | Syntax: Entity.LoadObject( nSlot, sFilename, nFlags ) Load CGF geometry into the entity slot.  |
LoadParticleEffect | Syntax: Entity.LoadParticleEffect( nSlot, sEffectName, fPulsePeriod, bPrime, fScale ) Loads CGF geometry into the entity slot.  |
LoadPrismObject |   |
LoadSubObject | Syntax: Entity.LoadSubObject( nSlot, sFilename, sGeomName ) Load geometry of one CGF node into the entity slot.  |
LoadVolumeObject | Syntax: Entity.LoadVolumeObject( nSlot, sFilename ) Loads volume object.  |
MaterialFlashInvoke | Syntax: Entity.MaterialFlashInvoke()   |
MultiplyWithSlotTM | Syntax: Entity.MultiplyWithSlotTM( slot, pos ) Multiplies with the TM (Transformation Matrix) of the slot.  |
NetPresent | Syntax: Entity.NetPresent()  |
NoBulletForce | Syntax: Entity.NoBulletForce( state )  |
NoExplosionCollision | Syntax: Entity.NoExplosionCollision()  |
PassParamsToPipe | Syntax: Entity.PassParamsToPipe()  |
PauseSound | Syntax: Entity.PauseSound( SoundId ) Pauses/Unpauses playing sound.  |
Physicalize | inertia Inertia coefficient, the more it is, the less inertia is; 0 means no inertia air_resistance Air control coefficient 0..1, 1 - special value (total control of movement) gravity Vertical gravity magnitude. mass Mass of the player (in kg). min_slide_angle If surface slope is more than this angle, player starts sliding (In radians) max_climb_angle Player cannot climb surface which slope is steeper than this angle (In radians) max_jump_angle Player is not allowed to jump towards ground if this angle is exceeded (In radians) min_fall_angle Player starts falling when slope is steeper than this (In radians) max_vel_ground Player cannot stand on... <a href='CScriptBindEntity__Physicalize@IFunctionHandler__@int@int@SmartScriptTable.html'>more</a>  |
PhysicalizeAttachment | syntax: Entity.PhysicalizeAttachment( characterSlot, attachmentName, physicalize )  |
PhysicalizeSlot | Syntax: Entity.PhysicalizeSlot( slot, physicsParams )   |
PlayFacialAnimation | Syntax: Entity.PlayFacialAnimation( name, looping )  |
PlaySound | Syntax: Entity.PlaySound( SoundId ) Start playing the specified sound and attach it to the entity. Sound will move and rotate with the entity.  |
PlaySoundEvent | Syntax: Entity.PlaySoundEvent( sSoundOrEventName, vOffset, vDirection, nSoundFlags, nSoundFlagsExtended, nSemantic ) First pass impl. and docu. plays a sound or a subgroup-sound  |
PlaySoundEventEx | Syntax: Entity.PlaySoundEventEx( sSoundFilename, nSoundFlags, nSoundFlagsExtended, fVolume, vOffset, minRadius, maxRadius, nSemantic ) Play sound file attached to the entity.  |
PreLoadParticleEffect | Syntax: Entity.PreLoadParticleEffect( sEffectName ) Pre-loads a particle effect.  |
ProcessBroadcastEvent | Syntax: Entity.ProcessBroadcastEvent()   |
RagDollize | Syntax: Entity.RagDollize(slot)   |
ReattachSoftEntityVtx | Syntax: Entity.ReattachSoftEntityVtx( partId )  |
RedirectAnimationToLayer0 | Syntax: Entity.RedirectAnimationToLayer0( characterSlot, redirect )  |
RegisterForAreaEvents | Syntax: Entity.RegisterForAreaEvents(enable) Registers the script proxy so that it receives area events. for this entity.   |
RelinkBoneAttachments | Syntax: Entity.RelinkBoneAttachments()  |
RemoveAllLinks | Syntax: Entity.RemoveAllLinks()  |
RemoveDecals | Syntax: Entity.RemoveDecals()   |
RemoveLink | Syntax: Entity.RemoveLink( const char *name, int linkIndex ) - param 'linkIndex' is optional  |
RenderAlways | Syntax: Entity.RenderAlways(enable) Enables 'always render' on the render node, skipping any kind of culling   |
RenderShadow | Syntax: Entity.RenderShadow()  |
ReplaceMaterial | syntax: Entity.ReplaceMaterial( slot, name, replacement )   |
ResetAnimation | Syntax: Entity.ResetAnimation( characterSlot, layer ) ! Resets the animation of a character @param pos Number of the character slot @see CScriptBindEntity::LoadCharacter @see CEntity::StartAnimation  |
ResetAttachment | syntax: Entity.ResetAttachment( characterSlot, attachmentName )   |
ResetMaterial | syntax: Entity.ResetMaterial( slot )   |
ResetPhysics | Syntax: Entity.ResetPhysics()   |
SelectPipe | Syntax: Entity.SelectPipe()   |
SetAIName | Syntax: Entity.SetAIName()   |
SetAngles | Syntax: Entity.SetAngles( vAngles ) Sets the angle of the entity.   |
SetAnimateOffScreenShadow | Syntax: Entity.SetAnimateOffScreenShadow( bAnimateOffScreenShadow )   |
SetAnimationBlendOut | Syntax: Entity.SetAnimationBlendOut( characterSlot, layer, blendOut )  |
SetAnimationEvent | Syntax: Entity.SetAnimationEvent( nSlot, sAnimation )   |
SetAnimationFlip | syntax: Entity.SetAnimationFlip( characterSlot, flip )  |
SetAnimationKeyEvent | Syntax: Entity.SetAnimationKeyEvent( nSlot, sAnimation, nFrameID, sEvent) Now is using dynamic parameters because the argument can be both a string or a number int CScriptBindEntity::SetAnimationKeyEvent(IFunctionHandler *pH,int nSlot,const char *sAnimation,int nFrameID,const char *sEvent)  |
SetAnimationSpeed | syntax: Entity.SetAnimationSpeed( characterSlot, layer, speed )   |
SetAnimationTime | syntax: Entity.SetAnimationTime( nSlot, nLayer, fTime )   |
SetAttachmentAngles | syntax: Entity.SetAttachmentAngles( characterSlot, attachmentName, angles )  |
SetAttachmentCGF | syntax: Entity.SetAttachmentCGF( characterSlot, attachmentName, filePath )   |
SetAttachmentDir | syntax: Entity.SetAttachmentDir()  |
SetAttachmentEffect | syntax: Entity.SetAttachmentEffect( characterSlot, attachmentName, effectName, offset, dir, scale, flags )  |
SetAttachmentLight | syntax: Entity.SetAttachmentLight( characterSlot, attachmentName, lightTable, flags )   |
SetAttachmentObject | syntax: Entity.SetAttachmentObject( characterSlot, attachmentName, entityId, slot, flags )   |
SetAttachmentPos | syntax: Entity.SetAttachmentPos( characterSlot, attachmentName, pos )  |
SetCharacterPhysicParams | Syntax: Entity.SetCharacterPhysicParams()  |
SetCloudMovementProperties | Syntax: Entity.SetCloudMovementProperties( nSlot, table ) Sets the cloud movement properties.  |
SetColliderMode | Syntax: Entity.SetColliderMode( mode ) ! Set the position of the entity @param vec Three component vector containing the entity position  |
SetDefaultIdleAnimations | Syntax: Entity.SetDefaultIdleAnimations()   |
SetDirectionVector | Syntax: Entity.SetDirectionVector( direction )   |
SetFlags | Syntax: Entity.SetFlags( flags, mode ) Mode: 0->or 1->and 2->xor  |
SetFlagsExtended | Syntax: Entity.SetFlagsExtended( flags, mode ) Mode: 0->or 1->and 2->xor   |
SetGeomCacheDrawing | syntax: Entity.SetGeomCacheDrawing() Activates/deactivates geom cache drawing ! Activates/deactivates geom cache drawing  |
SetGeomCacheParams | syntax: Entity.SetGeomCacheParams() Sets geometry cache parameters ! Sets the parameters of a geometry cache  |
SetGeomCachePlaybackTime | syntax: Entity.SetGeomCachePlaybackTime() Sets the playback time ! Sets the playback time of a geometry cache  |
SetGeomCacheStreaming | syntax: Entity.SetGeomCacheStreaming() Activates/deactivates geom cache streaming ! Activates/deactivates geom cache streaming  |
SetLightBlendParams | Syntax: Entity.SetLightBlendParams( int nSlot, char const* tex1, char const* tex2, float blend_weight) changes the blend textures and weight for probe blending   |
SetLightColorParams | Syntax: Entity.SetLightColorParams( nSlot, color, specular_multiplier, HDRDynamic) changes the color related params of an existing light   |
SetLinkTarget | Syntax: Entity.SetLinkTarget(name, targetId)  |
SetLocalAngles | Syntax: Entity.SetLocalAngles( vAngles )   |
SetLocalBBox | Syntax: Entity.SetLocalBBox( vMin, vMax )   |
SetLocalPos | Syntax: Entity.SetLocalPos( vPos ) ! Set the position of the entity @param vec Three component vector containing the entity position  |
SetLocalScale | Syntax: Entity.SetLocalScale( fScale )   |
SetLodRatio | Syntax: Entity.SetLodRatio() ! 0..254 (value is autmatically clamed to to this range)  |
SetMaterial | syntax: Entity.SetMaterial() ! Set the material of the entity @param materialName Name of material.  |
SetMaterialFloat | Syntax: Entity.SetMaterialFloat( nSlotId, sParamName, fValue ) Change material parameter.  |
SetMaterialVec3 | Syntax: Entity.SetMaterialVec3( nSlotId, sParamName, vVec3 )  |
SetName | Syntax: Entity.SetName() ! Set the name of the entity @param sName String containing the new entity name  |
SetParentSlot | Syntax: Entity.SetParentSlot( child, parent )   |
SetPhysicParams | Syntax: Entity.SetPhysicParams()  |
SetPos | Syntax: Entity.SetPos( vPos ) Sets the position of the entity.  |
SetPublicParam | Syntax: Entity.SetPublicParam()   |
SetRegisterInSectors | Syntax: Entity.SetRegisterInSectors()  |
SetScale | Syntax: Entity.SetScale( fScale ) Sets the scaling value for the entity.   |
SetScriptUpdateRate | syntax: Entity.SetScriptUpdateRate( nMillis )  |
SetSelfAsLightCasterException | Syntax: Entity.SetLightCasterException( nLightSlot, nGeometrySlot ) Entity render node will be a caster exception for light loaded in nLightSlot.  |
SetSlotAngles | Syntax: Entity.GetSlotAngles( nSlot, v ) Sets the slot angles.  |
SetSlotHud3D | Syntax: Entity.SetSlotHud3D( nSlot ) Setup flags for use as 3D HUD entity.  |
SetSlotPos | Syntax: Entity.SetSlotPos( nSlot, v ) Sets the slot position.  |
SetSlotPosAndDir | Syntax: Entity.SetSlotPosAndDir( nSlot, pos, dir ) Sets the slot position and direction.  |
SetSlotScale | Syntax: Entity.SetSlotScale( nSlot, fScale ) Sets the slot scale amount.  |
SetSlotWorldTM | Syntax: Entity.SetSlotWorldTM( nSlot, pos, dir ) Sets the World TM (Transformation Matrix) of the slot.  |
SetSoundEffectRadius | Syntax: Entity.SetSoundEffectRadius( fEffectRadius) Sets the effect radius for a sound entity (e.g. volume ambient sound, reverb preset).  |
SetSoundSphereSpec | Syntax: Entity.SetSoundSphereSpec( soundId, radius )   |
SetStateClientside | Syntax: Entity.SetStateClientside() true=prevents error when state changes on the client and does not sync state changes to the client  |
SetStaticSound | Syntax: Entity.SetStaticSound( SoundId, bStatic ) Marks a sound as static to a certain entity. This sound will not be deleted on done, but can be started a new.  |
SetTimer | syntax: Entity.SetTimer()  |
SetTriggerBBox | Syntax: Entity.SetTriggerBBox( vMin, vMax )   |
SetUpdatePolicy | Syntax: Entity.SetUpdatePolicy( nUpdatePolicy ) Changes update policy for the entity. Update policy controls when entity becomes active or inactive (ex. when visible, when in close proximity, etc...). All active entities will be updated every frame, having too many active entities can affect performance.   |
SetUpdateRadius | Syntax: Entity.SetUpdateRadius()   |
SetVelocity | Syntax: Entity.SetVelocity(velocity) ! Set the velocity of the entity  |
SetVelocityEx | Syntax: Entity.GetVelocityEx(velocity, angularVelocity) ! Set the velocity and angular velocity of the entity  |
SetViewDistRatio | Syntax: Entity.SetViewDistRatio() ! 0..254 (value is autmatically clamed to to this range)  |
SetViewDistUnlimited | Syntax: Entity.SetViewDistUnlimited() ! do not fade out object - no matter how far away it is  |
SetVolumeObjectMovementProperties | Syntax: Entity.SetVolumeObjectMovementProperties( nSlot, table ) Sets the properties of the volume object movement.   |
SetWorldAngles | Syntax: Entity.SetWorldAngles( vAngles )   |
SetWorldPos | Syntax: Entity.SetWorldPos( vPos )   |
SetWorldScale | Syntax: Entity.SetWorldScale( fScale )   |
StartAnimation | Syntax: Entity.StartAnimation() ! Starts an animation of a character @param pos Number of the character slot @param animname Name of the aniamtion from the .cal file @see CScriptBindEntity::LoadCharacter @see CEntity::StartAnimation  |
StopAllSounds | Syntax: Entity.StopAllSounds() Stop all sounds played on the entity.   |
StopAnimation | Syntax: Entity.StopAnimation( characterSlot, layer )  |
StopSound | Syntax: Entity.StopSound( SoundId ) Stop sound played on the entity. Only sound started for this entity will be stopped.  |
ToGlobal | Syntax: Entity.ToGlobal( slotId, point ) transform pos from local to world coordinates. uses object when slot<0  |
ToLocal | Syntax: Entity.ToLocal( slotId, point ) transform pos from world to local coordinates. uses object when slot<0  |
TriggerEvent | Syntax: Entity.TriggerEvent()   |
UnSeenFrames | Syntax: Entity.UnSeenFrames()   |
UpdateAreas | Syntax: Entity.UpdateAreas()  |
UpdateLightClipBounds | Syntax: Entity.UpdateLightClipBounds( nSlot ) Update the clip bounds of the light from the linked entities  |
UpdateSlotPhysics | Syntax: Entity.UpdateSlotPhysics( slot )   |
VectorToGlobal | Syntax: Entity.VectorToGlobal( slotId, dir ) transform vector from local to world coordinates. uses object when slot<0  |
VectorToLocal | Syntax: Entity.VectorToLocal( slotId, dir ) transform vector from world to local coordinates. uses object when slot<0  |
DelegateCalls |   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindEntity.  |
GoalParamsHelper |   |
Movie | |
AbortSequence | Syntax: Movie.AbortSequence(sSequenceName) Aborts the specified sequence.  |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindMovie.  |
PauseSequences | Syntax: Movie.PauseSequences() Pauses all the sequences.  |
PlaySequence | Syntax: Movie.PlaySequence(sSequenceName) Plays the specified sequence. ! Start a sequence @param pszName Name of sequence  |
ResumeSequences | Syntax: Movie.ResumeSequences() Resume all the sequences.  |
StopAllCutScenes | Syntax: Movie.StopAllCutScenes() Stops all the cut scenes.   |
StopAllSequences | Syntax: Movie.StopAllSequences() Stops all the video sequences.   |
StopSequence | Syntax: Movie.StopSequence(sSequenceName) Stops the specified sequence.  |
MusicLogic | |
SendEvent | Syntax: MusicLogic.SendEvent( eventName ) Send an event to the music logic.   |
SetEvent | Syntax: MusicLogic.SetEvent( eMusicEvent ) Sets an event in the music logic. Available music event ids are:   |
StartLogic | Syntax: MusicLogic.StartLogic() Starts the music logic.   |
StopLogic | Syntax: MusicLogic.StopLogic() Stops the music logic.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindMusicLogic.  |
Particle | |
Attach | Syntax: Particle.Attach() Attaches an effect.   |
CreateDecal | Syntax: Particle.CreateDecal( pos, normal, size, lifeTime, textureName ) Creates a decal with the specified parameters.  |
CreateEffect | Syntax: Particle.CreateEffect( name, params ) Creates a new particle effect.   |
CreateMatDecal | Syntax: Particle.CreateMatDecal( pos, normal, size, lifeTime, materialName ) Creates a material decal.  |
DeleteEffect | Syntax: Particle.DeleteEffect( name ) Deletes the specified particle effect.   |
Detach | Syntax: Particle.Detach() Detaches an effect.  |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindParticle.  |
IsEffectAvailable | Syntax: Particle.IsEffectAvailable( name ) Checks if the specified particle effect is available.   |
SpawnEffect | Syntax: Particle.SpawnEffect( effectName, pos, dir ) Spawns an effect.   |
SpawnEffectLine | Syntax: Particle.SpawnEffectLine( effectName, startPos, endPos, dir, scale, slices ) Spawns an effect line.   |
SpawnParticles | Syntax: Particle.SpawnParticles( params, pos, dir ) Spawns a particle effect.   |
Physics | |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindPhysics.  |
RayTraceCheck | Syntax: Physics.RayTraceCheck( src, dst, skipEntityId1, skipEntityId2 ) Check if ray segment from src to dst intersect anything.  |
RayWorldIntersection | Syntax: Physics.RayWorldIntersection( vPos, vDir, nMaxHits, iEntTypes [, skipEntityId1 [, skipEntityId2]] ) Check if ray segment from src to dst intersect anything.  |
RegisterExplosionCrack | Syntax: Physics.RegisterExplosionCrack( sGeometryFile, int nMaterialId ) Register a new crack for breakable object.  |
RegisterExplosionShape | Syntax: Physics.RegisterExplosionShape( sGeometryFile, fSize, nMaterialId, fProbability, sSplintersFile, fSplintersOffset, sSplintersCloudEffect ) Register a new explosion shape from the static geometry. Does not apply any game related explosion damages, this function only apply physical forces.  |
SamplePhysEnvironment | Syntax: Physics.SamplePhysEnvironment( pt, r [, objtypes] ) Find physical entities touched by a sphere.  |
SimulateExplosion | Syntax: Physics.SimulateExplosion( explosionParams ) Simulate physical explosion. Does not apply any game related explosion damages, this function only apply physical forces. The parameters are passed as a table containing the elements described below.  |
Script | |
Debug | DOC-IGNORE-BEGIN Syntax: Script.Debug() DEACTIVATED.  |
DebugFull | DOC-IGNORE-BEGIN Syntax: Script.DebugFull() DEACTIVATED.  |
DumpLoadedScripts | Syntax: Script.DumpLoadedScripts() Dumps all the loaded scripts. !Dump all loaded scripts path calling IScriptSystemSink::OnLoadedScriptDump @see IScriptSystemSink  |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindScript.  |
KillTimer | Syntax: Script.KillTimer( nTimerId ) Stops a timer set by the Script.SetTimer function.  |
LoadScript | Syntax: Script.LoadScript(scriptName) Loads the script.  |
ReloadEntityScript | Syntax: Script.ReloadEntityScript( className ) Reloads the specified entity script.  |
ReloadScript | Syntax: Script.ReloadScript() Reload the script. !reload a specified script. If the script wasn't loaded at least once before the function will fail @param sFileName path of the script that has to be reloaded  |
ReloadScripts | Syntax: Script.ReloadScripts() Reloads all the scripts. !reload all previosly loaded scripts  |
SetTimer | Syntax: Script.SetTimer( nMilliseconds, luaFunction [, userData [, bUpdateDuringPause]] ) Set a general script timer, when timer expires will call back a specified lua function. Lua function will accept 1 or 2 parameters, if userData is specified luaFunction must be:   |
SetTimerForFunction | Syntax: Script.SetTimerForFunction( nMilliseconds, luaFunction [, userData [, bUpdateDuringPause]] ) Set a general script timer, when timer expires will call back a specified lua function. Lua function will accept 1 or 2 parameters, if userData is specified luaFunction must be:   |
UnloadScript | Syntax: Script.UnloadScript() Unloads the script. !unload script from the "loaded scripts map" so if this script is loaded again the Script system will reloadit. this function doesn't involve the LUA VM so the resources allocated by the script will not be released unloading the script @param sFileName path of the script that has to be loaded  |
Sound | |
ActivateAudioDevice | Syntax: Sound.ActivateAudioDevice() Activates audio device.  |
AddMusicMoodEvent | Syntax: Sound.AddMusicMoodEvent(pszMood [, fTimeout]) Adds an event for the specified music mood.   |
AddSoundFlags | Syntax: Sound.AddSoundFlags()  |
CreateListener | Syntax: Sound.CreateListener() Creates a new Listener  |
DeactivateAudioDevice | Syntax: Sound.DeactivateAudioDevice() Deactivates the audio device.  |
EndMusicTheme | Syntax: Sound.EndMusicTheme([nThemeFadeType [, nForceEndLimitInSec [, bEndEverything]]])  |
FXEnable | Syntax: Sound.FXEnable( pSound, nEffectNumber ) Enables the specified effect number.   |
GetDirectionalAttenuationMaxScale | Syntax: Sound.GetDirectionalAttenuationMaxScale() Gets the maximum scale of the directional attenuation.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindSound.  |
GetMusicMoods | Syntax: Sound.GetMusicMoods(pszTheme) Gets the music moods for the specified music theme.   |
GetMusicStatus | Syntax: Sound.GetMusicStatus() Gets the music status and logs the value to the console.   |
GetMusicThemes | Syntax: Sound.GetMusicThemes() Gets the music themes.   |
GetSoundLength | Syntax: Sound.GetSoundLength(pSound) Gets the sound length in seconds.  |
GetSoundMoodFade | Syntax: Sound.GetSoundMoodFade(sSoundMoodName) Gets the fade value for the specified sound mood. ! Get the SoundMood fade value  |
GetSoundVolume | Syntax: Sound.GetSoundVolume(sound) Gets sound volume.  |
IsEvent | Syntax: Sound.IsEvent() Checks if the sound is an event. Checks for EVENT flag. ! Determine if a sound has the event flag @param nID ID of the sound @return nil or not nil  |
IsInMusicMood | Syntax: Sound.IsInMusicMood(pszMood) Checks if we are currently playing the specified music mood.   |
IsInMusicTheme | Syntax: Sound.IsInMusicTheme(pszTheme) Checks if we are currently playing the specified music theme.   |
IsPlaying | Syntax: Sound.IsPlaying() Checks if the sound is playing.  |
IsSoundLooped | Syntax: Sound.IsSoundLooped(sound) will return false also if the given soundid does not exist ! obtain the looping status of a sound @param nID ID of the sound  |
IsVoice | Syntax: Sound.IsVoice() Checks if the sound is a voice. Checks for VOICE flag. ! Determine if a sound has the voice flag @param nID ID of the sound @return nil or not nil  |
Load3DSound | Syntax: Sound.LoadSound(sound [,flags [,volume [, min [, clipDistance [, priority [, group]]]]]]) Loads a 3D sound.  |
LoadMusic | Syntax: Sound.LoadMusic(pszFilename)  |
LoadSound | Syntax: Sound.LoadSound(sound, flags) Loads the specified sound.  |
LoadStreamSound | Syntax: Sound.LoadStreamSound(sound, flags) Loads a stream sound.  |
Play | Syntax: Sound.Play( sGroupAndSoundName, vPos, nSoundFlags ) Uses the sound definition of the Handle to play a sound at the position vPos . It returns a unique SoundID that is valid as long as the sound is played.  |
PlayEx | Syntax: Sound.PlayEx( sGroupAndSoundName, nSoundFlags, fVolume, pos, minRadius, maxRadius ) Play sound file.  |
PlayPattern | Syntax: Sound.PlayPattern(pszPattern, bStopPrevious, bPlaySynched) Play the named pattern  |
PlaySound | Syntax: Sound.PlaySound(sound, volumeScale) Plays a sound. ! Load a streaming sound @param sSound filename of the sound @return nil or sound ID in case of success int CScriptBindSound::LoadStreamSoundLocalized(IFunctionHandler *pH) { if (pH->GetParamCount()<1 || pH->GetParamCount()>2) { m_pSS->RaiseError("System.LoadStreamSound wrong number of arguments"); return pH->EndFunction(); }; const char *sSound; // int nID; ISound *pSound; pH->GetParam(1,sSound); int nFlags=0; if (pH->GetParamCount()>1) pH->GetParam(2, nFlags); string szPath; ICVar *g_language = gEnv->pConsole->GetCVar("g_language"); assert(g_language); szPath = "LANGUAGES/"; szPath += g_language->GetString(); szPath += "/"; szPath += sSound; pSound = m_pSoundSystem->LoadSound(szPath.c_str(),FLAG_SOUND_STREAM | nFlags); if (pSound) { pSound->AddRef(); return pH->EndFunction(ScriptHandle(pSound)); } return pH->EndFunction(); } ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// ! Start playing a sound, loops... <a href='CScriptBindSound__PlaySound@IFunctionHandler__.html'>more</a>  |
PlayStinger | Syntax: Sound.PlayStinger() Plays stinger.   |
Precache | Syntax: Sound.Precache( sGroupAndSoundName, nPrecacheFlags ) Precaches the sound data used by a sound definition Depending on additional flags and current settings may load the sound data into the memory for later usage. Precaching is optional, sound system can also play not cached sounds, but it can cause small delay before sound playing starts.  |
RegisterSoundMood | Syntax: Sound.RegisterSoundMood(sSoundMoodName) Registers the specified sound mood.  |
RegisterWeightedEaxEnvironment | Syntax: Sound.RegisterWeightedEaxEnvironment( sPresetName, nFullEffectWhenInside, nFlags ) Registers a weighted EAX (Environmental Audio Extension) environment. ! Registers an EAX Preset Area with as being active //! morphing of several EAX Preset Areas is done internally //! Registering the same Preset multiple time will only overwrite the old one @param nPreset one of the presets  |
RemoveListener | Syntax: Sound.RemoveListener(nListenerID) Removes a Listener  |
SerializeMusicInternal | Syntax: Sound.SerializeMusicInternal([bSave]) Serializes the music internal.   |
SetDefaultMusicMood | Syntax: Sound.SetDefaultMusicMood(pszMood) Sets the specified music mood as the default mood.   |
SetDirectionalAttenuation | Syntax: Sound.SetDirectionalAttenuation( vPos, vDir, fConeInRadians ) Sets a directional attenuation of the sounds.   |
SetFadeTime | Syntax: Sound.SetFadeTime(sound, fadeGoal, fadeTimeInMS) Sets the fade time for the sound.  |
SetFXSetParamEQ | Syntax: Sound.SetFXSetParamEQ( pSound, fCenter, fBandwidth, fGain ) Sets some parameters to the sound effect.   |
SetListener | Syntax: Sound.SetListener(nListenerID, vPos, vForward, vTop, bActive, fRecord, vVel) Sets attributes to a Listener  |
SetMasterMusicEffectsVolume | Syntax: Sound.SetMasterMusicEffectsVolume(newMusicVol) Set the master volume for music effects.  |
SetMasterVolumeScale | Syntax: Sound.SetMasterVolumeScale(scale) Sets the master volume scale.  |
SetMenuMusic | Syntax: Sound.SetMenuMusic( bPlayMenuMusic, pszTheme, pszMood ) Play (or don't) the specified music on the menu screen.  |
SetMinMaxDistance | Syntax: Sound.SetMinMaxDistance(sound, minDist, maxDist) Sets the minimum and the maximum distances for the sound. ! Set distance attenuation of a sound @param iSoundID ID of the sound @param fMinDist Minimum distance, normally 0 @param fMaxDist Maximum distance at which the sound can be heard  |
SetMusicMood | Syntax: Sound.SetMusicMood(pszMood [, bPlayFromStart [, bForceChange]]) Sets the specified music mood.   |
SetMusicTheme | Syntax: Sound.SetMusicTheme(pszTheme [, bForceChange [, bKeepMood [, nDelayInSec]]]) Sets the music theme.   |
SetObstructionOffset | Syntax: Sound.SetObstructionOffset(fOffsetInMeters) Sets the audio obstruction offset in meters in regards to the origin (sound emitter).   |
SetParameterValue | Syntax: Sound.SetParameterValue( SoundID, sParameterName, fParameterValue ) Changes a parameter value of a specific sound (if supported)  |
SetPauseAllPlaying | Syntax: Sound.SetPauseAllPlaying( bPause ) Sets/unsets pause for all the playing sounds.  |
SetSoundFrequency | Syntax: Sound.SetSoundFrequency(sound, frequency) Sets the sound frequency. ! Changes the pitch of a sound sound @param nID ID of the sound @param nFrequency Frequency, value range is between 0 and 1000  |
SetSoundLoop | Syntax: Sound.SetSoundLoop(sound) Sets the loop flag to a sound. ! Change the looping status of a looped sound @param nID ID of the sound @param nFlag 1/0 to enable/disable looping  |
SetSoundPaused | Syntax: Sound.SetSoundPaused(sound, paused) Pauses/resumes the sound. ! Sets the Pause state of a sound @param nID ID of the sound @param bPaused State of Pause Mode  |
SetSoundPitching | Syntax: Sound.SetSoundPitching(sound, pitching) Sets the sound pitching.   |
SetSoundPosition | Syntax: Sound.SetSoundPosition(sound, pos) Sets the position of the sound. nSoundHandle can be SoundID or Ptr. ! Change the position of a 3D sound @param nID ID of the sound @param v3d Three component vector containing the position @see CScriptBindSound::Load3DSound  |
SetSoundRatio | Syntax: Sound.SetSoundRatio(pSound, fRatio) Sets the sound ratio.   |
SetSoundRelative | Syntax: Sound.SetSoundRelative(sound, isRelative) Sets/unsets the RELATIVE Flag. If unset, a new valid position has to be set, or the sound stays at the last listener position. ! int CScriptBindSound::SetLoopPoints(IFunctionHandler *pH) { SCRIPT_CHECK_PARAMETERS(3); int nID = 0, iLoopPt1, iLoopPt2; int nCookie=0; _smart_ptrpSound = GetSoundPtr(pH,1); pH->GetParam(2, iLoopPt1); pH->GetParam(3, iLoopPt2); if (pSound) pSound->SetLoopPoints(iLoopPt1, iLoopPt2); return pH->EndFunction(); } ! int CScriptBindSound::AddSoundFlags(IFunctionHandler *pH) { int iFlags; int nCookie=0; ISound *pISound = NULL; SCRIPT_CHECK_PARAMETERS(2); pH->GetParamUDVal(1,(int &)pISound,nCookie); pH->GetParam(2, iFlags); if (pISound && (nCookie==USER_DATA_SOUND)) pISound->AddFlags(iFlags); return pH->EndFunction();  |
SetSoundVolume | Syntax: Sound.SetSoundVolume(sound, volume) Sets sound volume. ! Change the volume of a sound @param nID ID of the sound @param fVolume volume between 0 and 1  |
SetWeatherCondition | Syntax: Sound.SetWeatherCondition(fWeatherTemperatureInCelsius, fWeatherHumidityAsPercent, fWeatherInversion) Sets the weather condition.   |
Silence | Syntax: Sound.Silence() Silences the sound.  |
StopSound | Syntax: Sound.StopSound(sound) Stops the sound. nSoundHandle can be SoundID or Ptr. ! Stop playing a sound @param nID ID of the sound  |
UnloadMusic | Syntax: Sound.UnloadMusic() Unloads the music.   |
UnloadProjects | Syntax: Sound.UnloadProjects() Unloads the projects.  |
UnregisterSoundMood | Syntax: Sound.UnregisterSoundMood(sSoundMoodName) Unregisters the specified sound mood.  |
UnregisterWeightedEaxEnvironment | Syntax: Sound.UnregisterWeightedEaxEnvironment( sPresetName, entityId ) Unregisters a weighted EAX (Environmental Audio Extension) environment. ! Unregisters an active EAX Preset Area  |
UpdateSoundMood | Syntax: Sound.RegisterSoundMood(sSoundMoodName, fFade [, nFadeTimeInMS]) Updates the specified sound mood.  |
UpdateWeightedEaxEnvironment | Syntax: Sound.UpdateWeightedEaxEnvironment( sPresetName, fWeight ) Updates a weighted EAX (Environmental Audio Extension) environment. ! Updates an EAX Preset Area with the current blending ratio (0-1)  |
System | |
ActivateLight | DOC-IGNORE-BEGIN Syntax: System.ActivateLight(name, activate) NOT SUPPORTED ANYMORE.  |
ActivatePortal | Syntax: System.ActivatePortal( vPos, bActivate, nID ) Activates/deactivates a portal.   |
AddCCommand | Syntax: System.AddCCommand( sCCommandName, sCommand, sHelp) Adds a C command to the system.   |
ApplicationTest | Syntax: System.ApplicationTest( pszParam ) Test the application with the specified parameters.  |
ApplyForceToEnvironment | Syntax: System.ApplyForceToEnvironment( pos, force, radius) Applies a force to the environment.   |
Break | Syntax: System.Break() Breaks the application with a fatal error message.  |
BrowseURL | Syntax: System.BrowseURL(szURL) Browses a URL address.  |
CheckHeapValid | Syntax: System.CheckHeapValid(name) Checks the heap validity.   |
ClearConsole | Syntax: System.ClearConsole() Clears the console. ! Clear the console  |
ClearKeyState | Syntax: System.ClearKeyState() Clear the key state  |
CreateDownload | Syntax: System.CreateDownload() ! Creates a download object @return download object just created  |
DebugStats | Syntax: System.DebugStats( cp )  |
DeformTerrain | Syntax: System.DeformTerrain() Deforms the terrain.  |
DeformTerrainUsingMat | Syntax: System.DeformTerrainUsingMat() Deforms the terrain using material.  |
Draw2DLine | Syntax: System.Draw2DLine(p1x, p1y, p2x, p2y, r, g, b, alpha ) Draws a 2D line.   |
DrawLabel | Syntax: System.DrawLabel( vPos, fSize, text [, r [, g [, b [, alpha]]]] ) Draws a label with the specified parameter.   |
DrawLine | Syntax: System.DrawLine( p1, p2, r, g, b, alpha ) Draws a line.   |
DrawText | Syntax: System.DrawText( x, y, text, font, size, p2y, r, g, b, alpha ) Draws a text.  |
DrawTriStrip | Syntax: System.DrawTriStrip(handle, nMode, vtxs, r, g, b, alpha ) Draws a triangle strip.  |
DumpMemoryCoverage | Syntax: System.DumpMemoryCoverage( bUseKB ) Dumps memory coverage.  |
DumpMemStats | Syntax: System.DumpMemStats( bUseKB ) Dumps memory statistics.  |
DumpMMStats | Syntax: System.DumpMMStats() Dumps the MM statistics.   |
DumpWinHeaps | Syntax: System.DumpWinHeaps() Dumps windows heaps.  |
EnableHeatVision | DOC-IGNORE-BEGIN Syntax: System.EnableHeatVision() Is not supported anymore.  |
EnableMainView | DOC-IGNORE-BEGIN Syntax: System.EnableMainView() Feature unimplemented.  |
EnableOceanRendering | Syntax: System.EnableOceanRendering() Enables/disables ocean rendering. int CScriptBindSystem::IndoorSoundAllowed(IFunctionHandler * pH) { SCRIPT_CHECK_PARAMETERS(2); CScriptVector pVecOrigin(m_pSS,false); CScriptVector pVecDestination(m_pSS,false); IGraph *pGraph = gEnv->pAISystem->GetNodeGraph(); Vec3 start = pVecOrigin.Get(); Vec3 end = pVecDestination.Get(); if ((start.x<0)||(start.x>2000.f)||(start.y<0)||(start.y>2000.f)) { m_pLog->LogError("[CRASHWARNING] Unnaturally high value placed for sound detection"); return pH->EndFunction(true); // there is no sound occlusion in outdoor } if ((end.x<0)||(end.x>2000.f)||(end.y<0)||(end.y>2000.f)) { m_pLog->LogError("[CRASHWARNING] Unnaturally high value placed for sound detection"); return pH->EndFunction(true); // there is no sound occlusion in outdoor } GraphNode *pStart = pGraph->GetEnclosing(pVecOrigin.Get()); if (pStart->nBuildingID<0) return pH->EndFunction(true); // there is no sound occlusion in outdoor GraphNode *pEnd = pGraph->GetEnclosing(pVecDestination.Get()); if (pStart->nBuildingID!=pEnd->nBuildingID) return pH->EndFunction(false); // if in 2 different... <a href='CScriptBindSystem__EnableOceanRendering@IFunctionHandler__.html'>more</a>  |
EnumAAFormats | Syntax: System.EnumAAFormats( m_Width, m_Height, m_BPP ) Enumerates the AA formats.  |
EnumDisplayFormats | Syntax: System.EnumDisplayFormats() Enumerates display formats.  |
Error | Syntax: System.Error(sText) Shows a message text with the error severity.   |
ExecuteCommand | Syntax: System.ExecuteCommand(szCmd) Executes a command.   |
GetConfigSpec | Syntax: System.GetConfigSpec() Gets the config specification.   |
GetCPUQuality | CW: added for script based system analysis Syntax: System.GetCPUQuality() Gets the CPU quality.  |
GetCurrAsyncTime | Syntax: System.GetCurrAsyncTime() Gets the current asynchronous time.  |
GetCurrTime | Syntax: System.GetCurrTime() Gets the current time.   |
GetCVar | Syntax: System.GetCVar( sCVarName) Gets the value of a CVariable.  |
GetEntities | Syntax: System.GetEntities(center, radius) Gets all the entities contained in the specific area of the level. !return a all entities currently present in the level @return a table filled with all entities currently present in the level  |
GetEntitiesByClass | Syntax: System.GetEntitiesByClass(EntityClass) Gets all the entities of the specified class. !return a all entities for a specified entity class @return a table filled with all entities of a specified entity class  |
GetEntitiesInSphere | Syntax: System.GetEntitiesInSphere( centre, radius ) Gets all the entities contained into the specified sphere. !return a all entities for a specified entity class @return a table filled with all entities of a specified entity class in a radius  |
GetEntitiesInSphereByClass | Syntax: System.GetEntitiesInSphereByClass( centre, radius, EntityClass ) Gets all the entities contained into the specified sphere for the specific class name.  |
GetEntity | Syntax: System.GetEntity(entityId) Gets an entity from its ID. !Get an entity by id @param nID the entity id  |
GetEntityByGUID | Syntax: System.GetEntityByGUID( SmartScriptTable dataTable ) Retrieve entity table for the first entity withe the given EntityGUID  |
GetEntityByName | Syntax: System.GetEntityByName( sEntityName ) Retrieve entity table for the first entity with specified name. If multiple entities with same name exist, first one found is returned.  |
GetEntityClass | Syntax: System.GetEntityClass(entityId) Gets an entity class from its ID.  |
GetEntityIdByName | Syntax: System.GetEntityIdByName( sEntityName ) Retrieve entity Id for the first entity with specified name. If multiple entities with same name exist, first one found is returned.  |
GetFrameID | Syntax: System.GetFrameID() Gets the frame identifier.   |
GetFrameTime | Syntax: System.GetFrameTime() Gets the frame time.   |
GetGPUQuality | Syntax: System.GetGPUQuality() Gets the GPU quality.  |
GetHDRDynamicMultiplier | Syntax: System.GetHDRDynamicMultiplier() Gets hte HDR dynamic multiplier.  |
GetLocalOSTime | Syntax: System.GetLocalOSTime() Gets the local operating system time.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindSystem.  |
GetNearestEntityByClass | Syntax: System.GetNearestEntityByClass( centre, radius, className ) Gets the nearest entity with the specified class.  |
GetOutdoorAmbientColor | Syntax: System.GetOutdoorAmbientColor() Gets the outdoor ambient color.   |
GetPhysicalEntitiesInBox | Syntax: System.GetPhysicalEntitiesInBox( centre, radius ) Gets all the entities contained into the specified area. !return all entities contained in a certain radius @param oVec center of the sphere @param fRadius length of the radius @return a table filled with all entities contained in the specified radius  |
GetPhysicalEntitiesInBoxByClass | Syntax: System.GetPhysicalEntitiesInBoxByClass( centre, radius, className ) Gets all the entities contained into the specified area for the specific class name.  |
GetPostProcessFxParam | Syntax: System.GetPostProcessFxParam( pszEffectParam, value ) Gets a post processing effect parameter value.   |
GetScreenFx | const char*, const char   |
GetSkyColor | Syntax: Vec3 System.GetSkyColor() Retrieve color of the sky (outdoor ambient color).  |
GetSkyHighlight | Syntax: System.SetSkyHighlight( params ) Retrieves Sky highlighing parameters. see SetSkyHighlight for parameters description.  |
GetSunColor | Syntax: Vec3 System.GetSunColor() Retrieve color of the sun outdoors.  |
GetSurfaceTypeIdByName | Syntax: System.GetSurfaceTypeIdByName( surfaceName ) Gets the surface type identifier by its name.   |
GetSurfaceTypeNameById | Syntax: System.GetSurfaceTypeNameById( surfaceId ) Gets the surface type name by its identifier.  |
GetSystemMem | Syntax: System.GetSystemMem() Gets the amount of the memory for the system.  |
GetTerrainElevation | Syntax: System.GetTerrainElevation( v3Pos ) Gets the terrain elevation of the specified position.   |
GetUserName | Syntax: System.GetUserName() Gets the username on this machine.   |
GetVideoMem | Syntax: System.GetVideoMem() Gets the amount of the video memory for the system.  |
GetViewCameraAngles | Syntax: System.GetViewCameraAngles() Gets the view camera angles.  |
GetViewCameraDir | Syntax: System.GetViewCameraDir() Gets the view camera direction.  |
GetViewCameraFov | Syntax: System.GetViewCameraFov() Gets the view camera fov.  |
GetViewCameraPos | Syntax: System.GetViewCameraPos() Gets the view camera position.  |
GetWind | Syntax: System.SetWind() Gets the wind direction.   |
IsDevModeEnable | Syntax: System.IsDevModeEnable() Checks if game is running in dev mode (cheat mode) to check if we are allowed to enable certain scripts function facilities (god mode, fly mode etc.).   |
IsEditing | Syntax: System.IsEditing() Checks if the system is in pure editor mode, i.e. not editor game mode.  |
IsEditor | Syntax: System.IsEditor() Checks if the system is the editor.  |
IsHDRSupported | Syntax: System.IsHDRSupported() Checks if the HDR is supported.  |
IsMultiplayer | Syntax: System.IsMultiplayer() Checks if the game is multiplayer.   |
IsPointIndoors | Syntax: System.IsPointIndoors( vPos ) Checks if a point is indoors.  |
IsPointVisible | Syntax: System.IsPointVisible( point ) Checks if the specified point is visible.  |
IsPS20Supported | Syntax: System.IsPS20Supported() Checks if the PS20 is supported.  |
IsValidMapPos | Syntax: System.IsValidMapPos( v ) Checks if the position is a valid map position. int CScriptBindSystem::ActivateMainLight(IFunctionHandler *pH) { SCRIPT_CHECK_PARAMETERS(2); bool bActive; CScriptVector oVec(m_pSS); if(pH->GetParam(1,*oVec)) { pH->GetParam(2, bActive); m_p3DEngine->GetBuildingManager()->ActivateMainLight(oVec.Get(), bActive); } return pH->EndFunction(); } int CScriptBindSystem::SetSkyBox(IFunctionHandler *pH) { SCRIPT_CHECK_PARAMETERS(3); const char *pszShaderName; float fBlendTime; bool bUseWorldBrAndColor; pH->GetParam(1, pszShaderName); pH->GetParam(2, fBlendTime); pH->GetParam(3, bUseWorldBrAndColor); m_p3DEngine->SetSkyBox(pszShaderName);// not supported now: fBlendTime, bUseWorldBrAndColor); return pH->EndFunction();  |
LoadFont | Syntax: System.LoadFont(pszName) Loads a font. ! Loads a font and makes it available for future-selection @param name of font-xml-file (no suffix)  |
LoadLocalizationXml | Syntax: System.LoadLocalizationXml( filename ) Loads Excel exported xml file with text and dialog localization data.   |
Log | Syntax: System.Log(sText) Logs a message. ! Write a message into the log file and the console @param String to write @see stuff  |
LogAlways | Syntax: System.LogAlways(sText) Logs important data that must be printed regardless verbosity. ! log even with log verbosity 0 - without @param String to write  |
LogToConsole | Syntax: System.LogToConsole(sText) Logs a message to the console. ! Write a string to the console @param String to write @see CScriptBindSystem::Log  |
PrepareEntityFromPool | Syntax: System.PrepareEntityFromPool(entityId) Prepares the given bookmarked entity from the pool, bringing it into existence. !Entity pool management @param nID the entity id  |
ProjectToScreen | Syntax: System.ProjectToScreen( vec ) Projects to the screen (not guaranteed to work if used outside Renderer). 9/16/2010 evgeny] ProjectToScreen is not guaranteed to work if used outside Renderer  |
Quit | Syntax: System.Quit() Quits the program.  |
QuitInNSeconds | Syntax: System.QuitInNSeconds( fInNSeconds ) Quits the application in the specified number of seconds.  |
RayTraceCheck | Syntax: System.RayTraceCheck(src, dst, skipId1, skipId2)   |
RayWorldIntersection | Syntax: System.RayWorldIntersection(vPos, vDir, nMaxHits, iEntTypes) Shots rays into the world.  |
RemoveEntity | Syntax: System.RemoveEntity( entityId ) Removes the specified entity.   |
ResetPoolEntity | Syntax: System.ResetPoolEntity(entityId) Resets the entity's bookmarked, which frees memory.  |
ReturnEntityToPool | Syntax: System.ReturnEntityToPool(entityId) Returns the bookmarked entity to the pool, destroying it.  |
SaveConfiguration | Syntax: System.SaveConfiguration() Saves the configuration.  |
ScanDirectory | Syntax: System.ScanDirectory( pszFolderName, nScanMode ) Scans a directory.   |
ScreenToTexture | Syntax: System.ScreenToTexture()   |
SetBudget | Syntax: System.SetBudget(sysMemLimitInMB, videoMemLimitInMB, frameTimeLimitInMS, soundChannelsPlayingLimit, soundMemLimitInMB, numDrawCallsLimit ) Sets system budget.  |
SetConsoleImage | Syntax: System.SetConsoleImage( pszName, bRemoveCurrent ) Sets the console image.   |
SetCVar | Syntax: System.SetCVar( sCVarName, value ) Sets the value of a CVariable.   |
SetGammaDelta | Syntax: System.SetGammaDelta( fDelta ) Sets the gamma/delta value.  |
SetHDRDynamicMultiplier | Syntax: System.SetHDRDynamicMultiplier( fMul ) Sets the HDR dynamic multiplier.  |
SetOutdoorAmbientColor | Syntax: System.GetOutdoorAmbientColor( v3Color ) v3Color - Outdoor ambient color value. Sets the outdoor ambient color.   |
SetPostProcessFxParam | Syntax: System.SetPostProcessFxParam( pszEffectParam, value ) Sets a post processing effect parameter value.   |
SetScissor | Syntax: System.SetScissor( x, y, w, h ) Sets scissor info. set scissoring screen area  |
SetScreenFx | Syntax: System.SetScreenFx( pszEffectParam, value ) Sets a post processing effect parameter value.   |
SetSkyColor | Syntax: System.SetSkyColor( vColor ) Set color of the sky (outdoors ambient color).  |
SetSkyHighlight | Syntax: System.SetSkyHighlight( params ) Set Sky highlighing parameters.  |
SetSunColor | Syntax: System.SetSunColor( vColor ) Set color of the sun, only relevant outdoors.  |
SetViewCameraFov | Syntax: System.SetViewCameraFov( fov ) Sets the view camera fov.  |
SetVolumetricFogModifiers | Syntax: System.SetVolumetricFogModifiers( gobalDensityModifier, atmosphereHeightModifier ) Sets the volumetric fog modifiers.  |
SetWaterVolumeOffset | Syntax: System.SetWaterVolumeOffset() SetWaterLevel is not supported by 3dengine for now.  |
SetWind | Syntax: System.SetWind( vWind ) Sets the wind direction.   |
ShowConsole | Syntax: System.ShowConsole(nParam) Shows/hides the console.   |
ShowDebugger | Syntax: System.ShowDebugger() Shows the debugger.   |
SpawnEntity | Syntax: System.SpawnEntity( params ) Spawns an entity.   |
ViewDistanceGet | Syntax: System.ViewDistanceSet() Gets the view distance.   |
ViewDistanceSet | Syntax: System.ViewDistanceSet( fViewDist ) Sets the view distance.   |
Warning | Syntax: System.Warning(sText) Shows a message text with the warning severity.   |
C_ScriptBindBindingTool Class | |
CheckValidity | Syntax: BindingTool.CheckValidity() Checks bindings validity in database for current level.   |
Member name | Description |
---|---|
C_ScriptBindGameCodeCoverage Class | |
CheckNumCCCPointHits | Syntax: GameCodeCoverage.CheckNumCCCPointHits("ActorStance_OtherActorStartHorse");  |
EnableReportUnwatched | Syntax: GameCodeCoverage.EnableReportUnwatched(true);  |
GetMemoryUsage | This is GetMemoryUsage, a member of class C_ScriptBindGameCodeCoverage.  |
Reset | Syntax: GameCodeCoverage.Reset();  |
ResetCCCPointHitCounters | Syntax: GameCodeCoverage.ResetCCCPointHitCounters("ActorStance_OtherActorStartHorse");  |
SCCPOINT | Syntax: GameCodeCoverage.SCCPOINT("MyPoint_ProximityTrigger_OnEntered");  |
SCCPOINTID | Syntax: GameCodeCoverage.SCCPOINTID("MyPoint_ProximityTrigger_OnEntered", idx); Same as SCCPOINT but will pas one additional user index to callback.   |
WatchCCCPoint | Syntax: GameCodeCoverage.WatchCCCPoint("ActorStance_OtherActorStartHorse", {});  |
Trace | |
GetMemoryUsage | This is GetMemoryUsage, a member of class C_ScriptBindTrace.  |
PlotXY | Syntax: Trace.PlotXY(level, x, y, tag)  |
TableXY | This is TableXY, a member of class C_ScriptBindTrace.  |
CScriptBindHitDeathReactions Class | |
EndCurrentReaction | Ends the current reaction   |
EndReactionAnim | Ends the current reaction anim, if any   |
ExecuteDeathReaction | Executes a death reaction using the default C++ execution code Params: reactionParams = script table with the reaction parameters   |
ExecuteHitReaction | Executes a hit reaction using the default C++ execution code Params: reactionParams = script table with the reaction parameters   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindHitDeathReactions.  |
IsValidReaction | Run the default C++ validation code and returns its result Params: validationParams = script table with the validation parameters scriptHitInfo = script table with the hit info Return: TRUE is the validation was successful, FALSE otherwise   |
OnHit | Notifies a hit event to the hit death reactions system Params: scriptHitInfo = script table with the hit info Return: TRUE if the hit is processed successfully, FALSE otherwise   |
StartInteractiveAction | Starts an interactive action. Params: szActionName = name of the interactive action   |
StartReactionAnim | Starts an animation through the HitDeathReactions. Pauses the animation graph while playing it and resumes automatically when the animation ends Params: (sAnimName, bool bLoop = false, float fBlendTime = 0.2f, int iSlot = 0, int iLayer = 0, float fAniSpeed = 1.0f)   |
C_ScriptBindDialog Class | |
AnalyzeRequest | Syntax: DialogModule.AnalyzeRequest() Analyze dialog request situation. Checks if entities are in correct distance and facing correct directions.   |
ForceDialog | Syntax: DialogModule.ForceDialog() Start dialog between selected entities. This should not be used in standard situations. It overrides AI and does not care about entity positioning.   |
StartMonolog | Syntax: DialogModule.StartMonolog(entity, 2258) Start monolog using dialog system. Specific topic can be selected.   |
Actor | |
AddFrost | Syntax: actor.AddFrost( float frost ) Adds the specified frost amount.   |
AttachTo |   |
AttachVulnerabilityEffect | Syntax: Actor.AttachVulnerabilityEffect( int characterSlot, int partid, Vec3 hitPos, float radius, const char* effect, const char* attachmentIdentifier) Attaches vulnerability effect.   |
CameraShake | Syntax: Actor.CameraShake( float amount,float duration,float frequency,Vec3 pos ) Applies a shake movement to the camera.  |
ChangeAnimGraph | Syntax: Actor.ChangeAnimGraph( const char *graph, int layer ) Changes the animation graph.   |
CheckInventoryRestrictions | Syntax: Actor.CheckInventoryRestrictions( const char *itemClassName ) Checks if there is any restriction in the inventory for the specific item class.   |
CheckVirtualInventoryRestrictions | Syntax: Actor.CheckVirtualInventoryRestrictions( SmartScriptTable inventory, const char *itemClassName ) Checks if there is any restriction in the virtual inventory for the specific item class.   |
ClearForcedLookDir |   |
ClearForcedLookObjectId |   |
CreateCodeEvent | Syntax: Actor.CreateCodeEvent( SmartScriptTable params ) Creates a code event.   |
CreateIKLimb | Syntax: Actor.CreateIKLimb( int slot, const char *limbName, const char *rootBone, const char *midBone, const char *endBone, int flags ) Creates an IK (Inverse Kinematics) limb.   |
DumpActorInfo | Syntax: Actor.DumpActorInfo() Dumps actor info in the log file.   |
EnableAspect | Syntax: Actor.EnableAspect( const char *aspect, bool enable ) Enables/Disables the specified aspect.   |
EquipClothingPreset | Clothing ============================================= Syntax: Actor.EquipClothingPreset( "46ea38bb-0be7-ca10-a8ac-d526056c04b3" ) Clothing preset is equipped to actor. Dirt level of actor is used for new items. Health of equipment slots is ignored.   |
EquipInventoryItem | Syntax: Actor.EquipInventoryItem( ScriptHandle itemId ) Equips item from inventory   |
Fall | Syntax: Actor.Fall( Vec3 hitPos ) Makes the actor falling down.   |
GetAngles | Syntax: Actor.GetAngles() Gets the rotation angle of the actor.  |
GetArmor | Syntax: Actor.GetArmor() Gets the amount of armor.   |
GetChannel | Syntax: Actor.GetChannel() Gets network channel.   |
GetCloseColliderParts | Syntax: Actor.GetCloseColliderParts( int characterSlot, Vec3 hitPos, float radius ) Gets the closer collider parts.   |
GetClosestAttachment | Syntax: Actor.GetClosestAttachment( int characterSlot, Vec3 testPos, float maxDistance, const char* suffix ) Gets the closest attachment to the specified position within the specified distance.  |
GetCurrentAnimationState | Syntax: Actor.GetCurrentAnimationState() Gets the state for the current animation.   |
GetExtensionParams | Syntax: Actor.GetExtensionParams( const char *extension, SmartScriptTable params ) Gets the parameters for the specified extension.   |
GetFrozenAmount | Syntax: actor.GetFrozenAmount() Gets the frozen amount.   |
GetHeadDir | Syntax: Actor.GetHeadDir() Gets the the actor's head direction. has to be changed! (maybe bone position)  |
GetHeadPos | Syntax: Actor.GetHeadPos() Gets the actor's head position. has to be changed! (maybe bone position)  |
GetHealth | Syntax: Actor.GetHealth() Gets the amount of health. NOTE: call soul.GetHealth()   |
GetInitialClothingPreset | Syntax: Actor.GetInitialClothingPreset() Returns string - GUID of initial clothing preset   |
GetLinkedEntity | Syntax: Actor.GetLinkedEntity() Returns entity which is this actor linked to.   |
GetMaxArmor | Syntax: Actor.GetMaxArmor() Gets the maximum amount of armor.   |
GetMaxHealth | Syntax: Actor.GetMaxHealth() Gets the maximum amount of health.   |
GetPhysicalizationProfile | Syntax: Actor.GetPhysicalizationProfile() Gets the physicalization profile.   |
GetSpectatorMode | Syntax: Actor.GetSpectatorMode() Gets the current spectator mode.   |
GoLimp | Syntax: Actor.GoLimp() Makes the Actor having a limp. OBSOLETE: in 3.5   |
IsFlying | Syntax: Actor.IsFlying() Checks if the actor is flying.   |
IsGhostPit | Syntax: Actor.IsGhostPit() Checks if the actor in the vehicle is hidden.   |
IsLocalClient | Syntax: Actor.IsLocalClient() Checks if the script is runnin on a local client.   |
IsPlayer | Syntax: Actor.IsPlayer() Checks if the actor is the player.   |
LinkToEntity | Syntax: Actor.LinkToEntity() Links the Actor to an entity.   |
PlayerSetViewAngles |   |
PostPhysicalize | Syntax: Actor.PostPhysicalize() Forces the physical proxy to be rebuilt.   |
QueueAnimationState | Syntax: Actor.QueueAnimationState( const char *animationState ) Pushes an animation state into the queue.   |
RagDollize | Syntax: Actor.RagDollize() Activates the ragdoll death animations for the Actor.   |
RenderScore | Syntax: Actor.RenderScore( ScriptHandle player, int kills, int deaths, int ping ) Renders the score to the HUD.   |
ResetScores | Syntax: Actor.ResetScores() Resets scores.   |
ResetVulnerabilityEffects | Syntax: Actor.ResetVulnerabilityEffects( int characterSlot ) Resets the vulnerability effects.   |
Revive | Syntax: actor.Revive() Revives the Actor.   |
SetAngles | Syntax: Actor.SetAngles( Ang3 vAngles ) Sets the rotation angle for the actor. TOFIX:rendundant with CScriptBindEntity::SetAngles  |
SetAnimationInput | Syntax: Actor.SetAnimationInput( const char * inputID, const char * value ) Sets the animation input.   |
SetClothingDirtLevel | Syntax: Actor.SetClothingDirtLevel(0) Sets dirt level on all equipped items   |
SetExtensionActivation | Syntax: Actor.SetExtensionActivation( const char *extension, bool activation )   |
SetExtensionParams | Syntax: Actor.SetExtensionParams( const char *extension, SmartScriptTable params ) Sets some parameters to the specified extension.   |
SetForcedLookDir |   |
SetForcedLookObjectId |   |
SetHealth | Syntax: Actor.SetHealth( float health ) OBSOLETE: use soul.SetHealth().   |
SetLookIK | Syntax: Actor.SetLookIK(true) Enable/disable look IK for this actor   |
SetMaxHealth | Syntax: Actor.SetMaxHealth( float health ) Sets the maximum of health.   |
SetMovementControlledByAnimation | Syntax: Actor.SetMovementControlledByAnimation(true); Enables or disables animation controlled movement for an actor.   |
SetMovementRestriction | Syntax: Actor.SetMovementRestriction(true, true) Sets movement restriction. First param is bAllowSprint and second param is bAllowRun.  |
SetPhysicalizationProfile | Syntax: Actor.SetPhysicalizationProfile( const char *profile ) Sets the physicalization profile.   |
SetSearchBeam | Syntax: Actor.SetSearchBeam( Vec3 dir ) Sets the search beam.   |
SetSpectatorMode | Syntax: Actor.SetSpectatorMode( int mode, ScriptHandle targetId ) Sets the specified spectator mode.   |
SetSpeedMultiplier | Syntax: Actor.SetSpeedMultiplier(float) Value multiplies absolute speed in all stances.   |
SetStats | Syntax: Actor.SetStats() Sets somes tats for the actor. set some status of the actor  |
SetVariationInput | Syntax: Actor.SetVariationInput( const char *name, const char* value ) Sets variation input value.   |
SetViewLimits | Syntax: Actor.SetViewLimits( IFunctionHandler *pH,Vec3 dir,float rangeH,float rangeV ) Sets the limit of the view.  |
SetViewShake | Syntax: Actor.SetViewShake( Ang3 shakeAngle, Vec3 shakeShift, float duration, float frequency, float randomness ) Sets the shake movement for the view.  |
SimulateOnAction | Syntax: Actor.SimulateOnAction( IFunctionHandler *pH,const char *action,int mode,float value )   |
StandUp | Syntax: Actor.StandUp() Makes the Actor standing up.   |
StopTimeWarp | Syntax: Actor.StopTimeWarp() Stops time warp effect   |
TrackViewControlled | Syntax: Actor.TrackViewControlled( int characterSlot ) Checks if the track view is controlled.   |
UnequipInventoryItem | Syntax: Actor.UnequipInventoryItem( ScriptHandle itemId ) Unequips item from inventory   |
VectorToLocal | Syntax: Actor.VectorToLocal() Converts a vector to the local coordinates system.  |
WarpTime | Time effects ============================================= Syntax: Actor.WarpTime(float wantedSpeed, float duration) Slowdown/speedup actor animation for given time period  |
Boids | |
CreateBugsFlock | Syntax: Boids.CreateBugsFlock( entity,paramsTable ) Creates a bugs flock and binds it to the given entity.  |
CreateFishFlock | Syntax: Boids.CreateFishFlock( entity,paramsTable ) Creates a fishes flock and binds it to the given entity.  |
CreateFlock | Syntax: Boids.CreateFlock( entity,paramsTable ) Creates a flock of boids and binds it to the given entity.  |
EnableFlock | Syntax: Boids.EnableFlock( entity,paramsTable ) Enables/Disables flock in the entity.  |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBindBoids.  |
OnBoidHit | Syntax: Boids.OnBoidHit( flockEntity,boidEntity,hit ) Events that occurs on boid hit.  |
SetAttractionPoint | Syntax: Boids.SetAttractionPoint( entity,paramsTable ) Sets the one time attraction point for the boids  |
SetFlockParams | Syntax: Boids.SetFlockParams( entity,paramsTable ) Modifies parameters of the existing flock in the specified enity.  |
SetFlockPercentEnabled | Syntax: Boids.SetFlockPercentEnabled( entity,paramsTable ) Used to gradually enable flock. Depending on the percentage more or less boid objects will be rendered in flock.  |
C_ScriptBindGameRules Class | |
AbortEntityRemoval | Syntax: GameRules.AbortEntityRemoval( ScriptHandle entityId ) Aborts the entity removal.   |
AbortEntityRespawn | Syntax: GameRules.AbortEntityRespawn( ScriptHandle entityId, bool destroyData ) Aborts a respawning for the specified entity.   |
AddMinimapEntity | Syntax: GameRules.AddMinimapEntity( ScriptHandle entityId, int type, float lifetime ) Adds a mipmap entity.   |
AddObjective | Syntax: GameRules.AddObjective( int teamId, const char *objective, int status, ScriptHandle entityId ) Adds an objective for the specified team with the specified status.   |
AddSpawnGroup | Syntax: GameRules.AddSpawnGroup(groupId) Adds a spawn group.   |
AddSpawnLocation | Syntax: GameRules.AddSpawnLocation(entityId) Adds the spawn location for the specified entity.   |
AddSpawnLocationToSpawnGroup | Syntax: GameRules.AddSpawnLocationToSpawnGroup(groupId,location) Add a spawn location to spawn a group.   |
AddSpectatorLocation | Syntax: GameRules.AddSpectatorLocation( ScriptHandle location ) Adds a spectator location.  |
AttachTo |   |
CanChangeSpectatorMode | Syntax: GameRules.CanChangeSpectatorMode( ScriptHandle playerId ) Check if it's possible to change the spectator mode.  |
CanCheat | Syntax: GameRules.CanCheat() Checks if in this game entity is possible to cheat.   |
ChangePlayerClass | Syntax: GameRules.ChangePlayerClass( int channelId, const char *className ) Changes the player class.   |
ChangeSpectatorMode | Syntax: GameRules.ChangeSpectatorMode( ScriptHandle playerId, int mode, ScriptHandle targetId ) Changes the spectator mode.  |
CreateTeam | Syntax: GameRules.CreateTeam( const char *name ) Creates a team.   |
DebugCollisionDamage | Syntax: GameRules.DebugCollisionDamage() Debugs collision damage.   |
DebugHits | Syntax: GameRules.DebugHits() Debugs hits.   |
EndGame | Syntax: GameRules.EndGame() Ends the game.   |
EndGameNear | Syntax: GameRules.EndGameNear( ScriptHandle entityId )  |
EnteredGame | Syntax: GameRules.EnteredGame() Get the game rules and enter the game.   |
ForbiddenAreaWarning | Syntax: GameRules.ForbiddenAreaWarning( bool active, int timer, ScriptHandle targetId ) Warnings for a forbidden area.   |
ForceScoreboard | Syntax: GameRules.ForceScoreboard( bool force ) Forces the display of the scoreboard on the HUD.   |
ForceSynchedStorageSynch | Syntax: GameRules.ForceSynchedStorageSynch( int channelId ) Forces sync storage syncing.   |
FreezeInput | Syntax: GameRules.FreezeInput( bool freeze ) Freezes the input.   |
GameOver | For the power struggle tutorial. Syntax: GameRules.GameOver( int localWinner ) Ends the game with a local winner.   |
GetChannelId | Syntax: GameRules.GetChannelId( playerId ) Gets the channel id where the specified player is.   |
GetChannelTeam | Syntax: GameRules.GetChannelTeam( int channelId ) Gets the team in the specified channel.   |
GetFirstSpawnLocation | Syntax: GameRules.GetFirstSpawnLocation( int teamId ) Gets the first spawn location for the team.   |
GetFragLead | Syntax: GameRules.GetFragLead() Gets the frag lead.   |
GetFragLimit | Syntax: GameRules.GetFragLimit() Gets the frag limit.   |
GetFriendlyFireRatio | Syntax: GameRules.GetFriendlyFireRatio() Gets the friendly fire ratio.   |
GetHitMaterialId | Syntax: GameRules.GetHitMaterialId( const char *materialName ) Gets the hit material identifier from its name.   |
GetHitMaterialName | Syntax: GameRules.GetHitMaterialName( int materialId ) Gets the hit material name from its identifier.   |
GetHitType | Syntax: GameRules.GetHitType( int id ) id - Identifier.   |
GetHitTypeId | Syntax: GameRules.GetHitTypeId( const char *type ) Gets a hit type identifier from the name.   |
GetInterestingSpectatorLocation | Syntax: GameRules.GetInterestingSpectatorLocation( ) Gets an interesting spectator location.  |
GetMinPlayerLimit | Syntax: GameRules.GetMinPlayerLimit() Gets the minimum player limit.  |
GetMinTeamLimit | Syntax: GameRules.GetMinTeamLimit() Gets the minimum team limit.   |
GetNextSpectatorTarget | Syntax: GameRules.GetNextSpectatorTarget( ScriptHandle playerId, int change ) For 3rd person follow-cam mode. Gets the next spectator target.  |
GetPing | Syntax: GameRules.GetPing( int channelId ) Gets the ping to a channel.   |
GetPlayerByChannelId | Syntax: GameRules.GetPlayerByChannelId( int channelId ) Gets the player from the channel id.   |
GetPlayerCount | Syntax: GameRules.GetPlayerCount() Gets the number of the players.   |
GetPlayers | Syntax: GameRules.GetPlayers() Gets the player.   |
GetPreRoundTime | Syntax: GameRules.GetPreRoundTime() Gets the pre-round time.   |
GetRandomSpectatorLocation | Syntax: GameRules.GetRandomSpectatorLocation( ) Gets a random spectator location.  |
GetRemainingGameTime | Syntax: GameRules.GetRemainingGameTime() Gets the remaining game time.   |
GetRemainingPreRoundTime | Syntax: GameRules.GetRemainingPreRoundTime() Gets the remaining pre-round time.   |
GetRemainingReviveCycleTime | Syntax: GameRules.GetRemainingReviveCycleTime() Gets the remaining cycle time.   |
GetRemainingRoundTime | Syntax: GameRules.GetRemainingRoundTime() Gets the remaining round time.   |
GetRemainingStartTimer | Syntax: GameRules.GetRemainingStartTimer( ) Gets the remaining start timer.   |
GetReviveTime | Syntax: GameRules.GetReviveTime() Gets the revive time.   |
GetRoundLimit | Syntax: GameRules.GetRoundLimit() Gets the round time limit.   |
GetRoundTime | Syntax: GameRules.GetRoundTime() Gets the round time.   |
GetSpawnGroups | Syntax: GameRules.GetSpawnGroups() Gets spawn groups.   |
GetSpawnLocation | Syntax: GameRules.GetSpawnLocation( playerId, bool ignoreTeam, bool includeNeutral )  |
GetSpawnLocationByIdx | Syntax: GameRules.GetSpawnLocationByIdx( int idx ) Gets the spawn location from its identifier.   |
GetSpawnLocationCount | Syntax: GameRules.GetSpawnLocationCount() Gets the number of the spawn location.   |
GetSpawnLocationGroup | Syntax: GameRules.GetSpawnLocationGroup(spawnId) Gets spawn location group.   |
GetSpawnLocations | Syntax: GameRules.GetSpawnLocations() Gets the spawn locations.   |
GetSpectatorCount | Syntax: GameRules.GetSpectatorCount() Gets the number of the spectators.  |
GetSpectatorLocation | Syntax: GameRules.GetSpectatorLocation( int idx ) Gets the spectator location from its identifier.  |
GetSpectatorLocationCount | Syntax: GameRules.GetSpectatorLocationCount( ) Gets the number of the spectator locations.  |
GetSpectatorLocations | Syntax: GameRules.GetSpectatorLocations( ) Gets the spectator locations.  |
GetSynchedEntityValue | Syntax: GameRules.GetSynchedEntityValue( ScriptHandle entityId, int key ) Gets the specified sync entity value.   |
GetSynchedGlobalValue | Syntax: GameRules.GetSynchedGlobalValue( int key ) Gets the sync global value from its key.   |
GetTeam | Syntax: GameRules.GetTeam( ScriptHandle playerId ) Gets the team of the specified player.   |
GetTeamChannelCount | Syntax: GameRules.GetTeamChannelCount( int teamId ) Gets the team channel count.   |
GetTeamCount | Syntax: GameRules.GetTeamCount( ) Gets the team number.   |
GetTeamDefaultSpawnGroup | Syntax: GameRules.GetTeamDefaultSpawnGroup( int teamId ) Gets team default spawn group.   |
GetTeamId | Syntax: GameRules.GetTeamId( const char *teamName ) Gets the team identifier from the team name.   |
GetTeamLock | Syntax: GameRules.GetTeamLock() Gets the team lock.   |
GetTeamName | Syntax: GameRules.GetTeamName( int teamId ) Gets the name of the specified team.   |
GetTeamPlayerCount | Syntax: GameRules.GetTeamPlayerCount( int teamId ) Gets the number of players in the specified team.   |
GetTeamPlayers | Syntax: GameRules.GetTeamPlayers( int teamId ) Gets the players in the specified team.   |
GetTimeLimit | Syntax: GameRules.GetTimeLimit() Gets the time limit.   |
IsClient | Syntax: GameRules.IsClient() Checks if this entity is a client.   |
IsDemoMode | Syntax: GameRules.IsDemoMode() Checks if the game is running in demo mode.   |
IsInvulnerable | Syntax: GameRules.IsInvulnerable( ScriptHandle playerId ) Checks if the player is invulnerable.   |
IsNeutral | Syntax: GameRules.IsNeutral(entityId) Checks if the entity is neutral.   |
IsPlayerInGame | Syntax: GameRules.IsPlayerInGame(playerId) Checks if the specified player is in game.   |
IsProjectile | Syntax: GameRules.IsProjectile(entityId) Checks if the specified entity is a projectile.   |
IsRoundTimeLimited | Syntax: GameRules.IsRoundTimeLimited() Checks if the round time is limited.   |
IsSameTeam | Syntax: GameRules.IsSameTeam(entityId0,entityId1) Checks if the two entity are in the same team.   |
IsServer | Syntax: GameRules.IsServer() Checks if this entity is a server.   |
IsSpawnGroup | Syntax: GameRules.IsSpawnGroup(entityId) Checks if the entity is a spawn group.   |
IsTimeLimited | Syntax: GameRules.IsTimeLimited() Checks if the game time is limited.   |
KillPlayer | Syntax: GameRules.KillPlayer( ScriptHandle playerId, bool dropItem, bool ragdoll, ScriptHandle shooterId, ScriptHandle weaponId, float damage, int material, int hit_type, Vec3 impulse) Kills the player.   |
MovePlayer | Syntax: GameRules.MovePlayer( ScriptHandle playerId, Vec3 pos, Vec3 angles ) Moves the player.   |
NextLevel | Syntax: GameRules.NextLevel() Loads the next level.   |
PerformDeadHit | Syntax: GameRules.PerformDeadHit() Performs a death hit.   |
ProcessEMPEffect | Syntax: GameRules.ProcessEMPEffect( ScriptHandle targetId, float timeScale ) Processes the EMP (Electro Magnetic Pulse) effect.   |
RegisterHitMaterial | Syntax: GameRules.RegisterHitMaterial( const char *materialName ) Registers the specified hit material.   |
RegisterHitType | Syntax: GameRules.RegisterHitType( const char *type ) Registers a type for the hits.   |
RemoveMinimapEntity | Syntax: GameRules.RemoveMinimapEntity( ScriptHandle entityId ) Removes a mipmap entity.   |
RemoveObjective | Syntax: GameRules.RemoveObjective( int teamId, const char *objective ) Removes an objective.   |
RemoveSpawnGroup | Syntax: GameRules.RemoveSpawnGroup(groupId) Removes spawn group.   |
RemoveSpawnLocation | Syntax: GameRules.RemoveSpawnLocation(id) Removes the span location.   |
RemoveSpawnLocationFromSpawnGroup | Syntax: GameRules.RemoveSpawnLocationFromSpawnGroup(groupId,location) Removes a spawn location from spawn group.   |
RemoveSpectatorLocation | Syntax: GameRules.RemoveSpectatorLocation( ScriptHandle id ) Removes a spectator location.  |
RemoveTeam | Syntax: GameRules.RemoveTeam( int teamId ) Removes the specified team.   |
RenamePlayer | Syntax: GameRules.RenamePlayer( ScriptHandle playerId, const char *name ) Renames the player.   |
ResetEntities | Syntax: GameRules.ResetEntities( )   |
ResetGameStartTimer | Syntax: GameRules.ResetGameStartTimer() Resets game start timer.   |
ResetGameTime | Syntax: GameRules.ResetGameTime() Resets the game time.   |
ResetHitMaterials | Syntax: GameRules.ResetHitMaterials() Resets the hit materials.   |
ResetHitTypes | Syntax: GameRules.ResetHitTypes() Resets the hit types.   |
ResetMinimap | Syntax: GameRules.ResetMinimap( )   |
ResetObjectives | Syntax: GameRules.ResetObjectives( ) Resets all the objectives.   |
ResetPreRoundTime | Syntax: GameRules.ResetPreRoundTime() Resets the pre-round time.   |
ResetReviveCycleTime | Syntax: GameRules.ResetReviveCycleTime() Resets the revive cycle time.   |
ResetRoundTime | Syntax: GameRules.ResetRoundTime() Resets the round time.   |
ResetSynchedStorage | Syntax: GameRules.ResetSynchedStorage() Resets the sync storage.   |
RevivePlayer | Syntax: GameRules.RevivePlayer( ScriptHandle playerId, Vec3 pos, Vec3 angles, int teamId, bool clearInventory ) Revives the player.   |
RevivePlayerInVehicle | Syntax: GameRules.RevivePlayerInVehicle( ScriptHandle playerId, ScriptHandle vehicleId, int seatId, int teamId, bool clearInventory ) Revives a player inside a vehicle.   |
ScheduleEntityRemoval | Syntax: GameRules.ScheduleEntityRemoval( ScriptHandle entityId, float timer, bool visibility ) Schedules the removal of the specified entity.   |
ScheduleEntityRespawn | Syntax: GameRules.ScheduleEntityRespawn( ScriptHandle entityId, bool unique, float timer ) Schedules a respawning of the specified entity.   |
SendChatMessage | Syntax: GameRules.SendChatMessage( int type, ScriptHandle sourceId, ScriptHandle targetId, const char *msg ) Sends a text message from the source to the target with the specified type and text.   |
SendDamageIndicator | Syntax: GameRules.SendDamageIndicator( ScriptHandle targetId, ScriptHandle shooterId, ScriptHandle weaponId ) Send a damage indicator from the shooter to the target.   |
SendHitIndicator | Syntax: GameRules.SendHitIndicator( ScriptHandle shooterId ) Sends a hit indicator.   |
SendTextMessage | Syntax: GameRules.SendTextMessage( int type, const char *msg ) Sends a text message type with the specified text.   |
ServerExplosion | Syntax: GameRules.ServerExplosion( ScriptHandle shooterId, ScriptHandle weaponId, float dmg, Vec3 pos, Vec3 dir, float radius, float angle, float pressure, float holesize )   |
ServerHit | Syntax: GameRules.ServerHit( ScriptHandle targetId, ScriptHandle shooterId, ScriptHandle weaponId, float dmg, float radius, int materialId, int partId, int typeId )   |
SetInvulnerability | Syntax: GameRules.SetInvulnerability( ScriptHandle playerId, bool invulnerable ) Sets/unsets invulnerability for the specified player.   |
SetObjectiveEntity | Syntax: GameRules.SetObjectiveEntity( int teamId, const char *objective, ScriptHandle entityId ) Sets the objective entity.   |
SetObjectiveStatus | Syntax: GameRules.SetObjectiveStatus( int teamId, const char *objective, int status ) Sets the status of an objective.   |
SetPlayerSpawnGroup | Syntax: GameRules.SetPlayerSpawnGroup(ScriptHandle playerId, ScriptHandle groupId) Sets the player spawn group.   |
SetSynchedEntityValue | Syntax: GameRules.SetSynchedEntityValue( ScriptHandle entityId, int key ) Sets a sync entity value.   |
SetSynchedGlobalValue | Syntax: GameRules.SetSynchedGlobalValue( int key , value) Sets a sync global value.   |
SetTeam | Syntax: GameRules.SetTeam( int teamId, ScriptHandle playerId ) Adds a player to a team.   |
SetTeamDefaultSpawnGroup | Syntax: GameRules.SetTeamDefaultSpawnGroup( int teamId, groupId) Sets the default spawn group for the team.   |
SpawnPlayer | Syntax: GameRules.SpawnPlayer( int channelId, const char *name, const char *className, Vec3 pos, Vec3 angles ) Spawns a player.   |
SPNotifyPlayerKill | Syntax: GameRules.SPNotifyPlayerKill( ScriptHandle targetId, ScriptHandle weaponId, bool bHeadShot ) Notifies that the player kills somebody.  |
TextMessage | Syntax: GameRules.TextMessage( ) Displays a text message type with the specified text.   |
C_ScriptBindHorse Class | |
GetHorse |   |
AttachTo |   |
HasRider | Syntax: Horse.HasRider()   |
IsMountable | Syntax: Horse.IsMountable   |
C_ScriptBindHuman Class | |
GetHuman |   |
AttachEntityToHand | Syntax: Human.AttachEntityToHand(id, hand) Attaches entity to human's hand   |
AttachTo |   |
CanTalk | Syntax: Human.CanTalk() Checks if this human have something to say.   |
CycleWeapon | Syntax: Human.CycleWeapon() Cycle between primary and secondary weapon set   |
DetachFromHand | Syntax: Human.DetachFromHand(hand) removes item from human's hand - drops if not equip or holster otherwise   |
Dismount | Syntax: Human.Dismount() Mounts selected horse.   |
DoStepOnGrindstone | Syntax: Human.DoStepOnGrindstone() Perform single step on grindstone, use SetWheelSpeed() for constant speed and automatic pedalling.   |
DrawFromInventory | Syntax: Human.DrawItemFromInventory( itemId, hand, animate ) Spawn item from inventory to human hands and animate drawing it from somewhere   |
DrawWeapon | Syntax: Human.DrawWeapon() Draw active weapon set   |
ForceDismount | Syntax: Human.Dismount() Mounts selected horse.   |
ForceMount | Syntax: Human.Mount(EntityId horseId) Mounts selected horse.   |
GetDialogRequestSourceName | Syntax: Human.GetDialogRequestSourceName() Returns name of entity which initiated dialog request with this human.   |
GetHorseMountPoint | Syntax: Horse.GetHorseMountPoint(EntityId horseId, Vector3 pos, Vector3 dir)   |
GetItemInHand |   |
GetTotalQuality | Syntax: Human.GetTotalQuality() Get current health of the weapon. Range <0,1>. 1 is best.   |
GetWheelSpeed | Syntax: Human.GetWheelSpeed() Returns current wheel speed of the grindstone on which is sharpening performed. Range <0,1>.   |
GrabOnLadder | Syntax: Actor.GrabOnLadder() Grabs actor on a ladder   |
HolsterToInventory | Syntax: Human.HolsterToInventory( hand, animate ) Despawn inventory item and animate holstering it to somewhere   |
HolsterWeapon | Syntax: Human.HolsterWeapon() Holster active weapon set   |
InterruptDialog | Syntax: Human.InterruptDialog() Interrupts an ongoing dialog.   |
IsOnLadder | Syntax: Actor.IsOnLadder() Returns 0/1 depending on if actor is already grabbed on a ladder   |
IsSharpeningActive | Syntax: Human.IsSharpeningActive) Returns sharpening state. True after StartSharpening and false after StopSharpening.   |
IsWeaponDrawn | Syntax: Human.IsWeaponDrawn() return true if human have any weapon set active   |
Mount | Syntax: Human.Mount(EntityId horseId) Mounts selected horse.   |
MoveToWorstZone | Syntax: Human.MoveToWorstZone() Moves to worst sharpened zone or stay on same position, if weapon is sharpened evenly.   |
PickUpItem | Syntax: Human.PickUpItem( itemId, toHand ) Picks up an item   |
PlaceItem | Syntax: Human.Place( itemId, entityId, fromHand) Places an item   |
PlayAnim |   |
ReadyForDialog | Syntax: Human.ReadyForDialog(false) Notifies dialog manager that this human is ready for dialog. This is a response to signal dialog request start which handled by AI.   |
RequestDialog | Syntax: Human.RequestDialog(entity) Requests dialog with this human. Dialog does not start immediately but it only notifies targeted entity that somebody wants to interact with it. If target entity does not respond in proper time the request is canceled automatically.   |
SetAnimMotionParam |   |
SetGrindstone | Syntax: Human.SetGrindstone(EntityId entityId) Sets which grindstone will be used for sharpening.   |
SetOptimalRotation | Syntax: Human.SetOptimalRotation() Sets optimal rotation on which weapon is sharpened correctly.   |
SetSharpeningPosition | Syntax: Human.SetSharpeningPosition(float value) Weapon will slowly move to desired position.   |
SetSharpeningPressure | Syntax: Human.SetSharpeningPressure(float value) Set sharpening pressure, more pressure requires more energy but increases sharpening efficiency.   |
SetSharpeningRotation | Syntax: Human.SetSharpeningRotation(float value) Weapon will slowly move to desired rotation, use SetOptimalRotation() to sharpen weapon correctly   |
SetWheelSpeed | Syntax: Human.SetWheelSpeed(float value) Sets speed of grindstone wheel on which is sharpening performed.   |
StartReading |   |
StartSharpening | Syntax: Human.StartSharpening(EntityId grindstoneId) Starts sharpening weapon in primary slot on selected grindstone.   |
StartSharpeningWeapon | Syntax: Human.StartSharpeningWeapon(EntityId grindstoneId, int itemId) Starts sharpening weapon in selected inventory item on selected grindstone.   |
StopAnim |   |
StopSharpening | Syntax: Human.StopSharpening() Stops sharpening, reseting state of the grindstone and setting new health to the weapon according to the results of sharpening.   |
ToggleWeapon | Syntax: Human.ToggleWeapon() Toggle active weapon set   |
C_ScriptBindInventory Class | |
AddItem | Syntax: Inventory.AddItem( ScriptHandle id ) Adds item defined by id.   |
AttachTo |   |
DetachFrom |   |
Dump | Syntax: Inventory.Dump() Dumps the inventory.   |
FindItem | Syntax: Inventory.FindItem( classIdText ) Finds an item that matches to class id.   |
GetCount | Syntax: Inventory.GetCount() Gets the number of the inventory elements.   |
GetCountOfCategory | Syntax: Inventory.GetCountOfCategory( const char* category ) Gets the number of element of the specified category inside the inventory.   |
GetCountOfClass | Syntax: Inventory.GetCountOfClass( char const* classIdText ) Gets the number of element of the specified DB id inside the inventory.   |
GetId | Syntax: Inventory.GetId() Returns runtime inventory id.   |
GetInventoryTable | Syntax: Inventory.GetInventoryTable() Gets the inventory table.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class C_ScriptBindInventory.  |
GetMoney | Syntax: Inventory.GetMoney() Returns amount of money in this inventory converted into float   |
HasItem | Syntax: Inventory.HasItem( ScriptHandle itemId ) Returns true if item is in this inventory.   |
Release | This is Release, a member of class C_ScriptBindInventory.  |
RemoveAllItems | Syntax: Inventory.RemoveAllItems() Removes all items from the inventory.   |
RemoveItem | Syntax: Inventory.RemoveItem( id ) Removes an item from the inventory.   |
RemoveMoney | Syntax: Inventory.RemoveMoney(5.5) Removes 5.5 of actual currency. Money are removed only if inventory have such amount.   |
Validate | Syntax: Inventory.Validate() Validates the inventory.   |
C_ScriptBindItemManager Class | |
CreateItem | creates new item with defined health and amount   |
GetItem | Syntax: ItemManager.GetItem( id ) Returns item script table which can be used to access item specific data   |
GetItemUIName | Syntax: ItemManager.GetItemUIName( classId ) Returns UI name of the item.   |
RemoveItem | Syntax: ItemManager.RemoveItem( id ) Removes item. Item creation/remove might be disabled on master to avoid cheating.   |
ValidateId | Syntax: ItemManager.ValidateId( id ) After game load this function returns new item id assigned to old item id. All item id's needs to be validated after game load!   |
C_ScriptBindPickableItem Class | |
AttachTo |   |
CanPickUp | Syntax: Item.CanPickUp( ScriptHandle userId ) Checks if the item can be picked up by the user.   |
CanUse | Syntax: Item.CanUse( ScriptHandle userId ) Checks if the item can be used by the user.   |
GetExtensionParams | Syntax: Item.GetExtensionParams( const char *extension, SmartScriptTable params ) Gets extension parameters.   |
GetHealth | Syntax: Item.GetHealth() Gets item health.   |
GetId | Syntax: Item.GetId() Gets item id   |
GetMaxHealth | Syntax: Item.GetMaxHealth() Gets the maximum item health.   |
GetMountedAngleLimits | Syntax: Item.GetMountedAngleLimits() Gets the mounted angle limits for the item.   |
GetMountedDir | Syntax: Item.GetMountedDir() Gets the mounted direction for the item.   |
GetOwnerId | Syntax: Item.GetOwnerId() Gets the identifier of the item's owner.   |
GetParams | Syntax: Item.GetParams() Gets the item parameters.   |
GetStats | Syntax: Item.GetStats() Gets the item statistics.   |
GetUIName | Syntax: Item.GetUIName() Gets the UI name.   |
IsDestroyed | Syntax: Item.IsDestroyed() Event that occurs when the item is destroyed.   |
IsFromShop | Syntax: Item.IsFromShop() Returns true if the item is owner by some shop and can be bought instead of picked   |
IsMounted | Syntax: Item.IsMounted() Checks if the item is mounted.   |
IsOversized | Syntax: Item.IsOversized() Returns true if the item is too big to be picket up   |
IsUsed | Syntax: Item.IsUsed() Checks if the item is used.   |
OnHit | Syntax: Item.OnHit( SmartScriptTable hitTable ) Events that occurs when the item is hit.   |
OnUsed | Syntax: Item.OnUsed( ScriptHandle userId ) Events that occurs when the item is used.   |
PlayAnimation | Syntax: Item.PlayAnimation( const char *animationName ) Plays the specified animation.   |
Quiet | Syntax: Item.Quiet() Quiets the item.   |
Reset | Syntax: Item.Reset() Resets the item.   |
Select | Syntax: Item.Select( bool select ) Selects/deselects the item.   |
SetExtensionActivation | Syntax: Item.SetExtensionActivation( const char *extension, bool activation ) Activates/deactivates an extension.   |
SetExtensionParams | Syntax: Item.SetExtensionParams( const char *extension, SmartScriptTable params ) Sets extension parameters.   |
SetMountedAngleLimits | Syntax: Item.SetMountedAngleLimits( float min_pitch, float max_pitch, float yaw_range ) Sets the mounted angle limits (yaw-pitch).   |
StartUse | Syntax: Item.StartUse( ScriptHandle userId ) The specified user now will start to use the item.   |
StopUse | Syntax: Item.StopUse( ScriptHandle userId ) The specified user now will stop to use the item.   |
Use | Syntax: Item.Use( ScriptHandle userId ) The specified user now will use the item.   |
C_ScriptBindEnvironment Class | |
AddPickable |   |
HidePicked |   |
MakeHole |   |
C_ScriptBindMap Class | |
C_ScriptBindMap::CallScript (char*, char*) | |
C_ScriptBindMap::CallScript (char*, std::list<string>&) | |
CallScript | This is the overview for the CallScript method overload.  |
C_ScriptBindBackgammon Class | |
AcceptGame | Syntax: Backgammon.AcceptGame(EntityGUID opponentId, EntityGUID playerId) Opponent accepted previous request.   |
EndGame | Syntax: Backgammon.EndGame(EntityGUID playerId) Player requests game end.   |
MoveChecker | Syntax: Backgammon.MoveChecker(EntityGUID playerId, int pointFrom, int pointTo) Player requires move from point to point.   |
OfferBet | Syntax: Backgammon.OfferBet(EntityGUID playerId, int money) Player offers his bet for current game.   |
RequestGame | Syntax: Backgammon.RequestGame(EntityGUID playerId, EntityGUID opponentId, EntityGUID boardId) Player requests new game with an opponent.   |
RollDice | Syntax: Backgammon.RollDice(EntityGUID playerId) Player rolled the dice.   |
RolledDice | Syntax: Backgammon.RolledDice(EntityGUID playerId) Player finished rolling the dice.   |
C_ScriptBindQuest Class | |
C_ScriptBindQuest::CallScript (char*, char*) | |
C_ScriptBindQuest::CallScript (char*, std::list<string>&) | |
CallScript | This is the overview for the CallScript method overload.  |
CompleteQuestObjective | Syntax: QuestSystem.CompleteQuestObjective(const char *questName, int objectiveId) Complete objective of quest with id, even if objective was not active before   |
GetActiveObjectives | Syntax: QuestSystem.GetActiveObjectives(const char *questName) Returns table with ids of active objectives   |
GetObjectiveExpCoeff | Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered   |
IsObjectiveActive | Syntax: QuestSystem.IsObjectiveActive(const char *questName, int objectiveId) Returns true if objective is active, false if not, or quest or objective does not exist   |
IsQuestActive | Syntax: QuestSystem.IsQuestActive(const char *questName) Returns true if quest is active, false if not, or quest does not exist   |
IsQuestCompleted | Syntax: QuestSystem.IsQuestCompleted(const char *questName) Returns true if quest is completed, false if not, or quest or objective does not exist   |
LoadScripts |   |
MoveToQuestObjective | Syntax: QuestSystem.MoveToQuestObjective(const char *questName, int objectiveId) Move to quest objective with id if quest was not completed before, finishes all active objectives, does not check prerequisites   |
OpenInventory | Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered   |
PlayerEnteredTrigger | Syntax: QuestSystem.PlayerEnteredTrigger(const char *placeAssetName) Called from script when player enters ProximityTrigger or AreaTrigger   |
ReloadQuest | Syntax: QuestSystem.ReloadQuest() Reload quest DB tables !WH_CTSW(WH_CTSW_MASTER)  |
ReloadQuestAssets | Syntax: QuestSystem.ReloadQuestAssets() Prepare assets for quest, used when asset (usually entity) in level was added/removed !WH_CTSW(WH_CTSW_MASTER)  |
ReloadQuests | Syntax: QuestSystem.ReloadQuests() Reload all quests   |
ResetQuest | Syntax: QuestSystem.ResetQuest(const char *questName) Reset quest (repeat count, tracked object count)   |
StartQuest | Syntax: QuestSystem.StartQuest(const char *questName) Start quest if loaded from xml   |
TriggerCondition | Syntax: QuestSystem.TriggerCondition() Trigger condition evaluation of all types for current active objectives   |
TriggerConditionForAsset | Syntax: QuestSystem.TriggerConditionForAsset(const char *assetName) Trigger condition evaluation of type SCRIPT for an asset of current active objectives   |
C_ScriptBindCalendar Class | |
GetGameTime | Syntax: Calendar.GetGameTime() Returns game time (whole seconds from start of level)   |
GetWorldDay | Syntax: Calendar.GetWorldDay() Returns number of whole days from start of level.   |
GetWorldDayOfWeek | Syntax: Calendar.GetWorldDayOfWeek() Returns ordinal number of day in current week. Range is <0,6> monday is 0   |
GetWorldHourOfDay | Syntax: Calendar.GetWorldHourOfDay() Returns hour of current day. Range is <0,24) The number is float.   |
GetWorldTime | Syntax: Calendar.GetWorldTime() Returns world time (whole seconds from start of level)   |
GetWorldTimeRatio | Syntax: Calendar.GetWorldTimeRatio() Returns ratio of world time.   |
IsFakedTimeOfDay | Syntax: Calendar.IsFakedTimeOfDay() Returns true in case fake time of day is on.   |
IsWorldTimePaused | Syntax: Calendar.IsWorldTimePaused() Returns true if world time is paused.   |
SetFakeTimeOfDay | Syntax: Calendar.SetFakeTimeOfDay(10) Forces CryEngine to believe there is time different from our world time. The fake time is static. It is not used for RPG systems, only in TimeOfDay.   |
SetWorldTime | Syntax: Calendar.SetWorldTime(3000) Sets ratio of world time.   |
SetWorldTimePaused | Syntax: Calendar.SetWorldTimePaused(true) Pauses/unpauses world time.   |
SetWorldTimeRatio | Syntax: Calendar.SetWorldTimeRatio(30) Sets ratio of world time.   |
UnfakeTimeOfDay | Syntax: Calendar.UnfakeTimeOfDay() Switches CryEngine back to our world time   |
RPG | |
_GetConstant | This is _GetConstant, a member of class C_ScriptBindRPGModule.  |
_SetConstant | This is _SetConstant, a member of class C_ScriptBindRPGModule.  |
GetHobbies | Syntax: RPG.GetHobbies() Returns a table indexed by hobby names.  |
GetMemoryUsage | This is GetMemoryUsage, a member of class C_ScriptBindRPGModule.  |
Help | Syntax: RPG.Help() Print RPG constants/params with their values. You can supply one string argument to filter the results.  |
Release | This is Release, a member of class C_ScriptBindRPGModule.  |
C_ScriptBindSoul Class | |
AddBuff | Syntax: soul:AddBuff(string buff_id) Adds buff identified by the database id. Returns the instance id.   |
AddSkillXP | Syntax: soul:AddSkillXP(string skill, float xp) Adds experience points. Returns how many levels had been reached (0 if no level was reached).  |
AddStatXP | Syntax: soul:AddStatXP(string stat, float xp) Adds experience points. Returns how many levels had been reached (0 if no level was reached).  |
AttachTo | This is AttachTo, a member of class C_ScriptBindSoul.  |
DetachFrom |   |
GetArchetype | Syntax: soul:GetArchetype() Returns a table containing the archetype properties.   |
GetGatherMult | Syntax: soul:GetGatherMult( ScriptHandle id) gets gather skill multiplier   |
GetHobbies | Syntax: soul:GetHobbies() Returns a table containing all soul's hobbies.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class C_ScriptBindSoul.  |
GetRoles | Syntax: soul:GetRoles() Returns a table=array containing role ids.   |
GetSchedule | Syntax: soul:GetSchedule() Returns a table containing float-encoded times indexed by activities.   |
GetSkillLevel | Syntax: soul:GetSkillLevel(string skill) Get skill value using string name (use skill_name from database).  |
GetSkillProgress | Syntax: soul:GetSkillProgress(string skill) Get skill progress from the current level to the next [0,1) using string name (use skill_name from database).  |
GetSocialClass | Syntax: soul:GetSocialClass() Returns social class as a table with Id, Name and Wealth keys.  |
GetState | Syntax: soul:GetState(string state) returns state value for a given name (health, stamina,...)  |
GetStatLevel | Syntax: soul:GetStatLevel(string stat) returns stat value for a given name (str, agi, spc, vit, hea, bar, ...)  |
GetStatProgress | Syntax: soul:GetStatProgress(string stat) returns stat progress from the current level to the next level [0,1) for a given name (str, agi, spc, vit, hea, bar, ...)  |
Release | This is Release, a member of class C_ScriptBindSoul.  |
RemoveBuff | Syntax: soul:RemoveBuff(buffInstanceId) Forces removal of a buff. Supply the buff instance id.  |
SetSkillLevel | Syntax: soul:SetSkillLevel(string skill, float level) Set skill level using string name (use skill_name from database).  |
SetState | Syntax: soul:SetState(string state, float value) sets state value for a given name (health, stamina,...)  |
SetStatLevel | Syntax: soul:SetStatLevel(string stat, float level) sets stat level, for example soul:SetStatLevel('str', 20), sets strength to 20  |
C_ScriptBindShop Class | |
AcquireShop |   |
CloseShop |   |
EnableRestockingOnOpen |   |
FindItemInShop | Looks for item in owned shop and returns inventory slot for this item (or same one)   |
FindShopInventoryForItem | Looks for shop's inventory id where this item belongs to   |
GetBusinessHoursBegin | returns float   |
GetBusinessHoursEnd | returns float   |
GetShopDBIdByLinkedEntityId | returns shop DB Id. Returns -1 in case entity is linked to no shop   |
IsLinkedWithShop |   |
IsShopOpened | returns bool   |
OnPropertyChange | needed by editor   |
OpenInventory |   |
OpenShop |   |
ReleaseShop | needed by editor   |
RestockShop |   |
SetShopModule |   |
C_ScriptBindExperimental Class | |
CanSee | This is CanSee, a member of class C_ScriptBindExperimental.  |
CanSeeStr | This is CanSeeStr, a member of class C_ScriptBindExperimental.  |
GetBodyManager | BODY MANAGER & VISUAL MAP is initialized later than ScriptBindExperimental   |
GetVisualMap | This is GetVisualMap, a member of class C_ScriptBindExperimental.  |
TeleportToEntity | LUA METHODS  |
TeleportToLocation | This is TeleportToLocation, a member of class C_ScriptBindExperimental.  |
C_ScriptBindSmartObject Class | |
AttachTo |   |
BindToModule |   |
GetHelperLinks |   |
GetHelperLinkTarget |   |
GetHelpers | Smart object helpers related methods   |
GetHelpersCategory |   |
GetHelperUserData |   |
C_ScriptBindXGenAIModule Class | |
BindToModule |   |
OnDestroy | needed by editor   |
OnPropertyChange | needed by editor if !WH_CTSW(WH_CTSW_MASTER)  |
OnSpawn |   |
OnStart |   |
SendMessageToEntity |   |
CScriptBindGame Class | |
CacheResource |   |
CreateSavepoint | creates savepoint of type E_SGT_SavePoint   |
DebugDrawAABB | This is DebugDrawAABB, a member of class CScriptBindGame.  |
DebugDrawCone | This is DebugDrawCone, a member of class CScriptBindGame.  |
DebugDrawCylinder | Debug  |
DebugDrawPersistanceDirection | This is DebugDrawPersistanceDirection, a member of class CScriptBindGame.  |
DebugDrawText | Syntax: Game.DebugDrawText(float x, float y, float fontSize, const char* text, int r, int g, int b, float a) Draws texts on screen, needs to be called in OnUpdate function.  |
DeletePrefab |   |
HidePrefab |   |
IsDemo | if the code is compiled on a "*Demo*" configuration   |
IsPlayer | Syntax: Game.IsPlayer() Checks if the given entity is player.   |
LoadPrefabLibrary |   |
MovePrefab |   |
PauseGame | Syntax: Game.PauseGame( bool pause ) Pauses the game.   |
SpawnPrefab |   |
StopTimeWarp | Syntax: Actor.StopTimeWarp() Stops time warp effect   |
WarpTime | Time effects ============================================= Syntax: Actor.WarpTime(float wantedSpeed, float duration) Slowdown/speedup global time for given time period  |
CScriptBind_DialogSystem Class | |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_DialogSystem.  |
Release | This is Release, a member of class CScriptBind_DialogSystem.  |
CScriptBind_UIAction Class | |
CallFunction | Syntax: UIAction.CallFunction(const char * elementName, int instanceID, const char* functionName, [arg1], [arg2], [...] ) Calls a function of the UI flash asset or the UIEventSystem.   |
DisableAction | Syntax: UIAction.DisableAction(const char * actionName ) Disables an UI Action.   |
EnableAction | Syntax: UIAction.EnableAction(const char * actionName ) Enables an UI Action.   |
EndAction | Syntax: UIAction.EndAction(SmartScriptTable table, bool disable, SmartScriptTable arguments ) Ends an UI Action. This can be only used withing a UIAction Lua script!   |
GetAlpha | Syntax: UIAction.GetAlpha( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName ) Get MovieClip alpha value.   |
GetArray | Syntax: UIAction.GetArray(const char * elementName, int instanceID, const char * arrayName ) Returns a table with values of the array.  |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_UIAction.  |
GetPos | Syntax: UIAction.GetPos( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName ) Get MovieClip position.   |
GetRotation | Syntax: UIAction.GetRotation( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName ) Get MovieClip rotation.   |
GetScale | Syntax: UIAction.GetScale( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName ) Get MovieClip scale.   |
GetVariable | Syntax: UIAction.GetVariable(const char * elementName, int instanceID, const char * varName ) Gets a variable of the UI flash asset.  |
GotoAndPlay | Syntax: UIAction.GotoAndPlay(const char * elementName, int instanceID, const char * mcName, int frameNum ) Call GotoAndPlay on a MovieClip.   |
GotoAndPlayFrameName | Syntax: UIAction.GotoAndPlayFrameName( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, const char * frameName ) Call GotoAndPlay on a MovieClip by frame name.   |
GotoAndStop | Syntax: UIAction.GotoAndStop(const char * elementName, int instanceID, const char * mcName, int frameNum ) Call GotoAndStop on a MovieClip.   |
GotoAndStopFrameName | Syntax: UIAction.GotoAndStopFrameName( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, const char * frameName ) Call GotoAndStop on a MovieClip by frame name.   |
HideElement | Syntax: UIAction.HideElement(const char * elementName, int instanceID ) Hide the UI flash asset.   |
IsVisible | Syntax: UIAction.IsVisible( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName ) Get MovieClip visible state.   |
RegisterActionListener | Syntax: UIAction.RegisterActionListener(SmartScriptTable table, const char * actionName, const char * eventName, const char * callbackFunctionName ) Register a callback function for an UIAction event. Callback Function must have form: CallbackName(actionName, eventName, argTable)   |
RegisterElementListener | Syntax: UIAction.RegisterElementListener(SmartScriptTable table, const char * elementName, int instanceID, const char * eventName, const char * callbackFunctionName ) Register a callback function for an UIElement event. Callback Function must have form: CallbackName(elementName, instanceId, eventName, argTable)   |
RegisterEventSystemListener | Syntax: UIAction.RegisterEventSystemListener(SmartScriptTable table, const char * eventSystem, const char * eventName, const char * callbackFunctionName ) Register a callback function for an UIEventSystem event. Callback Function must have form: CallbackName(actionName, eventName, argTable)   |
Release | This is Release, a member of class CScriptBind_UIAction.  |
Reload | IUIModule   |
ReloadElement | Syntax: UIAction.ReloadElement(const char * elementName, int instanceID ) Reloads the UI flash asset.   |
RequestHide | Syntax: UIAction.RequestHide(const char * elementName, int instanceID ) Send the fade out signal to the UI flash asset.   |
Reset |   |
SetAlpha | Syntax: UIAction.SetAlpha( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, float fAlpha ) Set MovieClip alpha value.   |
SetArray | Syntax: UIAction.SetArray(const char * elementName, int instanceID, const char * arrayName, SmartScriptTable values ) Sets an array of the UI flash asset.  |
SetPos | Syntax: UIAction.SetPos( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, Vec3 vPos ) Set MovieClip position.   |
SetRotation | Syntax: UIAction.SetRotation( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, Vec3 vRotation ) Set MovieClip rotation.   |
SetScale | Syntax: UIAction.SetScale( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, Vec3 vScale ) Set MovieClip scale.   |
SetVariable | Syntax: UIAction.SetVariable(const char * elementName, int instanceID, const char * varName, value ) Sets a variable of the UI flash asset.  |
SetVisible | Syntax: UIAction.SetVisible( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, float bVisible ) Set MovieClip visible state.   |
ShowElement | Syntax: UIAction.ShowElement(const char * elementName, int instanceID ) Displays the UI flash asset.   |
StartAction | Syntax: UIAction.StartAction(const char * actionName, SmartScriptTable arguments ) Starts an UI Action.   |
UnloadElement | Syntax: UIAction.UnloadElement(const char * elementName, int instanceID ) Unloads the UI flash asset.   |
UnregisterActionListener | Syntax: UIAction.UnregisterActionListener(SmartScriptTable table, const char * callbackFunctionName ) Unregister callback functions for an UIAction event.   |
UnregisterElementListener | Syntax: UIAction.UnregisterElementListener(SmartScriptTable table, const char * callbackFunctionName ) Unregister callback functions for an UIElement event.   |
UnregisterEventSystemListener | Syntax: UIAction.UnregisterEventSystemListener(SmartScriptTable table, const char * callbackFunctionName ) Unregister callback functions for an UIEventSystem event.   |
CScriptBind_MaterialEffects Class | |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_MaterialEffects.  |
Release | This is Release, a member of class CScriptBind_MaterialEffects.  |
Network | |
DelegateAuthority | Syntax: Network.DelegateAuthority(ScriptHandle ent, int channel) Delegate authority for an object to some client.   |
Expose | Syntax: Network.Expose()   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_Network.  |
Release | This is Release, a member of class CScriptBind_Network.  |
CScriptBind_GameStatistics Class | |
AddGameElement | Syntax: GameStatistics.AddGameElement( scopeID, elementID, locatorID, locatorValue, table /*optional*/ ) Adds a game element to specified scope. Syntax: GameStatistics.AddGameElement( scopeID, elementID, locatorID, locatorValue, table )  |
BindTracker | This is BindTracker, a member of class CScriptBind_GameStatistics.  |
CurrentScope | Syntax: GameStatistics.CurrentScope() Returns the ID of current scope, -1 if stack is empty   |
Event | Syntax: GameStatistics.Event()  |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_GameStatistics.  |
PopGameScope | Syntax: GameStatistics.PopGameScope(int checkScopeID /*optional*/ ) Removes the scope from the top of the stack.  |
PushGameScope | Syntax: GameStatistics.PushGameScope() Pushes a scope on top of the stack.  |
RemoveGameElement | Syntax: GameStatistics.RemoveGameElement( scopeID, elementID, locatorID, locatorValue ) Removes element from the specified scope if data parameters match. Syntax: GameStatistics.RemoveGameElement( scopeID, elementID, locatorID, locatorValue )  |
StateValue | Syntax: GameStatistics.StateValue( )  |
UnbindTracker | This is UnbindTracker, a member of class CScriptBind_GameStatistics.  |
VehicleSystem | |
AddSeat | Syntax: Vehicle.AddSeat( SmartScriptTable paramsTable ) Adds a seat to the vehicle.   |
AttachTo |   |
ChangeSeat | Syntax: Vehicle.ChangeSeat(ScriptHandle actorHandle, int seatId, bool isAnimationEnabled ) Makes the actor changing the seat inside the vehicle.   |
DisableEngine | Syntax: Vehicle.DisableEngine( bool disable ) Disables/enables the engine of the vehicle.   |
EnableMovement | Syntax: Vehicle.EnableMovement( bool enable ) Enables/disables the movement of the vehicle.   |
EnterVehicle | Syntax: Vehicle.EnterVehicle( ScriptHandle actorHandle, int seatId, bool isAnimationEnabled ) Makes the actor entering the vehicle.   |
ExitVehicle | Syntax: Vehicle.ExitVehicle( criptHandle actorHandle ) Makes the actor going out from the vehicle.   |
GetComponentDamageRatio | Syntax: Vehicle.GetComponentDamageRatio( const char* pComponentName ) Gets the damage ratio of the specified component.   |
GetHelperDir | Syntax: Vehicle.GetHelperDir( const char* name, bool isInVehicleSpace ) Gets the helper direction.   |
GetHelperPos | Syntax: Vehicle.GetHelperPos( const char* name, bool isInVehicleSpace ) Gets the helper position.   |
GetHelperWorldPos | Syntax: Vehicle.GetHelperWorldPos( const char* name ) Gets the helper position in the world coordinates.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_Vehicle.  |
GetSeatForPassenger | Syntax: Vehicle.GetSeatForPassenger(id) Returns the vehicle seat id for the specified passenger   |
GetVehicle | Syntax: Vehicle.GetVehicle() Gets the vehicle identifier.   |
HasHelper | Syntax: Vehicle.HasHelper(const char* name) Checks if the vehicle has the specified helper.   |
IsDestroyed | Syntax: Vehicle.IsDestroyed() Checks if the vehicle is destroyed.   |
IsInsideRadius | Syntax: Vehicle.IsInsideRadius( Vec3 pos, float radius ) Checks if the vehicle is inside the specified radius.   |
IsUsable | Syntax: Vehicle.IsUsable( ScriptHandle userHandle ) Checks if the vehicle is usable by the user.   |
MultiplyWithWorldTM | Syntax: Vehicle.MultiplyWithWorldTM( Vec3 pos ) Multiplies with the world transformation matrix.   |
OnHit | Syntax: Vehicle.OnHit( ScriptHandle targetId, ScriptHandle shooterId, float damage, Vec3 position, float radius, char* pHitClass, bool explosion ) Event that occurs after the vehicle is hit.   |
OnUsed | Syntax: Vehicle.OnUsed( ScriptHandle userHandle, int index ) Events that occurs when the user uses the vehicle.   |
ProcessPassengerDamage | Syntax: Vehicle.ProcessPassengerDamage( ScriptHandle passengerId, float actorHealth, float damage, const char* pDamageClass, bool explosion ) Processes passenger damages.   |
Release | This is Release, a member of class CScriptBind_Vehicle.  |
Reset | Syntax: Vehicle.Reset() Resets the vehicle.   |
ResetSlotGeometry | Syntax: Vehicle.ResetSlotGeometry( int slot, const char* filename, const char* geometry )  |
VehicleSeat | |
AttachTo |   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_VehicleSeat.  |
GetPassengerId | Syntax: VehicleSeat.GetPassengerId() Gets the passenger identifier.   |
GetVehicleSeat | Syntax: VehicleSeat.GetVehicleSeat() Gets the vehicle seat identifier.   |
GetWeaponCount | Syntax: VehicleSeat.GetWeaponCount() Gets the number of weapons available on this seat.   |
GetWeaponId | Syntax: VehicleSeat.GetWeaponId(int weaponIndex) Gets the weapon identifier.   |
IsDriver | Syntax: VehicleSeat.IsDriver() Checks if the seat is the driver seat.   |
IsFree | Syntax: VehicleSeat.IsFree(actor) Checks if the seat is free.  |
IsGunner | Syntax: VehicleSeat.IsGunner() Checks if the seat is the gunner seat.   |
Release | This is Release, a member of class CScriptBind_VehicleSeat.  |
Reset | Syntax: VehicleSeat.Reset() Resets the vehicle seat.   |
SetAIWeapon | Syntax: VehicleSeat.SetAIWeapon(ScriptHandle weaponHandle) Sets the weapon artificial intelligence.   |
CScriptBind_Action Class | |
ActivateEffect | Syntax: Action.ActivateEffect( const char * name ) Activates the specified effect.  |
ActivateExtensionForGameObject | Syntax: Action.ActivateExtensionForGameObject( ScriptHandle entityId, const char *extension, bool activate ) Activates a specified extension for a game object.   |
AddAngleSignal | Syntax: Action.AddRangeSignal( ScriptHandle entityId, float fAngle, float fFlexibleBoundary, const char *sSignal ) Adds an angle for the signal.   |
AddRangeSignal | Syntax: Action.AddRangeSignal( ScriptHandle entityId, float fRadius, float fFlexibleBoundary, const char *sSignal ) Adds a range for the signal.   |
AddTargetRangeSignal |   |
BanPlayer | Syntax: Action.BanPlayer( ScriptHandle entityId, const char* message ) Bans a specified player.  |
BindGameObjectToNetwork | Syntax: Action.BindGameObjectToNetwork( ScriptHandle entityId ) Binds game object to the network.   |
CacheItemGeometry | Syntax: Action.CacheItemGeometry( const char *itemName ) Caches an item geometry.   |
CacheItemSound | Syntax: Action.CacheItemSound( const char *itemName ) Caches an item sound.   |
ClearEntityTags | Syntax: Action.ClearEntityTags( ScriptHandle entityId ) Clears the tag for the specified entity.   |
ClearStaticTag | Syntax: Action.ClearStaticTag( ScriptHandle entityId, const char *staticId ) Clears the specified static tag for the specified entity.   |
ConnectToServer | Syntax: Action.ConnectToServer( char* server ) Connects to the specified server.   |
CreateGameObjectForEntity | Syntax: Action.CreateGameObjectForEntity( ScriptHandle entityId ) Creates a game object for the specified entity.   |
DestroyRangeSignaling |   |
DisableSignalTimer | Syntax: Action.DisableSignalTimer( ScriptHandle entityId, const char *sText ) Disables the signal timer.   |
DontSyncPhysics | Syntax: Action.DontSyncPhysics( ScriptHandle entityId ) Doesn't sync physics for the specified entity.   |
EnableRangeSignaling |   |
EnableSignalTimer | Syntax: Action.EnableSignalTimer( ScriptHandle entityId, const char *sText ) Enables the signal timer.   |
ForceGameObjectUpdate | Syntax: Action.ForceGameObjectUpdate( ScriptHandle entityId, bool force ) Forces the game object to be updated.   |
GetClassName | Syntax: Action.GetClassName() Returns the matching class name if available for specified classId.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_Action.  |
GetPlayerList | Syntax: Action.GetPlayerList() Checks the current players list.  |
GetServer | Syntax: Action.GetServer( int number ) Gets the server.   |
GetServerTime | Syntax: Action.GetServerTime() Gets the current time on the server.   |
GetWaterInfo | Syntax: Action.GetWaterInfo( Vec3 pos ) Gets information about the water at the position pos.  |
HasAI | Syntax: Action.HasAI() Returns if the entity has an AI object associated to it, meaning it has been registered with the AI System  |
IsChannelOnHold | Syntax: Action.IsChannelOnHold( int channelId ) Checks if the specified channel is on hold.   |
IsChannelSpecial | Syntax: Action.IsChannelSpecial() Gets if the channel is a special one.  |
IsClient | Syntax: Action.IsClient() Checks if the current script runs on a client.  |
IsGameObjectProbablyVisible | Syntax: Action.IsGameObjectProbablyVisible( ScriptHandle gameObject ) Checks if an object is probably visible.  |
IsGameStarted | Syntax: Action.IsGameStarted() Checks if the game is started.  |
IsImmersivenessEnabled | Syntax: Action.IsImmersivenessEnabled() Gets if the immersive multiplayer is enabled.  |
IsRMIServer | Syntax: Action.IsRMIServer() Checks if the current script runs on a RMI (Remote Method Invocation)server.  |
IsServer | Syntax: Action.IsServer() Checks if the current script runs on a server.  |
LoadXML | Syntax: Action.LoadXML(const char * definitionFile, const char * dataFile )  |
PauseGame | Syntax: Action.PauseGame( bool pause ) Puts the game into pause mode.   |
Persistant2DText | Syntax: Action.Persistant2DText( const char* text, float size, Vec3 color, const char* name, float timeout ) Adds a persistent 2D text.   |
PersistantArrow | Syntax: Action.PersistantArrow( Vec3 pos, float radius, Vec3 dir, Vec3 color, const char* name, float timeout ) Adds a persistent arrow to the world.   |
PersistantEntityTag | Syntax: Action.PersistantEntityTag( ScriptHandle entityId, const char *text ) Adds a persistent entity tag. Required Params: entityId, const char *text Optional Params: float size, Vec3 color, float visibleTime, float fadeTime, float viewDistance, const char* staticId, int columnNum, const char* contextTag  |
PersistantLine | Syntax: Action.PersistantLine( Vec3 start, Vec3 end, Vec3 color, const char* name, float timeout ) Adds a persistent line to the world.   |
PersistantSphere | Syntax: Action.PersistantSphere( Vec3 pos, float radius, Vec3 color, const char* name, float timeout ) Adds a persistent sphere to the world.   |
PreLoadADB | Syntax: Action.PreLoadADB(adbFileName) Use this function to pre-cache ADB files. Pre-load a mannequin ADB file. In: The function handler (NULL is invalid!) In: The name of the ADB file.  |
RefreshPings | Syntax: Action.RefreshPings() Refreshes pings for all the server liste.d   |
RegisterWithAI | Syntax: Action.RegisterWithAI() Registers the entity to AI System, creating an AI object associated to it (MATT) Moved here from Scriptbind_AI when that was moved to the AI system {2008/02/15:15:23:16  |
Release | This is Release, a member of class CScriptBind_Action.  |
ResetRangeSignaling |   |
ResetSignalTimer | Syntax: Action.ResetSignalTimer( ScriptHandle entityId, const char *sText ) Resets the rate for the signal timer.   |
ResetToNormalCamera | Syntax: Action.ResetToNormalCamera() Resets the camera to the last valid view stored.   |
SaveXML | Syntax: Action.SaveXML(const char * definitionFile, const char * dataFile, SmartScriptTable dataTable)  |
SendGameplayEvent | Syntax: Action.SendGameplayEvent( ScriptHandle entityId, int event ) Sends an event for the gameplay.   |
SetAimQueryMode | Syntax: Action.SetAimQueryMode(entityId, mode) Set the aim query mode for the ai proxy. Normally the ai proxy asks the movement controller if the character is aiming. You can override that and set your own 'isAiming' state.   |
SetNetworkParent | Syntax: Action.SetNetworkParent( ScriptHandle entityId, ScriptHandle parentId ) Sets the network parent.   |
SetSignalTimerRate | Syntax: Action.SetSignalTimerRate( ScriptHandle entityId, const char *sText, float fRateMin, float fRateMax ) Sets the rate for the signal timer.   |
SetViewCamera | Syntax: Action.SetViewCamera() Saves the previous valid view and override it with the current camera settings.   |
CScriptBind_ActionMapManager Class | |
EnableActionFilter | Syntax: ActionMapManager.Release(const char *name, bool enable) Enables a filter for the actions.   |
EnableActionMap | Syntax: ActionMapManager.Release(const char *name, bool enable) Enables an action map.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_ActionMapManager.  |
LoadFromXML | Syntax: ActionMapManager.Release(const char *name) Loads information from an XML file.   |
Release | This is Release, a member of class CScriptBind_ActionMapManager.  |
ActorSystem | |
CreateActor | Syntax: ActorSystem.CreateActor() Creates an actor. Example on how to use this function: local params = { name = "dude", class = "CSpectator", position = {x=0, y=0, z=0}, rotation = {x=0, y=0, z=0}, scale = {x=1, y=1, z=1} } Actor.CreateActor( channelId, params );  |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_ActorSystem.  |
Release | This is Release, a member of class CScriptBind_ActorSystem.  |
CScriptBind_Inventory Class | |
AttachTo |   |
Clear | Syntax: Inventory.Clear() Clears the inventory.   |
Destroy | Syntax: Inventory.Destroy() Destroys the inventory.   |
DetachFrom |   |
Dump | Syntax: Inventory.Dump() Dumps the inventory.   |
GetAmmoCapacity | Syntax: Inventory.GetAmmoCapacity( const char *ammoName ) Gets the capacity for the specified ammunition.   |
GetAmmoCount | Syntax: Inventory.GetAmmoCount() Gets the amount of the specified ammunition name.   |
GetCurrentItem | Syntax: Inventory.GetCurrentItem() Gets the current item.   |
GetCurrentItemId | Syntax: Inventory.GetCurrentItemId() Gets the identifier of the current item.   |
GetGrenadeWeaponByClass | Syntax: Inventory.GetGrenadeWeaponByClass( const char *className ) Gets grenade weapon by class name.   |
GetItemByClass | Syntax: Inventory.GetItemByClass( const char *className )   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_Inventory.  |
HasAccessory | Syntax: Inventory.HasAccessory( const char *accessoryName ) Checks if the inventory contains the specified accessory.   |
Release | This is Release, a member of class CScriptBind_Inventory.  |
SetAmmoCount | Syntax: Inventory.SetAmmoCount( const char *ammoName, int count ) Sets the amount of the specified ammunition.   |
CScriptBind_ItemSystem Class | |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_ItemSystem.  |
GetPackItemByIndex | Syntax: ItemSystem.GetPackItemByIndex( const char *packName, int index) Gets a pack item from its index.   |
GetPackNumItems | Syntax: ItemSystem.Reset()  |
GetPackPrimaryItem | Syntax: ItemSystem.GetPackPrimaryItem( const char *packName ) Gets the primary item of the specified pack.   |
GiveItem | Syntax: ItemSystem.GiveItem( const char *itemName ) Gives the specified item.   |
GiveItemPack | Syntax: ItemSystem.GiveItemPack( ScriptHandle actorId, const char *packName ) Gives the item pack to the specified actor.   |
Release | This is Release, a member of class CScriptBind_ItemSystem.  |
Reset | Syntax: ItemSystem.Reset() Resets the item system.   |
SerializePlayerLTLInfo | Syntax: ItemSystem.SerializePlayerLTLInfo( bool reading ) Serializes player LTL info.   |
SetActorItem | Syntax: ItemSystem.SetActorItem( ScriptHandle actorId, ScriptHandle itemId, bool keepHistory ) Sets an actor item.   |
SetActorItemByName | Syntax: ItemSystem.SetActorItemByName( ScriptHandle actorId, const char *name, bool keepHistory) Sets an actor item by name.   |
VehicleSystem | |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_VehicleSystem.  |
GetOptionalScript | This is GetOptionalScript, a member of class CScriptBind_VehicleSystem.  |
GetVehicleImplementations |   |
Release | This is Release, a member of class CScriptBind_VehicleSystem.  |
ReloadSystem |   |
SetTpvDistance | This is SetTpvDistance, a member of class CScriptBind_VehicleSystem.  |
SetTpvHeight | This is SetTpvHeight, a member of class CScriptBind_VehicleSystem.  |
CScriptBind_AI Class | |
CreateQueryFromTacticalSpec | This is CreateQueryFromTacticalSpec, a member of class CScriptBind_AI.  |
GetEntityFromParam | Fetch entity pointer from script parameter Fetch entity pointer from script parameter  |
GetEntityIdFromParam | Fetch entity ID from script parameter Fetch entity ID from script parameter  |
GetGroupSpatialProperties |   |
GetSignalExtraData | This is GetSignalExtraData, a member of class CScriptBind_AI.  |
RayWorldIntersectionWrapper | wrapper, to make it use tick-counter  |
SetLastOpResult | This is SetLastOpResult, a member of class CScriptBind_AI.  |
CScriptBind_AI::SetPFProperties (AgentMovementAbility&, EAIPathType) | |
CScriptBind_AI::SetPFProperties (AgentMovementAbility&, string&) | |
CScriptBind_AI::SetPFProperties (IFunctionHandler *) | |
SetPFProperties | This is the overview for the SetPFProperties method overload.  |
AbortAction | Syntax: AI.AbortAction( userId [, actionId ] ) Aborts execution of an action if actionId is specified or aborts execution of all actions if actionId is nil or 0  |
AddAggressiveTarget | Syntax: AI.AddAggressiveTarget(entityId, targetId) Add the target Id as an aggressive potential target to the entity's list  |
AddCombatClass | Creates new combat class   |
AddCoverEntity | This is AddCoverEntity, a member of class CScriptBind_AI.  |
AddFormationPoint | Syntax: AI.AddFormationPoint(name, sightangle, distance,offset, [unit_class [,distanceAlt,offsetAlt]] ) Adds a follow-type node to a formation descriptor  |
AddFormationPointFixed | Syntax: AI.AddFormationPointFixed(name,sightangle, x,y,z [,unit_class] ) Adds a node with a fixed offset to a formation descriptor  |
AddPatternBranch | Syntax: AI.AddPatternBranch( nodeName, method, branchNode1, branchNode2, ..., branchNodeN ) Creates a branch pattern at the specified node. When the entity has approached the specified node (nodeName), and it is time to choose a new point, the rules defined by this function will be used to select the new point. This function allows to associate multiple target points and an evaluation rule.  |
AddPatternNode | Syntax: AI.AddPatternNode( nodeName, offsetx, offsety, offsetz, flags, [parent], [signalValue] ) Adds point to the track pattern. When validating the points test is made from the start position to the end position. Start position is either the pattern origin or in case the parent is provided, the parent position. The end position is either relative offset from the start position or offset from the pattern origin, this is chosen based on the node flag. The offset is clamped to the physical world based on the test method. The points will be evaluated in the same oder they are added to the... <a href='CScriptBind_AI__AddPatternNode@IFunctionHandler__.html'>more</a>  |
AddPersonallyHostile |   |
AgentLookAtPos | Syntax: AI.AgentLookAtPos(entityId, pos) Makes the entityId look at certain position  |
AllowLowerBodyToTurn | Syntax: AI.LockBodyTurn(entityID, bAllowLowerBodyToTurn)  |
Animation |   |
AssignPathTypeToSOUser | This is AssignPathTypeToSOUser, a member of class CScriptBind_AI.  |
CScriptBind_AI::AssignPFPropertiesToPathType (IFunctionHandler *) | |
CScriptBind_AI::AssignPFPropertiesToPathType (string&, AgentPathfindingProperties&) | |
AssignPFPropertiesToPathType | This is the overview for the AssignPFPropertiesToPathType method overload.  |
AutoDisable | AutoDisable  |
BeginGoalPipe | Syntax: AI.BeginGoalPipe(string szPipeName ) Creates a goal pipe and allows to start filling it.  |
BeginGroup | Syntax: AI.BeginGroup() to define group of goals   |
BeginTrackPattern | Syntax: AI.BeginTrackPattern( patternName, flags, validationRadius, [stateTresholdMin], [stateTresholdMax], [globalDeformTreshold], [localDeformTreshold], [exposureMod], [randomRotAng] ) Begins definition of a new track pattern descriptor. The pattern is created bu calling the AI.AddPatternPoint() and AI.AddPatternBranch() functions, and finalised by calling the AI.EndTrackPattern().  |
BehaviorEvent | This is BehaviorEvent, a member of class CScriptBind_AI.  |
BreakEvent | This is BreakEvent, a member of class CScriptBind_AI.  |
CanFireInStance | Syntax: AI.CanFireInStance(entityId,stance) Returns if AI can fire at his target in the given stance at his current position  |
CanMelee | Syntax: AI.CanMelee(entityId) returns 1 if the AI is able to do melee attack.  |
CanMoveStraightToPoint | Syntax: AI.CanMoveStraightToPoint(entityId, position) Returns true if the entity can move to the specified position in a straight line (no multiple segment path necessary)  |
ChangeFormation | Syntax: AI.ChangeFormation(entityId, name [,scale] ) Changes the formation descriptor for the current formation of given entity's group (if there is a formation)  |
ChangeMovementAbility | Syntax: AI.ChangeMovementAbility( entityId, paramEnum, paramValue ) Changes an enumerated AI movement ability parameter.  |
ChangeParameter | Syntax: AI.ChangeParameter( entityId, paramEnum, paramValue ) Changes an enumerated AI parameter.  |
CheckForFriendlyAgentsAroundPoint | Syntax: AI.CheckForFriendlyAgentsAroundPoint( entityID, point, radius)  |
CheckMeleeDamage | Syntax: AI.CheckMeleeDamage(entityId,targetId,radius,minheight,maxheight,angle) returns 1 if the AI performing melee is actually hitting target.  |
CheckVehicleColision |   |
ClearAnimationTag | Clear a Mannequin animation tag group. In: The function handler (NULL is invalid!) In: The script handle of the entity on which to clear the animation tag. In: The name of any animation tag in the group that we want to clear (case insensitive).  |
ClearForReload | Syntax: AI.ClearForReload(string szPipeName) Clears all goalpipes from the system  |
ClearMovementContext | Syntax: AI.ResetMovementContext(entityId) reset the given entity's movement context  |
ClearPotentialTargets | Syntax: AI.ClearPotentialTargets(entityId) Clears all the potential targets from the AI's perception handler  |
ClearTempTarget | Syntax: AI.ClearTempTarget(entityId,) Removes the entity's temporary potential target, so it is no longer considered for target selection  |
ConstrainPointInsideGenericShape | Syntax: AI.ConstrainPointInsideGenericShape(position, shapeName, ) Returns the nearest point inside specified shape. position - the position to check shapeName - the name of the shape to use as constraint. checkHeight - (optional) Default=false, if the flag is set the height should be constrained too. ConstrainPointInsideGenericShape  |
CreateFormation | Syntax: AI.CreateFormation( string name ) Creates a formation descriptor and adds a fixed node at 0,0,0 (owner's node)  |
CreateGoalPipe | Syntax: AI.CreateGoalPipe(string szPipeName ) Used for warnings about data/script errors  |
CreateGroupFormation | Syntax: AI.CreateGroupFormation(entityId, leaderId) Creates a group formation with leader (or updates leader)  |
CreateStimulusEvent | Syntax: AI.CreateStimulusEvent(entityId, targetId, stimulusName, pData) Creates a target track stimulus event for the entity using the specified data  |
CreateStimulusEventInRange | This is CreateStimulusEventInRange, a member of class CScriptBind_AI.  |
CreateTempGenericShapeBox | Syntax: AI.CreateTempGenericShapeBox(center, radius, height, type) Creates a temporary box shaped generic shape (will be destroyed upon AIsystem reset). Returns the name of the shape. center - the center of the box radius - the extend of the box in x and y directions. height - the height of the box. type - the AIanchor type of the shape. CreateTempGenericShapeBox  |
DebugReportHitDamage | Syntax: AI.DebugReportHitDamage(pVictimEntity, pShooterEntity) Creates a debug report for the hit damage. DebugReportHitDamage  |
DestroyAllTPSQueries | Syntax: AI2.DestroyAllTPSQueries() Destroys all the tactical point system queries.   |
DistanceToGenericShape | Syntax: AI.DistanceToGenericShape(position, shapeName, ) Returns true if the point is inside the specified shape. position - the position to check shapeName - the name of the shape to test (returned by AI.GetEnclosingGenericShapeOfType) checkHeight - (optional) if the flag is set the height of the shape is tested too. The test will check space between the shape.aabb.min.z and shape.aabb.min.z+shape.height. DistanceToGenericShape  |
DropTarget | Syntax: AI.DropTarget(entityId, targetId) Clears the target from the AI's perception handler  |
EnableCoverFire | Syntax: AI.EnableCoverFire(entityId,enable) enables/disables fire when the FIREMODE_COVER is selected  |
EnableFire | Syntax: AI.EnableFire(entityId,enable) enables/disables fire  |
EnableUpdateLookTarget | Syntax: AI.EnableUpdateLookTarget(entityID, bEnable)  |
EnableWeaponAccessory | Syntax: AI.EnableWeaponAccessory(entityId, accessory, state) Enables or disables certain weapon accessory usage.  |
EndGoalPipe | Syntax: AI.EndGoalPipe() Ends creating a goal pipe   |
EndGroup | Syntax: AI.EndGroup() to define end of group of goals   |
EndTrackPattern | Syntax: AI.EndTrackPattern() Finalizes the track pattern definition. This function should always called to finalize the pattern. Failing to do so, will cause erratic behavior.  |
Error | Syntax: AI.Error(string szMessage ) Used when we really can't handle some data/situation. The code following this should struggle on so that the original cause (e.g. data) of the problem can be fixed in the editor, but in game this would halt execution  |
EvalHidespot |   |
EvalPeek | Syntax: AI.EvalPeek(entityId, bGetOptimalSide) Evaluates if an AI object can peek from his current position entityId - AI's entity id bGetOptimalSide (optional) - If TRUE, and AI object can peek from both sides, will return the side that best fits where the attention target currently is  |
Event |   |
ExecuteAction | Syntax: AI.ExecuteAction( action, participant1 [, participant2 [, ... , participantN ] ] ) Executes an Action on a set of Participants  |
FindObjectOfType | Syntax: AI.FindObjectOfType(entityId, radius, AIObjectType, flags [,returnPosition [,returnDirection]]) | AI.FindObjectOfType(position, radius, AIObjectType, [,returnPosition [,returnDirection]]) returns the closest AIObject of a given type around a given entity/position; once an AIObject is found, it's devalued and can't be found again for some seconds (unless specified in flags)  |
FindStandbySpotInShape | AI.FindStandbySpotInShape(centerPos, targetPos, anchorType); FindStandbySpotInShape  |
FindStandbySpotInSphere | AI.FindStandbySpotInShape(centerPos, targetPos, anchorType); FindStandbySpotInSphere  |
FreeSignal | Syntax: AI.FreeSignal(int signalType, string SignalText, position, radius [, entityID [,signalExtraData]] ) Sends a signal to anyone in a given radius around a position   |
GetAIObjectPosition | Syntax: AI.GetAIObjectPosition(entityId | string AIObjectName) get the given AIObject's position  |
GetAlertness |   |
GetAnchor | 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)  |
GetAttentionTargetAIType | Syntax: AI.GetAttentionTargetAIType(entityId) returns the given entity's attention target AI type (AIOBJECT_*)  |
GetAttentionTargetDirection | Syntax: AI.GetAttentionTargetDirection(entityId, returnDir) returns the given entity's attention target's direction  |
GetAttentionTargetDistance | Syntax: AI.GetAttentionTargetDistance(entityId) returns the given entity's attention target's distance to the entity  |
GetAttentionTargetEntity | Syntax: AI.GetAttentionTargetEntity(entityId) returns the given entity's attention target entity (if it is an entity) or the owner entity of the attention target if it is a dummy object (if there is an owner entity)  |
GetAttentionTargetOf | Syntax: AI.GetAttentionTargetOf(entityId) returns the given entity's attention target  |
GetAttentionTargetPosition | Syntax: AI.GetAttentionTargetPosition(entityId, returnPos) returns the given entity's attention target's position  |
GetAttentionTargetThreat | Syntax: AI.GetAttentionTargetThreat( entityID )  |
GetAttentionTargetType | Syntax: AI.GetAttentionTargetType(entityId) returns the given entity's attention target type (AITARGET_*)  |
GetAttentionTargetViewDirection | Syntax: AI.GetAttentionTargetViewDirection(entityId, returnDir) returns the given entity's attention target's view direction  |
GetBeaconPosition | Syntax: AI.GetBeaconPosition(entityId | string AIObjectName, returnPos) get the beacon's position for the given entity/object's group  |
GetBehaviorBlackBoard | Syntax: AI.GetBehaviorBlackBoard( entity ) retrieves given AIActor current behavior's black board (a lua table)  |
GetBehaviorVariable | Syntax: AI.GetBehaviorVariable( entity, variableName, value ) Returns a behavior variable for the specified actor  |
GetBiasedDirection | Syntax: AI.GetBiasedDirection(entityId) Get biased direction of certain point  |
GetCurrentHideAnchor | Syntax: AI.GetCurrentHideAnchor(entityId) Returns the name of the current anchor the entity is using for cover  |
GetDirectAnchorPos | Syntax: AI.GetDirectAttackPos(entityId, searchRange, minAttackRange) Returns a cover point which can be used to directly attack the attention target. Useful for choosing attack position for RPGs and such. Returns nil if no attack point is available.  |
GetDirLabelToPoint | Syntax: AI.GetDirLabelToPoint(entityId, point) Returns a direction label (front=0, back=1, left=2, right_3, above=4, -1=invalid) to the specified point.  |
GetDistanceAlongPath | Syntax: AI.GetDistanceAlongPath(entityId1,entityid2) returns the distance between entity1 and entity2, along entity1's path  |
GetDistanceToClosestGroupMember | This is GetDistanceToClosestGroupMember, a member of class CScriptBind_AI.  |
GetEnclosingGenericShapeOfType | Syntax: AI.GetEnclosingGenericShapeOfType(position, type, ) Returns the name of the first shape that is enclosing the specified point and is of specified type position - the position to check type - the type of the shapes to check against (uses anchor types). checkHeight - (optional) Default=false, if the flag is set the height of the shape is tested too. The test will check space between the shape.aabb.min.z and shape.aabb.min.z+shape.height. GetEnclosingGenericShapeOfType  |
GetEnclosingSpace | Returns the estimated surrounding navigable space in meters.   |
GetExtraPriority | This is GetExtraPriority, a member of class CScriptBind_AI.  |
GetFactionOf | This is GetFactionOf, a member of class CScriptBind_AI.  |
GetFlyingVehicleFlockingPos |   |
GetFormationLookingPoint | Syntax: AI.GetFormationLookingPoint(entityId) Gets the looking point position inside the formation  |
GetFormationPointClass | Syntax: AI.AddFormationPoint(name, distance,offset,sightangle, [unit_class [,distanceAlt,offsetAlt]] ) Adds a follow-type node to a formation descriptor  |
GetFormationPointPosition | Syntax: AI.GetFormationPointPosition(entityId,pos ) gets the AI's formation point position  |
GetFormationPosition | Syntax: AI.GetFormationPosition(entityId) Gets the Relative position inside the formation  |
GetForwardDir | Attention Target / perception related functions   |
GetGroupAlertness |   |
GetGroupAveragePosition | Syntax: AI.GetGroupAveragePosition(entityId, properties, returnPos) gets the average position of the (leader's) group members  |
GetGroupCount | Syntax: AI.GetGroupCount(entityId, flags, type) returns the given entity's group members count  |
GetGroupMember | Syntax: AI.GetGroupMember(entityId|groupId,idx,flags,type) returns the idx-th entity in the given group  |
GetGroupOf | Syntax: AI.GetGroupOf(entityId) returns the given entity's group id  |
GetGroupScopeUserCount | Syntax: AI.GetGroupScopeUserCount(entityID, bAllowLowerBodyToTurn)  |
GetGroupScriptTable | This is GetGroupScriptTable, a member of class CScriptBind_AI.  |
GetGroupTarget | Syntax: AI.GetGroupTarget(entityId [,bHostileOnly [,bLiveOnly]]) Returns the most threatening attention target amongst the agents in the given entity's group (see IAgent.h for definition of alert status)  |
GetGroupTargetCount | Syntax: AI.GetGroupTargetCount(entityId [,bHostileOnly [,bLiveOnly]]) Returns the number of attention targets amongst the agents in the given entity's group  |
GetGroupTargetEntity | This is GetGroupTargetEntity, a member of class CScriptBind_AI.  |
GetGroupTargetThreat | This is GetGroupTargetThreat, a member of class CScriptBind_AI.  |
GetGroupTargetType | This is GetGroupTargetType, a member of class CScriptBind_AI.  |
GetHeliAdvancePoint | Helicopter/VTOL related functions /////////////////////////////////////////////////////////////////////////////////////////////////////// Helicopter combat, should be merged with GetAlienApproachParams   |
GetLastUsedSmartObject | Syntax: AI.GetLastUsedSmartObject( userEntityId ) Returns the last used smart object  |
GetLeader | Syntax: AI.GetLeader(groupID | entityID ) returns the leader's name of the given groupID / entity  |
GetMemoryFireType | Syntax: AI.GetMemoryFireType(entityId) Returns how the puppet handles firing at its memory target  |
GetNavigationType | Syntax: AI.GetNavigationType(entityId) returns the navigation type value at the specified entity's position, given the entity navigation properties  |
GetNearestEntitiesOfType | Syntax: AI.GetNearestEntitiesOfType(entityId|objectname|position, AIObjectType, maxObjects, returnList [,objectFilter [,radius]]) | returns a list of the closest N entities of a given AIObjkect type associated the found objects are then devalued  |
GetNearestHidespot | Syntax: AI.GetNearestHidespot(entityId, rangeMin, rangeMax <, center>) Returns position of a nearest hidepoint within specified range, returns nil if no hidepoint is found. entityId - AI's entity id rangeMin/rangeMax - specifies the min/max range where the hidepoints are looked for. center - (optional) specifies the center of search. If not specified, the entity position is used.   |
GetNearestPathOfTypeInRange | Syntax: AI.GetNearestPathOfTypeInRange(entityId, pos, range, type <, devalue, useStartNode>) Queries a nearest path of specified type. The type uses same types as anchors and is specified in the path properties. The function will only return paths that match the requesters (entityId) navigation caps. The nav type is also specified in the path properties. entityId - AI's entity id pos - a vector specifying to the point of interest. Path nearest to this position is returned. range - search range. If useStartNode=1, paths whose start point are within this range are returned or if useStartNode=0 nearest distance to the path is calculated... <a href='CScriptBind_AI__GetNearestPathOfTypeInRange@IFunctionHandler__.html'>more</a>  |
GetNearestPointOnPath | Syntax: AI.GetNearestPointOnPath( entityId, pathname , vPos ) returns a nearest point on the path from vPos entityId - AI's entity id pathname - designers path name   |
GetObjectBlackBoard | Syntax: AI.GetObjectBlackBoard( entity ) retrieves given object's black board (a lua table)  |
GetObjectRadius | Syntax: AI.GetObjectRadius(entityId) Returns the radius of specified AI object. entityId - AI's entity id GetObjectRadius  |
GetParameter | Syntax: AI.GetParameter( entityId, paramEnum ) Changes an enumerated AI parameter.  |
GetPathLoop | Syntax: AI.GetPathSegNoOnPath( entityId, pathname ) returns true if the path is looped entityId - AI's entity id pathname - designers path name   |
GetPathSegNoOnPath | Syntax: AI.GetPathSegNoOnPath( entityId, pathname , vPos ) returns segment ratio ( 0.0 start point 100.0 end point ) entityId - AI's entity id pathname - designers path name   |
GetPeakThreatLevel | Syntax: AI.GetPeakThreatLevel( entityID )  |
GetPeakThreatType | Syntax: AI.GetPeakThreatType( entityID )  |
GetPointOnPathBySegNo | Syntax: AI.GetPathSegNoOnPath( entityId, pathname , segNo ) returns point by segment ratio ( 0.0 start point 100.0 end point ) entityId - AI's entity id segNo - segment ratio pathname - designers path name   |
GetPosturePriority | Syntax: AI.GetPosturePriority(entityId, postureName) Set the given entity's posture priority  |
GetPotentialTargetCount | Syntax: AI.GetPotentialTargetCount( ScriptHandle entityID ) Retrieves the number of potential targets for an entity from a specified factions  |
GetPotentialTargetCountFromFaction | Syntax: AI.GetPotentialTargetCountFromFaction( ScriptHandle entityID, string name ) Retrieves the number of potential targets for an entity from a specified factions  |
GetPredictedPosAlongPath | Syntax: AI.GetPredictedPosAlongPath( entityId, time,retPos ) Get's the agent preticted position along his path at a given time entityId - AI's entity id time - prediction time (sec) retPos - return point value return: true if successful   |
GetPreviousBehaviorName | Syntax: AI.GetPreviousBehaviorName( entityID )  |
GetPreviousPeakThreatLevel | Syntax: AI.GetPreviousPeakThreatLevel( entityID )  |
GetPreviousPeakThreatType | Syntax: AI.GetPreviousPeakThreatType( entityID )  |
GetProbableTargetPosition | Syntax: AI.GetProbableTargetPosition(entityId) Returns the probable target position of the AI. entityId - AI's entity id GetProbableTargetPosition  |
GetReactionOf | This is GetReactionOf, a member of class CScriptBind_AI.  |
GetRefPointDirection | Syntax: AI.GetRefPointDirection(entity Ent ) Get the entity's reference point direction  |
GetRefPointPosition | Syntax: AI.GetRefPointPosition(entity Ent) Get the entity's reference point World position  |
GetRefShapeName | Syntax: AI.GetRefShapeName(entityId) Returns the reference shape name.  |
GetSmartObjectHelper | Syntax: AI.GetSmartObjectHelper( entityId, className, helperName ) Returns table with position and direction vector of given SO helper  |
GetSoundPerceptionDescriptor | Syntax: AI.GetSoundPerceptionDescriptor(entityId, soundType, descriptorTable) Fills descriptorTable with info about how perception works for the entity dealing with soundType  |
GetStance | Syntax: AI.GetStance(entityId) get the given entity's stance  |
GetSubTypeOf | Syntax: AI.GetSubTypeOf(entityId) returns the given entity's sub type  |
GetTacticalPoints | Syntax: AI.GetTacticalPoints( entityId, tacPointSpec, point ) Get a point matching a description, related to an entity. Format of a point is: { x,y,z }  |
GetTargetSubType | Syntax: AI.GetTargetSubType(entityId) Returns the subtype of current entity's attention target  |
GetTargetType | Syntax: AI.GetTargetType(entityId) Returns the type of current entity's attention target (memory, human, none etc)  |
GetTotalLengthOfPath | Syntax: AI.GetTotalLengthOfPath( entityId, pathname ) returns a total length of the path entityId - AI's entity id pathname - designers path name   |
GetTypeOf | Syntax: AI.GetTypeOf(entityId) returns the given entity's type  |
GetUnitCount | Syntax: AI.GetUnitCount(entityId, unitProperties) Gets the number of units the leader knows about. The leader will be found based on the group id of the entity.  |
GetUnitInRank | Syntax: AI.GetUnitInRank(groupID [,rank] ) Returns the entity in the group id in the given rank position, or the highest if rank == nil or rank <=0 the rank is specified in entity.Properties.nRank;  |
GoTo | Syntax: AI.GoTo(entityId, vDestination) This function is intended to allow AI Actor (the entity) go to the specified destination  |
Hostile | Syntax: AI.Hostile(entityId, entity2Id|AIObjectName) returns true if the two entities are hostile  |
IgnoreCurrentHideObject | Syntax: AI.IgnoreCurrentHideObject(entityId) Marks the current hideobject unreachable (will be omitted from future hidespot selections).  |
IntersectsForbidden | tank/warrior related functions /////////////////////////////////////////////////////////////////////////////////////////////////////// Syntax: AI.IsPointInFlightRegion(start,end) check if the line is in a Forbidden Region  |
InvalidateHidespot |   |
IsAgentInAgentFOV | Syntax: AI.IsAgentInAgentFOV(entityId, entityId2) Check if the entity2 is within the entity FOV  |
IsAgentInTargetFOV | Syntax: AI.IsAgentInTargetFOV(entityId, fov) Checks if the entity is in the FOV of the attention target.  |
IsAimReady | This is IsAimReady, a member of class CScriptBind_AI.  |
IsCoverCompromised | Syntax: AI.IsCoverCompromised(entityId)   |
IsEnabled | Syntax: AI.IsEnabled( entityId ) Returns true if entity's AI is enabled  |
IsFireEnabled | Syntax: AI.IsFireEnabled(entityId) checks if ai is allowed to fire or not  |
IsGoalPipe | Syntax: AI.IsGoalPipe(string szPipeName) Checks is a goalpipe of certain name exists already, returns true if pipe exists.  |
IsInCover | Syntax: AI.IsInCover(entityId)  |
IsLowHealthPauseActive | Syntax: AI.IsLowHealthPauseActive( entityID )  |
IsLowOnAmmo | Syntax: AI.IsLowOnAmmo(entityId)   |
IsMoving | Syntax: AI.IsMoving(entityId) Returns true if the agent desires to move.  |
IsMovingInCover | Syntax: AI.IsMovingInCover(entityId)   |
IsMovingToCover | Syntax: AI.IsMovingToCover(entityId)   |
IsOutOfAmmo | Syntax: AI.IsOutOfAmmo(entityId)   |
IsPersonallyHostile | This is IsPersonallyHostile, a member of class CScriptBind_AI.  |
IsPointInFlightRegion | Syntax: AI.IsPointInFlightRegion(point) check if the point is in the Flight Region  |
IsPointInsideGenericShape | Syntax: AI.IsPointInsideGenericShape(position, shapeName, ) Returns true if the point is inside the specified shape. position - the position to check shapeName - the name of the shape to test (returned by AI.GetEnclosingGenericShapeOfType) checkHeight - (optional) Default=false, if the flag is set the height of the shape is tested too. The test will check space between the shape.aabb.min.z and shape.aabb.min.z+shape.height. IsPointInsideGenericShape  |
IsPointInWaterRegion | Syntax: AI.IsPointInFlightRegion(point) check if the point is in the Flight Region  |
IsPunchableObjectValid | Syntax: AI.IsPunchableObjectValid(userId,objectId,origPos) Checks if a punchable object is valid.   |
IsTakingCover | Syntax: AI.IsTakingCover(entityId, [distanceThreshold])   |
LoadBehaviors | Syntax: AI.LoadBehaviors( folderName, extension, globalEnv)  |
LoadCharacters | Syntax: AI.LoadCharacters( folderName, tbl)  |
LoadGoalPipes | XML support for goal pipes  |
LogComment | Syntax: AI.LogComment(string szMessage ) Used to indicate info that would be useful for debugging, but there's too much of it for it to be enabled all the time  |
LogEvent | Syntax: AI.LogEvent(string szMessage ) Used to indicate event-driven info that would be useful for debugging (may occur on a per-frame or even per-AI-update basis)  |
LogProgress | Syntax: AI.LogProgress(string szMessage ) Used to indicate "progress markers" - e.g. during loading  |
MeleePunchableObject | Syntax: AI.MeleePunchableObject(entityId,objectId,origPos)  |
ModifySmartObjectStates | Syntax: AI.ModifySmartObjectStates( entityId, listStates ) Adds/Removes smart object states of a given entity  |
NotifyGroup | This is NotifyGroup, a member of class CScriptBind_AI.  |
NotifyReinfDone |   |
NotifySurpriseEntityAction | NotifySurpriseEntityAction  |
ParseTables | Syntax: AI.ParseTables( firstTable,parseMovementAbility,pH,aiParams,updateAlways )  |
PlayCommunication | Syntax: AI.PlayCommunication(entityId, commName, channelName[, targetId] [, targetPos]) Plays communication on the AI agent. Plays communication on the AI agent.  |
PlayReadabilitySound | Syntax: AI.PlayReadabilitySound(entityId, soundName) Plays readability sound on the AI agent. This call does not do any filtering like playing readability using signals.  |
ProcessBalancedDamage | Syntax: AI.ProcessBalancedDamage(pShooterEntity, pTargetEntity, damage, damageType) Processes balanced damage.  |
PushGoal | Syntax: AI.PushGoal(string szPipeName, string goalName, int blocking [,{params}] ) Used for warnings about data/script errors  |
PushLabel | Syntax: AI.PushLabel(string szPipeName, string szLabelName) Used in combination with "branch" goal operation to identify jump destination  |
QueueBubbleMessage | Syntax: AI.QueueBubbleMessage(entityID, message, flags)  |
RecComment | Syntax: AI.RecComment(string szMessage ) Record comment with AIRecorder.  |
RegisterDamageRegion | Syntax: AI.RegisterDamageRegion(entityId, radius) Register a spherical region that causes damage (so should be avoided in pathfinding). Owner entity position is used as region center. Can be called multiple times, will just move update region position  |
RegisterInterestedActor | Syntax: AI.RegisterInterestedActor(entityId, fInterestFilter, fAngleInDegrees) Registers the interested actor with the interest system Any errors go to error log  |
RegisterInterestingEntity | Syntax: AI.RegisterInterestingEntity(entityId, baseInterest, category, aiAction) Registers the entity with the interest system Any errors go to error log  |
RegisterTacticalPointQuery | Syntax: AI.RegisterTacticalPointQuery( querySpecTable ) Get a query ID for the given tactical point query  |
RegisterTargetTrack | Syntax: AI.RegisterTargetTrack(entityId, configuration, targetLimit, classThreat) Registers the AI object to use the given target track configuration for target selection  |
Release | This is Release, a member of class CScriptBind_AI.  |
RemoveCoverEntity | This is RemoveCoverEntity, a member of class CScriptBind_AI.  |
RemovePersonallyHostile | This is RemovePersonallyHostile, a member of class CScriptBind_AI.  |
RequestAttack | Syntax: AI.RequestAttack(entityId,unitProperties, attackTypeList [,duration]) in a group with leader, the entity requests for a group attack behavior against the enemy The Cleader later will possibly create an attack leader action (CLeaderAction_Attack_*)  |
RequestToStopMovement | This is RequestToStopMovement, a member of class CScriptBind_AI.  |
ResetAgentLookAtPos | Syntax: AI.ResetAgentLookAtPos(entityId) Makes the entityId resets a previous call to AgentLookAtPos()  |
ResetAgentState | Syntax: AI.ResetAgentState(entityId,stateLabel) Resets a particular aspect of the agent's state, such as "lean" Intended to keep these hacky concepts together.  |
ResetParameters | Syntax: AI.ResetParameters(entityId, PropertiesTable, PropertiesInstanceTable) Resets all the AI parameters  |
ResetPersonallyHostiles | This is ResetPersonallyHostiles, a member of class CScriptBind_AI.  |
RunStartupScript | RunStartupScript  |
ScaleFormation | Syntax: AI.ScaleFormation(entityId,scale ) changes the scale factor of the given entity's formation (if there is)  |
SequenceBehaviorReady | This is SequenceBehaviorReady, a member of class CScriptBind_AI.  |
SequenceInterruptibleBehaviorLeft | This is SequenceInterruptibleBehaviorLeft, a member of class CScriptBind_AI.  |
SequenceNonInterruptibleBehaviorLeft | This is SequenceNonInterruptibleBehaviorLeft, a member of class CScriptBind_AI.  |
SetAdjustPath |   |
SetAlarmed | Syntax: AI.SetAlarmed( entityId ) This function sets the entity to be "perception alarmed"  |
SetAnimationTag | Set a Mannequin animation tag. In: The function handler (NULL is invalid!) In: The script handle of the entity on which to set the animation tag. In: The name of the animation tag that should be set (case insensitive).  |
SetAssesmentMultiplier | Syntax: AI.SetAssesmentMultiplier(AIObjectType, float multiplier) set the assesment multiplier factor for the given AIObject type  |
SetAttentiontarget | Syntax: AI.SetAttentiontarget(entityId, targetId) Set a new attention target  |
SetBeaconPosition | Syntax: AI.SetBeaconPosition(entityId | string AIObjectName, pos) Set the beacon's position for the given entity/object's group  |
SetBehaviorTreeEvaluationEnabled | Syntax: AI.SetBehaviorTreeEvaluationEnabled(entityID, enable)  |
SetBehaviorVariable | Syntax: AI.SetBehaviorVariable( entity, variableName, value ) Sets a behavior variable for the specified actor  |
SetCharacter | Syntax: AI.SetCharacter(entityId, newCharater) Sets the AI character of the entity.  |
SetCollisionAvoidanceRadiusIncrement | This is SetCollisionAvoidanceRadiusIncrement, a member of class CScriptBind_AI.  |
SetContinuousMotion | Syntax: AI.SetContinuousMotion( entityID, continuousMotion )  |
SetCoverCompromised | Syntax: AI.SetCoverCompromised(entityId)   |
SetEntitySpeedRange | Syntax: AI.SetEntitySpeedRange( userEntityId, urgency, defaultSpeed, minSpeed, maxSpeed, stance = all) This function allows the user to override the entity's speed range for the given urgency  |
SetExtraPriority | Syntax: AI.SetExtraPriority(enemyEntityId, float increment) Syntax: AI.GetExtraPriority(enemyEntityId) get/set a extra priority value to the entity which is given by enemyEntityId  |
SetFactionOf | This is SetFactionOf, a member of class CScriptBind_AI.  |
SetFactionThreatMultiplier | Syntax: AI.SetFactionThreatMultiplier(nSpecies, float multiplier) set the threat multiplier factor for the given species (if 0, species is not hostile to any other)  |
SetFireMode | Syntax: AI.SetFireMode(entityId,mode) immediately sets firemode  |
SetForcedNavigation |   |
SetFormationAngleThreshold | Syntax: AI.SetFormationAngleThreshold(entityId, fAngleThreshold ) Sets the Relative position inside the formation  |
SetFormationLookingPoint | Syntax: AI.SetFormationLookingPoint(entityId, v3RelativePosition ) Sets the Relative looking point position inside the formation  |
SetFormationPosition | Syntax: AI.SetFormationPosition(entityId, v2RelativePosition ) Sets the Relative position inside the formation  |
SetFormationUpdate | Syntax: AI.SetFormationUpdate(entityId,update ) changes the update flag of the given entity's formation (if there is) - the formation is no more updated if the flag is false  |
SetFormationUpdateSight | Syntax: AI.SetFormationUpdateSight(entityId, range, minTime, maxTime ) sets a random angle rotation for the given entity's formation sight directions  |
SetIgnorant | Syntax: AI.SetIgnorant(entityId, int ignorant) makes an AI ignore system signals, visual stimuli and sound stimuli  |
SetInCover | Syntax: AI.SetInCover(entityId, inCover)  |
SetLeader | Syntax: AI.SetLeader(entityID ) Set the given entity as Leader (associating a CLeader object to it and creating it if it doesn't exist) Only one leader can be set per group  |
SetMemoryFireType | Syntax: AI.SetMemoryFireType(entityId,type) Sets how the puppet handles firing at its memory target  |
SetMovementContext | Syntax: AI.SetMovementContext(entityId,context) set the given entity's movement context  |
SetPathAttributeToFollow | Syntax: AI.SetPathAttributeToFollow(entityId, flg) Set the attribute of the path to be used in 'followpath' goal operation. entityId - AI's entity id   |
SetPathToFollow | Syntax: AI.SetPathToFollow(entityId, pathName) Set the name of the path to be used in 'followpath' goal operation. entityId - AI's entity id pathName - (string) name of the path to set to be followed.   |
SetPFBlockerRadius | Syntax: AI.SetPFBlocker(entityId, blocker, radius)   |
SetPointListToFollow | Syntax: AI.SetPointListToFollow(entityId, pointlist, howmanypoints, bspline, navtype) Set a point list for followpath goal op entityId - AI's entity id pointList should be like below local vectors = { { x = 0.0, y = 0.0, z = 0.0 }, -- vectors[1].(x,y,z) { x = 0.0, y = 0.0, z = 0.0 }, -- vectors[2].(x,y,z) { x = 0.0, y = 0.0, z = 0.0 }, -- vectors[3].(x,y,z) { x = 0.0, y = 0.0, z = 0.0 }, -- vectors[4].(x,y,z) { x = 0.0, y = 0.0, z = 0.0 }, -- vectors[5].(x,y,z) { x = 0.0, y = 0.0,... <a href='CScriptBind_AI__SetPointListToFollow@IFunctionHandler__.html'>more</a>  |
SetPosturePriority | Syntax: AI.SetPosturePriority(entityId, postureName, priority) Set the given entity's posture priority  |
SetPostures | Syntax: AI.SetPostures(entityId, postures) Set the given entity's postures  |
SetReactionOf | This is SetReactionOf, a member of class CScriptBind_AI.  |
SetRefPointAtDefensePos | Syntax: AI.SetRefPointAtDefensePos(entityId, point2defend,distance) Set the entity refpoint position in an intermediate distance between the entity's att target and the given point entityId - AI's entity id point2defend - point to defend distance - max distance to keep from the point   |
SetRefPointDirection | Syntax: AI.SetRefPointDirection( Vector& vRefPointDir ) Sets the reference point's World position of an entity  |
SetRefPointPosition | Syntax: AI.SetRefPointPosition(entity ent, Vector& vRefPointPos ) Sets the reference point's World position of an entity  |
SetRefPointRadius | Syntax: AI.SetRefPointRadius(entity.id, radius) Sets the reference point's radius.  |
SetRefpointToAnchor | Syntax: AI.SetRefpointToAnchor(entityId,rangeMin,rangeMax,findType,findMethod) Sets a reference point to an anchor.   |
SetRefPointToGrenadeAvoidTarget |   |
SetRefpointToPunchableObject | Syntax: AI.SetRefpointToPunchableObject(entityId,range) Sets the reference point to the punchable object.   |
SetRefShapeName | Syntax: AI.SetRefShapeName(entityId, name) Sets the reference shape name.  |
SetSmartObjectState | Syntax: AI.SetSmartObjectState( entityId, stateName ) Sets only one single smart object state replacing all other states  |
SetSoundPerceptionDescriptor | Syntax: AI.SetSoundPerceptionDescriptor(entityId, soundType, descriptorTable) Sets data on how perception works for the entity dealing with soundType  |
SetSpeed | Syntax: AI.SetSpeed(entityId, urgency) This function allows the user to override the entity's current speed (urgency)  |
SetStance | Syntax: AI.SetStance(entityId,stance) set the given entity's stance  |
SetTargetTrackClassThreat | Syntax: AI.SetTargetTrackClassThreat(entityId, classThreat) Sets the class threat for the entity for target track usage  |
SetTempTargetPriority | Syntax: AI.SetTempTargetPriority(entityId, priority) Set the selection priority of the temp target over other potential targets  |
SetTerritoryShapeName | Syntax: AI.SetTerritoryShapeName(entityId, shapeName) Sets the territory of the AI Actor.  |
SetUnitProperties | Syntax: AI.SetUnitProperties(entityId, unitProperties ) Sets the leader knowledge about the units combat capabilities. The leader will be found based on the group id of the entity.  |
SetUseSecondaryVehicleWeapon | Syntax: AI.SetUseSecondaryVehicleWeapon(entityId, bUseSecondary) Sets if the AI should use the secondary weapon when firing from a vehicle gunner seat if possible  |
SetVehicleStickTarget |   |
Signal | Syntax: AI.Signal(signalFilter,int signalType, string SignalText, senderId [, signalExtraData] ) Sends a signal to an entity or a group of entities  |
SmartObjectEvent | Syntax: AI.SmartObjectEvent( actionName, userEntityId, objectEntityId [, vRefPoint] ) Executes a smart action  |
SoundEvent | Syntax: AI.SoundEvent(position, radius, threat, interest, entityId) Generates a sound event in the AI system with the given parameters.  |
StopCommunication | Syntax: AI.StopCommunication(playID) Stops given communication. Stops given communication.  |
ThrowGrenade | Syntax: AI.ThrowGrenade(entityId,grenadeType,regTargetType) throws a specified grenade at target type without interrupting fire mode  |
TriggerCurrentTargetTrackPulse | This is TriggerCurrentTargetTrackPulse, a member of class CScriptBind_AI.  |
UnregisterInterestedActor | Syntax: AI.UnregisterInterestedActor(entityId) Unregisters the entity with the interest system Any errors go to error log  |
UnregisterInterestingEntity | Syntax: AI.UnregisterInterestingEntity(entityId) Unregisters the entity with the interest system Any errors go to error log  |
UnregisterTargetTrack | Syntax: AI.UnregisterTargetTrack(entityId) Unregisters the AI object with the target track manager  |
UpdateGlobalPerceptionScale | Syntax: AI.UpdateGlobalPerceptionScale(visualScale, audioScale, [filterType], [faction])  |
UpdateTempTarget | Syntax: AI.UpdateTempTarget(entityId, vPos) Updates the entity's temporary potential target to the given position  |
UpTargetPriority | Syntax: AI.UpTargetPriority(entityId, targetId, float increment) modifies the current entity's target priority for the given target if the given target is among the entity's target list  |
VisualEvent | Syntax: AI.VisualEvent(entityId, targetId) Generates a visual event in the AI system with the given parameters.  |
Warning | Syntax: AI.Warning(string szMessage ) Used for warnings about data/script errors  |
Entity | |
Activate | Syntax: Entity.Activate( int bActivate ) Activates or deactivates entity. This calls ignores update policy and forces entity to activate or deactivate All active entities will be updated every frame, having too many active entities can affect performance.  |
ActivateOutput | Syntax: Entity.ActivateOutput()   |
ActivatePlayerPhysics | Syntax: Entity.ActivatePlayerPhysics( bool bEnable )   |
AddConstraint | Syntax: Entity.AddConstraint()  |
AddImpulse | Syntax: Entity.AddImpulse()   |
AttachChild | Syntax: Entity.AttachChild( ScriptHandle childEntityId, int flags )   |
AttachSurfaceEffect | Syntax: Entity.AttachSurfaceEffect( int nSlot, const char *effect, bool countPerUnit, const char *form, const char *typ, float countScale, float sizeScale )   |
AwakeCharacterPhysics | Syntax: Entity.AwakeCharacterPhysics( int nSlot,const char *sRootBoneName,int nAwake )   |
AwakeEnvironment | Syntax: Entity.AwakeEnvironment()  |
AwakePhysics | Syntax: Entity.AwakePhysics( int nAwake )   |
BreakToPieces | Syntax: Entity.BreakToPieces() Breaks static geometry in slot 0 into sub objects and spawn them as particles or entities.   |
CalcWorldAnglesFromRelativeDir | Syntax: Ang3 Entity.CalcWorldAnglesFromRelativeDir( Vec3 dir )   |
CancelSubpipe | Syntax: Entity.CancelSubpipe()  |
ChangeAttachmentMaterial |   |
CharacterUpdateAlways | Syntax: Entity.CharacterUpdateAlways( int characterSlot, bool updateAlways )   |
CharacterUpdateOnRender | Syntax: Entity.CharacterUpdateOnRender( int characterSlot, bool bUpdateOnRender )   |
CheckCollisions | Syntax: Entity.CheckCollisions()   |
CheckShaderParamCallbacks | Syntax: Entity.UpdateShaderParamCallback() Check all the currently set shader param callbacks on the renderproxy with the current state of the entity  |
CloneMaterial | Syntax: Entity.CloneMaterial( int nSlotId,string sSubMaterialName ) Replace material on the slot with a cloned version of the material. Cloned material can be freely changed uniquely for this entity.  |
CopySlotTM | Syntax: Entity.CopySlotTM( int destSlot, int srcSlot, bool includeTranslation ) Copies the TM (Transformation Matrix) of the slot.  |
CountLinks | Syntax: Entity.CountLinks()  |
CreateBoneAttachment | syntax: Entity.CreateBoneAttachment( int characterSlot, const char *boneName, const char *attachmentName )   |
CreateCameraProxy | Syntax: Entity.CreateCameraProxy() Create a proxy camera object for the entity, allows entity to serve as camera source for material assigned on the entity.   |
CreateLink | Syntax: Entity.CreateLink( const char *name, entityID ) - param 'entityID' is optional  |
CreateRenderProxy | Syntax: Entity.CreateRenderProxy() Create a proxy render object for the entity, allows entity to be rendered without loading any assets in immediately.  |
CreateSkinAttachment | syntax: Entity.CreateSkinAttachment( int characterSlot, const char *attachmentName )  |
Damage | syntax: Entity.Damage()   |
DeleteParticleEmitter | Syntax: Entity.DeleteParticleEmitter(slot) Deletes particles emitter from 3dengine.   |
DeleteThis | Syntax: Entity.DeleteThis() Deletes this entity.   |
DestroyAttachment | syntax: Entity.DestroyAttachment( int characterSlot, const char *attachmentName )   |
DestroyPhysics | Syntax: Entity.DestroyPhysics() ! Destroys the physics of an entity object  |
DetachAll | Syntax: Entity.DetachAll()   |
DetachThis | Syntax: Entity.DetachThis()   |
DisableAnimationEvent | syntax: Entity.DisableAnimationEvent( int nSlot,const char *sAnimation )   |
DrawSlot | Syntax: Entity.DrawSlot( int nSlot ) Enables/Disables drawing of object or character at specified slot of the entity.  |
EnableBoneAnimation | syntax: Entity.EnableBoneAnimation( int characterSlot, int layer, const char *boneName, bool status )  |
EnableBoneAnimationAll | syntax: Entity.EnableBoneAnimationAll( int characterSlot, int layer, bool status )  |
EnableDecals | Syntax: Entity.EnableDecals( int slot, bool enable )  |
EnableInheritXForm | Syntax: Entity.EnableInheritXForm() Enables/Disable entity from inheriting transformation from the parent.   |
EnableMaterialLayer | int AddMaterialLayer(IFunctionHandler *pH, int slotId, const char *shader); int RemoveMaterialLayer(IFunctionHandler *pH, int slotId, int id); int RemoveAllMaterialLayers(IFunctionHandler *pH, int slotId); int SetMaterialLayerParamF(IFunctionHandler *pH, int slotId, int layerId, const char *name, float value); int SetMaterialLayerParamV(IFunctionHandler *pH, int slotId, int layerId, const char *name, Vec3 vec); int SetMaterialLayerParamC(IFunctionHandler *pH, int slotId, int layerId, const char *name, float r, float g, float b, float a); syntax: Entity.EnableMaterialLayer( bool enable, int layer )   |
EnablePhysics | Syntax: Entity.EnablePhysics( bool bEnable )   |
EnableProceduralFacialAnimation | syntax: Entity.EnableProceduralFacialAnimation( bool enable )  |
FadeGlobalDensity | Syntax: Entity.FadeGlobalDensity( int nSlot, float fadeTime, float newGlobalDensity ) Sets the fade global density.  |
ForceCharacterUpdate | Syntax: Entity.ForceCharacterUpdate( int characterSlot, bool updateAlways )   |
ForwardTriggerEventsTo | Syntax: Entity.ForwardTriggerEventsTo( entityId )  |
FreeAllSlots | Syntax: Entity.FreeAllSlots() Delete all objects on every slot part of the entity.   |
FreeSlot | Syntax: Entity.FreeSlot( int nSlot ) Delete all objects from specified slot.  |
GetAIName | Syntax: Entity.GetAIName() ! Get the AI name of the entity. Can be different than entity name. @return AI Name of the entity  |
GetAngles | Syntax: Entity.GetAngles() Gets the angle of the entity.   |
GetAnimationLength | syntax: Entity.GetAnimationLength( int characterSlot, const char *animation )   |
GetAnimationSpeed |   |
GetAnimationTime | syntax: Entity.GetAnimationTime( int nSlot,int nLayer )   |
GetArchetype | Syntax: Entity.GetArchetype() Retrieve the archetype of the entity. Return: name of entity archetype, nil if no archetype. Return name of the archetype.  |
GetAttachmentBone | syntax: Entity.GetAttachmentBone( int characterSlot, const char *attachmentName )   |
GetAttachmentCGF | syntax: Entity.GetAttachmentCGF( int characterSlot, const char *attachmentName )   |
GetBoneAngularVelocity | Syntax: Entity.GetBoneAngularVelocity( int characterSlot, const char *boneName )  |
GetBoneDir | Syntax: Entity.GetBoneDir()   |
GetBoneLocal | Syntax: float Entity.GetBoneLocal( const char *boneName, Vec3 trgDir )  |
GetBoneNameFromTable | Syntax: Entity.GetBoneNameFromTable()   |
GetBonePos | Syntax: Entity.GetBonePos() ! Retrieves the position of a bone @param bone Name of the helper object in the model @return Three component vector containing the position  |
GetBoneVelocity | Syntax: Entity.GetBoneVelocity( int characterSlot, const char *boneName )  |
GetCenterOfMassPos | Syntax: Entity.GetCenterOfMassPos() Gets the position of the entity center of mass. ! Get the position of the entity's physical center of mass @return Three component vector containing the entity's center of mass  |
GetCharacter | Syntax: Entity.GetCharacter( int nSlot ) Gets the character for the specified slot if there is any.   |
GetChild | Syntax: Entity.GetChild( int nIndex )   |
GetChildCount | Syntax: Entity.GetChildCount()   |
GetCurAnimation | syntax: Entity.GetCurAnimation()   |
GetDirectionVector | Syntax: Entity.GetDirectionVector() Get Forward direction if no parameters if parameter is passed - get Up direction [filippo]: now more complete, if the param is specified we can get the axis we want.  |
GetDistance | Syntax: float Entity.GetDistance( entityId ) Return the distance from entity specified with entityId  |
GetEntitiesInContact | syntax: Entity.GetEntitiesInContact()   |
GetEntityMaterial | This is GetEntityMaterial, a member of class CScriptBind_Entity.  |
GetExplosionImpulse | syntax: Entity.GetExplosionImpulse()   |
GetExplosionObstruction | syntax: Entity.GetExplosionObstruction()   |
GetFlags | Syntax: Entity.GetFlags()  |
GetFlagsExtended | Syntax: Entity.GetFlagsExtended()   |
GetGeomCachePrecachedTime | syntax: Entity.GetGeomCachePrecachedTime() Gets time delta from current playback position to last ready to play frame ! Activates/deactivates geom cache drawing  |
GetGravity | Syntax: Entity.GetGravity()  |
GetGUID |   |
GetHelperAngles | Syntax: Entity.GetHelperAngles() ! Retrieves the rotation angles of a helper (placeholder) object @param helper Name of the helper object in the model @return Three component vector containing the rotation angles  |
GetHelperDir | Syntax: Entity.GetHelperDir() ! Retrieves the direction of a helper (placeholder) object @param helper Name of the helper object in the model @return Three component vector containing the forward direction  |
GetHelperPos | Syntax: Entity.GetHelperPos() ! Retrieves the position of a helper (placeholder) object @param helper Name of the helper object in the model @return Three component vector containing the position  |
GetLink | Syntax: Entity.GetLink()  |
GetLinkName | Syntax: Entity.GetLinkName( targetId )  |
GetLinkTarget | Syntax: Entity.GetLinkTarget( const char *name ) - returns linked entity by link name. If there are several links with this name, the first link entity is returned.  |
GetLocalAngles | Syntax: Vec3 Entity.GetLocalAngles( Vec3 vAngles )   |
GetLocalBBox | Syntax: Entity.GetLocalBBox()   |
GetLocalPos | Syntax: Vec3 Entity.GetLocalPos() ! Get the position of the entity @return Three component vector containing the entity position  |
GetLocalScale | Syntax: float Entity.GetLocalScale()   |
GetLodRatio | Syntax: Entity.GetLodRatio()   |
GetMass | Syntax: Entity.GetMass() ! Get the mass of the entity @return mass of the entity;  |
GetMaterial | syntax: Entity.GetMaterial() ! Get the name of custom entity material.  |
GetMaterialFloat | Syntax: Entity.GetMaterialFloat( int nSlotId,sParamName ) Change material parameter.  |
GetMaterialVec3 | Syntax: Entity.GetMaterialVec3( int nSlotId,sParamName )  |
GetName | Syntax: Entity.GetName() ! Get the name of the entity @return Name of the entity  |
GetParent | Syntax: Entity.GetParent()   |
GetParentSlot | Syntax: Entity.GetParentSlot( int child )   |
GetPhysicalStats | Syntax: Entity.GetPhysicalStats() Some more physics related. get some physical infos such mass and gravity  |
GetPos | Syntax: Entity.GetPos() Gets the position of the entity.   |
GetProjectedWorldBBox | Syntax: Entity.GetProjectedWorldBBox()   |
GetRawId | Syntax: Entity.GetRawId() Returns entityId in raw numeric format. ! Get the id of the entity in number form @return Entity id as number  |
GetScale | Syntax: Entity.GetScale() Gets the scaling value for the entity.   |
GetSlotAngles | Syntax: Entity.GetSlotAngles( int nSlot ) Gets the slot angles.  |
GetSlotCount | Syntax: Entity.GetSlotCount() Gets the count of the slots.   |
GetSlotHelperPos | Syntax: Entity.GetSlotHelperPos( int slot, const char *helperName, bool objectSpace ) ! Retrieves the position of a helper (placeholder) object @param helper Name of the helper object in the model @return Three component vector cotaining the position  |
GetSlotPos | Syntax: Entity.GetSlotPos( int nSlot ) Gets the slot position.  |
GetSlotScale | Syntax: Entity.GetSlotScale( int nSlot ) Gets the slot scale amount.  |
GetSlotWorldDir | Syntax: Entity.GetSlotWorldDir( int nSlot ) Gets the World direction of the slot.  |
GetSlotWorldPos | Syntax: Entity.GetSlotWorldPos( int nSlot ) Gets the World position of the slot.  |
GetSpeed | Syntax: Entity.GetSpeed() ! Get the speed of the entity @return Speed in float value  |
GetState | syntax: Entity.GetState()   |
GetSubmergedVolume | Syntax: Entity.GetSubmergedVolume( int slot, Vec3 planeNormal, Vec3 planeOrigin )  |
GetTimeSinceLastSeen | Syntax: Entity.GetTimeSinceLastSeen()   |
GetTouchedPoint | syntax: Entity.GetTouchedPoint() Retrieves point of collision for rigid body. !retrieves point of collision for rigid body  |
GetTouchedSurfaceID | syntax: Entity.GetTouchedSurfaceID() !retrieve the material id(surfaceid) of the object in contact with the entity @return the material id of the colliding entity  |
GetTriggerBBox | Syntax: Entity.GetTriggerBBox()   |
GetUpdateRadius | Syntax: Entity.GetUpdateRadius()   |
GetVelocity | Syntax: Entity.GetVelocity() ! Get the velocity of the entity @return Three component vector containing the velocity position  |
GetVelocityEx | Syntax: Entity.GetVelocityEx() ! Get the velocity and angular velocity of the entity @return Three component vector containing the velocity position and three component vector containing angular velocity  |
GetViewDistRatio | Syntax: Entity.GetViewDistRatio()   |
GetVolume | Syntax: Entity.GetVolume( int slot)  |
GetWorldAngles | Syntax: Vec3 Entity.GetWorldAngles( Vec3 vAngles )   |
GetWorldBBox | Syntax: Entity.GetWorldBBox()   |
GetWorldBoundsCenter | Syntax: Entity.GetWorldBoundsCenter() Gets the world bbox center for the entity (defaults to entity position if no bbox present).   |
GetWorldDir | Syntax: Vec3 Entity.GetWorldDir()   |
GetWorldPos | Syntax: Vec3 Entity.GetWorldPos()   |
GetWorldScale | Syntax: float Entity.GetWorldScale()   |
GotoState | syntax: Entity.GotoState( const char *sState )   |
HasFlags | Syntax: Entity.HasFlags( int flags )  |
HasFlagsExtended | Syntax: Entity.HasFlags( int flags )   |
Hide | Syntax: Entity.Hide() The function has one optional parameter. If value of this parameter is nonzero, entity is hidden. Default value is 1.   |
HideAllAttachments | syntax: Entity.HideAllAttachments( int characterSlot, bool hide, bool hideShadow )   |
HideAttachment | syntax: Entity.HideAttachment( int characterSlot, const char *attachmentName, bool hide, bool hideShadow )   |
HideAttachmentMaster | syntax: Entity.HideAttachmentMaster( int characterSlot, bool hide )   |
IgnorePhysicsUpdatesOnSlot | Syntax: Entity.IgnorePhysicsUpdatesOnSlot( int nSlot ) Ignore physics when it try to update the position of a slot.  |
InsertSubpipe | Syntax: Entity.InsertSubpipe()  |
IntersectRay | Syntax: Entity.IntersectRay( int slot, Vec3 rayOrigin, Vec3 rayDir, float maxDistance )  |
InvalidateLocalBBox | Syntax: Entity.InvalidateLocalBBox( )   |
InvalidateTrigger | Syntax: Entity.InvalidateTrigger()   |
IsActive | Syntax: Entity.IsActive( int bActivate ) Retrieve active status of entity. Return: true - Entity is active. false - Entity is not active.   |
IsAnimationRunning | Syntax: Entity.IsAnimationRunning( int characterSlot, int layer ) ! Retrieves if a characters currently plays an animation @param iAnimationPos Number of the character slot @return nil or not nil @see CScriptBind_Entity::StartAnimation  |
IsColliding | Syntax: Entity.IsColliding()  |
IsEntityInside | Syntax: float Entity.IsEntityInside(entityId)  |
IsEntityInsideArea | Syntax: Entity.IsEntityInsideArea( int areaId, ScriptHandle entityId )  |
IsFromPool | Syntax: Entity.IsFromPool() Returns if the entity came from an entity pool. Return: true - Entity is from a pool. (Bookmarked) false - Entity is not from a pool. (Not bookmarked)   |
IsGeomCacheStreaming | syntax: Entity.IsGeomCacheStreaming() Returns true if geom cache is streaming ! Returns true if geom cache is streaming  |
IsHidden | syntax: Entity.IsHidden()  |
IsInState | syntax: Entity.IsInState( const char *sState )   |
IsPointInsideArea | Syntax: Entity.IsPointInsideArea( int areaId, Vec3 point )  |
IsSlotCharacter | Syntax: Entity.IsSlotCharacter( int slot ) Checks if the slot is a character.  |
IsSlotGeometry | Syntax: Entity.IsSlotGeometry( int slot ) Checks if the slot is a geometry.  |
IsSlotLight | Syntax: Entity.IsSlotLight( int slot ) Checks if the slot is a light.  |
IsSlotParticleEmitter | Syntax: Entity.IsSlotParticleEmitter( int slot ) Checks if the slot is a particle emitter.  |
IsSlotValid | Syntax: Entity.IsSlotValid( int nSlot ) Checks if the slot is valid.  |
IsUsingPipe | Syntax: Entity.IsUsingPipe( string pipename ) Returns true if entity is running the given goalpipe or has it inserted  |
KillTimer | syntax: Entity.KillTimer()  |
LoadCharacter | Syntax: Entity.LoadCharacter( int nSlot,const char *sFilename ) Load CGF geometry into the entity slot.  |
LoadCloud | Syntax: Entity.LoadCloud( int nSlot,sFilename ) Loads the cloud XML file into the entity slot.  |
LoadFogVolume | Syntax: Entity.LoadFogVolume( int nSlot, table ) Loads the fog volume XML file into the entity slot.  |
LoadGeomCache | Syntax: Entity.LoadGeomCache( int nSlot,const char *sFilename ) Load geom cache into the entity slot.  |
LoadLight | Syntax: Entity.LoadLight( int nSlot,table lightTable ) Load CGF geometry into the entity slot.  |
LoadLightShape | Syntax: Entity.LoadLightShape( int nSlot,const char *sLightShapeFile) Loads CGF geometry into the entity slot.  |
LoadObject | Syntax: Entity.LoadObject( int nSlot,const char *sFilename ) Load CGF geometry into the entity slot.  |
LoadObjectLattice | Syntax: Entity.LoadObjectLattice( int nSlot ) Load lattice into the entity slot.  |
LoadObjectWithFlags | Syntax: Entity.LoadObject( int nSlot,const char *sFilename, const int nFlags ) Load CGF geometry into the entity slot.  |
LoadParticleEffect | Syntax: Entity.LoadParticleEffect( int nSlot,const char *sEffectName,float fPulsePeriod,bool bPrime,float fScale ) Loads CGF geometry into the entity slot.  |
LoadPrismObject | This is LoadPrismObject, a member of class CScriptBind_Entity.  |
LoadSubObject | Syntax: Entity.LoadSubObject( int nSlot,const char *sFilename,const char *sGeomName ) Load geometry of one CGF node into the entity slot.  |
LoadVolumeObject | Syntax: Entity.LoadVolumeObject( int nSlot, const char* sFilename ) Loads volume object.  |
MaterialFlashInvoke | Syntax: Entity.MaterialFlashInvoke()   |
MultiplyWithSlotTM | Syntax: Entity.MultiplyWithSlotTM( int slot, Vec3 pos ) Multiplies with the TM (Transformation Matrix) of the slot.  |
NetPresent | Syntax: Entity.NetPresent()  |
NoBulletForce | Syntax: Entity.NoBulletForce( bool state )  |
NoExplosionCollision | Syntax: Entity.NoExplosionCollision()  |
PassParamsToPipe | Syntax: Entity.PassParamsToPipe()  |
PauseSound | Syntax: Entity.PauseSound( Handle SoundId ) Pauses/Unpauses playing sound.  |
Physicalize | inertia Inertia coefficient, the more it is, the less inertia is; 0 means no inertia air_resistance Air control coefficient 0..1, 1 - special value (total control of movement) gravity Vertical gravity magnitude. mass Mass of the player (in kg). min_slide_angle If surface slope is more than this angle, player starts sliding (In radians) max_climb_angle Player cannot climb surface which slope is steeper than this angle (In radians) max_jump_angle Player is not allowed to jump towards ground if this angle is exceeded (In radians) min_fall_angle Player starts falling when slope is steeper than this (In radians) max_vel_ground Player cannot stand on... <a href='CScriptBind_Entity__Physicalize@IFunctionHandler__@int@int@SmartScriptTable.html'>more</a>  |
PhysicalizeAttachment | syntax: Entity.PhysicalizeAttachment( int characterSlot, const char* attachmentName, bool physicalize )  |
PhysicalizeSlot | Syntax: Entity.PhysicalizeSlot( int slot, SmartScriptTable physicsParams )   |
PlayFacialAnimation | syntax: Entity.PlayFacialAnimation( char* name, bool looping )  |
PlaySound | Syntax: Entity.PlaySound( Handle SoundId ) Start playing the specified sound and attach it to the entity. Sound will move and rotate with the entity.  |
PlaySoundEvent | Syntax: Entity.PlaySoundEvent( const char *sSoundOrEventName, Vec3 vOffset, Vec3 vDirection, uint32 nSoundFlags, uint32 nSoundFlagsExtended, uint32 nSemantic ) First pass impl. and docu. plays a sound or a subgroup-sound  |
PlaySoundEventEx | Syntax: Entity.PlaySoundEventEx( const char *sSoundFilename,uint32 nSoundFlags,uint32 nSoundFlagsExtended,float fVolume,Vec3 vOffset,float minRadius,float maxRadius,uint32 nSemantic ) Play sound file attached to the entity.  |
PreLoadParticleEffect | Syntax: Entity.PreLoadParticleEffect( const char *sEffectName ) Pre-loads a particle effect.  |
ProcessBroadcastEvent | Syntax: Entity.ProcessBroadcastEvent()   |
RagDollize | Syntax: Entity.RagDollize(int slot)   |
ReattachSoftEntityVtx | This is ReattachSoftEntityVtx, a member of class CScriptBind_Entity.  |
RedirectAnimationToLayer0 | syntax: Entity.RedirectAnimationToLayer0( int characterSlot, bool redirect )  |
RegisterForAreaEvents | Syntax: Entity.RegisterForAreaEvents() Registers the script proxy so that it receives area events. for this entity.   |
RelinkBoneAttachments | Syntax: Entity.RelinkBoneAttachments()  |
RemoveAllLinks | Syntax: Entity.RemoveAllLinks()  |
RemoveDecals | Syntax: Entity.RemoveDecals()   |
RemoveLink | Syntax: Entity.RemoveLink( const char *name, int linkIndex ) - param 'linkIndex' is optional  |
RenderAlways | Syntax: Entity.RenderAlways() Enables 'always render' on the render node, skipping any kind of culling   |
RenderShadow | Syntax: Entity.RenderShadow()  |
ReplaceMaterial | syntax: Entity.ReplaceMaterial( int slot, const char *name, const char *replacement )   |
ResetAnimation | syntax: Entity.ResetAnimation( int characterSlot, int layer ) ! Resets the animation of a character @param pos Number of the character slot @see CScriptBind_Entity::LoadCharacter @see CEntity::StartAnimation  |
ResetAttachment | syntax: Entity.ResetAttachment( int characterSlot, const char *attachmentName )   |
ResetMaterial | syntax: Entity.ResetMaterial( int slot )   |
ResetPhysics | Syntax: Entity.ResetPhysics()   |
SelectPipe | Syntax: Entity.SelectPipe()   |
SetAIName | Syntax: Entity.SetAIName()   |
SetAngles | Syntax: Entity.SetAngles( Ang3 vAngles ) Sets the angle of the entity.   |
SetAnimateOffScreenShadow | Syntax: Entity.SetAnimateOffScreenShadow( bool bAnimateOffScreenShadow )   |
SetAnimationBlendOut | syntax: Entity.SetAnimationBlendOut( int characterSlot, int layer, float blendOut )  |
SetAnimationEvent | syntax: Entity.SetAnimationEvent( int nSlot,const char *sAnimation )   |
SetAnimationFlip | syntax: Entity.SetAnimationFlip( int characterSlot, Vec3 flip )  |
SetAnimationKeyEvent | int SetAnimationKeyEvent(IFunctionHandler *pH,int nSlot,const char *sAnimation,int nFrameID,const char *sEvent); syntax: Entity.SetAnimationKeyEvent() Now is using dynamic parameters because the argument can be both a string or a number int CScriptBind_Entity::SetAnimationKeyEvent(IFunctionHandler *pH,int nSlot,const char *sAnimation,int nFrameID,const char *sEvent)  |
SetAnimationSpeed | syntax: Entity.SetAnimationSpeed( int characterSlot, int layer, float speed )   |
SetAnimationTime | syntax: Entity.SetAnimationTime( int nSlot,int nLayer,float fTime )   |
SetAttachmentAngles | syntax: Entity.SetAttachmentAngles( int characterSlot, const char *attachmentName, Vec3 angles )  |
SetAttachmentCGF | syntax: Entity.SetAttachmentCGF( int characterSlot, const char *attachmentName, const char* filePath )   |
SetAttachmentDir | syntax: Entity.SetAttachmentDir()  |
SetAttachmentEffect | syntax: Entity.SetAttachmentEffect( int characterSlot, const char *attachmentName, const char *effectName, Vec3 offset, Vec3 dir, float scale, int flags )  |
SetAttachmentLight | syntax: Entity.SetAttachmentLight( int characterSlot, const char *attachmentName, SmartScriptTable lightTable, int flags )   |
SetAttachmentObject | syntax: Entity.SetAttachmentObject( int characterSlot, const char *attachmentName, ScriptHandle entityId, int slot, int flags )   |
SetAttachmentPos | syntax: Entity.SetAttachmentPos( int characterSlot, const char *attachmentName, Vec3 pos )  |
SetCharacterPhysicParams | Syntax: Entity.SetCharacterPhysicParams()  |
SetCloudMovementProperties | Syntax: Entity.SetCloudMovementProperties( int nSlot, table ) Sets the cloud movement properties.  |
SetColliderMode | Syntax: Entity.SetColliderMode( int mode ) ! Set the position of the entity @param vec Three component vector containing the entity position  |
SetDefaultIdleAnimations | Syntax: Entity.SetDefaultIdleAnimations()   |
SetDirectionVector | Syntax: Entity.SetDirectionVector()   |
SetFlags | Syntax: Entity.SetFlags( int flags, int mode ) Mode: 0->or 1->and 2->xor  |
SetFlagsExtended | Syntax: Entity.SetFlagsExtended( int flags, int mode ) Mode: 0->or 1->and 2->xor   |
SetGeomCacheDrawing | syntax: Entity.SetGeomCacheDrawing() Activates/deactivates geom cache drawing ! Activates/deactivates geom cache drawing  |
SetGeomCacheParams | syntax: Entity.SetGeomCacheParams() Sets geometry cache parameters ! Sets the parameters of a geometry cache  |
SetGeomCachePlaybackTime | syntax: Entity.SetGeomCachePlaybackTime() Sets the playback time ! Sets the playback time of a geometry cache  |
SetGeomCacheStreaming | syntax: Entity.SetGeomCacheStreaming() Activates/deactivates geom cache streaming ! Activates/deactivates geom cache streaming  |
SetLightBlendParams | Syntax: Entity.SetLightBlendParams( int nSlot, char const* tex1, char const* tex2, float blend_weight) changes the blend textures and weight for probe blending   |
SetLightColorParams | Syntax: Entity.SetLightColorParams( int nSlot,Vec3 color, float specular_multiplier, float HDRDynamic) changes the color related params of an existing light   |
SetLinkTarget | Syntax: Entity.SetLinkTarget( const char *name, targetId)  |
SetLocalAngles | Syntax: Entity.SetLocalAngles( Vec3 vAngles )   |
SetLocalBBox | Syntax: Entity.SetLocalBBox( Vec3 vMin,Vec3 vMax )   |
SetLocalPos | Syntax: Entity.SetLocalPos( Vec3 vPos ) ! Set the position of the entity @param vec Three component vector containing the entity position  |
SetLocalScale | Syntax: Entity.SetLocalScale( float fScale )   |
SetLodRatio | Syntax: Entity.SetLodRatio() ! 0..254 (value is autmatically clamed to to this range)  |
SetMaterial | syntax: Entity.SetMaterial() ! Set the material of the entity @param materialName Name of material.  |
SetMaterialFloat | Syntax: Entity.SetMaterialFloat( int nSlotId,sParamName,fValue ) Change material parameter.  |
SetMaterialVec3 | Syntax: Entity.SetMaterialVec3( int nSlotId,sParamName,vVec3 )  |
SetName | Syntax: Entity.SetName() ! Set the name of the entity @param sName String containing the new entity name  |
SetParentSlot | Syntax: Entity.SetParentSlot( int child, int parent )   |
SetPhysicParams | Syntax: Entity.SetPhysicParams()  |
SetPos | Syntax: Entity.SetPos( Vec3 vPos ) Sets the position of the entity.  |
SetPublicParam | Syntax: Entity.SetPublicParam()   |
SetRegisterInSectors | Syntax: Entity.SetRegisterInSectors()  |
SetScale | Syntax: Entity.SetScale( float fScale ) Sets the scaling value for the entity.   |
SetScriptUpdateRate | syntax: Entity.SetScriptUpdateRate( int nMillis )  |
SetSelfAsLightCasterException | Syntax: Entity.SetLightCasterException( int nLightSlot, int nGeometrySlot ) Entity render node will be a caster exception for light loaded in nLightSlot.  |
SetSlotAngles | Syntax: Entity.GetSlotAngles( int nSlot,Ang3 v ) Sets the slot angles.  |
SetSlotHud3D | Syntax: Entity.SetSlotHud3D( int nSlot) Setup flags for use as 3D HUD entity.  |
SetSlotPos | Syntax: Entity.SetSlotPos( int nSlot,Vec3 v ) Sets the slot position.  |
SetSlotPosAndDir | Syntax: Entity.SetSlotPosAndDir( int nSlot, Vec3 pos, Vec3 dir ) Sets the slot position and direction.  |
SetSlotScale | Syntax: Entity.SetSlotScale( int nSlot,float fScale ) Sets the slot scale amount.  |
SetSlotWorldTM | Syntax: Entity.SetSlotWorldTM( int nSlot, Vec3 pos, Vec3 dir ) Sets the World TM (Transformation Matrix) of the slot.  |
SetSoundEffectRadius | syntax: Entity.SetSoundEffectRadius( float fEffectRadius) Sets the effect radius for a sound entity (e.g. volume ambient sound, reverb preset)  |
SetSoundSphereSpec | Syntax: Entity.SetSoundSphereSpec( soundId, float radius )   |
SetStateClientside | Syntax: Entity.SetStateClientside() true=prevents error when state changes on the client and does not sync state changes to the client  |
SetStaticSound | Syntax: Entity.SetStaticSound( Handle SoundId, true/false ) Marks a sound as static to a certain entity. This sound will not be deleted on done, but can be started a new.  |
SetTimer | syntax: Entity.SetTimer()  |
SetTriggerBBox | Syntax: Entity.SetTriggerBBox( Vec3 vMin,Vec3 vMax )   |
SetUpdatePolicy | Syntax: Entity.SetUpdatePolicy( int nUpdatePolicy ) Changes update policy for the entity. Update policy controls when entity becomes active or inactive (ex. when visible, when in close proximity, etc...). All active entities will be updated every frame, having too many active entities can affect performance.   |
SetUpdateRadius | Syntax: Entity.SetUpdateRadius()   |
SetVelocity | Syntax: Entity.SetVelocity(Vec3 velocity) ! Set the velocity of the entity  |
SetVelocityEx | Syntax: Entity.GetVelocityEx(Vec3 velocity, Vec3 angularVelocity) ! Set the velocity and angular velocity of the entity  |
SetViewDistRatio | Syntax: Entity.SetViewDistRatio() ! 0..254 (value is autmatically clamed to to this range)  |
SetViewDistUnlimited | Syntax: Entity.SetViewDistUnlimited() ! do not fade out object - no matter how far away it is  |
SetVolumeObjectMovementProperties | Syntax: Entity.SetVolumeObjectMovementProperties( int nSlot, table ) Sets the properties of the volume object movement.   |
SetWorldAngles | Syntax: Entity.SetWorldAngles( Vec3 vAngles )   |
SetWorldPos | Syntax: Entity.SetWorldPos( Vec3 vPos )   |
SetWorldScale | Syntax: Entity.SetWorldScale( float fScale )   |
StartAnimation | syntax: Entity.StartAnimation() ! Starts an animation of a character @param pos Number of the character slot @param animname Name of the aniamtion from the .cal file @see CScriptBind_Entity::LoadCharacter @see CEntity::StartAnimation  |
StopAllSounds | Syntax: Entity.StopAllSounds() Stop all sounds played on the entity.   |
StopAnimation | syntax: Entity.StopAnimation( int characterSlot, int layer )  |
StopSound | Syntax: Entity.StopSound( Handle SoundId ) Stop sound played on the entity. Only sound started for this entity will be stopped.  |
ToGlobal | Syntax: Entity.ToGlobal( int slotId, Vec3 point ) transform pos from local to world coordinates. uses object when slot<0  |
ToLocal | Syntax: Entity.ToLocal( int slotId, Vec3 point ) transform pos from world to local coordinates. uses object when slot<0  |
TriggerEvent | Syntax: Entity.TriggerEvent()   |
UnSeenFrames | Syntax: Entity.UnSeenFrames()   |
UpdateAreas | Syntax: Entity.UpdateAreas()  |
UpdateLightClipBounds | Syntax: Entity.UpdateLightClipBounds( int nSlot ) Update the clip bounds of the light from the linked entities  |
UpdateSlotPhysics | Syntax: Entity.UpdateSlotPhysics( int slot )   |
VectorToGlobal | Syntax: Entity.VectorToGlobal( int slotId, Vec3 dir ) transform vector from local to world coordinates. uses object when slot<0  |
VectorToLocal | Syntax: Entity.VectorToLocal( int slotId, Vec3 dir ) transform vector from world to local coordinates. uses object when slot<0  |
DelegateCalls |   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_Entity.  |
GoalParamsHelper | This is GoalParamsHelper, a member of class CScriptBind_Entity.  |
Movie | |
AbortSequence | Syntax: Movie.AbortSequence(const char *sSequenceName) Aborts the specified sequence.  |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_Movie.  |
PauseSequences | Syntax: Movie.PauseSequences() Pauses all the sequences.  |
PlaySequence | Syntax: Movie.PlaySequence(const char *sSequenceName) Plays the specified sequence. ! Start a sequence @param pszName Name of sequence  |
ResumeSequences | Syntax: Movie.ResumeSequences() Resume all the sequences.  |
StopAllCutScenes | Syntax: Movie.StopAllCutScenes() Stops all the cut scenes.   |
StopAllSequences | Syntax: Movie.StopAllSequences() Stops all the video sequences.   |
StopSequence | Syntax: Movie.StopSequence(const char *sSequenceName) Stops the specified sequence.  |
CScriptBind_MusicLogic Class | |
SendEvent | Syntax: MusicLogic.SendEvent( const char * pEventName ) Send an event to the music logic.   |
SetEvent | Syntax: MusicLogic.SetEvent( int eMusicEvent ) Sets an event in the music logic.   |
StartLogic | Syntax: MusicLogic.StartLogic() Starts the music logic.   |
StopLogic | Syntax: MusicLogic.StopLogic() Stops the music logic.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_MusicLogic.  |
Particle | |
Attach | Syntax: Particle.Attach() Attaches an effect.   |
CreateDecal | Syntax: Particle.CreateDecal( Vec3 pos, Vec3 normal, float size, float lifeTime, const char *textureName ) Creates a decal with the specified parameters.  |
CreateEffect | Syntax: Particle.CreateEffect( const char *name, SmartScriptTable params ) Creates a new particle effect.   |
CreateMatDecal | Syntax: Particle.CreateMatDecal( Vec3 pos, Vec3 normal, float size, float lifeTime, const char *materialName ) Creates a material decal.  |
DeleteEffect | Syntax: Particle.DeleteEffect( const char *name ) Deletes the specified particle effect.   |
Detach | Syntax: Particle.Detach() Detaches an effect.  |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_Particle.  |
IsEffectAvailable | Syntax: Particle.IsEffectAvailable( const char *name ) Checks if the specified particle effect is available.   |
SpawnEffect | Syntax: Particle.SpawnEffect( const char *effectName, Vec3 pos, Vec3 dir ) Spawns an effect.   |
SpawnEffectLine | Syntax: Particle.SpawnEffectLine( const char *effectName, Vec3 startPos, Vec3 endPos, Vec3 dir, float scale, int slices ) Spawns an effect line.   |
SpawnParticles | Syntax: Particle.SpawnParticles( SmartScriptTable params, Vec3 pos, Vec3 dir ) Spawns a particle effect.   |
Physics | |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_Physics.  |
RayTraceCheck | Syntax: Physics.RayTraceCheck( Vec3 src,Vec3 dst,ScriptHandle skipEntityId1,ScriptHandle skipEntityId2 ) Check if ray segment from src to dst intersect anything.  |
RayWorldIntersection | Syntax: Physics.RayWorldIntersection( Vec3 vPos,Vec3 vDir,int nMaxHits,int iEntTypes, [optional] skipEntityId1, [optional] skipEntityId2 ) Check if ray segment from src to dst intersect anything.  |
RegisterExplosionCrack | Syntax: Physics.RegisterExplosionCrack( const char *sGeometryFile,int nIdMaterial ) Register a new crack for breakable object.  |
RegisterExplosionShape | Syntax: Physics.RegisterExplosionShape( const char *sGeometryFile,float fSize,int nIdMaterial,float fProbability ) Register a new explosion shape from the static geometry. Does not apply any game related explosion damages, this function only apply physical forces.  |
SamplePhysEnvironment | Syntax: Physics.SamplePhysEnvironment( Vec3 pt, float r, int objtypes ) Find physical entities touched by a sphere  |
SimulateExplosion | Syntax: Physics.SimulateExplosion( Table explosionParams ) Simulate physical explosion. Does not apply any game related explosion damages, this function only apply physical forces.  |
Script | |
Debug | Syntax: Script.Debug() DEACTIVATED.  |
DebugFull | Syntax: Script.DebugFull() DEACTIVATED.  |
DumpLoadedScripts | Syntax: Script.DumpLoadedScripts() Dumps all the loaded scripts. !Dump all loaded scripts path calling IScriptSystemSink::OnLoadedScriptDump @see IScriptSystemSink  |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_Script.  |
KillTimer | Syntax: Script.KillTimer( int nTimerId ) Stops a timer set by the Script.SetTimer function.  |
LoadScript | Syntax: Script.LoadScript() Loads the script. !load a specified script @param sFileName path of the script that has to be loaded  |
ReloadEntityScript | Syntax: Script.ReloadEntityScript( const char *className ) Reloads the specified entity script.  |
ReloadScript | Syntax: Script.ReloadScript() Reload the script. !reload a specified script. If the script wasn't loaded at least once before the function will fail @param sFileName path of the script that has to be reloaded  |
ReloadScripts | Syntax: Script.ReloadScripts() Reloads all the scripts. !reload all previosly loaded scripts  |
SetTimer | Syntax: Script.SetTimer( int nMilliseconds,luaFunction,[optional]Table userData,[optional]bool bUpdateDuringPause ) Set a general script timer, when timer expires will call back a specified lua function. Lua function will accept 1 or 2 parameters, if useData is specified lua function must be: LuaCallback = function( usedata,nTimerId ) end; if useData is not specified lua function must be: LuaCallback = function( nTimerId ) end;  |
SetTimerForFunction | Syntax: Script.SetTimerForFunction( int nMilliseconds,luaFunction name,[optional]Table userData,[optional]bool bUpdateDuringPause ) Set a general script timer, when timer expires will call back a specified lua function. Lua function will accept 1 or 2 parameters, if useData is specified lua function must be: LuaCallback = function( usedata,nTimerId ) end; if useData is not specified lua function must be: LuaCallback = function( nTimerId ) end;  |
UnloadScript | Syntax: Script.UnloadScript() Unloads the script. !unload script from the "loaded scripts map" so if this script is loaded again the Script system will reloadit. this function doesn't involve the LUA VM so the resources allocated by the script will not be released unloading the script @param sFileName path of the script that has to be loaded  |
Sound | |
ActivateAudioDevice | Syntax: Sound.ActivateAudioDevice() Activates audio device.  |
AddMusicMoodEvent | Syntax: Sound.AddMusicMoodEvent(const char *pszMood, [optional] float fTimeout) Adds an event for the specified music mood.   |
AddSoundFlags | Syntax: Sound.AddSoundFlags()  |
CreateListener | Syntax: Sound.CreateListener( IFunctionHandler *pH ) Creates a new Listener  |
DeactivateAudioDevice | Syntax: Sound.DeactivateAudioDevice() Deactivates the audio device.  |
EndMusicTheme | Syntax: Sound.EndMusicTheme([optional] int nThemeFadeType, [optional] int nForceEndLimitInSec, [optional] bool bEndEverything)  |
FXEnable | Syntax: Sound.FXEnable( ISound* pSound, int nEffectNumber ) Enables the specified effect number.   |
GetDirectionalAttenuationMaxScale | Syntax: Sound.GetDirectionalAttenuationMaxScale() Gets the maximum scale of the directional attenuation.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_Sound.  |
GetMusicMoods | Syntax: Sound.GetMusicMoods(const char *pszTheme) Gets the music moods for the specified music theme.   |
GetMusicStatus | Syntax: Sound.GetMusicStatus() Gets the music status and logs the value to the console.   |
GetMusicThemes | Syntax: Sound.GetMusicThemes() Gets the music themes.   |
GetSoundLength | Syntax: Sound.GetSoundLength(Isound* pSound) Gets the sound length in seconds.  |
GetSoundMoodFade | Syntax: Sound.GetSoundMoodFade(const char *sSoundMoodName) Gets the fade value for the specified sound mood. ! Get the SoundMood fade value  |
GetSoundVolume | Syntax: Sound.GetSoundVolume(ISound* sound) Gets sound volume.  |
IsEvent | Syntax: Sound.IsEvent() Checks if the sound is an event. Checks for EVENT flag. ! Determine if a sound has the event flag @param nID ID of the sound @return nil or not nil  |
IsInMusicMood | Syntax: Sound.IsInMusicMood(const char *pszMood) Checks if we are currently playing the specified music mood.   |
IsInMusicTheme | Syntax: Sound.IsInMusicTheme(const char *pszTheme) Checks if we are currently playing the specified music theme.   |
IsPlaying | Syntax: Sound.IsPlaying() Checks if the sound is playing.  |
IsSoundLooped | Syntax: Sound.IsSoundLooped(ISound* sound) will return false also if the given soundid does not exist ! obtain the looping status of a sound @param nID ID of the sound  |
IsVoice | Syntax: Sound.IsVoice() Checks if the sound is a voice. Checks for VOICE flag. ! Determine if a sound has the voice flag @param nID ID of the sound @return nil or not nil  |
Load3DSound | Syntax: Sound.LoadSound(const char *sound, [optional] uint32 flags, [optional] float volume, [optional] float min, [optional] float clipDistance, [optional] int priority, [optional] int group) Loads a 3D sound.  |
LoadMusic | Syntax: Sound.LoadMusic(const char *pszFilename)  |
LoadSound | Syntax: Sound.LoadSound(const char *sound, uint32 flags) Loads the specified sound.  |
LoadStreamSound | Syntax: Sound.LoadStreamSound(const char *sound, uint32 flags) Loads a stream sound.  |
Play | Syntax: Sound.Play( const char *sGroupAndSoundName,Vec3 vPos, int nSoundFlags ) Uses the sound definition of the Handle to play a sound at the position vPos . It returns a unique SoundID that is valid as long as the sound is played.  |
PlayEx | Syntax: Sound.PlayEx( const char *sGroupAndSoundName,int nSoundFlags, float fVolume, Vec3 pos,float minRadius,float maxRadius ) Play sound file.  |
PlayPattern | Syntax: Sound.PlayPattern(const char *pszPattern, bool bStopPrevious, bool bPlaySynched)  |
PlaySound | Syntax: Sound.PlaySound(ISound *sound, float volumeScale) Plays a sound. ! Load a streaming sound @param sSound filename of the sound @return nil or sound ID in case of success int CScriptBind_Sound::LoadStreamSoundLocalized(IFunctionHandler *pH) { if (pH->GetParamCount()<1 || pH->GetParamCount()>2) { m_pSS->RaiseError("System.LoadStreamSound wrong number of arguments"); return pH->EndFunction(); }; const char *sSound; // int nID; ISound *pSound; pH->GetParam(1,sSound); int nFlags=0; if (pH->GetParamCount()>1) pH->GetParam(2, nFlags); string szPath; ICVar *g_language = gEnv->pConsole->GetCVar("g_language"); assert(g_language); szPath = "LANGUAGES/"; szPath += g_language->GetString(); szPath += "/"; szPath += sSound; pSound = m_pSoundSystem->LoadSound(szPath.c_str(),FLAG_SOUND_STREAM | nFlags); if (pSound) { pSound->AddRef(); return pH->EndFunction(ScriptHandle(pSound)); } return pH->EndFunction(); } ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// ! Start playing a... <a href='CScriptBind_Sound__PlaySound@IFunctionHandler__.html'>more</a>  |
PlayStinger | Syntax: Sound.PlayStinger() Plays stinger.   |
Precache | Syntax: Sound.Precache( const char *sGroupAndSoundName, int nPrecacheFlags ) Precaches the sound data used by a sound definition Depending on additional flags and current settings may load the sound data into the memory for later usage. Precaching is optional, sound system can also play not cached sounds, but it can cause small delay before sound playing starts.  |
RegisterSoundMood | Syntax: Sound.RegisterSoundMood(const char *sSoundMoodName) Registers the specified sound mood.  |
RegisterWeightedEaxEnvironment | Syntax: Sound.RegisterWeightedEaxEnvironment( const char *sPresetName, int nFullEffectWhenInside, uint32 nFlags ) Registers a weighted EAX (Environmental Audio Extension) environment. ! Registers an EAX Preset Area with as being active //! morphing of several EAX Preset Areas is done internally //! Registering the same Preset multiple time will only overwrite the old one @param nPreset one of the presets  |
RemoveListener | Syntax: Sound.RemoveListener( IFunctionHandler *pH ) Removes a Listener  |
SerializeMusicInternal | Syntax: Sound.SerializeMusicInternal([optional] bool bSave) Serializes the music internal.   |
SetDefaultMusicMood | Syntax: Sound.SetDefaultMusicMood(const char *pszMood) Sets the specified music mood as the default mood.   |
SetDirectionalAttenuation | Syntax: Sound.SetDirectionalAttenuation( Vec3 vPos, Vec3 vDir, float fConeInRadians ) Sets a directional attenuation of the sounds.   |
SetFadeTime | Syntax: Sound.SetFadeTime(ISound* sound, float fadeGoal, float fadeTimeInMS) Sets the fade time for the sound.  |
SetFXSetParamEQ | Syntax: Sound.SetFXSetParamEQ( ISound* pSound, float fCenter,float fBandwidth,float fGain ) Sets some parameters to the sound effect.   |
SetListener | Syntax: Sound.SetListener( IFunctionHandler *pH ) Sets attributes to a Listener  |
SetMasterMusicEffectsVolume | Syntax: Sound.SetMasterMusicEffectsVolume(float newMusicVol)  |
SetMasterVolumeScale | Syntax: Sound.SetMasterVolumeScale(float scale) Sets the master volume scale.  |
SetMenuMusic | Syntax: Sound.SetMenuMusic(bool bPlayMenuMusic, const char *pszTheme, const char *pszMood )  |
SetMinMaxDistance | Syntax: Sound.SetMinMaxDistance(ISound* sound, float minDist, float maxDist) Sets the minimum and the maximum distances for the sound. ! Set distance attenuation of a sound @param iSoundID ID of the sound @param fMinDist Minimum distance, normally 0 @param fMaxDist Maximum distance at which the sound can be heard  |
SetMusicMood | Syntax: Sound.SetMusicMood(const char *pszMood, [optional] bool bPlayFromStart, [optional] bool bForceChange) Sets the specified music mood.   |
SetMusicTheme | Syntax: Sound.SetMusicTheme(const char *pszTheme, [optional] bool bForceChange, [optional] bool bKeepMood, [optional] int nDelayInSec) Sets the music theme.   |
SetParameterValue | Syntax: Sound.SetParameterValue( int SoundID, const char *sParameterName, float fParameterValue ) Changes a parameter value of a specific sound (if supported)  |
SetPauseAllPlaying | Syntax: Sound.SetPauseAllPlaying( bool bPause ) Sets/unsets pause for all the playing sounds.  |
SetSoundFrequency | Syntax: Sound.SetSoundFrequency(ISound* sound, int frequency) Sets the sound frequency. ! Changes the pitch of a sound sound @param nID ID of the sound @param nFrequency Frequency, value range is between 0 and 1000  |
SetSoundLoop | Syntax: Sound.SetSoundLoop(ISound* sound) Sets the loop flag to a sound. ! Change the looping status of a looped sound @param nID ID of the sound @param nFlag 1/0 to enable/disable looping  |
SetSoundPaused | Syntax: Sound.SetSoundPaused(ISound* sound, bool paused) Pauses/resumes the sound. ! Sets the Pause state of a sound @param nID ID of the sound @param bPaused State of Pause Mode  |
SetSoundPitching | Syntax: Sound.SetSoundPitching(ISound* sound, float pitching) Sets the sound pitching.   |
SetSoundPosition | Syntax: Sound.SetSoundPosition(ISound* sound, Vect3 pos) Sets the position of the sound. nSoundHandle can be SoundID or Ptr. ! Change the position of a 3D sound @param nID ID of the sound @param v3d Three component vector containing the position @see CScriptBind_Sound::Load3DSound  |
SetSoundRatio | Syntax: Sound.SetSoundRatio(ISound* pSound, float fRatio) Sets the sound ratio.   |
SetSoundRelative | Syntax: Sound.SetSoundRelative(ISound* sound, bool isRelative) Sets/unsets the RELATIVE Flag. If unset, a new valid position has to be set, or the sound stays at the last listener position. ! int CScriptBind_Sound::SetLoopPoints(IFunctionHandler *pH) { SCRIPT_CHECK_PARAMETERS(3); int nID = 0, iLoopPt1, iLoopPt2; int nCookie=0; _smart_ptrpSound = GetSoundPtr(pH,1); pH->GetParam(2, iLoopPt1); pH->GetParam(3, iLoopPt2); if (pSound) pSound->SetLoopPoints(iLoopPt1, iLoopPt2); return pH->EndFunction(); } ! int CScriptBind_Sound::AddSoundFlags(IFunctionHandler *pH) { int iFlags; int nCookie=0; ISound *pISound = NULL; SCRIPT_CHECK_PARAMETERS(2); pH->GetParamUDVal(1,(int &)pISound,nCookie); pH->GetParam(2, iFlags); if (pISound && (nCookie==USER_DATA_SOUND)) pISound->AddFlags(iFlags); return pH->EndFunction();  |
SetSoundVolume | Syntax: Sound.SetSoundVolume(ISound* sound, float volume) Sets sound volume. ! Change the volume of a sound @param nID ID of the sound @param fVolume volume between 0 and 1  |
SetWeatherCondition | Syntax: Sound.SetWeatherCondition(float fWeatherTemperatureInCelsius,float fWeatherHumidityAsPercent,float fWeatherInversion) Sets the weather condition.   |
Silence | Syntax: Sound.Silence() Silences the sound.  |
StopSound | Syntax: Sound.StopSound(ISound* sound) Stops the sound. nSoundHandle can be SoundID or Ptr. ! Stop playing a sound @param nID ID of the sound  |
UnloadMusic | Syntax: Sound.UnloadMusic() Unloads the music.   |
UnloadProjects | Syntax: Sound.UnloadProjects() Unloads the projects.  |
UnregisterSoundMood | Syntax: Sound.UnregisterSoundMood(const char *sSoundMoodName) Unregisters the specified sound mood.  |
UnregisterWeightedEaxEnvironment | Syntax: Sound.UnregisterWeightedEaxEnvironment( const char *sPresetName, ScriptHandle entityId ) Unregisters a weighted EAX (Environmental Audio Extension) environment. ! Unregisters an active EAX Preset Area  |
UpdateSoundMood | Syntax: Sound.RegisterSoundMood(const char *sSoundMoodName, float fFade, [optional] uint32 nFadeTimeInMS) Updates the specified sound mood.  |
UpdateWeightedEaxEnvironment | Syntax: Sound.UpdateWeightedEaxEnvironment( const char *sPresetName, float fWeight ) Updates a weighted EAX (Environmental Audio Extension) environment. ! Updates an EAX Preset Area with the current blending ratio (0-1)  |
System | |
ActivateLight | name, activate int ActivateMainLight(IFunctionHandler *pH); //pos, activate int SetSkyBox(IFunctionHandler *pH); //szShaderName, fBlendTime, bUseWorldBrAndColor  |
ActivatePortal | int SetIndoorColor(IFunctionHandler *pH); Syntax: System.ActivatePortal( Vec3 vPos, bool bActivate, ScriptHandle nID ) Activates/deactivates a portal.   |
AddCCommand | Syntax: System.AddCCommand( const char *sCCommandName, const char *sCommand, const char *sHelp) Adds a C command to the system.   |
ApplicationTest | Syntax: System.ApplicationTest( const char *pszParam ) Test the application with the specified parameters.  |
ApplyForceToEnvironment | Syntax: System.ApplyForceToEnvironment(Vec3 pos, float force, float radius) Applies a force to the environment.   |
Break | Syntax: System.Break() Breaks the application with a fatal error message.  |
BrowseURL | Syntax: System.BrowseURL(const char *szURL) Browses a URL address.  |
CheckHeapValid | Syntax: System.CheckHeapValid(const char *name) Checks the heap validity.   |
ClearConsole | Syntax: System.ClearConsole() Clears the console. ! Clear the console  |
ClearKeyState | Syntax: System.ClearKeyState() Clear the key state  |
CreateDownload | Syntax: System.CreateDownload() ! Creates a download object @return download object just created  |
DebugStats | Syntax: System.DebugStats( bool cp )  |
DeformTerrain | Syntax: System.DeformTerrain() Deforms the terrain.  |
DeformTerrainUsingMat | Syntax: System.DeformTerrainUsingMat() Deforms the terrain using material.  |
Draw2DLine | Syntax: System.Draw2DLine(float p1x, float p1y, float p2x, float p2y, float r, float g, float b, float alpha ) Draws a 2D line.   |
DrawLabel | Syntax: System.DrawLabel( Vec3 vPos, float fSize, const char *text, [optional] float r, [optional] float g, [optional] float b, [optional] float alpha ) Draws a label with the specified parameter.   |
DrawLine | Syntax: System.DrawLine(Vec3 p1, Vec3 p2, float r, float g, float b, float alpha ) Draws a line.   |
DrawText | Syntax: System.DrawText(float x, float y,const char* text,const char* font, float size, float p2y, float r, float g, float b, float alpha ) x - X position for the text. y - Y position for the text. text - Text to be displayed. font - Font name. size - Text size. r - Red component for the label color. Default is 1. g - Green component for the label color. Default is 1. b - Blue component for the label color. Default is 1. alpha - Alpha component for the label color. Default is 1. Draws a text.  |
DrawTriStrip | Syntax: System.DrawTriStrip(ScriptHandle handle, int nMode, SmartScriptTable vtxs, float r, float g, float b, float alpha ) Draws a triangle strip.  |
DumpMemoryCoverage | Syntax: System.DumpMemoryCoverage( bool bUseKB ) Dumps memory coverage.  |
DumpMemStats | Syntax: System.DumpMemStats( bool bUseKB ) Dumps memory statistics.  |
DumpMMStats | Syntax: System.DumpMMStats() Dumps the MM statistics.   |
DumpWinHeaps | Syntax: System.DumpWinHeaps() Dumps windows heaps.  |
EnableHeatVision | Syntax: System.EnableHeatVision() Is not supported anymore.  |
EnableMainView | Syntax: System.EnableMainView() Feature unimplemented.  |
EnableOceanRendering | Syntax: System.EnableOceanRendering() Enables/disables ocean rendering. int CScriptBind_System::IndoorSoundAllowed(IFunctionHandler * pH) { SCRIPT_CHECK_PARAMETERS(2); CScriptVector pVecOrigin(m_pSS,false); CScriptVector pVecDestination(m_pSS,false); IGraph *pGraph = gEnv->pAISystem->GetNodeGraph(); Vec3 start = pVecOrigin.Get(); Vec3 end = pVecDestination.Get(); if ((start.x<0)||(start.x>2000.f)||(start.y<0)||(start.y>2000.f)) { m_pLog->LogError("[CRASHWARNING] Unnaturally high value placed for sound detection"); return pH->EndFunction(true); // there is no sound occlusion in outdoor } if ((end.x<0)||(end.x>2000.f)||(end.y<0)||(end.y>2000.f)) { m_pLog->LogError("[CRASHWARNING] Unnaturally high value placed for sound detection"); return pH->EndFunction(true); // there is no sound occlusion in outdoor } GraphNode *pStart = pGraph->GetEnclosing(pVecOrigin.Get()); if (pStart->nBuildingID<0) return pH->EndFunction(true); // there is no sound occlusion in outdoor GraphNode *pEnd = pGraph->GetEnclosing(pVecDestination.Get()); if (pStart->nBuildingID!=pEnd->nBuildingID) return pH->EndFunction(false); // if in 2 different... <a href='CScriptBind_System__EnableOceanRendering@IFunctionHandler__.html'>more</a>  |
EnumAAFormats | Syntax: System.EnumAAFormats( int m_Width, int m_Height, int m_BPP ) Enumerates the AA formats.  |
EnumDisplayFormats | Syntax: System.EnumDisplayFormats() Enumerates display formats.  |
Error | Syntax: System.Error(const char *sText) Shows a message text with the error severity.   |
ExecuteCommand | Syntax: System.ExecuteCommand(const char *szCmd) Executes a command.   |
GetConfigSpec | Syntax: System.GetConfigSpec() Gets the config specification.   |
GetCPUQuality | Syntax: System.GetCPUQuality() Gets the CPU quality.  |
GetCurrAsyncTime | Syntax: System.GetCurrAsyncTime() Gets the current asynchronous time.  |
GetCurrTime | Syntax: System.GetCurrTime() Gets the current time.   |
GetCVar | Syntax: System.GetCVar( const char *sCVarName) Gets the value of a CVariable.  |
GetEntities | Syntax: System.GetEntities(Vec3 center, float radius) Gets all the entities contained in the specific area of the level. !return a all entities currently present in the level @return a table filled with all entities currently present in the level  |
GetEntitiesByClass | Syntax: System.GetEntitiesByClass(const char* EntityClass) Gets all the entities of the specified class. !return a all entities for a specified entity class @return a table filled with all entities of a specified entity class  |
GetEntitiesInSphere | Syntax: System.GetEntitiesInSphere( Vec3 center, float radius ) Gets all the entities contained into the specified sphere. !return a all entities for a specified entity class @return a table filled with all entities of a specified entity class in a radius  |
GetEntitiesInSphereByClass | Syntax: System.GetEntitiesInSphereByClass( Vec3 center, float radius, const char* EntityClas ) Gets all the entities contained into the specified sphere for the specific class name.  |
GetEntity | Syntax: System.GetEntity(unsigned int entityId) Gets an entity from its ID. !Get an entity by id @param nID the entity id  |
GetEntityByGUID | Syntax: System.GetEntityByGUID( SmartScriptTable dataTable ) Retrieve entity table for the first entity withe the given EntityGUID  |
GetEntityByName | Syntax: System.GetEntityByName( const char *sEntityName ) Retrieve entity table for the first entity with specified name. If multiple entities with same name exist, first one found is returned.  |
GetEntityClass | Syntax: System.GetEntityClass(unsigned int entityId) Gets an entity class from its ID.  |
GetEntityIdByName | Syntax: System.GetEntityIdByName( const char *sEntityName ) Retrieve entity Id for the first entity with specified name. If multiple entities with same name exist, first one found is returned.  |
GetFrameID | Syntax: System.GetFrameID() Gets the frame identifier.   |
GetFrameTime | Syntax: System.GetFrameTime() Gets the frame time.   |
GetGPUQuality | Syntax: System.GetGPUQuality() Gets the GPU quality.  |
GetHDRDynamicMultiplier | Syntax: System.GetHDRDynamicMultiplier() Gets hte HDR dynamic multiplier.  |
GetLocalOSTime | Syntax: System.GetLocalOSTime() Gets the local operating system time.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_System.  |
GetNearestEntityByClass | Syntax: System.GetNearestEntityByClass( Vec3 center, float radius, const char *className ) Gets the nearest entity with the specified class.  |
GetOutdoorAmbientColor | Syntax: System.GetOutdoorAmbientColor() Gets the outdoor ambient color.   |
GetPhysicalEntitiesInBox | Syntax: System.GetPhysicalEntitiesInBox( Vec3 center, float radius ) Gets all the entities contained into the specified area. !return all entities contained in a certain radius @param oVec center of the sphere @param fRadius length of the radius @return a table filled with all entities contained in the specified radius  |
GetPhysicalEntitiesInBoxByClass | Syntax: System.GetPhysicalEntitiesInBoxByClass( Vec3 center, float radius, const char *className ) Gets all the entities contained into the specified area for the specific class name.  |
GetPostProcessFxParam | Syntax: System.GetPostProcessFxParam( const char * pszEffectParam, value ) Gets a post processing effect parameter value.   |
GetScreenFx | const char*, const char   |
GetSkyColor | Syntax: Vec3 System.GetSkyColor() Retrieve color of the sky (outdoor ambient color).  |
GetSkyHighlight | Syntax: System.SetSkyHighlight( Table params ) Retrieves Sky highlighing parameters. see SetSkyHighlight for parameters description.  |
GetSunColor | Syntax: Vec3 System.GetSunColor() Retrieve color of the sun outdoors.  |
GetSurfaceTypeIdByName | Syntax: System.GetSurfaceTypeIdByName( const char* surfaceName ) Gets the surface type identifier by its name.   |
GetSurfaceTypeNameById | Syntax: System.GetSurfaceTypeNameById( int surfaceId ) Gets the surface type name by its identifier.  |
GetSystemMem | Syntax: System.GetSystemMem() Gets the amount of the memory for the system.  |
GetTerrainElevation | Syntax: System.GetTerrainElevation( Vec3 v3Pos ) Gets the terrain elevation of the specified position.   |
GetUserName | Syntax: System.GetUserName() Gets the username on this machine.   |
GetVideoMem | Syntax: System.GetVideoMem() Gets the amount of the video memory for the system.  |
GetViewCameraAngles | Syntax: System.GetViewCameraAngles() Gets the view camera angles.  |
GetViewCameraDir | Syntax: System.GetViewCameraDir() Gets the view camera direction.  |
GetViewCameraFov | Syntax: System.GetViewCameraFov() Gets the view camera fov.  |
GetViewCameraPos | Syntax: System.GetViewCameraPos() Gets the view camera position.  |
GetWind | Syntax: System.SetWind() Gets the wind direction.   |
IsDevModeEnable | Syntax: System.IsDevModeEnable() Checks if game is running in dev mode (cheat mode) to check if we are allowed to enable certain scripts function facilities (god mode, fly mode etc.).   |
IsEditing | Syntax: System.IsEditing() Checks if the system is in pure editor mode, ie. not editor game mode.  |
IsEditor | Syntax: System.IsEditor() Checks if the system is the editor.  |
IsHDRSupported | Syntax: System.IsHDRSupported() Checks if the HDR is supported.  |
IsMultiplayer | Syntax: System.IsMultiplayer() Checks if the game is multiplayer.   |
IsPointIndoors | Syntax: System.IsPointIndoors( Vec3 vPos ) Checks if a point is indoors.  |
IsPointVisible | Syntax: System.IsPointVisible( Vec3 point ) Checks if the specified point is visible.  |
IsPS20Supported | Syntax: System.IsPS20Supported() Checks if the PS20 is supported.  |
IsValidMapPos | Syntax: System.IsValidMapPos( Vec3 v ) Checks if the position is a valid map position. int CScriptBind_System::ActivateMainLight(IFunctionHandler *pH) { SCRIPT_CHECK_PARAMETERS(2); bool bActive; CScriptVector oVec(m_pSS); if(pH->GetParam(1,*oVec)) { pH->GetParam(2, bActive); m_p3DEngine->GetBuildingManager()->ActivateMainLight(oVec.Get(), bActive); } return pH->EndFunction(); } int CScriptBind_System::SetSkyBox(IFunctionHandler *pH) { SCRIPT_CHECK_PARAMETERS(3); const char *pszShaderName; float fBlendTime; bool bUseWorldBrAndColor; pH->GetParam(1, pszShaderName); pH->GetParam(2, fBlendTime); pH->GetParam(3, bUseWorldBrAndColor); m_p3DEngine->SetSkyBox(pszShaderName);// not supported now: fBlendTime, bUseWorldBrAndColor); return pH->EndFunction();  |
LoadFont | Syntax: System.LoadFont(const char *pszName) Loads a font. ! Loads a font and makes it available for future-selection @param name of font-xml-file (no suffix)  |
LoadLocalizationXml | Syntax: System.LoadLocalizationXml( string filename ) Loads Excel exported xml file with text and dialog localization data.   |
Log | Syntax: System.Log(const char *sText) Logs a message. ! Write a message into the log file and the console @param String to write @see stuff  |
LogAlways | Syntax: System.LogAlways(const char *sText) Logs important data that must be printed regardless verbosity. ! log even with log verbosity 0 - without @param String to write  |
LogToConsole | Syntax: System.LogToConsole(const char *sText) Logs a message to the console. ! Write a string to the console @param String to write @see CScriptBind_System::Log  |
PrepareEntityFromPool | Syntax: System.PrepareEntityFromPool(unsigned int entityId) Prepares the given bookmarked entity from the pool, bringing it into existence. !Entity pool management @param nID the entity id  |
ProjectToScreen | Syntax: System.ProjectToScreen( Vec3 vec ) Projects to the screen. [9/16/2010 evgeny] ProjectToScreen is not guaranteed to work if used outside Renderer 9/16/2010 evgeny] ProjectToScreen is not guaranteed to work if used outside Renderer  |
Quit | Syntax: System.Quit() Quits the program.  |
QuitInNSeconds | Syntax: System.QuitInNSeconds( float fInNSeconds ) Quits the application in the specified number of seconds.  |
RayTraceCheck | Syntax: System.RayTraceCheck(Vec3 src, Vec3 dst, int skipId1, int skipId2)   |
RayWorldIntersection | Syntax: System.RayWorldIntersection(Vec3 vPos, Vec3 vDir, int nMaxHits, int iEntTypes) Shots rays into the world.  |
RemoveEntity | Syntax: System.RemoveEntity( ScriptHandle entityId ) Removes the specified entity.   |
ResetPoolEntity | Syntax: System.ResetPoolEntity(unsigned int entityId) Resets the entity's bookmarked, which frees memory.  |
ReturnEntityToPool | Syntax: System.ReturnEntityToPool(unsigned int entityId) Returns the bookmarked entity to the pool, destroying it.  |
SaveConfiguration | Syntax: System.SaveConfiguration() Saves the configuration.  |
ScanDirectory | Syntax: System.ScanDirectory( const char *pszFolderName, int nScanMode ) Scans a directory.   |
ScreenToTexture | Syntax: System.ScreenToTexture()   |
SetBudget | Syntax: System.SetBudget(int sysMemLimitInMB, int videoMemLimitInMB, float frameTimeLimitInMS, int soundChannelsPlayingLimit, int soundMemLimitInMB, int numDrawCallsLimit ) Sets system budget.  |
SetConsoleImage | Syntax: System.SetConsoleImage( const char *pszName, bool bRemoveCurrent ) Sets the console image.   |
SetCVar | Syntax: System.SetCVar( const char *sCVarName, value ) Sets the value of a CVariable.   |
SetGammaDelta | Syntax: System.SetGammaDelta( float fDelta ) Sets the gamma/delta value.  |
SetHDRDynamicMultiplier | Syntax: System.SetHDRDynamicMultiplier( float fMul ) Sets the HDR dynamic multiplier.  |
SetOutdoorAmbientColor | Syntax: System.GetOutdoorAmbientColor( Vec3 v3Color ) v3Color - Outdoor ambient color value. Sets the outdoor ambient color.   |
SetPostProcessFxParam | Syntax: System.SetPostProcessFxParam( const char * pszEffectParam, value ) Sets a post processing effect parameter value.   |
SetScissor | Syntax: System.SetScissor( float x, float y, float w, float h ) Sets scissor info. set scissoring screen area  |
SetScreenFx | Syntax: System.SetScreenFx( const char * pszEffectParam, value ) Sets a post processing effect parameter value.   |
SetSkyColor | Syntax: System.SetSkyColor( Vec3 vColor ) Set color of the sky (outdoors ambient color).  |
SetSkyHighlight | Syntax: System.SetSkyHighlight( Table params ) Set Sky highlighing parameters.  |
SetSunColor | Syntax: System.SetSunColor( Vec3 vColor ) Set color of the sun, only relevant outdoors.  |
SetViewCameraFov | Syntax: System.SetViewCameraFov( float fov ) Sets the view camera fov.  |
SetVolumetricFogModifiers | Syntax: System.SetVolumetricFogModifiers( float gobalDensityModifier, float atmosphereHeightModifier ) Sets the volumetric fog modifiers.  |
SetWaterVolumeOffset | Syntax: System.SetWaterVolumeOffset() SetWaterLevel is not supported by 3dengine for now.  |
SetWind | Syntax: System.SetWind( Vec3 vWind ) Sets the wind direction.   |
ShowConsole | Syntax: System.ShowConsole(int nParam) Shows/hides the console.   |
ShowDebugger | Syntax: System.ShowDebugger() Shows the debugger.   |
SpawnEntity | Syntax: System.SpawnEntity( SmartScriptTable params ) Spawns an entity.   |
ViewDistanceGet | Syntax: System.ViewDistanceSet() Gets the view distance.   |
ViewDistanceSet | Syntax: System.ViewDistanceSet( float fViewDist ) Sets the view distance.   |
Warning | Syntax: System.Warning(const char *sText) Shows a message text with the warning severity.   |
C_ScriptBind_BindingTool Class | |
CheckValidity | Syntax: BindingTool.CheckValidity() Checks bindings validity in database for current level.   |
C_ScriptBind_GameCodeCoverage Class | |
CheckNumCCCPointHits | Syntax: GameCodeCoverage.CheckNumCCCPointHits("ActorStance_OtherActorStartHorse");  |
EnableReportUnwatched | Syntax: GameCodeCoverage.EnableReportUnwatched(true);  |
GetMemoryUsage | This is GetMemoryUsage, a member of class C_ScriptBind_GameCodeCoverage.  |
Reset | Syntax: GameCodeCoverage.Reset();  |
ResetCCCPointHitCounters | Syntax: GameCodeCoverage.ResetCCCPointHitCounters("ActorStance_OtherActorStartHorse");  |
SCCPOINT | Syntax: GameCodeCoverage.SCCPOINT("MyPoint_ProximityTrigger_OnEntered");  |
SCCPOINTID | Syntax: GameCodeCoverage.SCCPOINTID("MyPoint_ProximityTrigger_OnEntered", idx); Same as SCCPOINT but will pas one additional user index to callback.   |
WatchCCCPoint | Syntax: GameCodeCoverage.WatchCCCPoint("ActorStance_OtherActorStartHorse", {});  |
Trace | |
GetMemoryUsage | This is GetMemoryUsage, a member of class C_ScriptBind_Trace.  |
PlotXY | Syntax: Trace.PlotXY(level, x, y, tag)  |
TableXY | This is TableXY, a member of class C_ScriptBind_Trace.  |
CScriptBind_HitDeathReactions Class | |
EndCurrentReaction | Ends the current reaction   |
EndReactionAnim | Ends the current reaction anim, if any   |
ExecuteDeathReaction | Executes a death reaction using the default C++ execution code Params: reactionParams = script table with the reaction parameters   |
ExecuteHitReaction | Executes a hit reaction using the default C++ execution code Params: reactionParams = script table with the reaction parameters   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_HitDeathReactions.  |
IsValidReaction | Run the default C++ validation code and returns its result Params: validationParams = script table with the validation parameters scriptHitInfo = script table with the hit info Return: TRUE is the validation was successful, FALSE otherwise   |
OnHit | Notifies a hit event to the hit death reactions system Params: scriptHitInfo = script table with the hit info Return: TRUE if the hit is processed successfully, FALSE otherwise   |
StartInteractiveAction | Starts an interactive action. Params: szActionName = name of the interactive action   |
StartReactionAnim | Starts an animation through the HitDeathReactions. Pauses the animation graph while playing it and resumes automatically when the animation ends Params: (sAnimName, bool bLoop = false, float fBlendTime = 0.2f, int iSlot = 0, int iLayer = 0, float fAniSpeed = 1.0f)   |
C_ScriptBind_Dialog Class | |
AnalyzeRequest | Syntax: DialogModule.AnalyzeRequest() Analyze dialog request situation. Checks if entities are in correct distance and facing correct directions.   |
ForceDialog | Syntax: DialogModule.ForceDialog() Start dialog between selected entities. This should not be used in standard situations. It overrides AI and does not care about entity positioning.   |
StartMonolog | Syntax: DialogModule.StartMonolog(entity, 2258) Start monolog using dialog system. Specific topic can be selected.   |
Actor | |
AddFrost | Syntax: actor.AddFrost( float frost ) Adds the specified frost amount.   |
AttachTo |   |
AttachVulnerabilityEffect | Syntax: Actor.AttachVulnerabilityEffect( int characterSlot, int partid, Vec3 hitPos, float radius, const char* effect, const char* attachmentIdentifier) Attaches vulnerability effect.   |
CameraShake | Syntax: Actor.CameraShake( float amount,float duration,float frequency,Vec3 pos ) Applies a shake movement to the camera.  |
ChangeAnimGraph | Syntax: Actor.ChangeAnimGraph( const char *graph, int layer ) Changes the animation graph.   |
CheckInventoryRestrictions | Syntax: Actor.CheckInventoryRestrictions( const char *itemClassName ) Checks if there is any restriction in the inventory for the specific item class.   |
CheckVirtualInventoryRestrictions | Syntax: Actor.CheckVirtualInventoryRestrictions( SmartScriptTable inventory, const char *itemClassName ) Checks if there is any restriction in the virtual inventory for the specific item class.   |
ClearForcedLookDir |   |
ClearForcedLookObjectId |   |
CreateCodeEvent | Syntax: Actor.CreateCodeEvent( SmartScriptTable params ) Creates a code event.   |
CreateIKLimb | Syntax: Actor.CreateIKLimb( int slot, const char *limbName, const char *rootBone, const char *midBone, const char *endBone, int flags ) Creates an IK (Inverse Kinematics) limb.   |
DumpActorInfo | Syntax: Actor.DumpActorInfo() Dumps actor info in the log file.   |
EnableAspect | Syntax: Actor.EnableAspect( const char *aspect, bool enable ) Enables/Disables the specified aspect.   |
EquipClothingPreset | Clothing ============================================= Syntax: Actor.EquipClothingPreset( "46ea38bb-0be7-ca10-a8ac-d526056c04b3" ) Clothing preset is equipped to actor. Dirt level of actor is used for new items. Health of equipment slots is ignored.   |
EquipInventoryItem | Syntax: Actor.EquipInventoryItem( ScriptHandle itemId ) Equips item from inventory   |
Fall | Syntax: Actor.Fall( Vec3 hitPos ) Makes the actor falling down.   |
GetAngles | Syntax: Actor.GetAngles() Gets the rotation angle of the actor.  |
GetArmor | Syntax: Actor.GetArmor() Gets the amount of armor.   |
GetChannel | Syntax: Actor.GetChannel() Gets network channel.   |
GetCloseColliderParts | Syntax: Actor.GetCloseColliderParts( int characterSlot, Vec3 hitPos, float radius ) Gets the closer collider parts.   |
GetClosestAttachment | Syntax: Actor.GetClosestAttachment( int characterSlot, Vec3 testPos, float maxDistance, const char* suffix ) Gets the closest attachment to the specified position within the specified distance.  |
GetCurrentAnimationState | Syntax: Actor.GetCurrentAnimationState() Gets the state for the current animation.   |
GetExtensionParams | Syntax: Actor.GetExtensionParams( const char *extension, SmartScriptTable params ) Gets the parameters for the specified extension.   |
GetFrozenAmount | Syntax: actor.GetFrozenAmount() Gets the frozen amount.   |
GetHeadDir | Syntax: Actor.GetHeadDir() Gets the the actor's head direction. has to be changed! (maybe bone position)  |
GetHeadPos | Syntax: Actor.GetHeadPos() Gets the actor's head position. has to be changed! (maybe bone position)  |
GetHealth | Syntax: Actor.GetHealth() Gets the amount of health. NOTE: call soul.GetHealth()   |
GetInitialClothingPreset | Syntax: Actor.GetInitialClothingPreset() Returns string - GUID of initial clothing preset   |
GetLinkedEntity | Syntax: Actor.GetLinkedEntity() Returns entity which is this actor linked to.   |
GetMaxArmor | Syntax: Actor.GetMaxArmor() Gets the maximum amount of armor.   |
GetMaxHealth | Syntax: Actor.GetMaxHealth() Gets the maximum amount of health.   |
GetPhysicalizationProfile | Syntax: Actor.GetPhysicalizationProfile() Gets the physicalization profile.   |
GetSpectatorMode | Syntax: Actor.GetSpectatorMode() Gets the current spectator mode.   |
GoLimp | Syntax: Actor.GoLimp() Makes the Actor having a limp. OBSOLETE: in 3.5   |
IsFlying | Syntax: Actor.IsFlying() Checks if the actor is flying.   |
IsGhostPit | Syntax: Actor.IsGhostPit() Checks if the actor in the vehicle is hidden.   |
IsLocalClient | Syntax: Actor.IsLocalClient() Checks if the script is runnin on a local client.   |
IsPlayer | Syntax: Actor.IsPlayer() Checks if the actor is the player.   |
LinkToEntity | Syntax: Actor.LinkToEntity() Links the Actor to an entity.   |
PlayerSetViewAngles |   |
PostPhysicalize | Syntax: Actor.PostPhysicalize() Forces the physical proxy to be rebuilt.   |
QueueAnimationState | Syntax: Actor.QueueAnimationState( const char *animationState ) Pushes an animation state into the queue.   |
RagDollize | Syntax: Actor.RagDollize() Activates the ragdoll death animations for the Actor.   |
RenderScore | Syntax: Actor.RenderScore( ScriptHandle player, int kills, int deaths, int ping ) Renders the score to the HUD.   |
ResetScores | Syntax: Actor.ResetScores() Resets scores.   |
ResetVulnerabilityEffects | Syntax: Actor.ResetVulnerabilityEffects( int characterSlot ) Resets the vulnerability effects.   |
Revive | Syntax: actor.Revive() Revives the Actor.   |
SetAngles | Syntax: Actor.SetAngles( Ang3 vAngles ) Sets the rotation angle for the actor. TOFIX:rendundant with CScriptBind_Entity::SetAngles  |
SetAnimationInput | Syntax: Actor.SetAnimationInput( const char * inputID, const char * value ) Sets the animation input.   |
SetClothingDirtLevel | Syntax: Actor.SetClothingDirtLevel(0) Sets dirt level on all equipped items   |
SetExtensionActivation | Syntax: Actor.SetExtensionActivation( const char *extension, bool activation )   |
SetExtensionParams | Syntax: Actor.SetExtensionParams( const char *extension, SmartScriptTable params ) Sets some parameters to the specified extension.   |
SetForcedLookDir |   |
SetForcedLookObjectId |   |
SetHealth | Syntax: Actor.SetHealth( float health ) OBSOLETE: use soul.SetHealth().   |
SetLookIK | Syntax: Actor.SetLookIK(true) Enable/disable look IK for this actor   |
SetMaxHealth | Syntax: Actor.SetMaxHealth( float health ) Sets the maximum of health.   |
SetMovementControlledByAnimation | Syntax: Actor.SetMovementControlledByAnimation(true); Enables or disables animation controlled movement for an actor.   |
SetMovementRestriction | Syntax: Actor.SetMovementRestriction(true, true) Sets movement restriction. First param is bAllowSprint and second param is bAllowRun.  |
SetPhysicalizationProfile | Syntax: Actor.SetPhysicalizationProfile( const char *profile ) Sets the physicalization profile.   |
SetSearchBeam | Syntax: Actor.SetSearchBeam( Vec3 dir ) Sets the search beam.   |
SetSpectatorMode | Syntax: Actor.SetSpectatorMode( int mode, ScriptHandle targetId ) Sets the specified spectator mode.   |
SetSpeedMultiplier | Syntax: Actor.SetSpeedMultiplier(float) Value multiplies absolute speed in all stances.   |
SetStats | Syntax: Actor.SetStats() Sets somes tats for the actor. set some status of the actor  |
SetVariationInput | Syntax: Actor.SetVariationInput( const char *name, const char* value ) Sets variation input value.   |
SetViewLimits | Syntax: Actor.SetViewLimits( IFunctionHandler *pH,Vec3 dir,float rangeH,float rangeV ) Sets the limit of the view.  |
SetViewShake | Syntax: Actor.SetViewShake( Ang3 shakeAngle, Vec3 shakeShift, float duration, float frequency, float randomness ) Sets the shake movement for the view.  |
SimulateOnAction | Syntax: Actor.SimulateOnAction( IFunctionHandler *pH,const char *action,int mode,float value )   |
StandUp | Syntax: Actor.StandUp() Makes the Actor standing up.   |
StopTimeWarp | Syntax: Actor.StopTimeWarp() Stops time warp effect   |
TrackViewControlled | Syntax: Actor.TrackViewControlled( int characterSlot ) Checks if the track view is controlled.   |
UnequipInventoryItem | Syntax: Actor.UnequipInventoryItem( ScriptHandle itemId ) Unequips item from inventory   |
VectorToLocal | Syntax: Actor.VectorToLocal() Converts a vector to the local coordinates system.  |
WarpTime | Time effects ============================================= Syntax: Actor.WarpTime(float wantedSpeed, float duration) Slowdown/speedup actor animation for given time period  |
Boids | |
CreateBugsFlock | Syntax: Boids.CreateBugsFlock( entity,paramsTable ) Creates a bugs flock and binds it to the given entity.  |
CreateFishFlock | Syntax: Boids.CreateFishFlock( entity,paramsTable ) Creates a fishes flock and binds it to the given entity.  |
CreateFlock | Syntax: Boids.CreateFlock( entity,paramsTable ) Creates a flock of boids and binds it to the given entity.  |
EnableFlock | Syntax: Boids.EnableFlock( entity,paramsTable ) Enables/Disables flock in the entity.  |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_Boids.  |
OnBoidHit | Syntax: Boids.OnBoidHit( flockEntity,boidEntity,hit ) Events that occurs on boid hit.  |
SetAttractionPoint | Syntax: Boids.SetAttractionPoint( entity,paramsTable ) Sets the one time attraction point for the boids  |
SetFlockParams | Syntax: Boids.SetFlockParams( entity,paramsTable ) Modifies parameters of the existing flock in the specified enity.  |
SetFlockPercentEnabled | Syntax: Boids.SetFlockPercentEnabled( entity,paramsTable ) Used to gradually enable flock. Depending on the percentage more or less boid objects will be rendered in flock.  |
C_ScriptBind_GameRules Class | |
AbortEntityRemoval | Syntax: GameRules.AbortEntityRemoval( ScriptHandle entityId ) Aborts the entity removal.   |
AbortEntityRespawn | Syntax: GameRules.AbortEntityRespawn( ScriptHandle entityId, bool destroyData ) Aborts a respawning for the specified entity.   |
AddMinimapEntity | Syntax: GameRules.AddMinimapEntity( ScriptHandle entityId, int type, float lifetime ) Adds a mipmap entity.   |
AddObjective | Syntax: GameRules.AddObjective( int teamId, const char *objective, int status, ScriptHandle entityId ) Adds an objective for the specified team with the specified status.   |
AddSpawnGroup | Syntax: GameRules.AddSpawnGroup(groupId) Adds a spawn group.   |
AddSpawnLocation | Syntax: GameRules.AddSpawnLocation(entityId) Adds the spawn location for the specified entity.   |
AddSpawnLocationToSpawnGroup | Syntax: GameRules.AddSpawnLocationToSpawnGroup(groupId,location) Add a spawn location to spawn a group.   |
AddSpectatorLocation | Syntax: GameRules.AddSpectatorLocation( ScriptHandle location ) Adds a spectator location.  |
AttachTo |   |
CanChangeSpectatorMode | Syntax: GameRules.CanChangeSpectatorMode( ScriptHandle playerId ) Check if it's possible to change the spectator mode.  |
CanCheat | Syntax: GameRules.CanCheat() Checks if in this game entity is possible to cheat.   |
ChangePlayerClass | Syntax: GameRules.ChangePlayerClass( int channelId, const char *className ) Changes the player class.   |
ChangeSpectatorMode | Syntax: GameRules.ChangeSpectatorMode( ScriptHandle playerId, int mode, ScriptHandle targetId ) Changes the spectator mode.  |
CreateTeam | Syntax: GameRules.CreateTeam( const char *name ) Creates a team.   |
DebugCollisionDamage | Syntax: GameRules.DebugCollisionDamage() Debugs collision damage.   |
DebugHits | Syntax: GameRules.DebugHits() Debugs hits.   |
EndGame | Syntax: GameRules.EndGame() Ends the game.   |
EndGameNear | Syntax: GameRules.EndGameNear( ScriptHandle entityId )  |
EnteredGame | Syntax: GameRules.EnteredGame() Get the game rules and enter the game.   |
ForbiddenAreaWarning | Syntax: GameRules.ForbiddenAreaWarning( bool active, int timer, ScriptHandle targetId ) Warnings for a forbidden area.   |
ForceScoreboard | Syntax: GameRules.ForceScoreboard( bool force ) Forces the display of the scoreboard on the HUD.   |
ForceSynchedStorageSynch | Syntax: GameRules.ForceSynchedStorageSynch( int channelId ) Forces sync storage syncing.   |
FreezeInput | Syntax: GameRules.FreezeInput( bool freeze ) Freezes the input.   |
GameOver | For the power struggle tutorial. Syntax: GameRules.GameOver( int localWinner ) Ends the game with a local winner.   |
GetChannelId | Syntax: GameRules.GetChannelId( playerId ) Gets the channel id where the specified player is.   |
GetChannelTeam | Syntax: GameRules.GetChannelTeam( int channelId ) Gets the team in the specified channel.   |
GetFirstSpawnLocation | Syntax: GameRules.GetFirstSpawnLocation( int teamId ) Gets the first spawn location for the team.   |
GetFragLead | Syntax: GameRules.GetFragLead() Gets the frag lead.   |
GetFragLimit | Syntax: GameRules.GetFragLimit() Gets the frag limit.   |
GetFriendlyFireRatio | Syntax: GameRules.GetFriendlyFireRatio() Gets the friendly fire ratio.   |
GetHitMaterialId | Syntax: GameRules.GetHitMaterialId( const char *materialName ) Gets the hit material identifier from its name.   |
GetHitMaterialName | Syntax: GameRules.GetHitMaterialName( int materialId ) Gets the hit material name from its identifier.   |
GetHitType | Syntax: GameRules.GetHitType( int id ) id - Identifier.   |
GetHitTypeId | Syntax: GameRules.GetHitTypeId( const char *type ) Gets a hit type identifier from the name.   |
GetInterestingSpectatorLocation | Syntax: GameRules.GetInterestingSpectatorLocation( ) Gets an interesting spectator location.  |
GetMinPlayerLimit | Syntax: GameRules.GetMinPlayerLimit() Gets the minimum player limit.  |
GetMinTeamLimit | Syntax: GameRules.GetMinTeamLimit() Gets the minimum team limit.   |
GetNextSpectatorTarget | Syntax: GameRules.GetNextSpectatorTarget( ScriptHandle playerId, int change ) For 3rd person follow-cam mode. Gets the next spectator target.  |
GetPing | Syntax: GameRules.GetPing( int channelId ) Gets the ping to a channel.   |
GetPlayerByChannelId | Syntax: GameRules.GetPlayerByChannelId( int channelId ) Gets the player from the channel id.   |
GetPlayerCount | Syntax: GameRules.GetPlayerCount() Gets the number of the players.   |
GetPlayers | Syntax: GameRules.GetPlayers() Gets the player.   |
GetPreRoundTime | Syntax: GameRules.GetPreRoundTime() Gets the pre-round time.   |
GetRandomSpectatorLocation | Syntax: GameRules.GetRandomSpectatorLocation( ) Gets a random spectator location.  |
GetRemainingGameTime | Syntax: GameRules.GetRemainingGameTime() Gets the remaining game time.   |
GetRemainingPreRoundTime | Syntax: GameRules.GetRemainingPreRoundTime() Gets the remaining pre-round time.   |
GetRemainingReviveCycleTime | Syntax: GameRules.GetRemainingReviveCycleTime() Gets the remaining cycle time.   |
GetRemainingRoundTime | Syntax: GameRules.GetRemainingRoundTime() Gets the remaining round time.   |
GetRemainingStartTimer | Syntax: GameRules.GetRemainingStartTimer( ) Gets the remaining start timer.   |
GetReviveTime | Syntax: GameRules.GetReviveTime() Gets the revive time.   |
GetRoundLimit | Syntax: GameRules.GetRoundLimit() Gets the round time limit.   |
GetRoundTime | Syntax: GameRules.GetRoundTime() Gets the round time.   |
GetSpawnGroups | Syntax: GameRules.GetSpawnGroups() Gets spawn groups.   |
GetSpawnLocation | Syntax: GameRules.GetSpawnLocation( playerId, bool ignoreTeam, bool includeNeutral )  |
GetSpawnLocationByIdx | Syntax: GameRules.GetSpawnLocationByIdx( int idx ) Gets the spawn location from its identifier.   |
GetSpawnLocationCount | Syntax: GameRules.GetSpawnLocationCount() Gets the number of the spawn location.   |
GetSpawnLocationGroup | Syntax: GameRules.GetSpawnLocationGroup(spawnId) Gets spawn location group.   |
GetSpawnLocations | Syntax: GameRules.GetSpawnLocations() Gets the spawn locations.   |
GetSpectatorCount | Syntax: GameRules.GetSpectatorCount() Gets the number of the spectators.  |
GetSpectatorLocation | Syntax: GameRules.GetSpectatorLocation( int idx ) Gets the spectator location from its identifier.  |
GetSpectatorLocationCount | Syntax: GameRules.GetSpectatorLocationCount( ) Gets the number of the spectator locations.  |
GetSpectatorLocations | Syntax: GameRules.GetSpectatorLocations( ) Gets the spectator locations.  |
GetSynchedEntityValue | Syntax: GameRules.GetSynchedEntityValue( ScriptHandle entityId, int key ) Gets the specified sync entity value.   |
GetSynchedGlobalValue | Syntax: GameRules.GetSynchedGlobalValue( int key ) Gets the sync global value from its key.   |
GetTeam | Syntax: GameRules.GetTeam( ScriptHandle playerId ) Gets the team of the specified player.   |
GetTeamChannelCount | Syntax: GameRules.GetTeamChannelCount( int teamId ) Gets the team channel count.   |
GetTeamCount | Syntax: GameRules.GetTeamCount( ) Gets the team number.   |
GetTeamDefaultSpawnGroup | Syntax: GameRules.GetTeamDefaultSpawnGroup( int teamId ) Gets team default spawn group.   |
GetTeamId | Syntax: GameRules.GetTeamId( const char *teamName ) Gets the team identifier from the team name.   |
GetTeamLock | Syntax: GameRules.GetTeamLock() Gets the team lock.   |
GetTeamName | Syntax: GameRules.GetTeamName( int teamId ) Gets the name of the specified team.   |
GetTeamPlayerCount | Syntax: GameRules.GetTeamPlayerCount( int teamId ) Gets the number of players in the specified team.   |
GetTeamPlayers | Syntax: GameRules.GetTeamPlayers( int teamId ) Gets the players in the specified team.   |
GetTimeLimit | Syntax: GameRules.GetTimeLimit() Gets the time limit.   |
IsClient | Syntax: GameRules.IsClient() Checks if this entity is a client.   |
IsDemoMode | Syntax: GameRules.IsDemoMode() Checks if the game is running in demo mode.   |
IsInvulnerable | Syntax: GameRules.IsInvulnerable( ScriptHandle playerId ) Checks if the player is invulnerable.   |
IsNeutral | Syntax: GameRules.IsNeutral(entityId) Checks if the entity is neutral.   |
IsPlayerInGame | Syntax: GameRules.IsPlayerInGame(playerId) Checks if the specified player is in game.   |
IsProjectile | Syntax: GameRules.IsProjectile(entityId) Checks if the specified entity is a projectile.   |
IsRoundTimeLimited | Syntax: GameRules.IsRoundTimeLimited() Checks if the round time is limited.   |
IsSameTeam | Syntax: GameRules.IsSameTeam(entityId0,entityId1) Checks if the two entity are in the same team.   |
IsServer | Syntax: GameRules.IsServer() Checks if this entity is a server.   |
IsSpawnGroup | Syntax: GameRules.IsSpawnGroup(entityId) Checks if the entity is a spawn group.   |
IsTimeLimited | Syntax: GameRules.IsTimeLimited() Checks if the game time is limited.   |
KillPlayer | Syntax: GameRules.KillPlayer( ScriptHandle playerId, bool dropItem, bool ragdoll, ScriptHandle shooterId, ScriptHandle weaponId, float damage, int material, int hit_type, Vec3 impulse) Kills the player.   |
MovePlayer | Syntax: GameRules.MovePlayer( ScriptHandle playerId, Vec3 pos, Vec3 angles ) Moves the player.   |
NextLevel | Syntax: GameRules.NextLevel() Loads the next level.   |
PerformDeadHit | Syntax: GameRules.PerformDeadHit() Performs a death hit.   |
ProcessEMPEffect | Syntax: GameRules.ProcessEMPEffect( ScriptHandle targetId, float timeScale ) Processes the EMP (Electro Magnetic Pulse) effect.   |
RegisterHitMaterial | Syntax: GameRules.RegisterHitMaterial( const char *materialName ) Registers the specified hit material.   |
RegisterHitType | Syntax: GameRules.RegisterHitType( const char *type ) Registers a type for the hits.   |
RemoveMinimapEntity | Syntax: GameRules.RemoveMinimapEntity( ScriptHandle entityId ) Removes a mipmap entity.   |
RemoveObjective | Syntax: GameRules.RemoveObjective( int teamId, const char *objective ) Removes an objective.   |
RemoveSpawnGroup | Syntax: GameRules.RemoveSpawnGroup(groupId) Removes spawn group.   |
RemoveSpawnLocation | Syntax: GameRules.RemoveSpawnLocation(id) Removes the span location.   |
RemoveSpawnLocationFromSpawnGroup | Syntax: GameRules.RemoveSpawnLocationFromSpawnGroup(groupId,location) Removes a spawn location from spawn group.   |
RemoveSpectatorLocation | Syntax: GameRules.RemoveSpectatorLocation( ScriptHandle id ) Removes a spectator location.  |
RemoveTeam | Syntax: GameRules.RemoveTeam( int teamId ) Removes the specified team.   |
RenamePlayer | Syntax: GameRules.RenamePlayer( ScriptHandle playerId, const char *name ) Renames the player.   |
ResetEntities | Syntax: GameRules.ResetEntities( )   |
ResetGameStartTimer | Syntax: GameRules.ResetGameStartTimer() Resets game start timer.   |
ResetGameTime | Syntax: GameRules.ResetGameTime() Resets the game time.   |
ResetHitMaterials | Syntax: GameRules.ResetHitMaterials() Resets the hit materials.   |
ResetHitTypes | Syntax: GameRules.ResetHitTypes() Resets the hit types.   |
ResetMinimap | Syntax: GameRules.ResetMinimap( )   |
ResetObjectives | Syntax: GameRules.ResetObjectives( ) Resets all the objectives.   |
ResetPreRoundTime | Syntax: GameRules.ResetPreRoundTime() Resets the pre-round time.   |
ResetReviveCycleTime | Syntax: GameRules.ResetReviveCycleTime() Resets the revive cycle time.   |
ResetRoundTime | Syntax: GameRules.ResetRoundTime() Resets the round time.   |
ResetSynchedStorage | Syntax: GameRules.ResetSynchedStorage() Resets the sync storage.   |
RevivePlayer | Syntax: GameRules.RevivePlayer( ScriptHandle playerId, Vec3 pos, Vec3 angles, int teamId, bool clearInventory ) Revives the player.   |
RevivePlayerInVehicle | Syntax: GameRules.RevivePlayerInVehicle( ScriptHandle playerId, ScriptHandle vehicleId, int seatId, int teamId, bool clearInventory ) Revives a player inside a vehicle.   |
ScheduleEntityRemoval | Syntax: GameRules.ScheduleEntityRemoval( ScriptHandle entityId, float timer, bool visibility ) Schedules the removal of the specified entity.   |
ScheduleEntityRespawn | Syntax: GameRules.ScheduleEntityRespawn( ScriptHandle entityId, bool unique, float timer ) Schedules a respawning of the specified entity.   |
SendChatMessage | Syntax: GameRules.SendChatMessage( int type, ScriptHandle sourceId, ScriptHandle targetId, const char *msg ) Sends a text message from the source to the target with the specified type and text.   |
SendDamageIndicator | Syntax: GameRules.SendDamageIndicator( ScriptHandle targetId, ScriptHandle shooterId, ScriptHandle weaponId ) Send a damage indicator from the shooter to the target.   |
SendHitIndicator | Syntax: GameRules.SendHitIndicator( ScriptHandle shooterId ) Sends a hit indicator.   |
SendTextMessage | Syntax: GameRules.SendTextMessage( int type, const char *msg ) Sends a text message type with the specified text.   |
ServerExplosion | Syntax: GameRules.ServerExplosion( ScriptHandle shooterId, ScriptHandle weaponId, float dmg, Vec3 pos, Vec3 dir, float radius, float angle, float pressure, float holesize )   |
ServerHit | Syntax: GameRules.ServerHit( ScriptHandle targetId, ScriptHandle shooterId, ScriptHandle weaponId, float dmg, float radius, int materialId, int partId, int typeId )   |
SetInvulnerability | Syntax: GameRules.SetInvulnerability( ScriptHandle playerId, bool invulnerable ) Sets/unsets invulnerability for the specified player.   |
SetObjectiveEntity | Syntax: GameRules.SetObjectiveEntity( int teamId, const char *objective, ScriptHandle entityId ) Sets the objective entity.   |
SetObjectiveStatus | Syntax: GameRules.SetObjectiveStatus( int teamId, const char *objective, int status ) Sets the status of an objective.   |
SetPlayerSpawnGroup | Syntax: GameRules.SetPlayerSpawnGroup(ScriptHandle playerId, ScriptHandle groupId) Sets the player spawn group.   |
SetSynchedEntityValue | Syntax: GameRules.SetSynchedEntityValue( ScriptHandle entityId, int key ) Sets a sync entity value.   |
SetSynchedGlobalValue | Syntax: GameRules.SetSynchedGlobalValue( int key , value) Sets a sync global value.   |
SetTeam | Syntax: GameRules.SetTeam( int teamId, ScriptHandle playerId ) Adds a player to a team.   |
SetTeamDefaultSpawnGroup | Syntax: GameRules.SetTeamDefaultSpawnGroup( int teamId, groupId) Sets the default spawn group for the team.   |
SpawnPlayer | Syntax: GameRules.SpawnPlayer( int channelId, const char *name, const char *className, Vec3 pos, Vec3 angles ) Spawns a player.   |
SPNotifyPlayerKill | Syntax: GameRules.SPNotifyPlayerKill( ScriptHandle targetId, ScriptHandle weaponId, bool bHeadShot ) Notifies that the player kills somebody.  |
TextMessage | Syntax: GameRules.TextMessage( ) Displays a text message type with the specified text.   |
C_ScriptBind_Horse Class | |
GetHorse |   |
AttachTo |   |
HasRider | Syntax: Horse.HasRider()   |
IsMountable | Syntax: Horse.IsMountable   |
C_ScriptBind_Human Class | |
GetHuman |   |
AttachEntityToHand | Syntax: Human.AttachEntityToHand(id, hand) Attaches entity to human's hand   |
AttachTo |   |
CanTalk | Syntax: Human.CanTalk() Checks if this human have something to say.   |
CycleWeapon | Syntax: Human.CycleWeapon() Cycle between primary and secondary weapon set   |
DetachFromHand | Syntax: Human.DetachFromHand(hand) removes item from human's hand - drops if not equip or holster otherwise   |
Dismount | Syntax: Human.Dismount() Mounts selected horse.   |
DoStepOnGrindstone | Syntax: Human.DoStepOnGrindstone() Perform single step on grindstone, use SetWheelSpeed() for constant speed and automatic pedalling.   |
DrawFromInventory | Syntax: Human.DrawItemFromInventory( itemId, hand, animate ) Spawn item from inventory to human hands and animate drawing it from somewhere   |
DrawWeapon | Syntax: Human.DrawWeapon() Draw active weapon set   |
ForceDismount | Syntax: Human.Dismount() Mounts selected horse.   |
ForceMount | Syntax: Human.Mount(EntityId horseId) Mounts selected horse.   |
GetDialogRequestSourceName | Syntax: Human.GetDialogRequestSourceName() Returns name of entity which initiated dialog request with this human.   |
GetHorseMountPoint | Syntax: Horse.GetHorseMountPoint(EntityId horseId, Vector3 pos, Vector3 dir)   |
GetItemInHand |   |
GetTotalQuality | Syntax: Human.GetTotalQuality() Get current health of the weapon. Range <0,1>. 1 is best.   |
GetWheelSpeed | Syntax: Human.GetWheelSpeed() Returns current wheel speed of the grindstone on which is sharpening performed. Range <0,1>.   |
GrabOnLadder | Syntax: Actor.GrabOnLadder() Grabs actor on a ladder   |
HolsterToInventory | Syntax: Human.HolsterToInventory( hand, animate ) Despawn inventory item and animate holstering it to somewhere   |
HolsterWeapon | Syntax: Human.HolsterWeapon() Holster active weapon set   |
InterruptDialog | Syntax: Human.InterruptDialog() Interrupts an ongoing dialog.   |
IsOnLadder | Syntax: Actor.IsOnLadder() Returns 0/1 depending on if actor is already grabbed on a ladder   |
IsSharpeningActive | Syntax: Human.IsSharpeningActive) Returns sharpening state. True after StartSharpening and false after StopSharpening.   |
IsWeaponDrawn | Syntax: Human.IsWeaponDrawn() return true if human have any weapon set active   |
Mount | Syntax: Human.Mount(EntityId horseId) Mounts selected horse.   |
MoveToWorstZone | Syntax: Human.MoveToWorstZone() Moves to worst sharpened zone or stay on same position, if weapon is sharpened evenly.   |
PickUpItem | Syntax: Human.PickUpItem( itemId, toHand ) Picks up an item   |
PlaceItem | Syntax: Human.Place( itemId, entityId, fromHand) Places an item   |
PlayAnim |   |
ReadyForDialog | Syntax: Human.ReadyForDialog(false) Notifies dialog manager that this human is ready for dialog. This is a response to signal dialog request start which handled by AI.   |
RequestDialog | Syntax: Human.RequestDialog(entity) Requests dialog with this human. Dialog does not start immediately but it only notifies targeted entity that somebody wants to interact with it. If target entity does not respond in proper time the request is canceled automatically.   |
SetAnimMotionParam |   |
SetGrindstone | Syntax: Human.SetGrindstone(EntityId entityId) Sets which grindstone will be used for sharpening.   |
SetOptimalRotation | Syntax: Human.SetOptimalRotation() Sets optimal rotation on which weapon is sharpened correctly.   |
SetSharpeningPosition | Syntax: Human.SetSharpeningPosition(float value) Weapon will slowly move to desired position.   |
SetSharpeningPressure | Syntax: Human.SetSharpeningPressure(float value) Set sharpening pressure, more pressure requires more energy but increases sharpening efficiency.   |
SetSharpeningRotation | Syntax: Human.SetSharpeningRotation(float value) Weapon will slowly move to desired rotation, use SetOptimalRotation() to sharpen weapon correctly   |
SetWheelSpeed | Syntax: Human.SetWheelSpeed(float value) Sets speed of grindstone wheel on which is sharpening performed.   |
StartReading |   |
StartSharpening | Syntax: Human.StartSharpening(EntityId grindstoneId) Starts sharpening weapon in primary slot on selected grindstone.   |
StartSharpeningWeapon | Syntax: Human.StartSharpeningWeapon(EntityId grindstoneId, int itemId) Starts sharpening weapon in selected inventory item on selected grindstone.   |
StopAnim |   |
StopSharpening | Syntax: Human.StopSharpening() Stops sharpening, reseting state of the grindstone and setting new health to the weapon according to the results of sharpening.   |
ToggleWeapon | Syntax: Human.ToggleWeapon() Toggle active weapon set   |
C_ScriptBind_Inventory Class | |
AddItem | Syntax: Inventory.AddItem( ScriptHandle id ) Adds item defined by id.   |
AttachTo |   |
DetachFrom |   |
Dump | Syntax: Inventory.Dump() Dumps the inventory.   |
FindItem | Syntax: Inventory.FindItem( classIdText ) Finds an item that matches to class id.   |
GetCount | Syntax: Inventory.GetCount() Gets the number of the inventory elements.   |
GetCountOfCategory | Syntax: Inventory.GetCountOfCategory( const char* category ) Gets the number of element of the specified category inside the inventory.   |
GetCountOfClass | Syntax: Inventory.GetCountOfClass( char const* classIdText ) Gets the number of element of the specified DB id inside the inventory.   |
GetId | Syntax: Inventory.GetId() Returns runtime inventory id.   |
GetInventoryTable | Syntax: Inventory.GetInventoryTable() Gets the inventory table.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class C_ScriptBind_Inventory.  |
GetMoney | Syntax: Inventory.GetMoney() Returns amount of money in this inventory converted into float   |
HasItem | Syntax: Inventory.HasItem( ScriptHandle itemId ) Returns true if item is in this inventory.   |
Release | This is Release, a member of class C_ScriptBind_Inventory.  |
RemoveAllItems | Syntax: Inventory.RemoveAllItems() Removes all items from the inventory.   |
RemoveItem | Syntax: Inventory.RemoveItem( id ) Removes an item from the inventory.   |
RemoveMoney | Syntax: Inventory.RemoveMoney(5.5) Removes 5.5 of actual currency. Money are removed only if inventory have such amount.   |
Validate | Syntax: Inventory.Validate() Validates the inventory.   |
C_ScriptBind_ItemManager Class | |
CreateItem | creates new item with defined health and amount   |
GetItem | Syntax: ItemManager.GetItem( id ) Returns item script table which can be used to access item specific data   |
GetItemUIName | Syntax: ItemManager.GetItemUIName( classId ) Returns UI name of the item.   |
RemoveItem | Syntax: ItemManager.RemoveItem( id ) Removes item. Item creation/remove might be disabled on master to avoid cheating.   |
ValidateId | Syntax: ItemManager.ValidateId( id ) After game load this function returns new item id assigned to old item id. All item id's needs to be validated after game load!   |
C_ScriptBind_PickableItem Class | |
AttachTo |   |
CanPickUp | Syntax: Item.CanPickUp( ScriptHandle userId ) Checks if the item can be picked up by the user.   |
CanUse | Syntax: Item.CanUse( ScriptHandle userId ) Checks if the item can be used by the user.   |
GetExtensionParams | Syntax: Item.GetExtensionParams( const char *extension, SmartScriptTable params ) Gets extension parameters.   |
GetHealth | Syntax: Item.GetHealth() Gets item health.   |
GetId | Syntax: Item.GetId() Gets item id   |
GetMaxHealth | Syntax: Item.GetMaxHealth() Gets the maximum item health.   |
GetMountedAngleLimits | Syntax: Item.GetMountedAngleLimits() Gets the mounted angle limits for the item.   |
GetMountedDir | Syntax: Item.GetMountedDir() Gets the mounted direction for the item.   |
GetOwnerId | Syntax: Item.GetOwnerId() Gets the identifier of the item's owner.   |
GetParams | Syntax: Item.GetParams() Gets the item parameters.   |
GetStats | Syntax: Item.GetStats() Gets the item statistics.   |
GetUIName | Syntax: Item.GetUIName() Gets the UI name.   |
IsDestroyed | Syntax: Item.IsDestroyed() Event that occurs when the item is destroyed.   |
IsFromShop | Syntax: Item.IsFromShop() Returns true if the item is owner by some shop and can be bought instead of picked   |
IsMounted | Syntax: Item.IsMounted() Checks if the item is mounted.   |
IsOversized | Syntax: Item.IsOversized() Returns true if the item is too big to be picket up   |
IsUsed | Syntax: Item.IsUsed() Checks if the item is used.   |
OnHit | Syntax: Item.OnHit( SmartScriptTable hitTable ) Events that occurs when the item is hit.   |
OnUsed | Syntax: Item.OnUsed( ScriptHandle userId ) Events that occurs when the item is used.   |
PlayAnimation | Syntax: Item.PlayAnimation( const char *animationName ) Plays the specified animation.   |
Quiet | Syntax: Item.Quiet() Quiets the item.   |
Reset | Syntax: Item.Reset() Resets the item.   |
Select | Syntax: Item.Select( bool select ) Selects/deselects the item.   |
SetExtensionActivation | Syntax: Item.SetExtensionActivation( const char *extension, bool activation ) Activates/deactivates an extension.   |
SetExtensionParams | Syntax: Item.SetExtensionParams( const char *extension, SmartScriptTable params ) Sets extension parameters.   |
SetMountedAngleLimits | Syntax: Item.SetMountedAngleLimits( float min_pitch, float max_pitch, float yaw_range ) Sets the mounted angle limits (yaw-pitch).   |
StartUse | Syntax: Item.StartUse( ScriptHandle userId ) The specified user now will start to use the item.   |
StopUse | Syntax: Item.StopUse( ScriptHandle userId ) The specified user now will stop to use the item.   |
Use | Syntax: Item.Use( ScriptHandle userId ) The specified user now will use the item.   |
C_ScriptBind_Environment Class | |
AddPickable |   |
HidePicked |   |
MakeHole |   |
C_ScriptBind_Map Class | |
C_ScriptBind_Map::CallScript (char*, char*) | |
C_ScriptBind_Map::CallScript (char*, std::list<string>&) | |
CallScript | This is the overview for the CallScript method overload.  |
C_ScriptBind_Backgammon Class | |
AcceptGame | Syntax: Backgammon.AcceptGame(EntityGUID opponentId, EntityGUID playerId) Opponent accepted previous request.   |
EndGame | Syntax: Backgammon.EndGame(EntityGUID playerId) Player requests game end.   |
MoveChecker | Syntax: Backgammon.MoveChecker(EntityGUID playerId, int pointFrom, int pointTo) Player requires move from point to point.   |
OfferBet | Syntax: Backgammon.OfferBet(EntityGUID playerId, int money) Player offers his bet for current game.   |
RequestGame | Syntax: Backgammon.RequestGame(EntityGUID playerId, EntityGUID opponentId, EntityGUID boardId) Player requests new game with an opponent.   |
RollDice | Syntax: Backgammon.RollDice(EntityGUID playerId) Player rolled the dice.   |
RolledDice | Syntax: Backgammon.RolledDice(EntityGUID playerId) Player finished rolling the dice.   |
C_ScriptBind_Quest Class | |
C_ScriptBind_Quest::CallScript (char*, char*) | |
C_ScriptBind_Quest::CallScript (char*, std::list<string>&) | |
CallScript | This is the overview for the CallScript method overload.  |
CompleteQuestObjective | Syntax: QuestSystem.CompleteQuestObjective(const char *questName, int objectiveId) Complete objective of quest with id, even if objective was not active before   |
GetActiveObjectives | Syntax: QuestSystem.GetActiveObjectives(const char *questName) Returns table with ids of active objectives   |
GetObjectiveExpCoeff | Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered   |
IsObjectiveActive | Syntax: QuestSystem.IsObjectiveActive(const char *questName, int objectiveId) Returns true if objective is active, false if not, or quest or objective does not exist   |
IsQuestActive | Syntax: QuestSystem.IsQuestActive(const char *questName) Returns true if quest is active, false if not, or quest does not exist   |
IsQuestCompleted | Syntax: QuestSystem.IsQuestCompleted(const char *questName) Returns true if quest is completed, false if not, or quest or objective does not exist   |
LoadScripts |   |
MoveToQuestObjective | Syntax: QuestSystem.MoveToQuestObjective(const char *questName, int objectiveId) Move to quest objective with id if quest was not completed before, finishes all active objectives, does not check prerequisites   |
OpenInventory | Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered   |
PlayerEnteredTrigger | Syntax: QuestSystem.PlayerEnteredTrigger(const char *placeAssetName) Called from script when player enters ProximityTrigger or AreaTrigger   |
ReloadQuest | Syntax: QuestSystem.ReloadQuest() Reload quest DB tables !WH_CTSW(WH_CTSW_MASTER)  |
ReloadQuestAssets | Syntax: QuestSystem.ReloadQuestAssets() Prepare assets for quest, used when asset (usually entity) in level was added/removed !WH_CTSW(WH_CTSW_MASTER)  |
ReloadQuests | Syntax: QuestSystem.ReloadQuests() Reload all quests   |
ResetQuest | Syntax: QuestSystem.ResetQuest(const char *questName) Reset quest (repeat count, tracked object count)   |
StartQuest | Syntax: QuestSystem.StartQuest(const char *questName) Start quest if loaded from xml   |
TriggerCondition | Syntax: QuestSystem.TriggerCondition() Trigger condition evaluation of all types for current active objectives   |
TriggerConditionForAsset | Syntax: QuestSystem.TriggerConditionForAsset(const char *assetName) Trigger condition evaluation of type SCRIPT for an asset of current active objectives   |
C_ScriptBind_Calendar Class | |
GetGameTime | Syntax: Calendar.GetGameTime() Returns game time (whole seconds from start of level)   |
GetWorldDay | Syntax: Calendar.GetWorldDay() Returns number of whole days from start of level.   |
GetWorldDayOfWeek | Syntax: Calendar.GetWorldDayOfWeek() Returns ordinal number of day in current week. Range is <0,6> monday is 0   |
GetWorldHourOfDay | Syntax: Calendar.GetWorldHourOfDay() Returns hour of current day. Range is <0,24) The number is float.   |
GetWorldTime | Syntax: Calendar.GetWorldTime() Returns world time (whole seconds from start of level)   |
GetWorldTimeRatio | Syntax: Calendar.GetWorldTimeRatio() Returns ratio of world time.   |
IsFakedTimeOfDay | Syntax: Calendar.IsFakedTimeOfDay() Returns true in case fake time of day is on.   |
IsWorldTimePaused | Syntax: Calendar.IsWorldTimePaused() Returns true if world time is paused.   |
SetFakeTimeOfDay | Syntax: Calendar.SetFakeTimeOfDay(10) Forces CryEngine to believe there is time different from our world time. The fake time is static. It is not used for RPG systems, only in TimeOfDay.   |
SetWorldTime | Syntax: Calendar.SetWorldTime(3000) Sets ratio of world time.   |
SetWorldTimePaused | Syntax: Calendar.SetWorldTimePaused(true) Pauses/unpauses world time.   |
SetWorldTimeRatio | Syntax: Calendar.SetWorldTimeRatio(30) Sets ratio of world time.   |
UnfakeTimeOfDay | Syntax: Calendar.UnfakeTimeOfDay() Switches CryEngine back to our world time   |
RPG | |
_GetConstant | This is _GetConstant, a member of class C_ScriptBind_RPGModule.  |
_SetConstant | This is _SetConstant, a member of class C_ScriptBind_RPGModule.  |
GetHobbies | Syntax: RPG.GetHobbies() Returns a table indexed by hobby names.  |
GetMemoryUsage | This is GetMemoryUsage, a member of class C_ScriptBind_RPGModule.  |
Help | Syntax: RPG.Help() Print RPG constants/params with their values. You can supply one string argument to filter the results.  |
Release | This is Release, a member of class C_ScriptBind_RPGModule.  |
C_ScriptBind_Soul Class | |
AddBuff | Syntax: soul:AddBuff(string buff_id) Adds buff identified by the database id. Returns the instance id.   |
AddSkillXP | Syntax: soul:AddSkillXP(string skill, float xp) Adds experience points. Returns how many levels had been reached (0 if no level was reached).  |
AddStatXP | Syntax: soul:AddStatXP(string stat, float xp) Adds experience points. Returns how many levels had been reached (0 if no level was reached).  |
AttachTo | This is AttachTo, a member of class C_ScriptBind_Soul.  |
DetachFrom |   |
GetArchetype | Syntax: soul:GetArchetype() Returns a table containing the archetype properties.   |
GetGatherMult | Syntax: soul:GetGatherMult( ScriptHandle id) gets gather skill multiplier   |
GetHobbies | Syntax: soul:GetHobbies() Returns a table containing all soul's hobbies.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class C_ScriptBind_Soul.  |
GetRoles | Syntax: soul:GetRoles() Returns a table=array containing role ids.   |
GetSchedule | Syntax: soul:GetSchedule() Returns a table containing float-encoded times indexed by activities.   |
GetSkillLevel | Syntax: soul:GetSkillLevel(string skill) Get skill value using string name (use skill_name from database).  |
GetSkillProgress | Syntax: soul:GetSkillProgress(string skill) Get skill progress from the current level to the next [0,1) using string name (use skill_name from database).  |
GetSocialClass | Syntax: soul:GetSocialClass() Returns social class as a table with Id, Name and Wealth keys.  |
GetState | Syntax: soul:GetState(string state) returns state value for a given name (health, stamina,...)  |
GetStatLevel | Syntax: soul:GetStatLevel(string stat) returns stat value for a given name (str, agi, spc, vit, hea, bar, ...)  |
GetStatProgress | Syntax: soul:GetStatProgress(string stat) returns stat progress from the current level to the next level [0,1) for a given name (str, agi, spc, vit, hea, bar, ...)  |
Release | This is Release, a member of class C_ScriptBind_Soul.  |
RemoveBuff | Syntax: soul:RemoveBuff(buffInstanceId) Forces removal of a buff. Supply the buff instance id.  |
SetSkillLevel | Syntax: soul:SetSkillLevel(string skill, float level) Set skill level using string name (use skill_name from database).  |
SetState | Syntax: soul:SetState(string state, float value) sets state value for a given name (health, stamina,...)  |
SetStatLevel | Syntax: soul:SetStatLevel(string stat, float level) sets stat level, for example soul:SetStatLevel('str', 20), sets strength to 20  |
C_ScriptBind_Shop Class | |
AcquireShop |   |
CloseShop |   |
EnableRestockingOnOpen |   |
FindItemInShop | Looks for item in owned shop and returns inventory slot for this item (or same one)   |
FindShopInventoryForItem | Looks for shop's inventory id where this item belongs to   |
GetBusinessHoursBegin | returns float   |
GetBusinessHoursEnd | returns float   |
GetShopDBIdByLinkedEntityId | returns shop DB Id. Returns -1 in case entity is linked to no shop   |
IsLinkedWithShop |   |
IsShopOpened | returns bool   |
OnPropertyChange | needed by editor   |
OpenInventory |   |
OpenShop |   |
ReleaseShop | needed by editor   |
RestockShop |   |
SetShopModule |   |
C_ScriptBind_Building Class | |
BindToModule |   |
OnDestroy | needed by editor   |
OnPropertyChange | needed by editor if !WH_CTSW(WH_CTSW_MASTER)  |
OnSpawn |   |
OnStart |   |
C_ScriptBind_InteractionPoint Class | |
BindToModule |   |
OnDestroy | needed by editor   |
OnPropertyChange | needed by editor if !WH_CTSW(WH_CTSW_MASTER)  |
OnSpawn |   |
OnStart |   |
SignalDeliveryEvent |   |
C_ScriptBind_Experimental Class | |
CanSee | This is CanSee, a member of class C_ScriptBind_Experimental.  |
CanSeeStr | This is CanSeeStr, a member of class C_ScriptBind_Experimental.  |
GetBodyManager | BODY MANAGER & VISUAL MAP is initialized later than ScriptBind_Experimental   |
GetVisualMap | This is GetVisualMap, a member of class C_ScriptBind_Experimental.  |
TeleportToEntity | LUA METHODS  |
TeleportToLocation | This is TeleportToLocation, a member of class C_ScriptBind_Experimental.  |
C_ScriptBind_SmartObject Class | |
AttachTo |   |
BindToModule |   |
GetHelperLinks |   |
GetHelperLinkTarget |   |
GetHelpers | Smart object helpers related methods   |
GetHelpersCategory |   |
GetHelperUserData |   |
C_ScriptBind_XGenAIModule Class | |
BindToModule |   |
OnDestroy | needed by editor   |
OnPropertyChange | needed by editor if !WH_CTSW(WH_CTSW_MASTER)  |
OnSpawn |   |
OnStart |   |
SendMessageToEntity |   |
CScriptBind_Game Class | |
CacheResource |   |
CreateSavepoint | creates savepoint of type E_SGT_SavePoint   |
DebugDrawAABB | This is DebugDrawAABB, a member of class CScriptBind_Game.  |
DebugDrawCone | This is DebugDrawCone, a member of class CScriptBind_Game.  |
DebugDrawCylinder | Debug  |
DebugDrawPersistanceDirection | This is DebugDrawPersistanceDirection, a member of class CScriptBind_Game.  |
DebugDrawText | Syntax: Game.DebugDrawText(float x, float y, float fontSize, const char* text, int r, int g, int b, float a) Draws texts on screen, needs to be called in OnUpdate function.  |
DeletePrefab |   |
HidePrefab |   |
IsDemo | if the code is compiled on a "*Demo*" configuration   |
IsPlayer | Syntax: Game.IsPlayer() Checks if the given entity is player.   |
LoadPrefabLibrary |   |
MovePrefab |   |
PauseGame | Syntax: Game.PauseGame( bool pause ) Pauses the game.   |
SpawnPrefab |   |
StopTimeWarp | Syntax: Actor.StopTimeWarp() Stops time warp effect   |
WarpTime | Time effects ============================================= Syntax: Actor.WarpTime(float wantedSpeed, float duration) Slowdown/speedup global time for given time period  |
Member name | Description |
---|---|
GetGUID |   |
AcceptGame | Syntax: Backgammon.AcceptGame(EntityGUID opponentId, EntityGUID playerId) Opponent accepted previous request.   |
EndGame | Syntax: Backgammon.EndGame(EntityGUID playerId) Player requests game end.   |
MoveChecker | Syntax: Backgammon.MoveChecker(EntityGUID playerId, int pointFrom, int pointTo) Player requires move from point to point.   |
OfferBet | Syntax: Backgammon.OfferBet(EntityGUID playerId, int money) Player offers his bet for current game.   |
RequestGame | Syntax: Backgammon.RequestGame(EntityGUID playerId, EntityGUID opponentId, EntityGUID boardId) Player requests new game with an opponent.   |
RollDice | Syntax: Backgammon.RollDice(EntityGUID playerId) Player rolled the dice.   |
RolledDice | Syntax: Backgammon.RolledDice(EntityGUID playerId) Player finished rolling the dice.   |
GetActiveObjectives | Syntax: QuestSystem.GetActiveObjectives(const char *questName) Returns table with ids of active objectives   |
AcceptGame | Syntax: Backgammon.AcceptGame(EntityId opponentId, EntityId playerId) Opponent accepted previous request.   |
EndGame | Syntax: Backgammon.EndGame(EntityId playerId) Player requests game end.   |
MoveChecker | Syntax: Backgammon.MoveChecker(EntityId playerId, int pointFrom, int pointTo) Player requires move from point to point.   |
OfferBet | Syntax: Backgammon.OfferBet(EntityId playerId, int money) Player offers his bet for current game.   |
RequestGame | Syntax: Backgammon.RequestGame(EntityId playerId, EntityId opponentId, EntityId boardId) Player requests new game with an opponent.   |
RollDice | Syntax: Backgammon.RollDice(EntityId playerId) Player rolled the dice.   |
Member name | Description |
---|---|
RemoveBuff | Syntax: soul:RemoveBuff(buffInstanceId) Forces removal of a buff. Supply the buff instance id.  |
Member name | Description |
---|---|
CompleteQuestObjective | Syntax: QuestSystem.CompleteQuestObjective(const char *questName, int objectiveId) Complete objective of quest with id, even if objective was not active before   |
GetObjectiveExpCoeff | Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered   |
IsObjectiveActive | Syntax: QuestSystem.IsObjectiveActive(const char *questName, int objectiveId) Returns true if objective is active, false if not, or quest or objective does not exist   |
IsQuestActive | Syntax: QuestSystem.IsQuestActive(const char *questName) Returns true if quest is active, false if not, or quest does not exist   |
IsQuestCompleted | Syntax: QuestSystem.IsQuestCompleted(const char *questName) Returns true if quest is completed, false if not, or quest or objective does not exist   |
MoveToQuestObjective | Syntax: QuestSystem.MoveToQuestObjective(const char *questName, int objectiveId) Move to quest objective with id if quest was not completed before, finishes all active objectives, does not check prerequisites   |
OpenInventory | Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered   |
PlayerEnteredTrigger | Syntax: QuestSystem.PlayerEnteredTrigger(const char *placeAssetName) Called from script when player enters ProximityTrigger or AreaTrigger   |
ReloadQuest | Syntax: QuestSystem.ReloadQuest() Reload quest DB tables !WH_CTSW(WH_CTSW_MASTER)  |
ReloadQuestAssets | Syntax: QuestSystem.ReloadQuestAssets() Prepare assets for quest, used when asset (usually entity) in level was added/removed !WH_CTSW(WH_CTSW_MASTER)  |
ReloadQuests | Syntax: QuestSystem.ReloadQuests() Reload all quests   |
ResetQuest | Syntax: QuestSystem.ResetQuest(const char *questName) Reset quest (repeat count, tracked object count)   |
StartQuest | Syntax: QuestSystem.StartQuest(const char *questName) Start quest if loaded from xml   |
TriggerCondition | Syntax: QuestSystem.TriggerCondition() Trigger condition evaluation of all types for current active objectives   |
TriggerConditionForAsset | Syntax: QuestSystem.TriggerConditionForAsset(const char *assetName) Trigger condition evaluation of type SCRIPT for an asset of current active objectives   |
Member name | Description |
---|---|
GetHobbies | Syntax: RPG.GetHobbies() Returns a table indexed by hobby names.  |
Member name | Description |
---|---|
AddBuff | Syntax: soul:AddBuff(string buff_id) Adds buff identified by the database id. Returns the instance id.   |
Member name | Description |
---|---|
PlaceItem | Syntax: Human.Place( itemId, entityId, fromHand) Places an item   |
CanEnemyFight | Syntax: Actor.CanEnemyFight(ScriptHandle enemy) Returns true if enemy can fight - is alive and is known for combat system   |
ClearEnemy | Syntax: Actor.ClearEnemy() Tells to actor there is no enemy   |
GetCombatConfiguration | Syntax: Actor.GetCombatDistance() Gets configuration of combatants 0 - undefined 1 - too close 2 - optimal distance 3 - too far   |
GetCombatDistance | Syntax: Actor.GetCombatDistance() Gets optimal distance from opponent (depends on weapon)   |
GetGardDistance | Combat Actor iface ============================================= Syntax: Actor.GetGardDistance() Gets the distance from opponent in (gard to gard metric)   |
SetEnemy | Syntax: Actor.SetEnemy(ScriptHandle enemy) Tells to actor who is enemy   |
Member name | Description |
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GetArchetype | Syntax: soul:GetArchetype() Returns a table containing the archetype properties.   |
Member name | Description |
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GetSocialClass | Syntax: soul:GetSocialClass() Returns social class as a table with Id, Name and Wealth keys.  |
Member name | Description |
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Hide | Syntax: Entity.Hide()   Syntax: Entity.Hide() The function has one optional parameter. If value of this parameter is nonzero, entity is hidden. Default value is 1.   |
Member name | Description |
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GetFlagsExtended | Syntax: Entity.GetFlagsExtended()   |
GetGeomCachePrecachedTime | syntax: Entity.GetGeomCachePrecachedTime() Gets time delta from current playback position to last ready to play frame ! Activates/deactivates geom cache drawing  |
HasFlagsExtended | Syntax: Entity.HasFlags( int flags )   |
IsGeomCacheStreaming | syntax: Entity.IsGeomCacheStreaming() Returns true if geom cache is streaming ! Returns true if geom cache is streaming  |
LoadGeomCache | Syntax: Entity.LoadGeomCache( int nSlot,const char *sFilename ) Load geom cache into the entity slot.  |
SetFlagsExtended | Syntax: Entity.SetFlagsExtended( int flags, int mode ) Mode: 0->or 1->and 2->xor   |
SetGeomCacheDrawing | syntax: Entity.SetGeomCacheDrawing() Activates/deactivates geom cache drawing ! Activates/deactivates geom cache drawing  |
SetGeomCacheParams | syntax: Entity.SetGeomCacheParams() Sets geometry cache parameters ! Sets the parameters of a geometry cache  |
SetGeomCachePlaybackTime | syntax: Entity.SetGeomCachePlaybackTime() Sets the playback time ! Sets the playback time of a geometry cache  |
SetGeomCacheStreaming | syntax: Entity.SetGeomCacheStreaming() Activates/deactivates geom cache streaming ! Activates/deactivates geom cache streaming  |
SendEvent | Syntax: MusicLogic.SendEvent( const char * pEventName ) Send an event to the music logic.   |
SetMinMaxDistance | Syntax: Sound.SetMinMaxDistance(ISound* sound, float minDist, float maxDist) Sets the minimum and the maximum distances for the sound. ! Set distance attenuation of a sound @param iSoundID ID of the sound @param fMinDist Minimum distance, normally 0 @param fMaxDist Maximum distance at which the sound can be heared  Syntax: Sound.SetMinMaxDistance(ISound* sound, float minDist, float maxDist) Sets the minimum and the maximum distances for the sound. ! Set distance attenuation of a sound @param iSoundID ID of the sound @param fMinDist Minimum distance, normally 0 @param fMaxDist Maximum distance at which the sound can be heard  |
SetSoundPosition | Syntax: Sound.SetSoundPosition(ISound* sound, Vect3 pos) Sets the position of the sound. nSoundHandle can be SoundID or Ptr. ! Change the position of a 3D sound @param nID ID of the sound @param v3d Three component vector cotaining the position @see CScriptBind_Sound::Load3DSound  Syntax: Sound.SetSoundPosition(ISound* sound, Vect3 pos) Sets the position of the sound. nSoundHandle can be SoundID or Ptr. ! Change the position of a 3D sound @param nID ID of the sound @param v3d Three component vector containing the position @see CScriptBind_Sound::Load3DSound  |
DeletePrefab |   |
HidePrefab |   |
LoadPrefabLibrary |   |
MovePrefab |   |
SpawnPrefab |   |
GetFrozenAmount | Syntax: Vehicle.GetFrozenAmount() Gets the frozen amount.   |
SetFrozenAmount | Syntax: Vehicle.SetFrozenAmount( float frost ) Sets the frozen amount.   |
SetSoundSpeed | Syntax: Sound.SetSoundSpeed(ISound* sound, Vect3 speed) Sets sound speed. ! Change the velocity of a sound @param nID ID of the sound @param v3d Three component vector containing the velocity for each axis  |
FreezeEntity | Syntax: GameRules.FreezeEntity( ScriptHandle entityId, bool freeze, bool vapor, bool force )  |
IsFrozen | Syntax: GameRules.IsFrozen( ScriptHandle entityId ) Checks if the entity is frozen.   |
ShatterEntity | Syntax: GameRules.ShatterEntity( ScriptHandle entityId, Vec3 pos, Vec3 impulse ) Shatters an entity.   |
Member name | Description |
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SendMessageToEntity |   |
Member name | Description |
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C_ScriptBind_Backgammon Class | |
AcceptGame | Syntax: Backgammon.AcceptGame(EntityId opponentId, EntityId playerId) Opponent accepted previous request.   |
EndGame | Syntax: Backgammon.EndGame(EntityId playerId) Player requests game end.   |
MoveChecker | Syntax: Backgammon.MoveChecker(EntityId playerId, int pointFrom, int pointTo) Player requires move from point to point.   |
OfferBet | Syntax: Backgammon.OfferBet(EntityId playerId, int money) Player offers his bet for current game.   |
RequestGame | Syntax: Backgammon.RequestGame(EntityId playerId, EntityId opponentId, EntityId boardId) Player requests new game with an opponent.   |
RollDice | Syntax: Backgammon.RollDice(EntityId playerId) Player rolled the dice.   |
Member name | Description |
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IsWeaponDrawn | Syntax: Human.IsWeaponDrawn() return true if human have weapon in hand   Syntax: Human.IsWeaponDrawn() return true if human have any weapon set active   |
Member name | Description |
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GetRoles | Syntax: soul:GetRoles() Returns a table=array containing role ids.   |
Member name | Description |
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AnalyzeRequest | Syntax: DialogModule.AnalyzeRequest() Analyze dialog request situation. Checks if entities are in correct distance and facing correct directions.   |
ForceDialog | Syntax: DialogModule.ForceDialog() Start dialog between selected entities. This should not be used in standard situations. It overrides AI and does not care about entity positioning.   |
StartMonolog | Syntax: DialogModule.StartMonolog(entity, 2258) Start monolog using dialog system. Specific topic can be selected.   |
GetId | Syntax: Item.GetId() Gets item id   |
GetSchedule | Syntax: soul:GetSchedule() Returns a table containing float-encoded times indexed by activities.   |
SetState | Syntax: soul:SetState(string state, float value) sets state value for a given name (health, stamina,...)   Syntax: soul:SetState(string state, float value) sets state value for a given name (health, stamina,...)  |
CallScript |   |
LoadScripts |   |
HolsterItem | Syntax: Human.HolsterItem( bool holster ) Puts back/extracts the current weapon in the holster.   |
SelectItem | Syntax: Human.SelectItem( ScriptHandle itemId ) Selects the specified item.   |
SelectItemByName | Syntax: Human.SelectItemByName( const char *name ) Selects an item using its name.   |
Member name | Description |
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SetAnimMotionParam |   |
Member name | Description |
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RPG | |
_GetConstant | This is _GetConstant, a member of class C_ScriptBind_RPGModule.  |
_SetConstant | This is _SetConstant, a member of class C_ScriptBind_RPGModule.  |
GetMemoryUsage | This is GetMemoryUsage, a member of class C_ScriptBind_RPGModule.  |
Help | Syntax: RPG.Help() Print RPG constants/params with their values. You can supply one string argument to filter the results.  |
Release | This is Release, a member of class C_ScriptBind_RPGModule.  |
Member name | Description |
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RequestDialog | Syntax: Human.RequestDialog() Requests dialog with this human. Dialog does not start immediately but it only notifies targeted entity that somebody wants to interact with it. If target entity does not respond in proper time the request is canceled automatically.   Syntax: Human.RequestDialog(entity) Requests dialog with this human. Dialog does not start immediately but it only notifies targeted entity that somebody wants to interact with it. If target entity does not respond in proper time the request is canceled automatically.   |
Member name | Description |
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GetAnimationSpeed |   |
EquipInventoryItem | Syntax: Actor.EquipInventoryItem( ScriptHandle itemId ) Equips item from inventory   |
UnequipInventoryItem | Syntax: Actor.UnequipInventoryItem( ScriptHandle itemId ) Unequips item from inventory   |
DrawFromInventory | Syntax: Human.DrawItemFromInventory( itemId, hand, animate ) Spawn item from inventory to human hands and animate drawing it from somewhere   |
AddPickable |   |
MakeHole |   |
EquipInventoryItem | Syntax: Actor.EquipInventoryItem( ScriptHandle itemId ) Equips item from inventory   |
UnequipInventoryItem | Syntax: Actor.UnequipInventoryItem( ScriptHandle itemId ) Unequips item from inventory   |
DrawFromInventory | Syntax: Human.DrawItemFromInventory( itemId, hand, animate ) Spawn item from inventory to human hands and animate drawing it from somewhere   |
AddPickable |   |
MakeHole |   |
Member name | Description |
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GetHobbies | Syntax: soul:GetHobbies() Returns a table containing all soul's hobbies.   |
Member name | Description |
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C_ScriptBindFramework Class | |
ScriptHandlerToString | Syntax: Framework.ScriptHandlerToString(sriptHandle) Returns string. In case "sriptHandle" is nil the empty string is returned.   |
AddItem | Syntax: Inventory.AddItem( ScriptHandle id ) Adds item defined by id.   |
GetCountOfClass | Syntax: Inventory.GetCountOfId( int itemId ) Gets the number of element of the specified DB id inside the inventory.   Syntax: Inventory.GetCountOfClass( char const* classIdText ) Gets the number of element of the specified DB id inside the inventory.   |
HasItem | Syntax: Inventory.HasItem( ScriptHandle itemId ) Returns true if item is in this inventory.   |
RemoveAllItems | Syntax: Inventory.RemoveAllItems( ScriptHandle id ) Removes all items from the inventory.   Syntax: Inventory.RemoveAllItems() Removes all items from the inventory.   |
RemoveItem | Syntax: Inventory.RemoveItem( id ) Removes an item from the inventory.   |
GetItem | Syntax: ItemManager.GetItem( id ) Returns item script table which can be used to access item specific data   |
RemoveItem | Syntax: ItemManager.RemoveItem( id ) Removes item. Item creation/remove might be disabled on master to avoid cheating.   |
ValidateId | Syntax: ItemManager.ValidateId( id ) After game load this function returns new item id assigned to old item id. All item id's needs to be validated after game load!   |
AddItem | Syntax: Inventory.AddItem( T_Item id ) Adds item defined by id.   |
HasItem | Syntax: Inventory.HasItem( int itemId ) Returns true if item is in inventory.   |
RemoveItem | Syntax: Inventory.RemoveItem( id ) Removes an item from the inventory.   |
GetItem | Syntax: ItemManager.GetItem( id ) Returns item script table which can be used to access item specific data   |
RemoveItem | Syntax: ItemManager.RemoveItem( id ) Removes item. Item creation/remove might be disabled on master to avoid cheating.   |
ValidateId | Syntax: ItemManager.ValidateId( id ) After game load this function returns new item id assigned to old item id. All item id's needs to be validated after game load!   |
Member name | Description |
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GetEntityByGUID | Syntax: System.GetEntityByGUID( SmartScriptTable dataTable ) Retrieve entity table for the first entity withe the given EntityGUID  |
GetHelperLinks |   |
GetHelperLinkTarget |   |
GetHelpers | Smart object helpers related methods   |
GetHelpersCategory |   |
GetHelperUserData |   |
GetHelperLinks |   |
GetHelperLinkTarget |   |
GetHelpers | Smart object helpers related methods   |
GetHelpersCategory |   |
GetHelperUserData |   |
Member name | Description |
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CreateLink | Syntax: Entity.CreateLink( const char *name )  Syntax: Entity.CreateLink( const char *name, entityID ) - param 'entityID' is optional  |
RemoveLink | Syntax: Entity.RemoveLink( const char *name )  Syntax: Entity.RemoveLink( const char *name, int linkIndex ) - param 'linkIndex' is optional  |
CheckInventoryRestrictions | Syntax: Actor.CheckInventoryRestrictions( const char *itemClassName ) Checks if there is any restriction in the inventory for the specific item class.   |
CheckVirtualInventoryRestrictions | Syntax: Actor.CheckVirtualInventoryRestrictions( SmartScriptTable inventory, const char *itemClassName ) Checks if there is any restriction in the virtual inventory for the specific item class.   |
EquipInventoryItem | Syntax: Actor.EquipInventoryItem( ScriptHandle itemId ) Equips item from inventory   |
UnequipInventoryItem | Syntax: Actor.UnequipInventoryItem( ScriptHandle itemId ) Unequips item from inventory   |
CheckInventoryRestrictions | Syntax: Human.CheckInventoryRestrictions( const char *itemClassName ) Checks if there is any restriction in the inventory for the specific item class.   |
CheckVirtualInventoryRestrictions | Syntax: Human.CheckVirtualInventoryRestrictions( SmartScriptTable inventory, const char *itemClassName ) Checks if there is any restriction in the virtual inventory for the specific item class.   |
EquipClothingPreset | OBSOLETE - use C_ScriptBind_Actor::EquipClothingPreset Syntax: Human.EquipClothingPreset( "46ea38bb-0be7-ca10-a8ac-d526056c04b3" ) Clothing preset is equipped to actor. Dirt level of actor is used for new items. Health of equipment slots is ignored.   |
EquipInventoryItem | Syntax: Human.EquipInventoryItem( ScriptHandle itemId ) Equips item from inventory   |
GetInitialClothingPreset | OBSOLETE - use C_ScriptBind_Actor::GetInitialClothingPreset Syntax: Human.GetInitialClothingPreset()   |
UnequipInventoryItem | Syntax: Human.UnequipInventoryItem( ScriptHandle itemId ) Unequips item from inventory   |
Member name | Description |
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ClearForcedLookDir |   |
ClearForcedLookObjectId |   |
SetForcedLookDir |   |
SetForcedLookObjectId |   |
Member name | Description |
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SetAIBodyId | Syntax: Actor.SetAIBodyId(55)  |
SetAIBrainId | Syntax: Actor.SetAIBrainId(5)  |
Member name | Description |
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GetItemInHand |   |
PlayAnim |   |
StopAnim |   |
MakeHole |   |
InitBookEntity |   |
Member name | Description |
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AddStatXP | Syntax: soul:AddStatXP(string stat, float xp) Adds experience points. Returns how many levels had been reached (0 if no level was reached).  |
AttachTo | This is AttachTo, a member of class C_ScriptBind_Soul.  |
DetachFrom |   |
GetStatLevel | Syntax: soul:GetStatLevel(string stat) returns stat value for a given name (str, agi, spc, vit, hea, bar, ...)  |
GetStatProgress | Syntax: soul:GetStatProgress(string stat) returns stat progress from the current level to the next level [0,1) for a given name (str, agi, spc, vit, hea, bar, ...)  |
SetStatLevel | Syntax: soul:SetStatLevel(string stat, float level) sets stat level, for example soul:SetStatLevel('str', 20), sets strength to 20  |
AttachTo | This is AttachTo, a member of class C_ScriptBind_Soul.  |
DetachFrom | This is DetachFrom, a member of class C_ScriptBind_Soul.  |
GetStat | Syntax: soul:GetStat(string stat) returns stat value for a given name (str, agi, spc, vit, hea, bar, ...)  |
SetStat | Syntax: soul:SetStat(string stat, float value) sets stat value, for example soul:SetStat('str', 20), sets strength to 20   |
Member name | Description |
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Kill | Syntax: actor.Kill() Kills the Actor.   |
Member name | Description |
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AddSkillXP | Syntax: soul:AddSkillXP(string skill, float xp) Adds experience points. Returns how many levels had been reached (0 if no level was reached).  |
GetSkillLevel | Syntax: soul:GetSkillLevel(string skill) Get skill value using string name (use skill_name from database).  |
GetSkillProgress | Syntax: soul:GetSkillProgress(string skill) Get skill progress from the current level to the next [0,1) using string name (use skill_name from database).  |
SetSkillLevel | Syntax: soul:SetSkillLevel(string skill, float level) Set skill level using string name (use skill_name from database).  |
GetSkill | Syntax: soul:GetSkill(string skill) Get skill value using string name (use skill_name from database).   |
SetSkill | Syntax: soul:SetSkill(string skill, float value) Set skill value using string name (use skill_name from database).  |
Member name | Description |
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GetSkill | Syntax: soul:GetSkill(string skill) Get skill value using string name (use skill_name from database).  Syntax: soul:GetSkill(string skill) Get skill value using string name (use skill_name from database).   |
GetStat | Syntax: soul:GetStat(string stat) returns stat value for a given name (str, agi, spc, vit, hea, bar, ...)  |
GetState | Syntax: soul:GetState(string state) returns state value for a given name (health, stamina,...)  |
SetStat | Syntax: soul:SetStat(string stat, float value) sets stat value, for example soul:SetStat('str', 20), sets strength to 20   |
SetState | Syntax: soul:SetState(string state, float value) sets state value for a given name (health, stamina,...)   |
GetAgility | Syntax: soul:GetAgility() gets the agility stat  |
GetCurrStamina | Syntax: soul:GetCurrStamina() gets percentage of stamina  |
GetFood | Syntax: soul:GetFood() Amount of food 0..120.  |
GetHealth | Syntax: soul:GetHealth() gets health 0..100  |
GetStrength | Syntax: soul:GetStrength() gets the strength stat  |
GetVigour | Syntax: soul:GetVigour() vigour 0..100  |
GetVitality | Syntax: soul:GetVitality() gets the vitality stat  |
SetCurrStamina | Syntax: soul:SetCurrStamina(float value) sets CurrStamina to new value  |
SetFood | Syntax: soul:SetFood(float value) sets Food to new value  |
SetHealth | Syntax: soul:SetHealth( ScriptHandle id, value) sets health to new value  |
SetVigour | Syntax: soul:SetVigour(float value) sets Vigour to new value  |
Member name | Description |
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GetSkill | Syntax: soul:GetSkill(string skill) Get skill value using string name (use skill_name from database).  |
SetSkill | Syntax: soul:SetSkill(string skill, float value) Set skill value using string name (use skill_name from database).  |
C_ScriptBind_SmartObject Class | |
AttachTo |   |
BindToModule |   |
GetHelperLinks |   |
GetHelperLinkTarget |   |
GetHelpers | Smart object helpers related methods   |
GetHelpersCategory |   |
GetHelperUserData |   |
C_ScriptBind_XGenAIModule Class | |
BindToModule |   |
OnDestroy | needed by editor   |
OnPropertyChange | needed by editor if !WH_CTSW(WH_CTSW_MASTER)  |
OnSpawn |   |
OnStart |   |
Member name | Description |
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SetAIBodyId | Syntax: Actor.SetAIBodyId(55)  |
SetAIBrainId | Syntax: Actor.SetAIBrainId(5)  |
SetAIBodyId | Syntax: Actor.SetAIBodyId(55)  |
SetAIBrainId | Syntax: Actor.SetAIBrainId(5)  |
Member name | Description |
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InitBookEntity |   |
StartReading |   |
Member name | Description |
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SetAIBodyId | Syntax: Actor.SetAIBodyId(55)  |
SetAIBrainId | Syntax: Actor.SetAIBrainId(5)  |
SetClothingDirtLevel | Syntax: Actor.SetClothingDirtLevel() Sets dirt level on all equipped items   Syntax: Actor.SetClothingDirtLevel(0) Sets dirt level on all equipped items   |
Member name | Description |
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GetLinkTarget | Syntax: Entity.GetLinkTarget( const char *name ) - returns linked entity by link name. If there are several links with this name, the first link entity is returned. Optional syntax: Entity.GetLinkTarget( const char *name, int targetIndex ) - returns linked entity by link name and by zero based index. if there are several links with this name, the targetIndex-th link entity is returned.  Syntax: Entity.GetLinkTarget( const char *name ) - returns linked entity by link name. If there are several links with this name, the first link entity is returned.  |
Member name | Description |
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GetLinkTarget | Syntax: Entity.GetLinkTarget( const char *name ) - returns linked entity by link name. If there are several links with this name, the first link entity is returned. Syntax: Entity.GetLinkTarget( const char *name, int targetIndex ) - returns linked entity by link name and by zero based index. if there are several links with this name, the targetIndex-th link entity is returned.  Syntax: Entity.GetLinkTarget( const char *name ) - returns linked entity by link name. If there are several links with this name, the first link entity is returned. Optional syntax: Entity.GetLinkTarget( const char *name, int targetIndex ) - returns linked entity by link name and by zero based index. if there are several links with this name, the targetIndex-th link entity is returned.  |
Member name | Description |
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GetLinkTarget | Syntax: Entity.GetLinkTarget( const char *name )  Syntax: Entity.GetLinkTarget( const char *name ) - returns linked entity by link name. If there are several links with this name, the first link entity is returned. Syntax: Entity.GetLinkTarget( const char *name, int targetIndex ) - returns linked entity by link name and by zero based index. if there are several links with this name, the targetIndex-th link entity is returned.  |
Member name | Description |
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EquipClothingPreset | Clothing ============================================= Syntax: Actor.EquipClothingPreset( "46ea38bb-0be7-ca10-a8ac-d526056c04b3" ) Clothing preset is equipped to actor. Dirt level of actor is used for new items. Health of equipment slots is ignored.   |
GetInitialClothingPreset | Syntax: Actor.GetInitialClothingPreset() Returns string - GUID of initial clothing preset   |
GetLinkedEntity | Syntax: Actor.GetLinkedEntity() Returns entity which is this actor linked to.  Syntax: Actor.GetLinkedEntity() Returns entity which is this actor linked to.   |
GetSpectatorMode | Syntax: Actor.GetSpectatorMode() Gets the current spectator mode.  Syntax: Actor.GetSpectatorMode() Gets the current spectator mode.   |
SetClothingDirtLevel | Syntax: Actor.SetClothingDirtLevel() Sets dirt level on all equipped items   |
SetLookIK | Syntax: Actor.SetLookIK(true) Enable/disable look IK for this actor  Syntax: Actor.SetLookIK(true) Enable/disable look IK for this actor   |
SetSpectatorMode | Syntax: Actor.SetSpectatorMode( int mode, ScriptHandle targetId ) Sets the specified spectator mode.  Syntax: Actor.SetSpectatorMode( int mode, ScriptHandle targetId ) Sets the specified spectator mode.   |
SetSpeedMultiplier | Syntax: Actor.SetSpeedMultiplier(float) Value multiplies absolute speed in all stances.  Syntax: Actor.SetSpeedMultiplier(float) Value multiplies absolute speed in all stances.   |
SetVariationInput | Syntax: Actor.SetVariationInput( const char *name, const char* value ) Sets variation input value.  Syntax: Actor.SetVariationInput( const char *name, const char* value ) Sets variation input value.   |
StopTimeWarp | Syntax: Actor.StopTimeWarp() Stops time warp effect  Syntax: Actor.StopTimeWarp() Stops time warp effect   |
EquipClothingPreset | Syntax: Human.EquipClothingPreset( "46ea38bb-0be7-ca10-a8ac-d526056c04b3" ) Clothing preset is equipped to actor. Dirt level of actor is used for new items. Health of equipment slots is ignored.   OBSOLETE - use C_ScriptBind_Actor::EquipClothingPreset Syntax: Human.EquipClothingPreset( "46ea38bb-0be7-ca10-a8ac-d526056c04b3" ) Clothing preset is equipped to actor. Dirt level of actor is used for new items. Health of equipment slots is ignored.   |
GetInitialClothingPreset | Syntax: Human.GetInitialClothingPreset() Equips selected preset, already equipped item will be handled according to equip policy.   OBSOLETE - use C_ScriptBind_Actor::GetInitialClothingPreset Syntax: Human.GetInitialClothingPreset()   |
GetActor |   |
Member name | Description |
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GetHealth | Syntax: Actor.GetHealth() Gets the amount of health.   Syntax: Actor.GetHealth() Gets the amount of health. NOTE: call soul.GetHealth()   |
SetHealth | Syntax: Actor.SetHealth( float health ) Sets the amount of health.   Syntax: Actor.SetHealth( float health ) OBSOLETE: use soul.SetHealth().   |
C_ScriptBind_Soul Class | |
AttachTo | This is AttachTo, a member of class C_ScriptBind_Soul.  |
DetachFrom | This is DetachFrom, a member of class C_ScriptBind_Soul.  |
GetAgility | Syntax: soul:GetAgility() gets the agility stat  |
GetCurrStamina | Syntax: soul:GetCurrStamina() gets percentage of stamina  |
GetFood | Syntax: soul:GetFood() Amount of food 0..120.  |
GetGatherMult | Syntax: soul:GetGatherMult( ScriptHandle id) gets gather skill multiplier   |
GetHealth | Syntax: soul:GetHealth() gets health 0..100  |
GetMemoryUsage | This is GetMemoryUsage, a member of class C_ScriptBind_Soul.  |
GetStrength | Syntax: soul:GetStrength() gets the strength stat  |
GetVigour | Syntax: soul:GetVigour() vigour 0..100  |
GetVitality | Syntax: soul:GetVitality() gets the vitality stat  |
Release | This is Release, a member of class C_ScriptBind_Soul.  |
SetCurrStamina | Syntax: soul:SetCurrStamina(float value) sets CurrStamina to new value  |
SetFood | Syntax: soul:SetFood(float value) sets Food to new value  |
SetHealth | Syntax: soul:SetHealth( ScriptHandle id, value) sets health to new value  |
SetVigour | Syntax: soul:SetVigour(float value) sets Vigour to new value  |
C_ScriptBind_RPG Class | |
AttachTo | This is AttachTo, a member of class C_ScriptBind_RPG.  |
DetachFrom | This is DetachFrom, a member of class C_ScriptBind_RPG.  |
GetGatherMult | Syntax: rpg.GetGatherMult( ScriptHandle id) gets gather skill multiplier   |
GetMemoryUsage | This is GetMemoryUsage, a member of class C_ScriptBind_RPG.  |
GetSoulStats | This is GetSoulStats, a member of class C_ScriptBind_RPG.  |
Release | This is Release, a member of class C_ScriptBind_RPG.  |
SetAgility | Syntax: rpg.SetAgility( ScriptHandle id, value) sets Agility to new value  |
SetCurrStamina | Syntax: rpg.SetCurrStamina( ScriptHandle id, value) sets CurrStamina to new value  |
SetDeathReason | Syntax: rpg.SetDeathReason( ScriptHandle id, int value) sets DeathReason to new value  |
SetFood | Syntax: rpg.SetFood( ScriptHandle id, value) sets Food to new value  |
SetHealth | Syntax: rpg.SetHealth( ScriptHandle id, value) sets health to new value  |
SetStrength | Syntax: rpg.SetStrength( ScriptHandle id, value) sets Strength to new value  |
SetToHeal | Syntax: rpg.SetToHeal( ScriptHandle id, value) sets ToHeal to new value  |
SetVigour | Syntax: rpg.SetVigour( ScriptHandle id, value) sets Vigour to new value  |
SetVitality | Syntax: rpg.SetVitality( ScriptHandle id, value) sets Vitality to new value  |
Member name | Description |
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SetLookIK | Syntax: Actor.SetLookIK(true) Enable/disable look IK for this actor  |
ReadyForDialog | Syntax: Human.ReadyForDialog(false) Notifies dialog manager that this human is ready for dialog. This is a response to signal dialog request start which handled by AI.   |
ReadyForDialog | Syntax: Human.ReadyForDialog() Notifies dialog manager that this human is ready for dialog. This is a response to signal dialog request start which handled by AI.   |
Member name | Description |
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PlayAnimation | Syntax: Item.PlayAnimation( const char *animationName ) Plays the specified animation.   |
PlayAction | Syntax: Item.PlayAction( const char *actionName ) Plays the specified action.   |
Member name | Description |
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SetLightBlendParams | Syntax: Entity.SetLightBlendParams( int nSlot, char const* tex1, char const* tex2, float blend_weight) changes the blend textures and weight for probe blending   |
Member name | Description |
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DropItem | Syntax: Human.DropItem( ScriptHandle itemId ) Drops the specified item.   |
Member name | Description |
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AttachEntityToHand | Syntax: Human.AttachEntityToHand(id, hand) Attaches entity to human's hand   |
PickUpItem | Syntax: Human.PickUpItem( itemId, toHand ) Picks up an item   |
AttachEntityToHand | Syntax: Human.AttachEntityToHand(id, hand) Attaches entity to human's hand   |
PickUpItem | Syntax: Human.PickUpItem( itemId, toHand ) Picks up an item   |
Member name | Description |
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ForceMount | Syntax: Human.Mount(EntityId horseId) Mounts selected horse.   |
GetHorseMountPoint | Syntax: Horse.GetHorseMountPoint(EntityId horseId, Vector3 pos, Vector3 dir)   |
Mount | Syntax: Human.Mount(EntityId horseId) Mounts selected horse.   |
ForceMount | Syntax: Human.Mount(EntityId horseId) Mounts selected horse.   |
GetHorseMountPoint | Syntax: Horse.GetHorseMountPoint(EntityId horseId, Vector3 pos, Vector3 dir)   |
Mount | Syntax: Human.Mount(EntityId horseId) Mounts selected horse.   |
Member name | Description |
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Dismount | Syntax: Human.Dismount() Mounts selected horse.   |
ForceDismount | Syntax: Human.Dismount() Mounts selected horse.   |
ForceMount | Syntax: Human.Mount(EntityId horseId) Mounts selected horse.   |
GetHorseMountPoint | Syntax: Horse.GetHorseMountPoint(EntityId horseId, Vector3 pos, Vector3 dir)   |
Mount | Syntax: Human.Mount() Mounts selected horse.   Syntax: Human.Mount(EntityId horseId) Mounts selected horse.   |
Member name | Description |
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SetMaxStamina | Syntax: rpg.SetMaxStamina( ScriptHandle id, value) sets MaxStamina to new value  |
Member name | Description |
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GetItemUIName | Syntax: ItemManager.GetItemUIName( classId ) Returns UI name of the item.   |
AddPickable |   |
AddPickable |   |
Member name | Description |
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CheckValidity | Syntax: BindingTool.CheckValidity() Checks bindings validity in database for current level.   |
Validate | Syntax: BindingTool.Validate() Validates bindings in database for current level.   |
Member name | Description |
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C_ScriptBind_Environment Class | |
AddPickable |   |
HidePicked |   |
GetGatherMult | Syntax: rpg.GetGatherMult( ScriptHandle id) gets gather skill multiplier   |
DebugDrawText | Syntax: Game.DebugDrawText(float x, float y, float fontSize, const char* text, int r, int g, int b, float a) Draws texts on screen, needs to be called in OnUpdate function.  |
Member name | Description |
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EquipClothingPreset | Syntax: Human.EquipClothingPreset( "46ea38bb-0be7-ca10-a8ac-d526056c04b3" ) Returns GUID of clothing preset selected in editor for this human   Syntax: Human.EquipClothingPreset( "46ea38bb-0be7-ca10-a8ac-d526056c04b3" ) Clothing preset is equipped to actor. Dirt level of actor is used for new items. Health of equipment slots is ignored.   |
Member name | Description |
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AcquireInventory | returns Id of inventory   |
LoadInventoryFromDB | clears inventory and loads inventory items from DB   |
AcquireInventory | returns Id of inventory   |
LoadInventoryFromDB | clears inventory and loads inventory items from DB   |
Member name | Description |
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DrawFromInventory | Syntax: Human.DrawItemFromInventory( slotid, hand, animate ) Spawn item from inventory to human hands and animate drawing it from somewhere   Syntax: Human.DrawItemFromInventory( itemId, hand, animate ) Spawn item from inventory to human hands and animate drawing it from somewhere   |
EquipInventoryItem | Syntax: Human.EquipInventoryItem( ScriptHandle itemId ) Equips item from inventory   |
StartSharpeningWeapon | Syntax: Human.StartSharpeningWeapon(EntityId grindstoneId, int slotId) Starts sharpening weapon in selected inventory slot on selected grindstone.   Syntax: Human.StartSharpeningWeapon(EntityId grindstoneId, int itemId) Starts sharpening weapon in selected inventory item on selected grindstone.   |
UnequipInventoryItem | Syntax: Human.UnequipInventoryItem( ScriptHandle itemId ) Unequips item from inventory   |
AddItem | Syntax: Inventory.AddItem( T_Item id ) Adds item defined by id.   |
FindItem | Syntax: Inventory.FindItem( ScriptHandle itemId ) Finds an item from its identifier.   Syntax: Inventory.FindItem( classIdText ) Finds an item that matches to class id.   |
GetCountOfCategory | Syntax: Inventory.GetCountOfCategory( const char* category ) Gets the number of element of the specified category inside the inventory.   |
GetCountOfClass | Syntax: Inventory.GetCountOfId( int itemId ) Gets the number of element of the specified DB id inside the inventory.   |
HasItem | Syntax: Inventory.HasItem( int itemId ) Returns true if item is in inventory.   |
RemoveItem | Syntax: Inventory.RemoveItem( id ) Removes an item from the inventory.   |
C_ScriptBind_ItemManager Class | |
CreateItem | creates new item with defined health and amount   |
GetItem | Syntax: ItemManager.GetItem( id ) Returns item script table which can be used to access item specific data   |
RemoveItem | Syntax: ItemManager.RemoveItem( id ) Removes item. Item creation/remove might be disabled on master to avoid cheating.   |
ValidateId | Syntax: ItemManager.ValidateId( id ) After game load this function returns new item id assigned to old item id. All item id's needs to be validated after game load!   |
C_ScriptBind_PickableItem Class | |
AttachTo |   |
CanPickUp | Syntax: Item.CanPickUp( ScriptHandle userId ) Checks if the item can be picked up by the user.   |
CanUse | Syntax: Item.CanUse( ScriptHandle userId ) Checks if the item can be used by the user.   |
GetExtensionParams | Syntax: Item.GetExtensionParams( const char *extension, SmartScriptTable params ) Gets extension parameters.   |
GetHealth | Syntax: Item.GetHealth() Gets item health.   |
GetMaxHealth | Syntax: Item.GetMaxHealth() Gets the maximum item health.   |
GetMountedAngleLimits | Syntax: Item.GetMountedAngleLimits() Gets the mounted angle limits for the item.   |
GetMountedDir | Syntax: Item.GetMountedDir() Gets the mounted direction for the item.   |
GetOwnerId | Syntax: Item.GetOwnerId() Gets the identifier of the item's owner.   |
GetParams | Syntax: Item.GetParams() Gets the item parameters.   |
GetStats | Syntax: Item.GetStats() Gets the item statistics.   |
GetUIName | Syntax: Item.GetUIName() Gets the UI name.   |
IsDestroyed | Syntax: Item.IsDestroyed() Event that occurs when the item is destroyed.   |
IsFromShop | Syntax: Item.IsFromShop() Returns true if the item is owner by some shop and can be bought instead of picked   |
IsMounted | Syntax: Item.IsMounted() Checks if the item is mounted.   |
IsOversized | Syntax: Item.IsOversized() Returns true if the item is too big to be picket up   |
IsUsed | Syntax: Item.IsUsed() Checks if the item is used.   |
OnHit | Syntax: Item.OnHit( SmartScriptTable hitTable ) Events that occurs when the item is hit.   |
OnUsed | Syntax: Item.OnUsed( ScriptHandle userId ) Events that occurs when the item is used.   |
PlayAction | Syntax: Item.PlayAction( const char *actionName ) Plays the specified action.   |
Quiet | Syntax: Item.Quiet() Quiets the item.   |
Reset | Syntax: Item.Reset() Resets the item.   |
Select | Syntax: Item.Select( bool select ) Selects/deselects the item.   |
SetExtensionActivation | Syntax: Item.SetExtensionActivation( const char *extension, bool activation ) Activates/deactivates an extension.   |
SetExtensionParams | Syntax: Item.SetExtensionParams( const char *extension, SmartScriptTable params ) Sets extension parameters.   |
SetMountedAngleLimits | Syntax: Item.SetMountedAngleLimits( float min_pitch, float max_pitch, float yaw_range ) Sets the mounted angle limits (yaw-pitch).   |
StartUse | Syntax: Item.StartUse( ScriptHandle userId ) The specified user now will start to use the item.   |
StopUse | Syntax: Item.StopUse( ScriptHandle userId ) The specified user now will stop to use the item.   |
Use | Syntax: Item.Use( ScriptHandle userId ) The specified user now will use the item.   |
EquipItemInSlot | Syntax: Human.EquipItemInSlot( ScriptHandle itemId ) Equips item from selected inventory slot   |
UnequipItemInSlot | Syntax: Human.UnequipItemInSlot( ScriptHandle itemId ) Unequips item from selected inventory slot   |
AddItem | Syntax: Inventory.AddItem( ScriptHandle id ) Adds item with parameters passed from parameter table: item = { sItemClassId = "0", -- GUID of item class in database sOwnerId = "0", -- GUID of the item owner fHealth = 1, -- 1 is 100% health   |
AddItemWithId | Syntax: Inventory.AddItemWithId( ScriptHandle id ) Adds new item with classIdText from DB to the inventory (with default settings).   |
AddItemWithIdWithHealth | Syntax: Inventory.AddItemWithIdWithHealth( ScriptHandle id ) Adds new item with classIdText from DB to the inventory (with default settings).   |
AddMoney | Syntax: Inventory.AddMoney(5.5) Adds 5.5 of actual currency.   |
Clear | Syntax: Inventory.Clear() Clears the inventory.   |
GetCountOfClass | Syntax: Inventory.GetCountOfClass( const char* className ) Gets the number of element of the specified class inside the inventory.   |
GetCountOfId | Syntax: Inventory.GetCountOfId( int itemId ) Gets the number of element of the specified DB id inside the inventory.   |
GetItem | Syntax: Inventory.GetItem( int slotId ) Gets the table of an item in the specified slot.   |
GetItemId | Syntax: Inventory.GetItemId( int slotId ) Gets the item id in the specified slot.   |
RemoveItem | Syntax: Inventory.RemoveItem( ScriptHandle id ) Removes an item from the inventory.   |
C_ScriptBind_Item Class | |
AttachTo |   |
CanPickUp | Syntax: Item.CanPickUp( ScriptHandle userId ) Checks if the item can be picked up by the user.   |
CanUse | Syntax: Item.CanUse( ScriptHandle userId ) Checks if the item can be used by the user.   |
GetExtensionParams | Syntax: Item.GetExtensionParams( const char *extension, SmartScriptTable params ) Gets extension parameters.   |
GetHealth | Syntax: Item.GetHealth() Gets item health.   |
GetMaxHealth | Syntax: Item.GetMaxHealth() Gets the maximum item health.   |
GetMountedAngleLimits | Syntax: Item.GetMountedAngleLimits() Gets the mounted angle limits for the item.   |
GetMountedDir | Syntax: Item.GetMountedDir() Gets the mounted direction for the item.   |
GetOwnerId | Syntax: Item.GetOwnerId() Gets the identifier of the item's owner.   |
GetParams | Syntax: Item.GetParams() Gets the item parameters.   |
GetStats | Syntax: Item.GetStats() Gets the item statistics.   |
GetUIName | Syntax: Item.GetUIName() Gets the UI name.   |
IsDestroyed | Syntax: Item.IsDestroyed() Event that occurs when the item is destroyed.   |
IsFromShop | Syntax: Item.IsFromShop() Returns true if the item is owner by some shop and can be bought instead of picked   |
IsMounted | Syntax: Item.IsMounted() Checks if the item is mounted.   |
IsOversized | Syntax: Item.IsOversized() Returns true if the item is too big to be picket up   |
IsUsed | Syntax: Item.IsUsed() Checks if the item is used.   |
OnHit | Syntax: Item.OnHit( SmartScriptTable hitTable ) Events that occurs when the item is hit.   |
OnUsed | Syntax: Item.OnUsed( ScriptHandle userId ) Events that occurs when the item is used.   |
PlayAction | Syntax: Item.PlayAction( const char *actionName ) Plays the specified action.   |
Quiet | Syntax: Item.Quiet() Quiets the item.   |
Reset | Syntax: Item.Reset() Resets the item.   |
Select | Syntax: Item.Select( bool select ) Selects/deselects the item.   |
SetExtensionActivation | Syntax: Item.SetExtensionActivation( const char *extension, bool activation ) Activates/deactivates an extension.   |
SetExtensionParams | Syntax: Item.SetExtensionParams( const char *extension, SmartScriptTable params ) Sets extension parameters.   |
SetMountedAngleLimits | Syntax: Item.SetMountedAngleLimits( float min_pitch, float max_pitch, float yaw_range ) Sets the mounted angle limits (yaw-pitch).   |
StartUse | Syntax: Item.StartUse( ScriptHandle userId ) The specified user now will start to use the item.   |
StopUse | Syntax: Item.StopUse( ScriptHandle userId ) The specified user now will stop to use the item.   |
Use | Syntax: Item.Use( ScriptHandle userId ) The specified user now will use the item.   |
Member name | Description |
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SCCPOINTID | Syntax: GameCodeCoverage.SCCPOINTID("MyPoint_ProximityTrigger_OnEntered", idx); Same as SCCPOINT but will pas one additional user index to callback.   |
Member name | Description |
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IsFakedTimeOfDay | Syntax: Calendar.IsFakedTimeOfDay(30) Returns true in case fake time of day is on.   Syntax: Calendar.IsFakedTimeOfDay() Returns true in case fake time of day is on.   |
Member name | Description |
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GetWorldTimeRatio | Syntax: Calendar.GetWorldTimeRatio(30) Returns ratio of world time.   Syntax: Calendar.GetWorldTimeRatio() Returns ratio of world time.   |
SetWorldTime | Syntax: Calendar.SetWorldTime(30) Sets ratio of world time.   Syntax: Calendar.SetWorldTime(3000) Sets ratio of world time.   |
Member name | Description |
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C_ScriptBind_Calendar Class | |
GetGameTime | Syntax: Calendar.GetGameTime() Returns game time (whole seconds from start of level)   |
GetWorldDay | Syntax: Calendar.GetWorldDay() Returns number of whole days from start of level.   |
GetWorldDayOfWeek | Syntax: Calendar.GetWorldDayOfWeek() Returns ordinal number of day in current week. Range is <0,6> monday is 0   |
GetWorldHourOfDay | Syntax: Calendar.GetWorldHourOfDay() Returns hour of current day. Range is <0,24) The number is float.   |
GetWorldTime | Syntax: Calendar.GetWorldTime() Returns world time (whole seconds from start of level)   |
GetWorldTimeRatio | Syntax: Calendar.GetWorldTimeRatio(30) Returns ratio of world time.   |
IsFakedTimeOfDay | Syntax: Calendar.IsFakedTimeOfDay(30) Returns true in case fake time of day is on.   |
IsWorldTimePaused | Syntax: Calendar.IsWorldTimePaused() Returns true if world time is paused.   |
SetFakeTimeOfDay | Syntax: Calendar.SetFakeTimeOfDay(10) Forces CryEngine to believe there is time different from our world time. The fake time is static. It is not used for RPG systems, only in TimeOfDay.   |
SetWorldTime | Syntax: Calendar.SetWorldTime(30) Sets ratio of world time.   |
SetWorldTimePaused | Syntax: Calendar.SetWorldTimePaused(true) Pauses/unpauses world time.   |
SetWorldTimeRatio | Syntax: Calendar.SetWorldTimeRatio(30) Sets ratio of world time.   |
UnfakeTimeOfDay | Syntax: Calendar.UnfakeTimeOfDay() Switches CryEngine back to our world time   |
Member name | Description |
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C_ScriptBind_Experimental Class | |
CanSee | This is CanSee, a member of class C_ScriptBind_Experimental.  |
CanSeeStr | This is CanSeeStr, a member of class C_ScriptBind_Experimental.  |
GetBodyManager | BODY MANAGER & VISUAL MAP is initialized later than ScriptBind_Experimental   |
GetVisualMap | This is GetVisualMap, a member of class C_ScriptBind_Experimental.  |
TeleportToEntity | LUA METHODS  |
TeleportToLocation | This is TeleportToLocation, a member of class C_ScriptBind_Experimental.  |
Member name | Description |
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C_ScriptBind_Map Class | |
C_ScriptBind_Map::CallScript (char*, char*) | |
C_ScriptBind_Map::CallScript (char*, std::list<string>&) | |
CallScript | This is the overview for the CallScript method overload.  |
Member name | Description |
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C_ScriptBindFSM Class | |
AIAnimEx |   |
AIGoto | !WH_CTSW(WH_CTSW_MASTER)   |
BlackBoardDelete |   |
BlackBoardExists |   |
BlackBoardGetFloat |   |
BlackBoardGetInt |   |
BlackBoardGetString |   |
BlackBoardSetFloat |   |
BlackBoardSetInt |   |
BlackBoardSetString | blackboard of a soul   |
CallScript |   |
FSMFunctionWithParam0 | test functions test of binding  |
FSMFunctionWithParam1 |   |
FSMFunctionWithParam1String |   |
FSMFunctionWithParam2 |   |
FSMFunctionWithParam3 |   |
LoadScripts |   |
MyBlackBoardDelete |   |
MyBlackBoardExists |   |
MyBlackBoardGetFloat |   |
MyBlackBoardGetInt |   |
MyBlackBoardGetString |   |
MyBlackBoardSetFloat |   |
MyBlackBoardSetInt |   |
MyBlackBoardSetString | blackboard of the current soul   |
PlayAnimation |   |
SetSoulList |   |
Member name | Description |
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C_ScriptBind_Building Class | |
BindToModule |   |
OnDestroy | needed by editor   |
OnPropertyChange | needed by editor if !WH_CTSW(WH_CTSW_MASTER)  |
OnSpawn |   |
OnStart |   |
C_ScriptBind_InteractionPoint Class | |
BindToModule |   |
OnDestroy | needed by editor   |
OnPropertyChange | needed by editor if !WH_CTSW(WH_CTSW_MASTER)  |
OnSpawn |   |
OnStart |   |
SignalDeliveryEvent |   |
Member name | Description |
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C_ScriptBind_UberLodTool Class | |
Validate | Syntax: UberLodTool.Validate() Validates UberLods in database for current level. TODO   |
Member name | Description |
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AttachEntityToHand | Syntax: Human.AttachEntityToHand(id, hand) Attaches entity to human's hand   |
CycleWeapon | Syntax: Human.CycleWeapon() Cycle between primary and secondary weapon set   |
DetachFromHand | Syntax: Human.DetachFromHand(hand) removes item from human's hand - drops if not equip or holster otherwise   |
DrawFromInventory | Syntax: Human.DrawItemFromInventory( slotid, hand, animate ) Spawn item from inventory to human hands and animate drawing it from somewhere   |
DrawWeapon | Syntax: Human.DrawWeapon() Draw active weapon set   |
GrabOnLadder | Syntax: Actor.GrabOnLadder() Grabs actor on a ladder   |
HolsterToInventory | Syntax: Human.HolsterToInventory( hand, animate ) Despawn inventory item and animate holstering it to somewhere   |
HolsterWeapon | Syntax: Human.HolsterWeapon() Holster active weapon set   |
IsOnLadder | Syntax: Actor.IsOnLadder() Returns 0/1 depending on if actor is already grabbed on a ladder   |
IsWeaponDrawn | Syntax: Human.IsWeaponDrawn() return true if human have weapon in hand   |
PickUpItem | Syntax: Human.PickUpItem( itemId, toHand ) Picks up an item   |
ToggleWeapon | Syntax: Human.ToggleWeapon() Toggle active weapon set   |
GrabOnLadder | Syntax: Actor.GrabOnLadder() Grabs actor on a ladder   |
IsOnLadder | Syntax: Actor.IsOnLadder() Returns 0/1 depending on if actor is already grabbed on a ladder   |
DrawPrimaryWeapon | Syntax: Human.DrawPrimaryWeapon() Draw primary weapon   |
DrawPrimaryWeaponEx | Syntax: Human.DrawPrimaryWeaponEx( const char* animInput, bool force ) Draw primary weapon with animation input and possibility to force the animation, weapon must be equipped   |
DrawSecondaryWeapon | Syntax: Human.DrawSecondaryWeapon() Draw secondary weapon   |
DrawSecondaryWeaponEx | Syntax: Human.DrawSecondaryWeaponEx( const char* animInput, bool force ) Draw secondary weapon with animation input and possibility to force the animation, weapon must be equipped   |
HolsterPrimaryWeapon | Syntax: Human.HolsterPrimaryWeapon() Holster primary weapon   |
HolsterPrimaryWeaponEx | Syntax: Human.DrawPrimaryWeaponEx( const char* animInput, bool force ) Draw primary weapon with animation input and possibility to force the animation, weapon must be equipped   |
HolsterSecondaryWeapon | Syntax: Human.HolsterSecondaryWeapon() Holster secondary weapon   |
HolsterSecondaryWeaponEx | Syntax: Human.DrawSecondaryWeaponEx( const char* animInput, bool force ) Draw secondary weapon with animation input and possibility to force the animation, weapon must be equipped   |
PickUpItem | Syntax: Human.PickUpItem( ScriptHandle itemId ) Picks up an item   |
TogglePrimaryWeapon | Syntax: Human.TogglePrimaryWeapon() Toggle primary weapon   |
ToggleSecondaryWeapon | Syntax: Human.ToggleSecondaryWeapon() Toggle secondary weapon   |
Member name | Description |
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DebugDrawAABB | This is DebugDrawAABB, a member of class CScriptBind_Game.  |
DebugDrawCone | This is DebugDrawCone, a member of class CScriptBind_Game.  |
DebugDrawCylinder | Debug  |
DebugDrawPersistanceDirection | This is DebugDrawPersistanceDirection, a member of class CScriptBind_Game.  |
Member name | Description |
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GetColumnInfo | Syntax: Database.GetTableInfo("weapons") Returns lua table with description of one column.   Syntax: Database.GetColumnInfo("weapons", 2) Returns lua table with description of one column.   |
GetTableLine | Syntax: Database.GetTableLine("weapons") Returns lua table with members of one data line.   Syntax: Database.GetTableLine("weapons", 5) Returns lua table with members of one data line.   |
LoadTable | Syntax: Database.LoadTable("weapons") Loads or reloads table. Returns true if table is loaded.   |
Member name | Description |
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C_ScriptBind_UberLodTool Class | |
Validate | Syntax: UberLodTool.Validate() Validates UberLods in database for current level. TODO   |
Member name | Description |
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IsEditing | Syntax: System.IsEditing() Checks if the system is in pure editor mode, ie. not editor game mode.  |
Member name | Description |
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SCCPOINT | Syntax: GameCodeCoverage.SCCPOINT("MyPoint_ProximityTrigger_OnEntered");  |
Member name | Description |
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C_ScriptBind_GameCodeCoverage Class | |
CheckNumCCCPointHits | Syntax: GameCodeCoverage.CheckNumCCCPointHits("ActorStance_OtherActorStartHorse");  |
EnableReportUnwatched | Syntax: GameCodeCoverage.EnableReportUnwatched(true);  |
GetMemoryUsage | This is GetMemoryUsage, a member of class C_ScriptBind_GameCodeCoverage.  |
Reset | Syntax: GameCodeCoverage.Reset();  |
ResetCCCPointHitCounters | Syntax: GameCodeCoverage.ResetCCCPointHitCounters("ActorStance_OtherActorStartHorse");  |
WatchCCCPoint | Syntax: GameCodeCoverage.WatchCCCPoint("ActorStance_OtherActorStartHorse", {});  |
Member name | Description |
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CacheResource |   |
Member name | Description |
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PlayerSetViewAngles |   |
AddAngularImpulse | Syntax: Actor.AddAngularImpulse( Ang3 vAngular,float deceleration,float duration ) Sets and angular impulse to the actor.  |
DamageInfo | Syntax: Actor.DamageInfo( ScriptHandle shooter, ScriptHandle target, ScriptHandle weapon, float damage, const char *damageType ) Gets damage info.   |
GetViewAngleOffset | Syntax: Actor.GetViewAngleOffset() Gets the offset angle for the view.   |
SetMovementTarget | Syntax: Actor.SetMovementTarget( Vec3 pos, Vec3 target, Vec3 up, float speed ) Sets the target movement.  |
SetViewAngleOffset | Syntax: Actor.SetViewAngleOffset() Sets the offset angle for the view.   |
Member name | Description |
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Validate | Syntax: Database.Validate() Validates bindings in database for current level.   Syntax: BindingTool.Validate() Validates bindings in database for current level.   |
Member name | Description |
---|---|
C_ScriptBind_BindingTool Class | |
Validate | Syntax: Database.Validate() Validates bindings in database for current level.   |
Member name | Description |
---|---|
GetParams | Syntax: Actor.GetParams() Gets the Actor parameters. get some infos from the actor  |
SetParams | Syntax: Actor.SetParams() Sets the Actor parameters passing the parameter table to the Actor. set the actor params, pass the params table to the actor  |
Member name | Description |
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SetEvent | Syntax: MusicLogic.SetEvent( int eMusicEvent ) Sets an event in the music logic.   |
StartLogic | Syntax: MusicLogic.StartLogic() Starts the music logic.   |
StopLogic | Syntax: MusicLogic.StopLogic() Stops the music logic.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_MusicLogic.  |
SetEvent | Syntax: MusicLogic.SetEvent( int eMusicEvent ) Sets an event in the music logic.   |
StartLogic | Syntax: MusicLogic.StartLogic() Starts the music logic.   |
StopLogic | Syntax: MusicLogic.StopLogic() Stops the music logic.   |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_MusicLogic.  |
Member name | Description |
---|---|
DelegateAuthority | Syntax: Net.DelegateAuthority(ScriptHandle ent, int channel) Passes authority for updating an object to some remote channel. This channel must have had SetServer() called on it at construction time   Syntax: Network.DelegateAuthority(ScriptHandle ent, int channel) Delegate authority for an object to some client.   |
Expose | Syntax: Net.Expose({Class information Table}) Exposes class information to the network system like client/server methods and server properties for serializing data or remote method invocation over the network. If you expose client or server methods your entity has to include the Client and/or Server tables. Notes:   Syntax: Network.Expose()   |
ChangeSeat | Syntax: Vehicle.ChangeSeat(ScriptHandle actorHandle, int seatId, bool isAnimationEnabled ) Makes the actor changing the seat inside the vehicle.   |
PreLoadADB | Syntax: Action.PreLoadADB(adbFileName) Use this function to pre-cache ADB files. Pre-load a mannequin ADB file. In: The function handler (NULL is invalid!) In: The name of the ADB file.  |
SetAimQueryMode | Syntax: Action.SetAimQueryMode(entityId, mode) Set the aim query mode for the ai proxy. Normally the ai proxy asks the movement controller if the character is aiming. You can override that and set your own 'isAiming' state.   |
SetLastOpResult | This is SetLastOpResult, a member of class CScriptBind_AI.  |
AllowLowerBodyToTurn | Syntax: AI.LockBodyTurn(entityID, bAllowLowerBodyToTurn)  |
ClearAnimationTag | Clear a Mannequin animation tag group. In: The function handler (NULL is invalid!) In: The script handle of the entity on which to clear the animation tag. In: The name of any animation tag in the group that we want to clear (case insensitive).  |
ClearForReload | Syntax: AI.ClearForReload() Clears all goalpipes from the system  Syntax: AI.ClearForReload(string szPipeName) Clears all goalpipes from the system  |
CreateStimulusEventInRange | This is CreateStimulusEventInRange, a member of class CScriptBind_AI.  |
DestroyAllTPSQueries | Syntax: AI.DestroyAllTPSQueries() Destroys all the tactical point system queries.   Syntax: AI2.DestroyAllTPSQueries() Destroys all the tactical point system queries.   |
GetAlertness |   |
GetAnchor | Syntax: AI.GetAnchor(entityId, AIAnchorType, radius, 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)  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)  |
GetAttentionTargetEntity | Syntax: AI.GetAttentionTargetEntity(entityId) returns the given entity's attention target entity (if it is an entity) or the owner entity of the attention target if it is a dummy object (if there is an owner entity)  |
GetDistanceToClosestGroupMember | This is GetDistanceToClosestGroupMember, a member of class CScriptBind_AI.  |
GetGroupAveragePosition | Syntax: AI.GetGroupAveragePosition(entityId, properties, returnPos) gets the average position of the (leader's) group members  |
GetGroupScopeUserCount | Syntax: AI.GetGroupScopeUserCount(entityID, bAllowLowerBodyToTurn)  |
GetGroupTarget | Syntax: AI.GetGroupTarget(entityId [,bHostileOnly [,bLiveOnly]]) Returns the most threatening attention target amongst the agents in the given entity's group (see IAgent.h for definition of alert status)  |
GetGroupTargetCount | Syntax: AI.GetGroupTargetCount(entityId [,bHostileOnly [,bLiveOnly]]) Returns the number of attention targets amongst the agents in the given entity's group  |
GetGroupTargetType | // // Syntax: AI.GetGroupTarget(entityId [,bHostileOnly [,bLiveOnly]]) // Description: Returns the most threatening attention target amongst the agents in the given entity's group // (see IAgent.h for definition of alert status) // Arguments: // entityId - AI's entity id which group is determined // bHostileOnly (optional) - filter only hostile targets in group // bLiveOnly (optional) - filter only live targets in group (entities) int GetGroupTarget(IFunctionHandler * pH); int CScriptBind_AI::GetGroupTarget(IFunctionHandler * pH) { if(pH->GetParamCount()<1) { AIWarningID("", "GetGroupTarget: Too few parameters." ); return pH->EndFunction(); } GET_ENTITY(1); if (pEntity) { IAIObject* pAI = pEntity->GetAI(); IAIActor* pAIActor = CastToIAIActorSafe(pAI); if (pAIActor) { int groupId... <a href='CScriptBind_AI__GetGroupTargetType@IFunctionHandler__@int.html'>more</a>  This is GetGroupTargetType, a member of class CScriptBind_AI.  |
GetLeader | Syntax: AI.GetLeader(groupID | entityID ) returns the leader's name of the given groupID / entity  |
GetNearestPathOfTypeInRange | Syntax: AI.GetNearestPathOfTypeInRange(entityId, pos, range, type <, devalue, useStartNode, ignoreCurrentPath>) Queries a nearest path of specified type. The type uses same types as anchors and is specified in the path properties. The function will only return paths that match the requesters (entityId) navigation caps. The nav type is also specified in the path properties. entityId - AI's entity id pos - a vector specifying to the point of interest. Path nearest to this position is returned. range - search range. If useStartNode=1, paths whose start point are within this range are returned or if useStartNode=0 nearest distance to the path is... <a href='CScriptBind_AI__GetNearestPathOfTypeInRange@IFunctionHandler__.html'>more</a>  Syntax: AI.GetNearestPathOfTypeInRange(entityId, pos, range, type <, devalue, useStartNode>) Queries a nearest path of specified type. The type uses same types as anchors and is specified in the path properties. The function will only return paths that match the requesters (entityId) navigation caps. The nav type is also specified in the path properties. entityId - AI's entity id pos - a vector specifying to the point of interest. Path nearest to this position is returned. range - search range. If useStartNode=1, paths whose start point are within this range are returned or if useStartNode=0 nearest distance to the path is calculated... <a href='CScriptBind_AI__GetNearestPathOfTypeInRange@IFunctionHandler__.html'>more</a>  |
IsAimReady | This is IsAimReady, a member of class CScriptBind_AI.  |
IsMovingInCover | Syntax: AI.IsMovingInCover(entityId)   |
NotifyReinfDone |   |
QueueBubbleMessage | Syntax: AI.QueueBubbleMessage(entityID, message, flags)  |
RequestToStopMovement | This is RequestToStopMovement, a member of class CScriptBind_AI.  |
SequenceBehaviorReady | This is SequenceBehaviorReady, a member of class CScriptBind_AI.  |
SequenceInterruptibleBehaviorLeft | This is SequenceInterruptibleBehaviorLeft, a member of class CScriptBind_AI.  |
SequenceNonInterruptibleBehaviorLeft | This is SequenceNonInterruptibleBehaviorLeft, a member of class CScriptBind_AI.  |
SetAnimationTag | Set a Mannequin animation tag. In: The function handler (NULL is invalid!) In: The script handle of the entity on which to set the animation tag. In: The name of the animation tag that should be set (case insensitive).  |
SetBehaviorTreeEvaluationEnabled | Syntax: AI.SetBehaviorTreeEvaluationEnabled(entityID, enable)  |
SetCollisionAvoidanceRadiusIncrement | This is SetCollisionAvoidanceRadiusIncrement, a member of class CScriptBind_AI.  |
SetLeader | Syntax: AI.SetLeader(entityID ) Set the given entity as Leader (associating a CLeader object to it and creating it if it doesn't exist) Only one leader can be set per group  |
UpdateGlobalPerceptionScale | Syntax: AI.UpdateGlobalPerceptionScale(visualScale, audioScale, [filterType], [faction])  |
ChangeAttachmentMaterial |   |
CheckShaderParamCallbacks | Syntax: Entity.UpdateShaderParamCallback() Check all the currently set shader param callbacks on the renderproxy with the current state of the entity  |
GetWorldDir | Syntax: Vec3 Entity.GetWorldDir()   |
ReattachSoftEntityVtx | This is ReattachSoftEntityVtx, a member of class CScriptBind_Entity.  |
RelinkBoneAttachments | Syntax: Entity.RelinkBoneAttachments()  |
RenderAlways | Syntax: Entity.RenderAlways() Enables 'always render' on the render node, skipping any kind of culling   |
SetAnimateOffScreenShadow | Syntax: Entity.SetAnimateOffScreenShadow( bool bAnimateOffScreenShadow )   |
SetLightColorParams | Syntax: Entity.SetLightColorParams( int nSlot,Vec3 color, float specular_multiplier, float HDRDynamic) changes the color related params of an existing light   |
IsSoundLooped | Syntax: Sound.IsSoundLooped(ISound* sound) will return false also if the given soundid does not exist ! obtain the looping status of a sound @param nID ID of the sound  |
DrawTriStrip | Syntax: System.DrawTriStrip(ScriptHandle handle, int nMode, SmartScriptTable vtxs, float r, float g, float b, float alpha ) Draws a triangle strip.   Syntax: System.DrawTriStrip(ScriptHandle handle, int nMode, SmartScriptTable vtxs, float r, float g, float b, float alpha ) Draws a triangle strip.  |
GetHDRDynamicMultiplier | Syntax: System.GetHDRDynamicMultiplier() Gets hte HDR dynamic multiplier.   Syntax: System.GetHDRDynamicMultiplier() Gets hte HDR dynamic multiplier.  |
SetHDRDynamicMultiplier | Syntax: System.SetHDRDynamicMultiplier( float fMul ) Sets the HDR dynamic multiplier.   Syntax: System.SetHDRDynamicMultiplier( float fMul ) Sets the HDR dynamic multiplier.  |
GoLimp | Syntax: Actor.GoLimp() Makes the Actor having a limp.   Syntax: Actor.GoLimp() Makes the Actor having a limp. OBSOLETE: in 3.5   |
CScriptBind_IKInteractions Class | |
GetMemoryUsage | This is GetMemoryUsage, a member of class CScriptBind_IKInteractions.  |
ReadAditionalPropertiesFromEntity | public because the FlowGraph node will also use this (to avoid code duplication)   |
Release | This is Release, a member of class CScriptBind_IKInteractions.  |
BlockAutomaticDoors | Syntax: Vehicle.BlockAutomaticDoors() Broadcast to the vehicle the message to automatically block the doors.   |
ChangeSeat | Syntax: Vehicle.ChangeSeat(ScriptHandle actorHandle, int seatId, bool isAnimationEnabled ) Makes the actor changing the seat inside the vehicle.   |
CloseAutomaticDoors | Syntax: Vehicle.CloseAutomaticDoors() Broadcast to the vehicle the message to automatically close the doors.   |
Destroy | Syntax: Vehicle.Destroy() Destroys the vehicle.   |
ExtractGears | Syntax: Vehicle.ExtractGears() Broadcast to the vehicle the message to extract gears.   |
GetCollisionDamageThreshold | Syntax: Vehicle.GetCollisionDamageThreshold() Gets the collision damage threshold.   |
GetExtensionParams | Syntax: Vehicle.GetExtensionParams( const char *extension, SmartScriptTable params ) Gets extension parameters.   |
GetMovementDamageRatio | Syntax: Vehicle.GetMovementDamageRatio() Gets the movement damage ratio.   |
GetMovementType | Syntax: Vehicle.GetMovementType() Gets the movement type.   |
GetOwnerId | Syntax: Vehicle.GetOwnerId() Gets the vehicle owner identifier.   |
GetRepairableDamage | Syntax: Vehicle.GetRepairableDamage()   |
GetSelfCollisionMult | Syntax: Vehicle.GetSelfCollisionMult( Vec3 velocity, Vec3 normal, int partId, ScriptHandle colliderId ) Gets self collision mult.   |
GetVehiclePhysicsStatus | Syntax: Vehicle.GetVehiclePhysicsStatus( SmartScriptTable statusTable ) Gets the vehicle physics status.   |
IsEmpty | Syntax: Vehicle.IsEmpty() Checks if the vehicle is empty.   |
IsFlipped | Syntax: Vehicle.IsFlipped() Checks if the vehicle is flipped.   |
IsPartInsideRadius | Syntax: Vehicle.IsPartInsideRadius( int slot, Vec3 pos, float radius ) Checks if a part is inside the specified radius.   |
IsSubmerged | Syntax: Vehicle.IsSubmerged() Checks if the vehicle is submerged.   |
KillAbandonTimer | Syntax: Vehicle.KillAbandonTimer() Kills the abandon timer.   |
MultiplyWithEntityLocalTM | Syntax: Vehicle.MultiplyWithEntityLocalTM( ScriptHandle entityHandle, Vec3 pos ) Multiplies with the entity local transformation matrix.   |
OnPassengerKilled | Syntax: Vehicle.OnPassengerKilled( ScriptHandle passengerHandle ) Event that occurs if the passenger is killed.   |
OpenAutomaticDoors | Syntax: Vehicle.OpenAutomaticDoors() Broadcast to the vehicle the message to automatically open the doors.   |
RefreshPhysicsGeometry | Syntax: Vehicle.RefreshPhysicsGeometry( ScriptHandle partHandle, int slot, int physIndex ) Refreshes the physics geometry.   |
RetractGears | Syntax: Vehicle.RetractGears() Broadcast to the vehicle the message to retract gears.   |
SetAmmoCount | Syntax: Vehicle.SetAmmoCount( const char *name, int amount ) Sets the amount of the specified ammunition.   |
SetExtensionActivation | Syntax: Vehicle.SetExtensionActivation( const char *extension, bool bActivated ) Activates/deactivates the extension.  |
SetExtensionParams | Syntax: Vehicle.SetExtensionParams( const char *extension, SmartScriptTable params ) Sets extension parameters.   |
SetMaxSpeed | Syntax: Vehicle.SetMaxSpeed(id) Sets the maximum/top speed of a vehicle   |
SetMovementMode | Syntax: Vehicle.SetMovementMode( int mode ) Sets the movement mode.   |
SetMovementSoundVolume | Syntax: Vehicle.SetMovementSoundVolume( float volume ) Sets the sound volume for the movement.   |
SetOwnerId | Syntax: Vehicle.SetOwnerId( ScriptHandle ownerId ) Sets the owner identifier for the vehicle.   |
SetPlayerToSit | Syntax: Vehicle.SetPlayerToSit( ScriptHandle playerId, int flags ) Sets the player sitting into the vehicle.   |
StartAbandonTimer | Syntax: Vehicle.StartAbandonTimer( bool force, float timer) Starts the abandon timer.   |
UpdateVehicleAnimation | Syntax: Vehicle.UpdateVehicleAnimation( ScriptHandle entity, int slot ) Updates the vehicle animation.   |
IsLocked | Syntax: VehicleSeat.IsLocked(actor) Checks if the seat is locked for the specified actor.   |
RemovePassenger | Syntax: VehicleSeat.RemovePassenger() Removes the passenger from the seat.   |
SetPassenger | Syntax: VehicleSeat.SetPassenger( ScriptHandle passengerHandle, bool isThirdPerson ) Sets the specified passenger to the seat.   |
DeleteDynamicEntities | Syntax: Action.DeleteDynamicEntities() Deletes dynamic entities (like pieces of broken objects)   |
LoadXMLFromFile | Syntax: Action.LoadXMLFromFile( const char * xmlFile )  |
AddItem | Syntax: Inventory.Release(ScriptHandle id) Adds an item to the inventory.   |
FindItem | Syntax: Inventory.FindItem( ScriptHandle itemId ) Finds an item from its identifier.   |
FindNext | Syntax: Inventory.FindNext( const char *className, const char *category, int firstSlot, bool wrap ) Search for the specified class and return the next one in the inventory with the specific info.   |
FindPrev | Syntax: Inventory.FindNext( const char *className, const char *category, int firstSlot, bool wrap ) Search for the specified class and return the previous one in the inventory with the specific info.   |
GetCapacity | Syntax: Inventory.GetCapacity() Gets the inventory capacity.   |
GetCount | Syntax: Inventory.GetCount() Gets the number of the inventory elements.   |
GetCountOfClass | Syntax: Inventory.GetCountOfClass() Gets the number of element of the specified class inside the inventory.   |
GetHolsteredItemId | Syntax: Inventory.GetHolsteredItemId() Gets the identifier for the holstered item.   |
GetInventoryTable | Syntax: Inventory.GetInventoryTable() Gets the inventory table.   |
GetItem | Syntax: Inventory.GetItem( int slotId ) Gets the item in the specified slot.   |
GetLastItem | Syntax: Inventory.GetLastItem() Gets the last used item.   |
GetLastItemId | Syntax: Inventory.GetLastItemId() Gets the identifier for the last used item.   |
ReloadWeapons | Syntax: Inventory.ReloadWeapons() Reloads weapons.   |
RemoveItem | Syntax: Inventory.RemoveItem(ScriptHandle id) Removes an item from the inventory.   |
ResetAmmo | Syntax: Inventory.ResetAmmo() Resets ammunition.   |
SetAmmoCapacity | Syntax: Inventory.SetAmmoCapacity( const char *ammoName, int max ) Sets the specific ammunition capacity.   |
SetCapacity | Syntax: Inventory.SetCapacity( int size ) Sets the inventory capacity.   |
SetCurrentItemId | Syntax: Inventory.GetCurrentItem( ScriptHandle itemId ) Sets the specified item as the current one.   |
SetHolsteredItemId | Syntax: Inventory.SetHolsteredItemId( ScriptHandle itemId ) Sets the specified item as the holstered item.   |
SetLastItemId | Syntax: Inventory.SetLastItemId( ScriptHandle itemId ) Sets the specified item as the last used one.   |
Validate | Syntax: Inventory.Validate() Validates the inventory.   |
LogSlots |   |
AddRange | This is AddRange, a member of class CScriptBind_AI.  |
ChangeRange | This is ChangeRange, a member of class CScriptBind_AI.  |
Friendly | Syntax: AI.Friendly(entityId, entity2Id|AIObjectName) returns true if the two entities are friendly  |
GenerateUniqueTacticGroupId | Syntax: AI.GenerateUniqueTacticGroupId( ) Returns a unique tactic group Id to use  |
GetAttentionTargetEntity | Syntax: AI.GetAttentionTargetEntity(entityId) returns the given entity's attention target entity (if it is an entity) or the owner entity of the attention target if it is a dummy object (if there is an owner entity)  |
GetCoordinationEnvironment | Syntax: AI.GetCoordinationEnvironment( coordinationID )  |
GetCoordinationInput | Syntax: AI.GetCoordinationInput( coordinationID, name )  |
GetCurrentCoordination | Syntax: AI.GetCurrentCoordination( entityID )  |
GetCurrentCoordinationName | Syntax: AI.GetCurrentCoordinationName( entityID )  |
GetDirOnPathBySegNo | Syntax: AI.GetDirOnPathBySegNo(pathname, segNo) returns path direction at the point identified by segNo segNo - segment ratio pathname - designer's path name   |
GetEntityTacticGroupId | Syntax: AI.GetEntityTacticGroupId( entity ) Gets which tactic group Id an entity belongs to  |
GetGroupVariable | Syntax: AI.GetBehaviorVariable( entity, variableName, value ) Returns a behavior variable for the specified actor  |
GetLastSmartObjectExitPoint | Syntax: AI.GetLastSmartObjectExitPoint( userEntityId, pos) Returns the last used navigational smart object's exit point  |
GetPlayerThreatLevel | Syntax: AI.GetPlayerThreatValue() Returns the value of player’s threat level (float number from 0 to 1.0)  |
GetRangeState | This is GetRangeState, a member of class CScriptBind_AI.  |
GetReaction | Syntax: AI.GetReaction(entityId, entity2Id | AIObjectName) returns reaction of entity towards entity2 (friendly/neutral/hostile ATM)  |
GetTargetThreat | Syntax: AI.GetTargetThreat(entityId) Returns the threat type of current entity's attention target.  |
IsFlightSpaceVoid |   |
IsFlightSpaceVoidByRadius |   |
LoadGroupBehaviors | Syntax: AI.LoadGroupBehaviors( folderName, extension, globalEnv)  |
LoadPathfindProperties | This is LoadPathfindProperties, a member of class CScriptBind_AI.  |
Neutral | Syntax: AI.Neutral(entityId, entity2Id|AIObjectName) returns true if the two entities are neutral  |
ResetRanges | This is ResetRanges, a member of class CScriptBind_AI.  |
SendBTGlobalSignal | Syntax: AI.SendBTGlobalSignal( signal, data ) Send a signal to the BT global activation conditions  |
SetCoordinationInput | Syntax: AI.SetCoordinationInput( coordinationID, name, value )  |
SetEntityTacticGroupId | Syntax: AI.SetEntityTacticGroupId( entity, groupId ) Sets which tactic group Id an entity belongs to  |
SetForcedNavigationCompVec |   |
SetGroupVariable | Syntax: AI.SetBehaviorVariable( entity, variableName, value ) Sets a behavior variable for the specified actor  |
StartCoordinationWithEntity | Syntax: AI.StartCoordinationWithEntity( groupID, coordinationName, entityID )  |
StartCoordinationWithSelectMembers | Syntax: AI.StartCoordinationWithSelectMembers( coordinationName, validMembers )  |
StopCoordination | Syntax: AI.StopCoordination( coordinationID )  |
StopCoordinationForActor | Syntax: AI.StopCoordinationForActor( coordinationID, entityId )  |
SetSlotFlags | Syntax: Entity.SetSlotFlags( int nSlot, const int nFlags, int mode ) Set flags for entity slot.  |
IsPlaying | Syntax: Movie.IsPlaying(const char *sSequenceName) Checks if the specified sequence is currently playing.  |
CacheAudioFile | Syntax: Sound.CacheAudioFile(sName, audioFileCacheType) Caches a single *.fsb file or *.fsb files of a game hint.  |
RemoveCachedAudioFile | Syntax: Sound.RemoveCachedAudioFile(sName, bNow) Removes a single *.fsb file or *.fsb files of a game hint.  |
UpdateSoundSystem | Syntax: Sound.UpdateSoundSystem( ) Updates the sound system if needed ambient volumes call this to fix the issue with beaming to Visareas with sound fix issue with beaming to Visareas with sound  |
DrawRectShader | Syntax: System.DrawRectShader( const char *pszShaderName, float x, float y, float w, float h, float r, float g, float b, float a ) Use the shader to draw a rectangular.   |
GetFrameRate | Syntax: System.GetFrameRate() Gets the frame rate.  |
GetFrameTimeUI | Syntax: System.GetFrameTimeUI() Gets the UI frame time.  |
GetRealFrameTime | Syntax: System.GetRealFrameTime() Gets the real frame time.  |
GetUsedMemory | Syntax: System.GetUsedMemory() Gets the used memory  |
IsEditorGameMode | Syntax: System.IsEditorGameMode() Checks if the system is the editor and in-game (CTRL+G).  |
LoadTimeOfDayFile | Syntax: System.LoadTimeOfDayFile(filename) Loads a TOD file for the timeofday system   |
SetScreenShader | Syntax: System.DrawRectShader( const char *pszShaderName) NOT SUPPORTED ANYMORE.   |
SetSystemShaderRenderFlags | Syntax: System.SetSystemShaderRenderFlags( const char *pszShaderName, const char *pszFlagName, bool bEnable) Sets the render flags for the system shader.   |
Member name | Description |
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InvalidateLocalBBox | Syntax: Entity.InvalidateLocalBBox( )   |
Member name | Description |
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GetColumnInfo | returns lua table with description of one column   Syntax: Database.GetTableInfo("weapons") Returns lua table with description of one column.   |
GetTableInfo | returns lua table with C_Table properties   Syntax: Database.GetTableInfo("weapons") Returns lua table with C_Table properties.   |
GetTableLine | returns lua table with members of one data line   Syntax: Database.GetTableLine("weapons") Returns lua table with members of one data line.   |
EquipClothingPreset | Syntax: Human.EquipClothingPreset( "46ea38bb-0be7-ca10-a8ac-d526056c04b3" ) Returns GUID of clothing preset selected in editor for this human   |
GetInitialClothingPreset | Syntax: Human.GetInitialClothingPreset() Equips selected preset, already equipped item will be handled according to equip policy.   |
EquipClothingPreset | Syntax: Human.EquipClothingPreset( "46ea38bb-0be7-ca10-a8ac-d526056c04b3" ) Adds the specified frost amount.   |
Member name | Description |
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DrawSecondaryWeapon | Syntax: Human.DrawSecondaryWeapon() Draw secondary weapon   |
DrawSecondaryWeaponEx | Syntax: Human.DrawSecondaryWeaponEx( const char* animInput, bool force ) Draw secondary weapon with animation input and possibility to force the animation, weapon must be equipped   |
HolsterSecondaryWeapon | Syntax: Human.HolsterSecondaryWeapon() Holster secondary weapon   |
HolsterSecondaryWeaponEx | Syntax: Human.DrawSecondaryWeaponEx( const char* animInput, bool force ) Draw secondary weapon with animation input and possibility to force the animation, weapon must be equipped   |
ToggleSecondaryWeapon | Syntax: Human.ToggleSecondaryWeapon() Toggle secondary weapon   |
Member name | Description |
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GrabOnLadder | Syntax: Actor.GrabOnLadder() Grabs actor on a ladder   |
IsOnLadder | Syntax: Actor.IsOnLadder() Returns 0/1 depending on if actor is already grabbed on a ladder   |
Member name | Description |
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SetMaxSpeed | Syntax: Vehicle.SetMaxSpeed(id) Sets the maximum/top speed of a vehicle   |
ResetAgentState | Syntax: AI.ResetAgentState(entityId,stateLabel) Resets a particular aspect of the agent's state, such as "lean" Intended to keep these workaround concepts together.  Syntax: AI.ResetAgentState(entityId,stateLabel) Resets a particular aspect of the agent's state, such as "lean" Intended to keep these hacky concepts together.  |
Member name | Description |
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Trace | |
GetMemoryUsage | This is GetMemoryUsage, a member of class C_ScriptBind_Trace.  |
PlotXY | Syntax: Trace.PlotXY(level, x, y, tag)  |
TableXY | This is TableXY, a member of class C_ScriptBind_Trace.  |
Member name | Description |
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GetSmartObjectHelper | Syntax: AI.GetSmartObjectHelper( entityId, className, helperName ) Returns table with position and direction vector of given SO helper  |
Member name | Description |
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AcquireInventory | returns Id of inventory   |
AcquireShop |   |
AquireInventory | returns Id of inventory   |
AquireShop |   |
Member name | Description |
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C_ScriptBind_RPG Class | |
AttachTo | This is AttachTo, a member of class C_ScriptBind_RPG.  |
DetachFrom | This is DetachFrom, a member of class C_ScriptBind_RPG.  |
GetMemoryUsage | This is GetMemoryUsage, a member of class C_ScriptBind_RPG.  |
GetSoulStats | This is GetSoulStats, a member of class C_ScriptBind_RPG.  |
Release | This is Release, a member of class C_ScriptBind_RPG.  |
SetAgility | Syntax: rpg.SetAgility( ScriptHandle id, value) sets Agility to new value  |
SetCurrStamina | Syntax: rpg.SetCurrStamina( ScriptHandle id, value) sets CurrStamina to new value  |
SetDeathReason | Syntax: rpg.SetDeathReason( ScriptHandle id, int value) sets DeathReason to new value  |
SetFood | Syntax: rpg.SetFood( ScriptHandle id, value) sets Food to new value  |
SetHealth | Syntax: rpg.SetHealth( ScriptHandle id, value) sets health to new value  |
SetMaxStamina | Syntax: rpg.SetMaxStamina( ScriptHandle id, value) sets MaxStamina to new value  |
SetStrength | Syntax: rpg.SetStrength( ScriptHandle id, value) sets Strength to new value  |
SetToHeal | Syntax: rpg.SetToHeal( ScriptHandle id, value) sets ToHeal to new value  |
SetVigour | Syntax: rpg.SetVigour( ScriptHandle id, value) sets Vigour to new value  |
SetVitality | Syntax: rpg.SetVitality( ScriptHandle id, value) sets Vitality to new value  |
Member name | Description |
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IsDemo | if the code is compiled on a "*Demo*" configuration   |
Member name | Description |
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DrawPrimaryWeaponEx | Syntax: Human.DrawPrimaryWeaponEx( const char* animInput, bool force ) Draw primary weapon with animation input and possibility to force the animation, weapon must be equipped   |
HolsterPrimaryWeaponEx | Syntax: Human.DrawPrimaryWeaponEx( const char* animInput, bool force ) Draw primary weapon with animation input and possibility to force the animation, weapon must be equipped   |
UnequipItemInSlot | Syntax: Human.UnequipItemInSlot( ScriptHandle itemId ) Unequips item from selected inventory slot   |
DrawPrimaryWeaponWithAnim | Syntax: Human.DrawPrimaryWeaponWithAnim( const char* animInput ) Draw primary weapon with animation input   |
Member name | Description |
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ClearEnemy | Syntax: Actor.ClearEnemy() Tells to actor there is no enemy   |
Member name | Description |
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DrawPrimaryWeaponWithAnim | Syntax: Human.DrawPrimaryWeaponWithAnim( const char* animInput ) Draw primary weapon with animation input   |
Member name | Description |
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CanEnemyFight | Syntax: Actor.CanEnemyFight(ScriptHandle enemy) Returns true if enemy can fight - is alive and is known for combat system   |
Member name | Description |
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CreateSavepoint | creates savepoint of type E_SGT_SavePoint   |
GetNumLightsActivated | Syntax: Game.GetNumLightsActivated() Gets the number of activated lights.   |
IsMountedWeaponUsableWithTarget | Syntax: Game.IsMountedWeaponUsableWithTarget() Checks if the mounted weapon is usable with the target. IsMountedWeaponUsableWithTarget A piece of game-code moved from CryAction when scriptbind_AI moved to the AI system  |
QueryBattleStatus | Syntax: Game.QueryBattleStatus() Queries battle status, range from 0 (quiet) to 1 (full combat).   |
Member name | Description |
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AIGoto |   !WH_CTSW(WH_CTSW_MASTER)   |
FSMFunctionWithParam0 | test functions   test functions test of binding  |
Member name | Description |
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AddItem | Syntax: Inventory.AddItem( ScriptHandle id ) Adds item with parameters passed from parameter table.   Syntax: Inventory.AddItem( ScriptHandle id ) Adds item with parameters passed from parameter table: item = { sItemClassId = "0", -- GUID of item class in database sOwnerId = "0", -- GUID of the item owner fHealth = 1, -- 1 is 100% health   |
GetUIName | Syntax: Item.GetUIName() Gets the UI name.   |
Member name | Description |
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AddItemWithIdWithHealth | Syntax: Inventory.AddItemWithIdWithHealth( ScriptHandle id ) Adds new item with classIdText from DB to the inventory (with default settings).   |
Member name | Description |
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IsMountable | Syntax: Horse.IsMountable   |
Member name | Description |
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WarpTime | Time effects ============================================= Syntax: Actor.WarpTime(float wantedSpeed, float duration) Slowdown/speedup global time for given time period  |
WarpTime | Time effects ============================================= Syntax: Actor.WarpTime(float wantedSpeed, float duration) Slowdown/speedup global time for given time period  |
Member name | Description |
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SetVariationInput | Syntax: Actor.SetVariationInput( const char *name, const char* value ) Sets variation input value.  |
Member name | Description |
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GetLinkedEntity | Syntax: Actor.GetLinkedEntity() Returns entity which is this actor linked to.  |
SetMovementRestriction | Syntax: Actor.SetMovementRestriction(true, true) Sets movement restriction. First param is bAllowSprint and second param is bAllowRun.  |
SetSpeedMultiplier | Syntax: Actor.SetSpeedMultiplier(float) Value multiplies absolute speed in all stances.  |
C_ScriptBind_Horse Class | |
GetHorse | Syntax: Horse.GetHorse() Gets the horse.    |
HasRider | Syntax: Horse.HasRider()   |
Horse |
Member name | Description |
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CreateQueryFromTacticalSpec | This is CreateQueryFromTacticalSpec, a member of class CScriptBind_AI.  |
GetEntityFromParam | Fetch entity pointer from script parameter Fetch entity pointer from script parameter  |
GetEntityIdFromParam | Fetch entity ID from script parameter Fetch entity ID from script parameter  |
GetGroupSpatialProperties |   |
GetSignalExtraData | This is GetSignalExtraData, a member of class CScriptBind_AI.  |
RayWorldIntersectionWrapper | wrapper, to make it use tick-counter  |
CScriptBind_AI::SetPFProperties (AgentMovementAbility&, EAIPathType) | |
CScriptBind_AI::SetPFProperties (AgentMovementAbility&, string&) | |
CScriptBind_AI::SetPFProperties (IFunctionHandler *) | |
SetPFProperties | This is the overview for the SetPFProperties method overload.  |
AbortAction | Syntax: AI.AbortAction( userId [, actionId ] ) Aborts execution of an action if actionId is specified or aborts execution of all actions if actionId is nil or 0  |
AddAggressiveTarget | Syntax: AI.AddAggressiveTarget(entityId, targetId) Add the target Id as an aggressive potential target to the entity's list  |
AddCombatClass | Creates new combat class   |
AddCoverEntity | This is AddCoverEntity, a member of class CScriptBind_AI.  |
AddFormationPoint | Syntax: AI.AddFormationPoint(name, sightangle, distance,offset, [unit_class [,distanceAlt,offsetAlt]] ) Adds a follow-type node to a formation descriptor  |
AddFormationPointFixed | Syntax: AI.AddFormationPointFixed(name,sightangle, x,y,z [,unit_class] ) Adds a node with a fixed offset to a formation descriptor  |
AddPatternBranch | Syntax: AI.AddPatternBranch( nodeName, method, branchNode1, branchNode2, ..., branchNodeN ) Creates a branch pattern at the specified node. When the entity has approached the specified node (nodeName), and it is time to choose a new point, the rules defined by this function will be used to select the new point. This function allows to associate multiple target points and an evaluation rule.  |
AddPatternNode | Syntax: AI.AddPatternNode( nodeName, offsetx, offsety, offsetz, flags, [parent], [signalValue] ) Adds point to the track pattern. When validating the points test is made from the start position to the end position. Start position is either the pattern origin or in case the parent is provided, the parent position. The end position is either relative offset from the start position or offset from the pattern origin, this is chosen based on the node flag. The offset is clamped to the physical world based on the test method. The points will be evaluated in the same oder they are added to the... <a href='CScriptBind_AI__AddPatternNode@IFunctionHandler__.html'>more</a>  |
AddPersonallyHostile |   |
AddRange | This is AddRange, a member of class CScriptBind_AI.  |
AgentLookAtPos | Syntax: AI.AgentLookAtPos(entityId, pos) Makes the entityId look at certain position  |
Animation |   |
AssignPathTypeToSOUser | This is AssignPathTypeToSOUser, a member of class CScriptBind_AI.  |
CScriptBind_AI::AssignPFPropertiesToPathType (IFunctionHandler *) | |
AutoDisable | AutoDisable  |
BeginGoalPipe | Syntax: AI.BeginGoalPipe(string szPipeName ) Creates a goal pipe and allows to start filling it.  |
BeginGroup | Syntax: AI.BeginGroup() to define group of goals   |
BeginTrackPattern | Syntax: AI.BeginTrackPattern( patternName, flags, validationRadius, [stateTresholdMin], [stateTresholdMax], [globalDeformTreshold], [localDeformTreshold], [exposureMod], [randomRotAng] ) Begins definition of a new track pattern descriptor. The pattern is created bu calling the AI.AddPatternPoint() and AI.AddPatternBranch() functions, and finalised by calling the AI.EndTrackPattern().  |
BehaviorEvent | This is BehaviorEvent, a member of class CScriptBind_AI.  |
BreakEvent | This is BreakEvent, a member of class CScriptBind_AI.  |
CanFireInStance | Syntax: AI.CanFireInStance(entityId,stance) Returns if AI can fire at his target in the given stance at his current position  |
CanMelee | Syntax: AI.CanMelee(entityId) returns 1 if the AI is able to do melee attack.  |
CanMoveStraightToPoint | Syntax: AI.CanMoveStraightToPoint(entityId, position) Returns true if the entity can move to the specified position in a straight line (no multiple segment path necessary)  |
ChangeFormation | Syntax: AI.ChangeFormation(entityId, name [,scale] ) Changes the formation descriptor for the current formation of given entity's group (if there is a formation)  |
ChangeMovementAbility | Syntax: AI.ChangeMovementAbility( entityId, paramEnum, paramValue ) Changes an enumerated AI movement ability parameter.  |
ChangeParameter | Syntax: AI.ChangeParameter( entityId, paramEnum, paramValue ) Changes an enumerated AI parameter.  |
ChangeRange | This is ChangeRange, a member of class CScriptBind_AI.  |
CheckForFriendlyAgentsAroundPoint | Syntax: AI.CheckForFriendlyAgentsAroundPoint( entityID, point, radius)  |
CheckMeleeDamage | Syntax: AI.CheckMeleeDamage(entityId,targetId,radius,minheight,maxheight,angle) returns 1 if the AI performing melee is actually hitting target.  |
CheckVehicleColision |   |
ClearForReload | Syntax: AI.ClearForReload() Clears all goalpipes from the system  |
ClearMovementContext | Syntax: AI.ResetMovementContext(entityId) reset the given entity's movement context  |
ClearPotentialTargets | Syntax: AI.ClearPotentialTargets(entityId) Clears all the potential targets from the AI's perception handler  |
ClearTempTarget | Syntax: AI.ClearTempTarget(entityId,) Removes the entity's temporary potential target, so it is no longer considered for target selection  |
ConstrainPointInsideGenericShape | Syntax: AI.ConstrainPointInsideGenericShape(position, shapeName, ) Returns the nearest point inside specified shape. position - the position to check shapeName - the name of the shape to use as constraint. checkHeight - (optional) Default=false, if the flag is set the height should be constrained too. ConstrainPointInsideGenericShape  |
CreateFormation | Syntax: AI.CreateFormation( string name ) Creates a formation descriptor and adds a fixed node at 0,0,0 (owner's node)  |
CreateGoalPipe | Syntax: AI.CreateGoalPipe(string szPipeName ) Used for warnings about data/script errors  |
CreateGroupFormation | Syntax: AI.CreateGroupFormation(entityId, leaderId) Creates a group formation with leader (or updates leader)  |
CreateStimulusEvent | Syntax: AI.CreateStimulusEvent(entityId, targetId, stimulusName, pData) Creates a target track stimulus event for the entity using the specified data  |
CreateTempGenericShapeBox | Syntax: AI.CreateTempGenericShapeBox(center, radius, height, type) Creates a temporary box shaped generic shape (will be destroyed upon AIsystem reset). Returns the name of the shape. center - the center of the box radius - the extend of the box in x and y directions. height - the height of the box. type - the AIanchor type of the shape. CreateTempGenericShapeBox  |
DebugReportHitDamage | Syntax: AI.DebugReportHitDamage(pVictimEntity, pShooterEntity) Creates a debug report for the hit damage. DebugReportHitDamage  |
DestroyAllTPSQueries | Syntax: AI.DestroyAllTPSQueries() Destroys all the tactical point system queries.   |
DistanceToGenericShape | Syntax: AI.DistanceToGenericShape(position, shapeName, ) Returns true if the point is inside the specified shape. position - the position to check shapeName - the name of the shape to test (returned by AI.GetEnclosingGenericShapeOfType) checkHeight - (optional) if the flag is set the height of the shape is tested too. The test will check space between the shape.aabb.min.z and shape.aabb.min.z+shape.height. DistanceToGenericShape  |
DropTarget | Syntax: AI.DropTarget(entityId, targetId) Clears the target from the AI's perception handler  |
EnableCoverFire | Syntax: AI.EnableCoverFire(entityId,enable) enables/disables fire when the FIREMODE_COVER is selected  |
EnableFire | Syntax: AI.EnableFire(entityId,enable) enables/disables fire  |
EnableUpdateLookTarget | Syntax: AI.EnableUpdateLookTarget(entityID, bEnable)  |
EnableWeaponAccessory | Syntax: AI.EnableWeaponAccessory(entityId, accessory, state) Enables or disables certain weapon accessory usage.  |
EndGoalPipe | Syntax: AI.EndGoalPipe() Ends creating a goal pipe   |
EndGroup | Syntax: AI.EndGroup() to define end of group of goals   |
EndTrackPattern | Syntax: AI.EndTrackPattern() Finalizes the track pattern definition. This function should always called to finalize the pattern. Failing to do so, will cause erratic behavior.  |
Error | Syntax: AI.Error(string szMessage ) Used when we really can't handle some data/situation. The code following this should struggle on so that the original cause (e.g. data) of the problem can be fixed in the editor, but in game this would halt execution  |
EvalHidespot |   |
EvalPeek | Syntax: AI.EvalPeek(entityId, bGetOptimalSide) Evaluates if an AI object can peek from his current position entityId - AI's entity id bGetOptimalSide (optional) - If TRUE, and AI object can peek from both sides, will return the side that best fits where the attention target currently is  |
Event |   |
ExecuteAction | Syntax: AI.ExecuteAction( action, participant1 [, participant2 [, ... , participantN ] ] ) Executes an Action on a set of Participants  |
FindObjectOfType | Syntax: AI.FindObjectOfType(entityId, radius, AIObjectType, flags [,returnPosition [,returnDirection]]) | AI.FindObjectOfType(position, radius, AIObjectType, [,returnPosition [,returnDirection]]) returns the closest AIObject of a given type around a given entity/position; once an AIObject is found, it's devalued and can't be found again for some seconds (unless specified in flags)  |
FindStandbySpotInShape | AI.FindStandbySpotInShape(centerPos, targetPos, anchorType); FindStandbySpotInShape  |
FindStandbySpotInSphere | AI.FindStandbySpotInShape(centerPos, targetPos, anchorType); FindStandbySpotInSphere  |
FreeSignal | Syntax: AI.FreeSignal(int signalType, string SignalText, position, radius [, entityID [,signalExtraData]] ) Sends a signal to anyone in a given radius around a position   |
Friendly | Syntax: AI.Friendly(entityId, entity2Id|AIObjectName) returns true if the two entities are friendly  |
GenerateUniqueTacticGroupId | Syntax: AI.GenerateUniqueTacticGroupId( ) Returns a unique tactic group Id to use  |
GetAIObjectPosition | Syntax: AI.GetAIObjectPosition(entityId | string AIObjectName) get the given AIObject's position  |
GetAnchor | Syntax: AI.GetAnchor(entityId, AIAnchorType, radius, 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)  |
GetAttentionTargetAIType | Syntax: AI.GetAttentionTargetAIType(entityId) returns the given entity's attention target AI type (AIOBJECT_*)  |
GetAttentionTargetDirection | Syntax: AI.GetAttentionTargetDirection(entityId, returnDir) returns the given entity's attention target's direction  |
GetAttentionTargetDistance | Syntax: AI.GetAttentionTargetDistance(entityId) returns the given entity's attention target's distance to the entity  |
GetAttentionTargetEntity | Syntax: AI.GetAttentionTargetEntity(entityId) returns the given entity's attention target entity (if it is an entity) or the owner entity of the attention target if it is a dummy object (if there is an owner entity)  |
GetAttentionTargetOf | Syntax: AI.GetAttentionTargetOf(entityId) returns the given entity's attention target  |
GetAttentionTargetPosition | Syntax: AI.GetAttentionTargetPosition(entityId, returnPos) returns the given entity's attention target's position  |
GetAttentionTargetThreat | Syntax: AI.GetAttentionTargetThreat( entityID )  |
GetAttentionTargetType | Syntax: AI.GetAttentionTargetType(entityId) returns the given entity's attention target type (AITARGET_*)  |
GetAttentionTargetViewDirection | Syntax: AI.GetAttentionTargetViewDirection(entityId, returnDir) returns the given entity's attention target's view direction  |
GetBeaconPosition | Syntax: AI.GetBeaconPosition(entityId | string AIObjectName, returnPos) get the beacon's position for the given entity/object's group  |
GetBehaviorBlackBoard | Syntax: AI.GetBehaviorBlackBoard( entity ) retrieves given AIActor current behavior's black board (a lua table)  |
GetBehaviorVariable | Syntax: AI.GetBehaviorVariable( entity, variableName, value ) Returns a behavior variable for the specified actor  |
GetBiasedDirection | Syntax: AI.GetBiasedDirection(entityId) Get biased direction of certain point  |
GetCoordinationEnvironment | Syntax: AI.GetCoordinationEnvironment( coordinationID )  |
GetCoordinationInput | Syntax: AI.GetCoordinationInput( coordinationID, name )  |
GetCurrentCoordination | Syntax: AI.GetCurrentCoordination( entityID )  |
GetCurrentCoordinationName | Syntax: AI.GetCurrentCoordinationName( entityID )  |
GetCurrentHideAnchor | Syntax: AI.GetCurrentHideAnchor(entityId) Returns the name of the current anchor the entity is using for cover  |
GetDirectAnchorPos | Syntax: AI.GetDirectAttackPos(entityId, searchRange, minAttackRange) Returns a cover point which can be used to directly attack the attention target. Useful for choosing attack position for RPGs and such. Returns nil if no attack point is available.  |
GetDirLabelToPoint | Syntax: AI.GetDirLabelToPoint(entityId, point) Returns a direction label (front=0, back=1, left=2, right_3, above=4, -1=invalid) to the specified point.  |
GetDirOnPathBySegNo | Syntax: AI.GetDirOnPathBySegNo(pathname, segNo) returns path direction at the point identified by segNo segNo - segment ratio pathname - designer's path name   |
GetDistanceAlongPath | Syntax: AI.GetDistanceAlongPath(entityId1,entityid2) returns the distance between entity1 and entity2, along entity1's path  |
GetEnclosingGenericShapeOfType | Syntax: AI.GetEnclosingGenericShapeOfType(position, type, ) Returns the name of the first shape that is enclosing the specified point and is of specified type position - the position to check type - the type of the shapes to check against (uses anchor types). checkHeight - (optional) Default=false, if the flag is set the height of the shape is tested too. The test will check space between the shape.aabb.min.z and shape.aabb.min.z+shape.height. GetEnclosingGenericShapeOfType  |
GetEnclosingSpace | Returns the estimated surrounding navigable space in meters.   |
GetEntityTacticGroupId | Syntax: AI.GetEntityTacticGroupId( entity ) Gets which tactic group Id an entity belongs to  |
GetExtraPriority | This is GetExtraPriority, a member of class CScriptBind_AI.  |
GetFactionOf | This is GetFactionOf, a member of class CScriptBind_AI.  |
GetFlyingVehicleFlockingPos |   |
GetFormationLookingPoint | Syntax: AI.GetFormationLookingPoint(entityId) Gets the looking point position inside the formation  |
GetFormationPointClass | Syntax: AI.AddFormationPoint(name, distance,offset,sightangle, [unit_class [,distanceAlt,offsetAlt]] ) Adds a follow-type node to a formation descriptor  |
GetFormationPointPosition | Syntax: AI.GetFormationPointPosition(entityId,pos ) gets the AI's formation point position  |
GetFormationPosition | Syntax: AI.GetFormationPosition(entityId) Gets the Relative position inside the formation  |
GetForwardDir | Attention Target / perception related functions   |
GetGroupAlertness |   |
GetGroupCount | Syntax: AI.GetGroupCount(entityId, flags, type) returns the given entity's group members count  |
GetGroupMember | Syntax: AI.GetGroupMember(entityId|groupId,idx,flags,type) returns the idx-th entity in the given group  |
GetGroupOf | Syntax: AI.GetGroupOf(entityId) returns the given entity's group id  |
GetGroupScriptTable | This is GetGroupScriptTable, a member of class CScriptBind_AI.  |
GetGroupTargetEntity | This is GetGroupTargetEntity, a member of class CScriptBind_AI.  |
GetGroupTargetThreat | This is GetGroupTargetThreat, a member of class CScriptBind_AI.  |
GetGroupTargetType | // // Syntax: AI.GetGroupTarget(entityId [,bHostileOnly [,bLiveOnly]]) // Description: Returns the most threatening attention target amongst the agents in the given entity's group // (see IAgent.h for definition of alert status) // Arguments: // entityId - AI's entity id which group is determined // bHostileOnly (optional) - filter only hostile targets in group // bLiveOnly (optional) - filter only live targets in group (entities) int GetGroupTarget(IFunctionHandler * pH); int CScriptBind_AI::GetGroupTarget(IFunctionHandler * pH) { if(pH->GetParamCount()<1) { AIWarningID("", "GetGroupTarget: Too few parameters." ); return pH->EndFunction(); } GET_ENTITY(1); if (pEntity) { IAIObject* pAI = pEntity->GetAI(); IAIActor* pAIActor = CastToIAIActorSafe(pAI); if (pAIActor) { int groupId... <a href='CScriptBind_AI__GetGroupTargetType@IFunctionHandler__@int.html'>more</a>  |
GetGroupVariable | Syntax: AI.GetBehaviorVariable( entity, variableName, value ) Returns a behavior variable for the specified actor  |
GetHeliAdvancePoint | Helicopter/VTOL related functions /////////////////////////////////////////////////////////////////////////////////////////////////////// Helicopter combat, should be merged with GetAlienApproachParams   |
GetLastSmartObjectExitPoint | Syntax: AI.GetLastSmartObjectExitPoint( userEntityId, pos) Returns the last used navigational smart object's exit point  |
GetLastUsedSmartObject | Syntax: AI.GetLastUsedSmartObject( userEntityId ) Returns the last used smart object  |
GetMemoryFireType | Syntax: AI.GetMemoryFireType(entityId) Returns how the puppet handles firing at its memory target  |
GetNavigationType | Syntax: AI.GetNavigationType(entityId) returns the navigation type value at the specified entity's position, given the entity navigation properties  |
GetNearestEntitiesOfType | Syntax: AI.GetNearestEntitiesOfType(entityId|objectname|position, AIObjectType, maxObjects, returnList [,objectFilter [,radius]]) | returns a list of the closest N entities of a given AIObjkect type associated the found objects are then devalued  |
GetNearestHidespot | Syntax: AI.GetNearestHidespot(entityId, rangeMin, rangeMax <, center>) Returns position of a nearest hidepoint within specified range, returns nil if no hidepoint is found. entityId - AI's entity id rangeMin/rangeMax - specifies the min/max range where the hidepoints are looked for. center - (optional) specifies the center of search. If not specified, the entity position is used.   |
GetNearestPathOfTypeInRange | Syntax: AI.GetNearestPathOfTypeInRange(entityId, pos, range, type <, devalue, useStartNode, ignoreCurrentPath>) Queries a nearest path of specified type. The type uses same types as anchors and is specified in the path properties. The function will only return paths that match the requesters (entityId) navigation caps. The nav type is also specified in the path properties. entityId - AI's entity id pos - a vector specifying to the point of interest. Path nearest to this position is returned. range - search range. If useStartNode=1, paths whose start point are within this range are returned or if useStartNode=0 nearest distance to the path is... <a href='CScriptBind_AI__GetNearestPathOfTypeInRange@IFunctionHandler__.html'>more</a>  |
GetNearestPointOnPath | Syntax: AI.GetNearestPointOnPath( entityId, pathname , vPos ) returns a nearest point on the path from vPos entityId - AI's entity id pathname - designers path name   |
GetObjectBlackBoard | Syntax: AI.GetObjectBlackBoard( entity ) retrieves given object's black board (a lua table)  |
GetObjectRadius | Syntax: AI.GetObjectRadius(entityId) Returns the radius of specified AI object. entityId - AI's entity id GetObjectRadius  |
GetParameter | Syntax: AI.GetParameter( entityId, paramEnum ) Changes an enumerated AI parameter.  |
GetPathLoop | Syntax: AI.GetPathSegNoOnPath( entityId, pathname ) returns true if the path is looped entityId - AI's entity id pathname - designers path name   |
GetPathSegNoOnPath | Syntax: AI.GetPathSegNoOnPath( entityId, pathname , vPos ) returns segment ratio ( 0.0 start point 100.0 end point ) entityId - AI's entity id pathname - designers path name   |
GetPeakThreatLevel | Syntax: AI.GetPeakThreatLevel( entityID )  |
GetPeakThreatType | Syntax: AI.GetPeakThreatType( entityID )  |
GetPlayerThreatLevel | Syntax: AI.GetPlayerThreatValue() Returns the value of player’s threat level (float number from 0 to 1.0)  |
GetPointOnPathBySegNo | Syntax: AI.GetPathSegNoOnPath( entityId, pathname , segNo ) returns point by segment ratio ( 0.0 start point 100.0 end point ) entityId - AI's entity id segNo - segment ratio pathname - designers path name   |
GetPosturePriority | Syntax: AI.GetPosturePriority(entityId, postureName) Set the given entity's posture priority  |
GetPotentialTargetCount | Syntax: AI.GetPotentialTargetCount( ScriptHandle entityID ) Retrieves the number of potential targets for an entity from a specified factions  |
GetPotentialTargetCountFromFaction | Syntax: AI.GetPotentialTargetCountFromFaction( ScriptHandle entityID, string name ) Retrieves the number of potential targets for an entity from a specified factions  |
GetPredictedPosAlongPath | Syntax: AI.GetPredictedPosAlongPath( entityId, time,retPos ) Get's the agent preticted position along his path at a given time entityId - AI's entity id time - prediction time (sec) retPos - return point value return: true if successful   |
GetPreviousBehaviorName | Syntax: AI.GetPreviousBehaviorName( entityID )  |
GetPreviousPeakThreatLevel | Syntax: AI.GetPreviousPeakThreatLevel( entityID )  |
GetPreviousPeakThreatType | Syntax: AI.GetPreviousPeakThreatType( entityID )  |
GetProbableTargetPosition | Syntax: AI.GetProbableTargetPosition(entityId) Returns the probable target position of the AI. entityId - AI's entity id GetProbableTargetPosition  |
GetRangeState | This is GetRangeState, a member of class CScriptBind_AI.  |
GetReaction | Syntax: AI.GetReaction(entityId, entity2Id | AIObjectName) returns reaction of entity towards entity2 (friendly/neutral/hostile ATM)  |
GetReactionOf | This is GetReactionOf, a member of class CScriptBind_AI.  |
GetRefPointDirection | Syntax: AI.GetRefPointDirection(entity Ent ) Get the entity's reference point direction  |
GetRefPointPosition | Syntax: AI.GetRefPointPosition(entity Ent) Get the entity's reference point World position  |
GetRefShapeName | Syntax: AI.GetRefShapeName(entityId) Returns the reference shape name.  |
GetSoundPerceptionDescriptor | Syntax: AI.GetSoundPerceptionDescriptor(entityId, soundType, descriptorTable) Fills descriptorTable with info about how perception works for the entity dealing with soundType  |
GetStance | Syntax: AI.GetStance(entityId) get the given entity's stance  |
GetSubTypeOf | Syntax: AI.GetSubTypeOf(entityId) returns the given entity's sub type  |
GetTacticalPoints | Syntax: AI.GetTacticalPoints( entityId, tacPointSpec, point ) Get a point matching a description, related to an entity. Format of a point is: { x,y,z }  |
GetTargetSubType | Syntax: AI.GetTargetSubType(entityId) Returns the subtype of current entity's attention target  |
GetTargetThreat | Syntax: AI.GetTargetThreat(entityId) Returns the threat type of current entity's attention target.  |
GetTargetType | Syntax: AI.GetTargetType(entityId) Returns the type of current entity's attention target (memory, human, none etc)  |
GetTotalLengthOfPath | Syntax: AI.GetTotalLengthOfPath( entityId, pathname ) returns a total length of the path entityId - AI's entity id pathname - designers path name   |
GetTypeOf | Syntax: AI.GetTypeOf(entityId) returns the given entity's type  |
GetUnitCount | Syntax: AI.GetUnitCount(entityId, unitProperties) Gets the number of units the leader knows about. The leader will be found based on the group id of the entity.  |
GetUnitInRank | Syntax: AI.GetUnitInRank(groupID [,rank] ) Returns the entity in the group id in the given rank position, or the highest if rank == nil or rank <=0 the rank is specified in entity.Properties.nRank;  |
GoTo | Syntax: AI.GoTo(entityId, vDestination) This function is intended to allow AI Actor (the entity) go to the specified destination  |
Hostile | Syntax: AI.Hostile(entityId, entity2Id|AIObjectName) returns true if the two entities are hostile  |
IgnoreCurrentHideObject | Syntax: AI.IgnoreCurrentHideObject(entityId) Marks the current hideobject unreachable (will be omitted from future hidespot selections).  |
IntersectsForbidden | tank/warrior related functions /////////////////////////////////////////////////////////////////////////////////////////////////////// Syntax: AI.IsPointInFlightRegion(start,end) check if the line is in a Forbidden Region  |
InvalidateHidespot |   |
IsAgentInAgentFOV | Syntax: AI.IsAgentInAgentFOV(entityId, entityId2) Check if the entity2 is within the entity FOV  |
IsAgentInTargetFOV | Syntax: AI.IsAgentInTargetFOV(entityId, fov) Checks if the entity is in the FOV of the attention target.  |
IsCoverCompromised | Syntax: AI.IsCoverCompromised(entityId)   |
IsEnabled | Syntax: AI.IsEnabled( entityId ) Returns true if entity's AI is enabled  |
IsFireEnabled | Syntax: AI.IsFireEnabled(entityId) checks if ai is allowed to fire or not  |
IsFlightSpaceVoid |   |
IsFlightSpaceVoidByRadius |   |
IsGoalPipe | Syntax: AI.IsGoalPipe(string szPipeName) Checks is a goalpipe of certain name exists already, returns true if pipe exists.  |
IsInCover | Syntax: AI.IsInCover(entityId)  |
IsLowHealthPauseActive | Syntax: AI.IsLowHealthPauseActive( entityID )  |
IsLowOnAmmo | Syntax: AI.IsLowOnAmmo(entityId)   |
IsMoving | Syntax: AI.IsMoving(entityId) Returns true if the agent desires to move.  |
IsMovingToCover | Syntax: AI.IsMovingToCover(entityId)   |
IsOutOfAmmo | Syntax: AI.IsOutOfAmmo(entityId)   |
IsPersonallyHostile | This is IsPersonallyHostile, a member of class CScriptBind_AI.  |
IsPointInFlightRegion | Syntax: AI.IsPointInFlightRegion(point) check if the point is in the Flight Region  |
IsPointInsideGenericShape | Syntax: AI.IsPointInsideGenericShape(position, shapeName, ) Returns true if the point is inside the specified shape. position - the position to check shapeName - the name of the shape to test (returned by AI.GetEnclosingGenericShapeOfType) checkHeight - (optional) Default=false, if the flag is set the height of the shape is tested too. The test will check space between the shape.aabb.min.z and shape.aabb.min.z+shape.height. IsPointInsideGenericShape  |
IsPointInWaterRegion | Syntax: AI.IsPointInFlightRegion(point) check if the point is in the Flight Region  |
IsPunchableObjectValid | Syntax: AI.IsPunchableObjectValid(userId,objectId,origPos) Checks if a punchable object is valid.   |
IsTakingCover | Syntax: AI.IsTakingCover(entityId, [distanceThreshold])   |
LoadBehaviors | Syntax: AI.LoadBehaviors( folderName, extension, globalEnv)  |
LoadCharacters | Syntax: AI.LoadCharacters( folderName, tbl)  |
LoadGoalPipes | XML support for goal pipes  |
LoadGroupBehaviors | Syntax: AI.LoadGroupBehaviors( folderName, extension, globalEnv)  |
LogComment | Syntax: AI.LogComment(string szMessage ) Used to indicate info that would be useful for debugging, but there's too much of it for it to be enabled all the time  |
LogEvent | Syntax: AI.LogEvent(string szMessage ) Used to indicate event-driven info that would be useful for debugging (may occur on a per-frame or even per-AI-update basis)  |
LogProgress | Syntax: AI.LogProgress(string szMessage ) Used to indicate "progress markers" - e.g. during loading  |
MeleePunchableObject | Syntax: AI.MeleePunchableObject(entityId,objectId,origPos)  |
ModifySmartObjectStates | Syntax: AI.ModifySmartObjectStates( entityId, listStates ) Adds/Removes smart object states of a given entity  |
Neutral | Syntax: AI.Neutral(entityId, entity2Id|AIObjectName) returns true if the two entities are neutral  |
NotifyGroup | This is NotifyGroup, a member of class CScriptBind_AI.  |
NotifySurpriseEntityAction | NotifySurpriseEntityAction  |
ParseTables | Syntax: AI.ParseTables( firstTable,parseMovementAbility,pH,aiParams,updateAlways )  |
PlayCommunication | Syntax: AI.PlayCommunication(entityId, commName, channelName[, targetId] [, targetPos]) Plays communication on the AI agent. Plays communication on the AI agent.  |
PlayReadabilitySound | Syntax: AI.PlayReadabilitySound(entityId, soundName) Plays readability sound on the AI agent. This call does not do any filtering like playing readability using signals.  |
ProcessBalancedDamage | Syntax: AI.ProcessBalancedDamage(pShooterEntity, pTargetEntity, damage, damageType) Processes balanced damage.  |
PushGoal | Syntax: AI.PushGoal(string szPipeName, string goalName, int blocking [,{params}] ) Used for warnings about data/script errors  |
PushLabel | Syntax: AI.PushLabel(string szPipeName, string szLabelName) Used in combination with "branch" goal operation to identify jump destination  |
RecComment | Syntax: AI.RecComment(string szMessage ) Record comment with AIRecorder.  |
RegisterDamageRegion | Syntax: AI.RegisterDamageRegion(entityId, radius) Register a spherical region that causes damage (so should be avoided in pathfinding). Owner entity position is used as region center. Can be called multiple times, will just move update region position  |
RegisterInterestedActor | Syntax: AI.RegisterInterestedActor(entityId, fInterestFilter, fAngleInDegrees) Registers the interested actor with the interest system Any errors go to error log  |
RegisterInterestingEntity | Syntax: AI.RegisterInterestingEntity(entityId, baseInterest, category, aiAction) Registers the entity with the interest system Any errors go to error log  |
RegisterTacticalPointQuery | Syntax: AI.RegisterTacticalPointQuery( querySpecTable ) Get a query ID for the given tactical point query  |
RegisterTargetTrack | Syntax: AI.RegisterTargetTrack(entityId, configuration, targetLimit, classThreat) Registers the AI object to use the given target track configuration for target selection  |
Release | This is Release, a member of class CScriptBind_AI.  |
RemoveCoverEntity | This is RemoveCoverEntity, a member of class CScriptBind_AI.  |
RemovePersonallyHostile | This is RemovePersonallyHostile, a member of class CScriptBind_AI.  |
RequestAttack | Syntax: AI.RequestAttack(entityId,unitProperties, attackTypeList [,duration]) in a group with leader, the entity requests for a group attack behavior against the enemy The Cleader later will possibly create an attack leader action (CLeaderAction_Attack_*)  |
ResetAgentLookAtPos | Syntax: AI.ResetAgentLookAtPos(entityId) Makes the entityId resets a previous call to AgentLookAtPos()  |
ResetAgentState | Syntax: AI.ResetAgentState(entityId,stateLabel) Resets a particular aspect of the agent's state, such as "lean" Intended to keep these workaround concepts together.  |
ResetParameters | Syntax: AI.ResetParameters(entityId, PropertiesTable, PropertiesInstanceTable) Resets all the AI parameters  |
ResetPersonallyHostiles | This is ResetPersonallyHostiles, a member of class CScriptBind_AI.  |
ResetRanges | This is ResetRanges, a member of class CScriptBind_AI.  |
RunStartupScript | RunStartupScript  |
ScaleFormation | Syntax: AI.ScaleFormation(entityId,scale ) changes the scale factor of the given entity's formation (if there is)  |
SendBTGlobalSignal | Syntax: AI.SendBTGlobalSignal( signal, data ) Send a signal to the BT global activation conditions  |
SetAdjustPath |   |
SetAlarmed | Syntax: AI.SetAlarmed( entityId ) This function sets the entity to be "perception alarmed"  |
SetAssesmentMultiplier | Syntax: AI.SetAssesmentMultiplier(AIObjectType, float multiplier) set the assesment multiplier factor for the given AIObject type  |
SetAttentiontarget | Syntax: AI.SetAttentiontarget(entityId, targetId) Set a new attention target  |
SetBeaconPosition | Syntax: AI.SetBeaconPosition(entityId | string AIObjectName, pos) Set the beacon's position for the given entity/object's group  |
SetBehaviorVariable | Syntax: AI.SetBehaviorVariable( entity, variableName, value ) Sets a behavior variable for the specified actor  |
SetCharacter | Syntax: AI.SetCharacter(entityId, newCharater) Sets the AI character of the entity.  |
SetContinuousMotion | Syntax: AI.SetContinuousMotion( entityID, continuousMotion )  |
SetCoordinationInput | Syntax: AI.SetCoordinationInput( coordinationID, name, value )  |
SetCoverCompromised | Syntax: AI.SetCoverCompromised(entityId)   |
SetEntitySpeedRange | Syntax: AI.SetEntitySpeedRange( userEntityId, urgency, defaultSpeed, minSpeed, maxSpeed, stance = all) This function allows the user to override the entity's speed range for the given urgency  |
SetEntityTacticGroupId | Syntax: AI.SetEntityTacticGroupId( entity, groupId ) Sets which tactic group Id an entity belongs to  |
SetExtraPriority | Syntax: AI.SetExtraPriority(enemyEntityId, float increment) Syntax: AI.GetExtraPriority(enemyEntityId) get/set a extra priority value to the entity which is given by enemyEntityId  |
SetFactionOf | This is SetFactionOf, a member of class CScriptBind_AI.  |
SetFactionThreatMultiplier | Syntax: AI.SetFactionThreatMultiplier(nSpecies, float multiplier) set the threat multiplier factor for the given species (if 0, species is not hostile to any other)  |
SetFireMode | Syntax: AI.SetFireMode(entityId,mode) immediately sets firemode  |
SetForcedNavigation |   |
SetForcedNavigationCompVec |   |
SetFormationAngleThreshold | Syntax: AI.SetFormationAngleThreshold(entityId, fAngleThreshold ) Sets the Relative position inside the formation  |
SetFormationLookingPoint | Syntax: AI.SetFormationLookingPoint(entityId, v3RelativePosition ) Sets the Relative looking point position inside the formation  |
SetFormationPosition | Syntax: AI.SetFormationPosition(entityId, v2RelativePosition ) Sets the Relative position inside the formation  |
SetFormationUpdate | Syntax: AI.SetFormationUpdate(entityId,update ) changes the update flag of the given entity's formation (if there is) - the formation is no more updated if the flag is false  |
SetFormationUpdateSight | Syntax: AI.SetFormationUpdateSight(entityId, range, minTime, maxTime ) sets a random angle rotation for the given entity's formation sight directions  |
SetGroupVariable | Syntax: AI.SetBehaviorVariable( entity, variableName, value ) Sets a behavior variable for the specified actor  |
SetIgnorant | Syntax: AI.SetIgnorant(entityId, int ignorant) makes an AI ignore system signals, visual stimuli and sound stimuli  |
SetInCover | Syntax: AI.SetInCover(entityId, inCover)  |
SetMemoryFireType | Syntax: AI.SetMemoryFireType(entityId,type) Sets how the puppet handles firing at its memory target  |
SetMovementContext | Syntax: AI.SetMovementContext(entityId,context) set the given entity's movement context  |
SetPathAttributeToFollow | Syntax: AI.SetPathAttributeToFollow(entityId, flg) Set the attribute of the path to be used in 'followpath' goal operation. entityId - AI's entity id   |
SetPathToFollow | Syntax: AI.SetPathToFollow(entityId, pathName) Set the name of the path to be used in 'followpath' goal operation. entityId - AI's entity id pathName - (string) name of the path to set to be followed.   |
SetPFBlockerRadius | Syntax: AI.SetPFBlocker(entityId, blocker, radius)   |
SetPointListToFollow | Syntax: AI.SetPointListToFollow(entityId, pointlist, howmanypoints, bspline, navtype) Set a point list for followpath goal op entityId - AI's entity id pointList should be like below local vectors = { { x = 0.0, y = 0.0, z = 0.0 }, -- vectors[1].(x,y,z) { x = 0.0, y = 0.0, z = 0.0 }, -- vectors[2].(x,y,z) { x = 0.0, y = 0.0, z = 0.0 }, -- vectors[3].(x,y,z) { x = 0.0, y = 0.0, z = 0.0 }, -- vectors[4].(x,y,z) { x = 0.0, y = 0.0, z = 0.0 }, -- vectors[5].(x,y,z) { x = 0.0, y = 0.0,... <a href='CScriptBind_AI__SetPointListToFollow@IFunctionHandler__.html'>more</a>  |
SetPosturePriority | Syntax: AI.SetPosturePriority(entityId, postureName, priority) Set the given entity's posture priority  |
SetPostures | Syntax: AI.SetPostures(entityId, postures) Set the given entity's postures  |
SetReactionOf | This is SetReactionOf, a member of class CScriptBind_AI.  |
SetRefPointAtDefensePos | Syntax: AI.SetRefPointAtDefensePos(entityId, point2defend,distance) Set the entity refpoint position in an intermediate distance between the entity's att target and the given point entityId - AI's entity id point2defend - point to defend distance - max distance to keep from the point   |
SetRefPointDirection | Syntax: AI.SetRefPointDirection( Vector& vRefPointDir ) Sets the reference point's World position of an entity  |
SetRefPointPosition | Syntax: AI.SetRefPointPosition(entity ent, Vector& vRefPointPos ) Sets the reference point's World position of an entity  |
SetRefPointRadius | Syntax: AI.SetRefPointRadius(entity.id, radius) Sets the reference point's radius.  |
SetRefpointToAnchor | Syntax: AI.SetRefpointToAnchor(entityId,rangeMin,rangeMax,findType,findMethod) Sets a reference point to an anchor.   |
SetRefPointToGrenadeAvoidTarget |   |
SetRefpointToPunchableObject | Syntax: AI.SetRefpointToPunchableObject(entityId,range) Sets the reference point to the punchable object.   |
SetRefShapeName | Syntax: AI.SetRefShapeName(entityId, name) Sets the reference shape name.  |
SetSmartObjectState | Syntax: AI.SetSmartObjectState( entityId, stateName ) Sets only one single smart object state replacing all other states  |
SetSoundPerceptionDescriptor | Syntax: AI.SetSoundPerceptionDescriptor(entityId, soundType, descriptorTable) Sets data on how perception works for the entity dealing with soundType  |
SetSpeed | Syntax: AI.SetSpeed(entityId, urgency) This function allows the user to override the entity's current speed (urgency)  |
SetStance | Syntax: AI.SetStance(entityId,stance) set the given entity's stance  |
SetTargetTrackClassThreat | Syntax: AI.SetTargetTrackClassThreat(entityId, classThreat) Sets the class threat for the entity for target track usage  |
SetTempTargetPriority | Syntax: AI.SetTempTargetPriority(entityId, priority) Set the selection priority of the temp target over other potential targets  |
SetTerritoryShapeName | Syntax: AI.SetTerritoryShapeName(entityId, shapeName) Sets the territory of the AI Actor.  |
SetUnitProperties | Syntax: AI.SetUnitProperties(entityId, unitProperties ) Sets the leader knowledge about the units combat capabilities. The leader will be found based on the group id of the entity.  |
SetUseSecondaryVehicleWeapon | Syntax: AI.SetUseSecondaryVehicleWeapon(entityId, bUseSecondary) Sets if the AI should use the secondary weapon when firing from a vehicle gunner seat if possible  |
SetVehicleStickTarget |   |
Signal | Syntax: AI.Signal(signalFilter,int signalType, string SignalText, senderId [, signalExtraData] ) Sends a signal to an entity or a group of entities  |
SmartObjectEvent | Syntax: AI.SmartObjectEvent( actionName, userEntityId, objectEntityId [, vRefPoint] ) Executes a smart action  |
SoundEvent | Syntax: AI.SoundEvent(position, radius, threat, interest, entityId) Generates a sound event in the AI system with the given parameters.  |
StartCoordinationWithEntity | Syntax: AI.StartCoordinationWithEntity( groupID, coordinationName, entityID )  |
StartCoordinationWithSelectMembers | Syntax: AI.StartCoordinationWithSelectMembers( coordinationName, validMembers )  |
StopCommunication | Syntax: AI.StopCommunication(playID) Stops given communication. Stops given communication.  |
StopCoordination | Syntax: AI.StopCoordination( coordinationID )  |
StopCoordinationForActor | Syntax: AI.StopCoordinationForActor( coordinationID, entityId )  |
ThrowGrenade | Syntax: AI.ThrowGrenade(entityId,grenadeType,regTargetType) throws a specified grenade at target type without interrupting fire mode  |
TriggerCurrentTargetTrackPulse | This is TriggerCurrentTargetTrackPulse, a member of class CScriptBind_AI.  |
UnregisterInterestedActor | Syntax: AI.UnregisterInterestedActor(entityId) Unregisters the entity with the interest system Any errors go to error log  |
UnregisterInterestingEntity | Syntax: AI.UnregisterInterestingEntity(entityId) Unregisters the entity with the interest system Any errors go to error log  |
UnregisterTargetTrack | Syntax: AI.UnregisterTargetTrack(entityId) Unregisters the AI object with the target track manager  |
UpdateTempTarget | Syntax: AI.UpdateTempTarget(entityId, vPos) Updates the entity's temporary potential target to the given position  |
UpTargetPriority | Syntax: AI.UpTargetPriority(entityId, targetId, float increment) modifies the current entity's target priority for the given target if the given target is among the entity's target list  |
VisualEvent | Syntax: AI.VisualEvent(entityId, targetId) Generates a visual event in the AI system with the given parameters.  |
Warning | Syntax: AI.Warning(string szMessage ) Used for warnings about data/script errors  |
CScriptBind_AI::AssignPFPropertiesToPathType (IFunctionHandler*) |
Member name | Description |
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LoadXMLFromFile | Syntax: Action.LoadXMLFromFile( const char * xmlFile ) |
Member name | Description |
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DrawPrimaryWeapon | Syntax: Human.DrawPrimaryWeapon() Draw primary weapon |
HolsterPrimaryWeapon | Syntax: Human.HolsterPrimaryWeapon() Holster primary weapon |
SetSharpeningRotation | Syntax: Human.EquipClothingPreset( "46ea38bb-0be7-ca10-a8ac-d526056c04b3" ) Weapon will slowly move to desired rotation, use SetOptimalRotation() to sharpen weapon correctly Syntax: Human.SetSharpeningRotation(float value) Weapon will slowly move to desired rotation, use SetOptimalRotation() to sharpen weapon correctly |
Member name | Description |
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DoStepOnGrindstone | Syntax: Human.DoStepOnGrindstone() Perform single step on grindstone, use SetWheelSpeed() for constant speed and automatic pedalling. |
GetDialogRequestSourceName | Syntax: Human.GetDialogRequestSourceName() Returns name of entity which initiated dialog request with this human. |
GetTotalQuality | Syntax: Human.GetTotalQuality() Get current health of the weapon. Range <0,1>. 1 is best. |
GetWheelSpeed | Syntax: Human.GetWheelSpeed() Returns current wheel speed of the grindstone on which is sharpening performed. Range <0,1>. |
InterruptDialog | Syntax: Human.InterruptDialog() Interrupts an ongoing dialog. |
IsSharpeningActive | Syntax: Human.IsSharpeningActive) Returns sharpening state. True after StartSharpening and false after StopSharpening. |
MoveToWorstZone | Syntax: Human.MoveToWorstZone() Moves to worst sharpened zone or stay on same position, if weapon is sharpened evenly. |
ReadyForDialog | Syntax: Human.ReadyForDialog() Notifies dialog manager that this human is ready for dialog. This is a response to signal dialog request start which handled by AI. |
RequestDialog | Syntax: Human.RequestDialog() Requests dialog with this human. Dialog does not start immediately but it only notifies targeted entity that somebody wants to interact with it. If target entity does not respond in proper time the request is canceled automatically. |
SetGrindstone | Syntax: Human.SetGrindstone(EntityId entityId) Sets which grindstone will be used for sharpening. |
SetOptimalRotation | Syntax: Human.SetOptimalRotation() Sets optimal rotation on which weapon is sharpened correctly. |
SetSharpeningPosition | Syntax: Human.SetSharpeningPosition(float value) Weapon will slowly move to desired position. |
SetSharpeningPressure | Syntax: Human.SetSharpeningPressure(float value) Set sharpening pressure, more pressure requires more energy but increases sharpening efficiency. |
SetSharpeningRotation | Syntax: Human.EquipClothingPreset( "46ea38bb-0be7-ca10-a8ac-d526056c04b3" ) Weapon will slowly move to desired rotation, use SetOptimalRotation() to sharpen weapon correctly |
SetWheelSpeed | Syntax: Human.SetWheelSpeed(float value) Sets speed of grindstone wheel on which is sharpening performed. |
StartSharpening | Sharpening Syntax: Human.StartSharpening(EntityId grindstoneId) Starts sharpening weapon in primary slot on selected grindstone. |
StartSharpeningWeapon | Syntax: Human.StartSharpeningWeapon(EntityId grindstoneId, int slotId) Starts sharpening weapon in selected inventory slot on selected grindstone. |
StopSharpening | Syntax: Human.StopSharpening() Stops sharpening, reseting state of the grindstone and setting new health to the weapon according to the results of sharpening. |
StartSharpeningWeapon | |
Talk | Syntax: Human.Talk() Start dialog with this human. |