What's new..

Generated: 12/22/2023 7:05:13 AM,  Number of changes: 2

Member nameDescription
GetDisableReason Syntax: Alchemy.GetDisableReason(EntityId user, item_type) returns string  
OnUse Syntax: Alchemy.OnUse(EntityId user) returns true  

Generated: 11/10/2023 7:05:06 AM,  Number of changes: 1

Member nameDescription
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  

Generated: 10/13/2023 12:35:55 PM,  Number of changes: 3

Member nameDescription
DestroyBBoxProxy [WH:MR] Destroys the bbox proxy  
GetBBoxProxyBBox Returns the aabb of the bbox proxy  
SetBBoxProxyBBox Modifies the aabb of the bbox proxy  

Generated: 10/7/2023 7:08:25 AM,  Number of changes: 1

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OnEndItemInteraction  

Generated: 9/25/2023 1:51:54 PM,  Number of changes: 6

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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. 

Generated: 8/10/2023 8:58:31 AM,  Number of changes: 2

Member nameDescription
HasClothingLink Syntax: XGenAIModule.ClothingLink(wuid); Returns true if the stash has any scheduler clothing link Retunrs NULL in case of failure  
AssignInventoryToStash  

Generated: 8/9/2023 11:36:03 AM,  Number of changes: 2

Member nameDescription
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)  

Generated: 8/8/2023 11:15:28 AM,  Number of changes: 3

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GetMemoryUsage WH:JK 
This is GetMemoryUsage, a member of class CScriptBind_ActionMapManager. 
EnableActionFilter !  
OnLoadGame WH:JK WH:JK 

Generated: 7/28/2023 5:34:15 PM,  Number of changes: 2

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OnPropertyChange  
OnPropertyChange  

Generated: 7/27/2023 6:16:37 PM,  Number of changes: 1

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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  

Generated: 6/23/2023 5:58:41 PM,  Number of changes: 1

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GetMainChatNPC When given entity is in chat, returns Main chat NPC of this chat  

Generated: 6/8/2023 7:08:00 AM,  Number of changes: 1

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IsFollowing Syntax: Actor.IsFollowing(npcEntity) Checks if player is currently following the specified NPC.  

Generated: 5/3/2023 8:52:36 PM,  Number of changes: 1

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IsEndPointInPrivateArea Syntax: animDoor:IsEndPointInPrivateArea() Returns true if any of the door's navigation endpoint is within a private area  

Generated: 4/26/2023 7:40:49 AM,  Number of changes: 2

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GetSlotItemClassId  
ItemSlot  
GetSlotHand ItemSlot  

Generated: 4/15/2023 7:07:32 AM,  Number of changes: 38

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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 

Generated: 4/4/2023 7:08:20 AM,  Number of changes: 3

Member nameDescription
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.  

Generated: 1/21/2023 7:07:37 AM,  Number of changes: 3

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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.  

Generated: 1/12/2023 10:26:52 AM,  Number of changes: 3

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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)  

Generated: 11/29/2022 7:38:41 AM,  Number of changes: 1

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ToggleWeaponSet Syntax: Human.ToggleWeaponSet(set) Toggle selected weapon set if available.  

Generated: 11/25/2022 7:25:39 AM,  Number of changes: 3

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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  

Generated: 11/22/2022 7:07:54 AM,  Number of changes: 2

Member nameDescription
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  

Generated: 11/15/2022 7:08:20 AM,  Number of changes: 3

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OverrideBodyPart  
OverrideHair Syntax: soul:OverrideHair("hair_001") supply hair name.  
OverrideHead Syntax: soul:OverrideHead("henry") supply head name.  

Generated: 11/11/2022 7:08:20 AM,  Number of changes: 1

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IsBodyMoreDirty Syntax: actor:IsBodyMoreDirty(0.2) Returns true if body is more dirty than dirtLevel  

Generated: 11/8/2022 7:09:23 AM,  Number of changes: 2

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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. 

Generated: 11/4/2022 7:45:10 AM,  Number of changes: 2

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GetBusinessHoursBegin returns float  
GetBusinessHoursEnd returns float  

Generated: 10/22/2022 7:07:04 AM,  Number of changes: 5

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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.  

Generated: 10/18/2022 7:07:27 AM,  Number of changes: 2

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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  

Generated: 10/12/2022 2:47:52 AM,  Number of changes: 4

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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  
 

Generated: 10/5/2022 7:14:57 AM,  Number of changes: 1

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ForceWindDirection Syntax: EnvironmentModule.ForceWindDirection() Set wind direction override. Negative value turns off override. 

Generated: 9/28/2022 10:46:41 AM,  Number of changes: 1

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IsWaitingForDialogueReply Syntax: Actor.IsWaitingForDialogueReply() Checks if actor is waiting for player to reply in a dialogue.  

Generated: 9/9/2022 8:19:18 AM,  Number of changes: 7

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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.  

Generated: 9/8/2022 1:24:39 PM,  Number of changes: 2

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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.  

Generated: 8/26/2022 2:02:45 PM,  Number of changes: 3

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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. 

Generated: 8/24/2022 7:10:51 AM,  Number of changes: 1

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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.  

Generated: 8/18/2022 9:29:18 AM,  Number of changes: 2

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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.  

Generated: 7/28/2022 7:12:10 AM,  Number of changes: 1

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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.  

Generated: 7/23/2022 7:12:10 AM,  Number of changes: 1

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IsUsableVisibleFor  
Syntax: Alchemy.IsUsableVisibleFor(EntityId user, item_type) returns true if item can be currently shown  

Generated: 7/21/2022 10:10:19 PM,  Number of changes: 2

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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  

Generated: 7/2/2022 8:11:05 AM,  Number of changes: 6

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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). 

Generated: 7/1/2022 9:18:25 AM,  Number of changes: 1

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IsUsableVisibleFor  

Generated: 6/24/2022 7:48:52 AM,  Number of changes: 2

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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  

Generated: 6/22/2022 8:06:08 AM,  Number of changes: 2

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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 

Generated: 6/10/2022 7:07:40 AM,  Number of changes: 1

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StartBuilding This is StartBuilding, a member of class C_ScriptBindHuman. 

Generated: 6/8/2022 8:29:15 AM,  Number of changes: 1

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EnablePerkLeveling Syntax: soul:EnablePerkLeveling(bool enable) Enables/disables perk leveling.  

Generated: 6/7/2022 11:33:47 AM,  Number of changes: 1

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EnablePerkLeveling Syntax: soul:EnablePerkLeveling(bool enable) Enables/disables perk leveling.  

Generated: 6/2/2022 7:19:59 AM,  Number of changes: 1

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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).  

Generated: 5/28/2022 7:14:12 AM,  Number of changes: 2

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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  

Generated: 5/27/2022 7:38:06 AM,  Number of changes: 1

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AcceptStealthActionByVictim Syntax: Actor.AcceptStealthActionByVictim() Called by victim to accept stealth action.  

Generated: 5/25/2022 7:13:46 AM,  Number of changes: 1

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ShowTutorialWithCodex Syntax: Game.ShowTutorialWithCodex(text, codexPerkId, timeout = 0, syncWithDialogue = false, forceTutorial = false) Shows tutorial message for set time.  

Generated: 5/20/2022 7:07:33 AM,  Number of changes: 1

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SetPriority Syntax: interactionTrigger.SetPriority() Set the priority of this interactor trigger  

Generated: 4/27/2022 7:23:38 AM,  Number of changes: 1

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IsCrossCenteringEnabled Syntax: Alchemy.IsCrossCenteringEnabled(EntityId user, item_type) returns if hint is enabled for selected alchemy item  

Generated: 4/12/2022 7:13:05 AM,  Number of changes: 1

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GetRainIntensity Syntax: EnvironmentModule.GetRainIntensity() Get current intensity of the rain. 

Generated: 2/24/2022 7:09:09 AM,  Number of changes: 2

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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  

Generated: 2/2/2022 7:24:13 AM,  Number of changes: 10

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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  

Generated: 1/28/2022 7:19:29 AM,  Number of changes: 6

Member nameDescription
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  

Generated: 1/16/2022 7:07:26 AM,  Number of changes: 2

Member nameDescription
C_ScriptBind_HoleDigging Class
CheckPlayerAboveHole Syntax: HoleDigging.CheckPlayerAboveHole(holeId) Check if player stands above hole  

Generated: 1/11/2022 7:07:46 AM,  Number of changes: 3

Member nameDescription
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.  

Generated: 1/5/2022 10:19:10 PM,  Number of changes: 8

Member nameDescription
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  

Generated: 12/21/2021 8:04:17 AM,  Number of changes: 2

Member nameDescription
IsDead  
ReviveToDefaults Syntax: actor.ReviveToDefaults() Revives the Actor to default values.  

Generated: 11/18/2021 7:07:07 AM,  Number of changes: 1

Member nameDescription
GetSlotSpawnOnStart  

Generated: 11/11/2021 8:00:05 PM,  Number of changes: 2

Member nameDescription
C_PlayerStateHandlerScriptBind Class
ChangeStance Syntax: ChangeStance(Wuid stanceObject, string stance) Executes the NPC state change request with the specified stance as the required state  

Generated: 11/5/2021 7:09:21 AM,  Number of changes: 2

Member nameDescription
DoBonding Syntax: Human.DoBonding(EntityId horseId) Bond selected horse.  
CanBondHorse Syntax: Player.CanBondHorse(horseEntityId) Returns if the player can bond a target horse  

Generated: 10/26/2021 6:52:45 PM,  Number of changes: 1

Member nameDescription
GetMasterInventory Syntax: local inventoryId = stash.GetMasterInventory() If this stash is shared, returns id of master inventory. Returns invalid wuid otherwise.  

Generated: 10/21/2021 5:35:37 PM,  Number of changes: 1

Member nameDescription
DumpItemsToWorld  

Generated: 10/9/2021 7:20:21 AM,  Number of changes: 6

Member nameDescription
IsOneshotAvailable  
IsOneshotBlocked  
IsStanceAvailable  
IsStanceBlocked  
IsUnstanceAvailable  
IsUnstanceBlocked  

Generated: 10/6/2021 4:42:50 PM,  Number of changes: 3

Member nameDescription
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  

Generated: 9/22/2021 7:09:11 AM,  Number of changes: 6

Member nameDescription
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  

Generated: 9/17/2021 7:09:14 AM,  Number of changes: 1

Member nameDescription
IsInTenseCircumstance Syntax: soul:IsInTenseCircumstance() returns 1 if the soul in in tense circumstance state  

Generated: 9/16/2021 7:09:06 AM,  Number of changes: 2

Member nameDescription
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  

Generated: 9/15/2021 7:12:50 AM,  Number of changes: 1

Member nameDescription
PlayerHoldsKey Syntax: locpickable.PlayerHoldsKey() Returns whether the player has a key that matches this lock  

Generated: 9/10/2021 7:09:12 AM,  Number of changes: 2

Member nameDescription
OpenItemTransferStore Syntax: Actor:OpenItemTransferStore(otherInventoryId)  
OpenItemTransferStore Syntax: Actor:OpenItemTransferStore(otherInventoryId)  

Generated: 9/9/2021 7:09:04 AM,  Number of changes: 2

Member nameDescription
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) 

Generated: 9/6/2021 7:09:08 AM,  Number of changes: 2

Member nameDescription
OpenItemTransferStore Syntax: Actor:OpenItemTransferStore(entityId)  
OpenItemTransferStore Syntax: Actor:OpenItemTransferStore(entityId)  

Generated: 9/4/2021 9:03:19 AM,  Number of changes: 11

Member nameDescription
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  

Generated: 9/2/2021 12:55:01 PM,  Number of changes: 8

Member nameDescription
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.  

Generated: 9/1/2021 7:09:17 AM,  Number of changes: 1

Member nameDescription
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)  

Generated: 8/10/2021 7:48:47 PM,  Number of changes: 1

Member nameDescription
IsInteractive Syntax: animDoor.GetObjectAnim(userId, true, false, true)  

Generated: 8/4/2021 11:43:19 PM,  Number of changes: 1

Member nameDescription
SetItemOwner Syntax: ItemManager.SerItemOwner( itemId, ownerId, markAsStolen ) No return value.  

Generated: 7/1/2021 8:02:44 AM,  Number of changes: 1

Member nameDescription
DebugStopMinigame  

Generated: 6/19/2021 12:44:32 AM,  Number of changes: 2

Member nameDescription
EnableRestockingOnOpen  
RestockShop  

Generated: 6/11/2021 7:14:58 AM,  Number of changes: 2

Member nameDescription
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  

Generated: 4/13/2021 6:13:40 PM,  Number of changes: 3

Member nameDescription
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. 

Generated: 3/19/2021 7:12:41 AM,  Number of changes: 2

Member nameDescription
SpawnPrefab  
SpawnPrefab  

Generated: 3/16/2021 7:15:06 AM,  Number of changes: 5

Member nameDescription
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  

Generated: 3/11/2021 7:08:43 AM,  Number of changes: 3

Member nameDescription
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.  

Generated: 3/3/2021 7:15:49 AM,  Number of changes: 3

Member nameDescription
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 

Generated: 2/5/2021 8:50:26 AM,  Number of changes: 1

Member nameDescription
IsPS20Supported !  

Generated: 2/2/2021 7:49:22 AM,  Number of changes: 3

Member nameDescription
GetActorIdFromParameter  
CanFollow Syntax: Actor.CanFollow(npcEntity) Checks if this NPC can be followed be player.  
StartFollow Syntax: Actor.StartFollow(npcEntity) Start following the NPC.  

Generated: 1/12/2021 1:16:02 PM,  Number of changes: 3

Member nameDescription
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.  

Generated: 1/6/2021 7:32:43 AM,  Number of changes: 11

Member nameDescription
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  

Generated: 12/11/2020 7:21:36 AM,  Number of changes: 3

Member nameDescription
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.  

Generated: 12/8/2020 9:30:47 AM,  Number of changes: 2

Member nameDescription
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. 

Generated: 11/24/2020 7:20:15 AM,  Number of changes: 5

Member nameDescription
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.  

Generated: 10/30/2020 1:51:03 PM,  Number of changes: 13

Member nameDescription
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  

Generated: 10/3/2020 8:41:17 PM,  Number of changes: 2

Member nameDescription
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.  

Generated: 9/3/2020 1:13:03 AM,  Number of changes: 1

Member nameDescription
EnablePlayerHorseInventory  

Generated: 9/1/2020 7:07:24 AM,  Number of changes: 2

Member nameDescription
ClearSelection  
SelectObject  

Generated: 8/31/2020 11:59:46 AM,  Number of changes: 1

Member nameDescription
AddLocationPoint Syntax: RPG.AddLocationPoint(entityId) Registers location point entity into entity manager  

Generated: 8/13/2020 7:06:34 AM,  Number of changes: 1

Member nameDescription
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 

Generated: 8/6/2020 7:06:59 AM,  Number of changes: 7

Member nameDescription
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  

Generated: 7/31/2020 7:06:41 AM,  Number of changes: 1

Member nameDescription
SpawnEntity Syntax: XGenAIModule.SpawnEntity(params) 

Generated: 7/17/2020 10:05:41 AM,  Number of changes: 4

Member nameDescription
C_ScriptBindAlchemyTable Class
GetTable  
AttachTo  
IsEnabled Syntax: alchemyTable.IsEnabled() Checks whether the alchemy table is enabled for use by player.  

Generated: 7/1/2020 7:23:46 AM,  Number of changes: 4

Member nameDescription
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  

Generated: 5/25/2020 2:30:56 PM,  Number of changes: 50

Member nameDescription
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.  

Generated: 5/20/2020 11:58:10 AM,  Number of changes: 1

Member nameDescription
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.  

Generated: 5/18/2020 5:58:30 PM,  Number of changes: 13

Member nameDescription
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. 

Generated: 3/10/2020 7:07:45 AM,  Number of changes: 4

Member nameDescription
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.  

Generated: 1/16/2020 7:11:20 AM,  Number of changes: 2

Member nameDescription
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)  

Generated: 12/18/2019 1:21:17 PM,  Number of changes: 2

Member nameDescription
UnblockInfoText Syntax: Game.UnblockInfoText(category) Reverts effect of Game.BlockInfoText(category).  
Syntax: Game.UnblockInfoText(category) Reverts effect of Game.BlockInfoText(category). 
SetUIHudMessages  

Generated: 12/6/2019 7:51:11 AM,  Number of changes: 34

Member nameDescription
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  

Generated: 11/8/2019 8:34:22 AM,  Number of changes: 2

Member nameDescription
StartBookTranscription  
BookTranscriptionNextPage  

Generated: 11/6/2019 7:47:06 AM,  Number of changes: 3

Member nameDescription
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.  

Generated: 10/17/2019 7:59:26 AM,  Number of changes: 1

Member nameDescription
Reset Syntax: Statistics.Reset(statisticName); Resets a statistics counter.  

Generated: 10/8/2019 7:20:45 AM,  Number of changes: 22

Member nameDescription
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.  

Generated: 7/14/2019 12:47:56 AM,  Number of changes: 9

Member nameDescription
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.  

Generated: 6/15/2019 4:29:13 PM,  Number of changes: 1569

Member nameDescription
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_DialogSystem. 
CallFunction !  
DisableAction !  
EnableAction !  
EndAction !  
GetAlpha !  
GetArray !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_UIAction. 
GetPos !  
GetRotation !  
GetScale !  
GetVariable !  
GotoAndPlay !  
GotoAndPlayFrameName !  
GotoAndStop !  
GotoAndStopFrameName !  
HideElement !  
IsVisible !  
RegisterActionListener !  
RegisterElementListener !  
RegisterEventSystemListener !  
ReloadElement !  
RequestHide !  
SetAlpha !  
SetArray !  
SetPos !  
SetRotation !  
SetScale !  
SetVariable !  
SetVisible !  
ShowElement !  
StartAction !  
UnloadElement !  
UnregisterActionListener !  
UnregisterElementListener !  
UnregisterEventSystemListener !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_GameToken. 
GetToken !  
SetToken !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_MaterialEffects. 
DelegateAuthority !  
Expose !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Network. 
AddGameElement !  
CurrentScope !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_GameStatistics. 
PopGameScope !  
PushGameScope !  
RemoveGameElement !  
AttachTo  
Destroy !  
DisableEngine !  
EnableMovement !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Vehicle. 
GetVehicle !  
IsInsideRadius !  
MultiplyWithWorldTM !  
Reset !  
AttachTo  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_VehicleSeat. 
GetVehicleSeat !  
IsFree !  
Reset !  
ActivateEffect !  
ActivateExtensionForGameObject !  
AddAngleSignal !  
AddRangeSignal !  
AddTargetRangeSignal !  
BanPlayer !  
BindGameObjectToNetwork !  
CacheItemGeometry !  
CacheItemSound !  
ClearStaticTag !  
ConnectToServer !  
CreateGameObjectForEntity !  
DisableSignalTimer !  
EnableSignalTimer !  
ForceGameObjectUpdate !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Action. 
GetPlayerList !  
GetServer !  
GetServerTime !  
GetWaterInfo !  
HasAI !  
IsChannelOnHold !  
IsChannelSpecial !  
IsClient !  
IsGameObjectProbablyVisible !  
IsGameStarted !  
IsImmersivenessEnabled !  
IsRMIServer !  
IsServer !  
LoadXML !  
PauseGame !  
PersistantEntityTag !  
RefreshPings !  
RegisterWithAI !  
ResetSignalTimer !  
ResetToNormalCamera !  
SaveXML !  
SetNetworkParent !  
SetSignalTimerRate !  
SetViewCamera !  
SetViewCameraByAngles !  
EnableActionFilter !  
EnableActionMap !  
EnableActionMapManager !  
GetDefaultActionEntity !  
GetMemoryUsage WH:JK 
InitActionMaps !  
IsFilterEnabled !  
LoadControllerLayoutFile !  
LoadFromXML !  
SetActionListener WH::PH WH::PH 
SetDefaultActionEntity !  
CreateActor !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_ActorSystem. 
Clear !  
Destroy !  
Dump !  
GetAmmoCapacity !  
GetAmmoCount !  
GetCurrentItem !  
GetCurrentItemId !  
GetGrenadeWeaponByClass !  
GetItemByClass !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Inventory. 
HasAccessory !  
SetAmmoCount !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_ItemSystem. 
GetPackItemByIndex !  
GetPackNumItems !  
GetPackPrimaryItem !  
GiveItem !  
GiveItemPack !  
Reset !  
SerializePlayerLTLInfo !  
SetActorItem !  
SetActorItemByName !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_VehicleSystem. 
ReloadSystem !  
SetTpvDistance !  
SetTpvHeight !  
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 
GetSignalExtraData This is GetSignalExtraData, a member of class CScriptBind_AI. 
RayWorldIntersectionWrapper wrapper, to make it use tick-counter 
CScriptBind_AI::SetPFProperties (IFunctionHandler*)
AbortAction !  
AddAggressiveTarget !  
AddCombatClass ! Creates new combat class.  
AddFormationPoint !  
AddFormationPointFixed !  
AddPatternBranch !  
AddPatternNode !  
AgentLookAtPos !  
Animation  
AssignPathTypeToSOUser This is AssignPathTypeToSOUser, a member of class CScriptBind_AI. 
CScriptBind_AI::AssignPFPropertiesToPathType (IFunctionHandler*)
AutoDisable AutoDisable 
BeginGoalPipe !  
BeginGroup !  
BeginTrackPattern !  
CanFireInStance !  
CanMelee !  
CanMoveStraightToPoint !  
ChangeFormation !  
ChangeMovementAbility !  
ChangeParameter !  
CheckMeleeDamage !  
CheckVehicleColision  
ClearForReload !  
ClearMovementContext !  
ClearPotentialTargets !  
ClearTempTarget !  
ConstrainPointInsideGenericShape !  
CreateFormation !  
CreateGoalPipe !  
CreateGroupFormation !  
CreateStimulusEvent !  
CreateStimulusEventInRange This is CreateStimulusEventInRange, a member of class CScriptBind_AI. 
CreateTempGenericShapeBox !  
DebugReportHitDamage !  
DistanceToGenericShape !  
DropTarget !  
EnableCoverFire !  
EnableFire !  
EnableWeaponAccessory !  
EndGoalPipe !  
EndGroup !  
EndTrackPattern !  
Error !  
EvalHidespot  
EvalPeek !  
Event  
ExecuteAction !  
FindObjectOfType !  
FindStandbySpotInShape !  
FindStandbySpotInSphere !  
FreeSignal !  
GetAIObjectPosition !  
GetAlertness  
GetAnchor !  
GetAttentionTargetAIType !  
GetAttentionTargetDirection !  
GetAttentionTargetDistance !  
GetAttentionTargetEntity !  
GetAttentionTargetOf !  
GetAttentionTargetPosition !  
GetAttentionTargetType !  
GetAttentionTargetViewDirection !  
GetBeaconPosition !  
GetBehaviorBlackBoard !  
GetBehaviorVariable !  
GetCurrentHideAnchor !  
GetDirectAnchorPos !  
GetDirLabelToPoint !  
GetDistanceAlongPath !  
GetEnclosingGenericShapeOfType !  
GetEnclosingSpace !  
GetExtraPriority !  
GetFlyingVehicleFlockingPos  
GetFormationLookingPoint !  
GetFormationPointClass !  
GetFormationPointPosition !  
GetFormationPosition !  
GetForwardDir Attention Target / perception related functions  
GetGroupAlertness  
GetGroupAveragePosition !  
GetGroupCount !  
GetGroupMember !  
GetGroupOf !  
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 !  
GetPointOnPathBySegNo !  
GetPosturePriority !  
GetPredictedPosAlongPath !  
GetProbableTargetPosition !  
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 !  
GetTargetType !  
GetTotalLengthOfPath !  
GetTypeOf !  
GetUnitCount !  
GetUnitInRank !  
Hostile !  
IgnoreCurrentHideObject !  
IntersectsForbidden !  
InvalidateHidespot  
IsAgentInAgentFOV !  
IsAgentInTargetFOV !  
IsCoverCompromised !  
IsEnabled !  
IsFireEnabled !  
IsGoalPipe !  
IsLowOnAmmo !  
IsMoving !  
IsMovingInCover !  
IsMovingToCover !  
IsOutOfAmmo !  
IsPointInFlightRegion !  
IsPointInsideGenericShape !  
IsPointInWaterRegion !  
IsPunchableObjectValid !  
IsTakingCover !  
LoadBehaviors !  
LoadCharacters !  
LogComment !  
LogEvent !  
LogProgress !  
MeleePunchableObject !  
ModifySmartObjectStates !  
NotifyGroup This is NotifyGroup, a member of class CScriptBind_AI. 
 
NotifyReinfDone  
NotifySurpriseEntityAction NotifySurpriseEntityAction 
PlayCommunication !  
PlayReadabilitySound !  
ProcessBalancedDamage !  
PushGoal !  
PushLabel !  
RecComment !  
RegisterDamageRegion !  
RegisterTacticalPointQuery !  
RegisterTargetTrack !  
RequestAttack !  
ResetAgentLookAtPos !  
ResetAgentState !  
ResetParameters !  
ScaleFormation !  
SetAdjustPath  
SetAlarmed !  
SetAssesmentMultiplier !  
SetBeaconPosition !  
SetBehaviorVariable !  
SetCharacter !  
SetCoverCompromised !  
SetEntitySpeedRange !  
SetExtraPriority !  
SetFactionThreatMultiplier !  
SetFireMode !  
SetForcedNavigation  
SetFormationAngleThreshold !  
SetFormationLookingPoint !  
SetFormationPosition !  
SetFormationUpdate !  
SetFormationUpdateSight !  
SetIgnorant !  
SetLeader !  
SetMemoryFireType !  
SetMovementContext !  
SetPathAttributeToFollow !  
SetPathToFollow !  
SetPFBlockerRadius !  
SetPointListToFollow !  
SetPosturePriority !  
SetPostures !  
SetRefPointAtDefensePos !  
SetRefPointDirection !  
SetRefPointPosition !  
SetRefPointRadius !  
SetRefpointToAnchor !  
SetRefPointToGrenadeAvoidTarget  
SetRefpointToPunchableObject !  
SetRefShapeName !  
SetSmartObjectState !  
SetSoundPerceptionDescriptor !  
SetStance !  
SetTargetTrackClassThreat !  
SetTempTargetPriority !  
SetTerritoryShapeName !  
SetUnitProperties !  
SetUseSecondaryVehicleWeapon !  
SetVehicleStickTarget  
Signal !  
SmartObjectEvent !  
SoundEvent !  
ThrowGrenade !  
TriggerCurrentTargetTrackPulse This is TriggerCurrentTargetTrackPulse, a member of class CScriptBind_AI. 
UnregisterTargetTrack !  
UpdateTempTarget !  
UpTargetPriority !  
VisualEvent !  
Warning !  
Activate !  
ActivatePlayerPhysics !  
AddConstraint !  
AddImpulse !  
AttachChild !  
AttachSurfaceEffect !  
AwakeCharacterPhysics !  
AwakeEnvironment !  
AwakePhysics !  
CalcWorldAnglesFromRelativeDir !  
CancelSubpipe !  
ChangeAttachmentMaterial !  
CharacterUpdateAlways !  
CharacterUpdateOnRender !  
CheckCollisions !  
CloneMaterial !  
CopySlotTM !  
CountLinks !  
CreateBoneAttachment !  
CreateLink !  
CreateSkinAttachment !  
Damage !  
DeleteParticleEmitter !  
DeleteThis !  
DestroyAttachment !  
DestroyPhysics !  
DetachAll !  
DetachThis !  
DisableAnimationEvent !  
DrawSlot !  
EnableBoneAnimation !  
EnableBoneAnimationAll !  
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 !  
FadeGlobalDensity !  
ForceCharacterUpdate !  
ForwardTriggerEventsTo !  
FreeAllSlots !  
FreeSlot !  
GetAIName !  
GetAngles !  
GetAnimationLength !  
GetAnimationSpeed  
GetAnimationTime !  
GetArchetype !  
GetAttachmentBone !  
GetAttachmentCGF !  
GetBoneAngularVelocity !  
GetBoneDir !  
GetBoneLocal !  
GetBoneNameFromTable !  
GetBonePos !  
GetBoneVelocity !  
GetCenterOfMassPos !  
GetCharacter !  
GetChild !  
GetChildCount !  
GetCurAnimation !  
GetDirectionVector !  
GetDistance !  
GetEntitiesInContact !  
GetEntityMaterial !  
GetExplosionImpulse !  
GetExplosionObstruction !  
GetFlags !  
GetFlagsExtended !  
GetGeomCachePrecachedTime !  
GetGravity !  
GetHelperAngles !  
GetHelperDir !  
GetHelperPos !  
GetLink !  
GetLinkName !  
GetLinkTarget !  
GetLocalAngles !  
GetLocalBBox !  
GetLocalPos !  
GetLocalScale !  
GetLodRatio !  
GetMass !  
GetMaterial !  
GetMaterialFloat !  
GetMaterialVec3 !  
GetName !  
GetParent !  
GetPhysicalStats !  
GetPos !  
GetProjectedWorldBBox !  
GetRawId !  
GetScale !  
GetSlotAngles !  
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 !  
IsGarbage !  
IsGeomCacheStreaming !  
IsHidden !  
IsInState !  
IsPerInstanceStreamable !  
IsPointInsideArea !  
IsSlotCharacter !  
IsSlotGeometry !  
IsSlotLight !  
IsSlotParticleEmitter !  
IsSlotValid !  
IsUsingPipe !  
KillTimer !  
LoadCharacter !  
LoadCloud !  
LoadGeomCache !  
LoadLight !  
LoadObject !  
LoadObjectLattice !  
LoadObjectWithFlags !  
LoadParticleEffect !  
LoadSubObject !  
MaterialFlashInvoke !  
MultiplyWithSlotTM !  
NetPresent !  
NoBulletForce !  
NoExplosionCollision !  
PassParamsToPipe !  
Physicalize !  
PhysicalizeAttachment !  
PhysicalizeSlot !  
PlayFacialAnimation !  
PreLoadParticleEffect !  
ReattachSoftEntityVtx !  
RedirectAnimationToLayer0 !  
RemoveAllLinks !  
RemoveDecals !  
RemoveLink !  
RenderShadow !  
ReplaceMaterial !  
ResetAnimation !  
ResetAttachment !  
ResetMaterial !  
ResetPhysics !  
SelectPipe !  
SetAIName !  
SetAngles !  
SetAnimateOffScreenShadow !  
SetAnimationBlendOut !  
SetAnimationDrivenMotion MH: ADD MH: ADD 
SetAnimationEvent !  
SetAnimationFlip !  
SetAnimationKeyEvent !  
SetAnimationSpeed !  
SetAnimationTime !  
SetAttachmentAngles !  
SetAttachmentCGF !  
SetAttachmentDir !  
SetAttachmentEffect !  
SetAttachmentLight !  
SetAttachmentObject !  
SetAttachmentPos !  
SetCharacterPhysicParams !  
SetCloudMovementProperties !  
SetColliderMode !  
SetDefaultIdleAnimations !  
SetDirectionVector !  
SetFlags !  
SetFlagsExtended !  
SetGeomCacheDrawing !  
SetGeomCacheParams !  
SetGeomCachePlaybackTime !  
SetGeomCacheStreaming !  
SetLightColorParams !  
SetLinkTarget !  
SetLocalAngles !  
SetLocalBBox !  
SetLocalPos !  
SetLocalScale !  
SetLodRatio !  
SetMaterial !  
SetMaterialFloat !  
SetMaterialVec3 !  
SetName !  
SetParentSlot !  
SetPhysicParams !  
SetPos !  
SetPublicParam !  
SetRegisterInSectors !  
SetScale !  
SetScriptUpdateRate !  
SetSelfAsLightCasterException !  
SetSlotAngles !  
SetSlotHud3D !  
SetSlotPos !  
SetSlotPosAndDir !  
SetSlotScale !  
SetSlotScaleAsymmetric !  
SetSlotWorldTM !  
SetStateClientside !  
SetTimer !  
SetTriggerBBox !  
SetUpdatePolicy !  
SetUpdateRadius !  
SetVelocity !  
SetVelocityEx !  
SetViewDistRatio !  
SetViewDistUnlimited !  
SetVolumeObjectMovementProperties !  
SetWorldAngles !  
SetWorldPos !  
SetWorldScale !  
StartAnimation !  
StopAnimation !  
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. 
AbortSequence !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Movie. 
PauseSequences !  
PlaySequence !  
ResumeSequences !  
StopAllCutScenes !  
StopAllSequences !  
StopSequence !  
Attach !  
CreateDecal !  
CreateEffect !  
CreateMatDecal !  
DeleteEffect !  
Detach !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Particle. 
IsEffectAvailable !  
SpawnEffect !  
SpawnEffectLine !  
SpawnParticles !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindPhysics. 
RayTraceCheck !  
RayWorldIntersection !  
RegisterExplosionCrack !  
RegisterExplosionShape !  
SamplePhysEnvironment !  
SimulateExplosion !  
DumpLoadedScripts !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Script. 
KillTimer !  
LoadScript !  
ReloadEntityScript !  
ReloadScript !  
ReloadScripts !  
SetTimer !  
SetTimerForFunction !  
UnloadScript !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Sound. 
ActivateLight DOC-IGNORE-BEGIN !  
ActivatePortal !  
AddCCommand !  
ApplicationTest !  
ApplyForceToEnvironment !  
Break !  
BrowseURL !  
CheckHeapValid !  
ClearConsole !  
ClearKeyState !  
CreateDownload !  
DebugStats !  
DeformTerrain !  
DeformTerrainUsingMat !  
Draw2DLine !  
DrawLabel !  
DrawLine !  
DrawText !  
DrawTriStrip !  
DumpMemoryCoverage !  
DumpMemStats !  
DumpMMStats !  
DumpWinHeaps !  
EnableHeatVision DOC-IGNORE-BEGIN !  
EnableMainView DOC-IGNORE-BEGIN !  
EnableOceanRendering !  
EnumAAFormats !  
EnumDisplayFormats !  
Error !  
ExecuteCommand !  
GetArchetypeProperties Syntax: System.GetArchetypeProperties() Returns property table for selected archetype.  
GetConfigSpec !  
GetCurrAsyncTime !  
GetCurrTime !  
GetCVar !  
GetEntities !  
GetEntitiesByClass !  
GetEntitiesInSphere !  
GetEntitiesInSphereByClass !  
GetEntity !  
GetEntityByGUID Syntax: System.GetEntityByGUID( SmartScriptTable dataTable ) Retrieve entity table for the first entity withe the given EntityGUID 
GetEntityByName !  
GetEntityByTextGUID Syntax: System.GetEntityByTextGUID( entityGuid ) Retrieve entity with the given entityGUID 
GetEntityClass !  
GetEntityIdByName !  
GetFrameID !  
GetFrameTime !  
GetHDRDynamicMultiplier !  
GetLocalOSTime !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_System. 
GetNearestEntityByClass !  
GetNearestEntityByName !  
GetOutdoorAmbientColor !  
GetPhysicalEntitiesInBox !  
GetPhysicalEntitiesInBoxByClass !  
GetPostProcessFxParam !  
GetScreenFx !  
GetSkyColor !  
GetSkyHighlight !  
GetSunColor !  
GetSurfaceTypeIdByName !  
GetSurfaceTypeNameById !  
GetSystemMem !  
GetTerrainElevation !  
GetUserName !  
GetViewCameraAngles !  
GetViewCameraDir !  
GetViewCameraFov !  
GetViewCameraPos !  
GetViewCameraUpDir !  
GetViewport !  
GetWind !  
IsEditing !  
IsEditor !  
IsFileExist !  
IsHDRSupported !  
IsMultiplayer !  
IsPointIndoors !  
IsPointVisible !  
IsPS20Supported !  
IsValidMapPos !  
LoadFont !  
LoadLocalizationXml !  
LoadTextFile !  
Log !  
LogAlways !  
LogToConsole !  
PrepareEntityFromPool !  
ProjectToScreen !  
Quit !  
QuitInNSeconds !  
RayTraceCheck !  
RayWorldIntersection !  
RemoveEntity !  
ResetPoolEntity !  
ReturnEntityToPool !  
ScanDirectory !  
ScreenToTexture !  
SetBudget !  
SetConsoleImage !  
SetCVar !  
SetGammaDelta !  
SetHDRDynamicMultiplier !  
SetOutdoorAmbientColor !  
SetPostProcessFxParam !  
SetScissor !  
SetScreenFx !  
SetSkyColor !  
SetSkyHighlight !  
SetSunColor !  
SetViewCameraFov !  
SetVolumetricFogModifiers !  
SetWaterVolumeOffset !  
SetWind !  
ShowConsole !  
ShowDebugger !  
SpawnEntity !  
ViewDistanceGet !  
ViewDistanceSet !  
Warning !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_DialogSystem. 
CallFunction !  
DisableAction !  
EnableAction !  
EndAction !  
GetAlpha !  
GetArray !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_UIAction. 
GetPos !  
GetRotation !  
GetScale !  
GetVariable !  
GotoAndPlay !  
GotoAndPlayFrameName !  
GotoAndStop !  
GotoAndStopFrameName !  
HideElement !  
IsVisible !  
RegisterActionListener !  
RegisterElementListener !  
RegisterEventSystemListener !  
ReloadElement !  
RequestHide !  
SetAlpha !  
SetArray !  
SetPos !  
SetRotation !  
SetScale !  
SetVariable !  
SetVisible !  
ShowElement !  
StartAction !  
UnloadElement !  
UnregisterActionListener !  
UnregisterElementListener !  
UnregisterEventSystemListener !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_GameToken. 
GetToken !  
SetToken !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_MaterialEffects. 
DelegateAuthority !  
Expose !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Network. 
AddGameElement !  
CurrentScope !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_GameStatistics. 
PopGameScope !  
PushGameScope !  
RemoveGameElement !  
AttachTo  
Destroy !  
DisableEngine !  
EnableMovement !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Vehicle. 
GetVehicle !  
IsInsideRadius !  
MultiplyWithWorldTM !  
Reset !  
AttachTo  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_VehicleSeat. 
GetVehicleSeat !  
IsFree !  
Reset !  
ActivateEffect !  
ActivateExtensionForGameObject !  
AddAngleSignal !  
AddRangeSignal !  
AddTargetRangeSignal !  
BanPlayer !  
BindGameObjectToNetwork !  
CacheItemGeometry !  
CacheItemSound !  
ClearStaticTag !  
ConnectToServer !  
CreateGameObjectForEntity !  
DisableSignalTimer !  
EnableSignalTimer !  
ForceGameObjectUpdate !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Action. 
GetPlayerList !  
GetServer !  
GetServerTime !  
GetWaterInfo !  
HasAI !  
IsChannelOnHold !  
IsChannelSpecial !  
IsClient !  
IsGameObjectProbablyVisible !  
IsGameStarted !  
IsImmersivenessEnabled !  
IsRMIServer !  
IsServer !  
LoadXML !  
PauseGame !  
PersistantEntityTag !  
RefreshPings !  
RegisterWithAI !  
ResetSignalTimer !  
ResetToNormalCamera !  
SaveXML !  
SetNetworkParent !  
SetSignalTimerRate !  
SetViewCamera !  
SetViewCameraByAngles !  
EnableActionFilter !  
EnableActionMap !  
EnableActionMapManager !  
GetDefaultActionEntity !  
GetMemoryUsage WH:JK 
InitActionMaps !  
IsFilterEnabled !  
LoadControllerLayoutFile !  
LoadFromXML !  
SetActionListener WH::PH WH::PH 
SetDefaultActionEntity !  
CreateActor !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_ActorSystem. 
Clear !  
Destroy !  
Dump !  
GetAmmoCapacity !  
GetAmmoCount !  
GetCurrentItem !  
GetCurrentItemId !  
GetGrenadeWeaponByClass !  
GetItemByClass !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Inventory. 
HasAccessory !  
SetAmmoCount !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_ItemSystem. 
GetPackItemByIndex !  
GetPackNumItems !  
GetPackPrimaryItem !  
GiveItem !  
GiveItemPack !  
Reset !  
SerializePlayerLTLInfo !  
SetActorItem !  
SetActorItemByName !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_VehicleSystem. 
ReloadSystem !  
SetTpvDistance !  
SetTpvHeight !  
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 
GetSignalExtraData This is GetSignalExtraData, a member of class CScriptBind_AI. 
RayWorldIntersectionWrapper wrapper, to make it use tick-counter 
CScriptBind_AI::SetPFProperties (IFunctionHandler *)
AbortAction !  
AddAggressiveTarget !  
AddCombatClass ! Creates new combat class.  
AddFormationPoint !  
AddFormationPointFixed !  
AddPatternBranch !  
AddPatternNode !  
AgentLookAtPos !  
Animation  
AssignPathTypeToSOUser This is AssignPathTypeToSOUser, a member of class CScriptBind_AI. 
CScriptBind_AI::AssignPFPropertiesToPathType (IFunctionHandler *)
AutoDisable AutoDisable 
BeginGoalPipe !  
BeginGroup !  
BeginTrackPattern !  
CanFireInStance !  
CanMelee !  
CanMoveStraightToPoint !  
ChangeFormation !  
ChangeMovementAbility !  
ChangeParameter !  
CheckMeleeDamage !  
CheckVehicleColision  
ClearForReload !  
ClearMovementContext !  
ClearPotentialTargets !  
ClearTempTarget !  
ConstrainPointInsideGenericShape !  
CreateFormation !  
CreateGoalPipe !  
CreateGroupFormation !  
CreateStimulusEvent !  
CreateStimulusEventInRange This is CreateStimulusEventInRange, a member of class CScriptBind_AI. 
CreateTempGenericShapeBox !  
DebugReportHitDamage !  
DistanceToGenericShape !  
DropTarget !  
EnableCoverFire !  
EnableFire !  
EnableWeaponAccessory !  
EndGoalPipe !  
EndGroup !  
EndTrackPattern !  
Error !  
EvalHidespot  
EvalPeek !  
Event  
ExecuteAction !  
FindObjectOfType !  
FindStandbySpotInShape !  
FindStandbySpotInSphere !  
FreeSignal !  
GetAIObjectPosition !  
GetAlertness  
GetAnchor !  
GetAttentionTargetAIType !  
GetAttentionTargetDirection !  
GetAttentionTargetDistance !  
GetAttentionTargetEntity !  
GetAttentionTargetOf !  
GetAttentionTargetPosition !  
GetAttentionTargetType !  
GetAttentionTargetViewDirection !  
GetBeaconPosition !  
GetBehaviorBlackBoard !  
GetBehaviorVariable !  
GetCurrentHideAnchor !  
GetDirectAnchorPos !  
GetDirLabelToPoint !  
GetDistanceAlongPath !  
GetEnclosingGenericShapeOfType !  
GetEnclosingSpace !  
GetExtraPriority !  
GetFlyingVehicleFlockingPos  
GetFormationLookingPoint !  
GetFormationPointClass !  
GetFormationPointPosition !  
GetFormationPosition !  
GetForwardDir Attention Target / perception related functions  
GetGroupAlertness  
GetGroupAveragePosition !  
GetGroupCount !  
GetGroupMember !  
GetGroupOf !  
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 !  
GetPointOnPathBySegNo !  
GetPosturePriority !  
GetPredictedPosAlongPath !  
GetProbableTargetPosition !  
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 !  
GetTargetType !  
GetTotalLengthOfPath !  
GetTypeOf !  
GetUnitCount !  
GetUnitInRank !  
Hostile !  
IgnoreCurrentHideObject !  
IntersectsForbidden !  
InvalidateHidespot  
IsAgentInAgentFOV !  
IsAgentInTargetFOV !  
IsCoverCompromised !  
IsEnabled !  
IsFireEnabled !  
IsGoalPipe !  
IsLowOnAmmo !  
IsMoving !  
IsMovingInCover !  
IsMovingToCover !  
IsOutOfAmmo !  
IsPointInFlightRegion !  
IsPointInsideGenericShape !  
IsPointInWaterRegion !  
IsPunchableObjectValid !  
IsTakingCover !  
LoadBehaviors !  
LoadCharacters !  
LogComment !  
LogEvent !  
LogProgress !  
MeleePunchableObject !  
ModifySmartObjectStates !  
NotifyReinfDone  
NotifySurpriseEntityAction NotifySurpriseEntityAction 
PlayCommunication !  
PlayReadabilitySound !  
ProcessBalancedDamage !  
PushGoal !  
PushLabel !  
RecComment !  
RegisterDamageRegion !  
RegisterTacticalPointQuery !  
RegisterTargetTrack !  
RequestAttack !  
ResetAgentLookAtPos !  
ResetAgentState !  
ResetParameters !  
ScaleFormation !  
SetAdjustPath  
SetAlarmed !  
SetAssesmentMultiplier !  
SetBeaconPosition !  
SetBehaviorVariable !  
SetCharacter !  
SetCoverCompromised !  
SetEntitySpeedRange !  
SetExtraPriority !  
SetFactionThreatMultiplier !  
SetFireMode !  
SetForcedNavigation  
SetFormationAngleThreshold !  
SetFormationLookingPoint !  
SetFormationPosition !  
SetFormationUpdate !  
SetFormationUpdateSight !  
SetIgnorant !  
SetLeader !  
SetMemoryFireType !  
SetMovementContext !  
SetPathAttributeToFollow !  
SetPathToFollow !  
SetPFBlockerRadius !  
SetPointListToFollow !  
SetPosturePriority !  
SetPostures !  
SetRefPointAtDefensePos !  
SetRefPointDirection !  
SetRefPointPosition !  
SetRefPointRadius !  
SetRefpointToAnchor !  
SetRefPointToGrenadeAvoidTarget  
SetRefpointToPunchableObject !  
SetRefShapeName !  
SetSmartObjectState !  
SetSoundPerceptionDescriptor !  
SetStance !  
SetTargetTrackClassThreat !  
SetTempTargetPriority !  
SetTerritoryShapeName !  
SetUnitProperties !  
SetUseSecondaryVehicleWeapon !  
SetVehicleStickTarget  
Signal !  
SmartObjectEvent !  
SoundEvent !  
ThrowGrenade !  
TriggerCurrentTargetTrackPulse This is TriggerCurrentTargetTrackPulse, a member of class CScriptBind_AI. 
UnregisterTargetTrack !  
UpdateTempTarget !  
UpTargetPriority !  
VisualEvent !  
Warning !  
Activate !  
ActivatePlayerPhysics !  
AddConstraint !  
AddImpulse !  
AttachChild !  
AttachSurfaceEffect !  
AwakeCharacterPhysics !  
AwakeEnvironment !  
AwakePhysics !  
CalcWorldAnglesFromRelativeDir !  
CancelSubpipe !  
ChangeAttachmentMaterial !  
CharacterUpdateAlways !  
CharacterUpdateOnRender !  
CheckCollisions !  
CloneMaterial !  
CopySlotTM !  
CountLinks !  
CreateBoneAttachment !  
CreateLink !  
CreateSkinAttachment !  
Damage !  
DeleteParticleEmitter !  
DeleteThis !  
DestroyAttachment !  
DestroyPhysics !  
DetachAll !  
DetachThis !  
DisableAnimationEvent !  
DrawSlot !  
EnableBoneAnimation !  
EnableBoneAnimationAll !  
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 !  
FadeGlobalDensity !  
ForceCharacterUpdate !  
ForwardTriggerEventsTo !  
FreeAllSlots !  
FreeSlot !  
GetAIName !  
GetAngles !  
GetAnimationLength !  
GetAnimationSpeed  
GetAnimationTime !  
GetArchetype !  
GetAttachmentBone !  
GetAttachmentCGF !  
GetBoneAngularVelocity !  
GetBoneDir !  
GetBoneLocal !  
GetBoneNameFromTable !  
GetBonePos !  
GetBoneVelocity !  
GetCenterOfMassPos !  
GetCharacter !  
GetChild !  
GetChildCount !  
GetCurAnimation !  
GetDirectionVector !  
GetDistance !  
GetEntitiesInContact !  
GetEntityMaterial !  
GetExplosionImpulse !  
GetExplosionObstruction !  
GetFlags !  
GetFlagsExtended !  
GetGeomCachePrecachedTime !  
GetGravity !  
GetHelperAngles !  
GetHelperDir !  
GetHelperPos !  
GetLink !  
GetLinkName !  
GetLinkTarget !  
GetLocalAngles !  
GetLocalBBox !  
GetLocalPos !  
GetLocalScale !  
GetLodRatio !  
GetMass !  
GetMaterial !  
GetMaterialFloat !  
GetMaterialVec3 !  
GetName !  
GetParent !  
GetPhysicalStats !  
GetPos !  
GetProjectedWorldBBox !  
GetRawId !  
GetScale !  
GetSlotAngles !  
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 !  
IsGarbage !  
IsGeomCacheStreaming !  
IsHidden !  
IsInState !  
IsPerInstanceStreamable !  
IsPointInsideArea !  
IsSlotCharacter !  
IsSlotGeometry !  
IsSlotLight !  
IsSlotParticleEmitter !  
IsSlotValid !  
IsUsingPipe !  
KillTimer !  
LoadCharacter !  
LoadCloud !  
LoadGeomCache !  
LoadLight !  
LoadObject !  
LoadObjectLattice !  
LoadObjectWithFlags !  
LoadParticleEffect !  
LoadSubObject !  
MaterialFlashInvoke !  
MultiplyWithSlotTM !  
NetPresent !  
NoBulletForce !  
NoExplosionCollision !  
PassParamsToPipe !  
Physicalize !  
PhysicalizeAttachment !  
PhysicalizeSlot !  
PlayFacialAnimation !  
PreLoadParticleEffect !  
ReattachSoftEntityVtx !  
RedirectAnimationToLayer0 !  
RemoveAllLinks !  
RemoveDecals !  
RemoveLink !  
RenderShadow !  
ReplaceMaterial !  
ResetAnimation !  
ResetAttachment !  
ResetMaterial !  
ResetPhysics !  
SelectPipe !  
SetAIName !  
SetAngles !  
SetAnimateOffScreenShadow !  
SetAnimationBlendOut !  
SetAnimationDrivenMotion MH: ADD MH: ADD 
SetAnimationEvent !  
SetAnimationFlip !  
SetAnimationKeyEvent !  
SetAnimationSpeed !  
SetAnimationTime !  
SetAttachmentAngles !  
SetAttachmentCGF !  
SetAttachmentDir !  
SetAttachmentEffect !  
SetAttachmentLight !  
SetAttachmentObject !  
SetAttachmentPos !  
SetCharacterPhysicParams !  
SetCloudMovementProperties !  
SetColliderMode !  
SetDefaultIdleAnimations !  
SetDirectionVector !  
SetFlags !  
SetFlagsExtended !  
SetGeomCacheDrawing !  
SetGeomCacheParams !  
SetGeomCachePlaybackTime !  
SetGeomCacheStreaming !  
SetLightColorParams !  
SetLinkTarget !  
SetLocalAngles !  
SetLocalBBox !  
SetLocalPos !  
SetLocalScale !  
SetLodRatio !  
SetMaterial !  
SetMaterialFloat !  
SetMaterialVec3 !  
SetName !  
SetParentSlot !  
SetPhysicParams !  
SetPos !  
SetPublicParam !  
SetRegisterInSectors !  
SetScale !  
SetScriptUpdateRate !  
SetSelfAsLightCasterException !  
SetSlotAngles !  
SetSlotHud3D !  
SetSlotPos !  
SetSlotPosAndDir !  
SetSlotScale !  
SetSlotScaleAsymmetric !  
SetSlotWorldTM !  
SetStateClientside !  
SetTimer !  
SetTriggerBBox !  
SetUpdatePolicy !  
SetUpdateRadius !  
SetVelocity !  
SetVelocityEx !  
SetViewDistRatio !  
SetViewDistUnlimited !  
SetVolumeObjectMovementProperties !  
SetWorldAngles !  
SetWorldPos !  
SetWorldScale !  
StartAnimation !  
StopAnimation !  
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. 
AbortSequence !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Movie. 
PauseSequences !  
PlaySequence !  
ResumeSequences !  
StopAllCutScenes !  
StopAllSequences !  
StopSequence !  
Attach !  
CreateDecal !  
CreateEffect !  
CreateMatDecal !  
DeleteEffect !  
Detach !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Particle. 
IsEffectAvailable !  
SpawnEffect !  
SpawnEffectLine !  
SpawnParticles !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindPhysics. 
RayTraceCheck !  
RayWorldIntersection !  
RegisterExplosionCrack !  
RegisterExplosionShape !  
SamplePhysEnvironment !  
SimulateExplosion !  
DumpLoadedScripts !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Script. 
KillTimer !  
LoadScript !  
ReloadEntityScript !  
ReloadScript !  
ReloadScripts !  
SetTimer !  
SetTimerForFunction !  
UnloadScript !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Sound. 
ActivateLight DOC-IGNORE-BEGIN !  
ActivatePortal !  
AddCCommand !  
ApplicationTest !  
ApplyForceToEnvironment !  
Break !  
BrowseURL !  
CheckHeapValid !  
ClearConsole !  
ClearKeyState !  
CreateDownload !  
DebugStats !  
DeformTerrain !  
DeformTerrainUsingMat !  
Draw2DLine !  
DrawLabel !  
DrawLine !  
DrawText !  
DrawTriStrip !  
DumpMemoryCoverage !  
DumpMemStats !  
DumpMMStats !  
DumpWinHeaps !  
EnableHeatVision DOC-IGNORE-BEGIN !  
EnableMainView DOC-IGNORE-BEGIN !  
EnableOceanRendering !  
EnumAAFormats !  
EnumDisplayFormats !  
Error !  
ExecuteCommand !  
GetArchetypeProperties Syntax: System.GetArchetypeProperties() Returns property table for selected archetype.  
GetConfigSpec !  
GetCurrAsyncTime !  
GetCurrTime !  
GetCVar !  
GetEntities !  
GetEntitiesByClass !  
GetEntitiesInSphere !  
GetEntitiesInSphereByClass !  
GetEntity !  
GetEntityByGUID Syntax: System.GetEntityByGUID( SmartScriptTable dataTable ) Retrieve entity table for the first entity withe the given EntityGUID 
GetEntityByName !  
GetEntityByTextGUID Syntax: System.GetEntityByTextGUID( entityGuid ) Retrieve entity with the given entityGUID 
GetEntityClass !  
GetEntityIdByName !  
GetFrameID !  
GetFrameTime !  
GetHDRDynamicMultiplier !  
GetLocalOSTime !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_System. 
GetNearestEntityByClass !  
GetNearestEntityByName !  
GetOutdoorAmbientColor !  
GetPhysicalEntitiesInBox !  
GetPhysicalEntitiesInBoxByClass !  
GetPostProcessFxParam !  
GetScreenFx !  
GetSkyColor !  
GetSkyHighlight !  
GetSunColor !  
GetSurfaceTypeIdByName !  
GetSurfaceTypeNameById !  
GetSystemMem !  
GetTerrainElevation !  
GetUserName !  
GetViewCameraAngles !  
GetViewCameraDir !  
GetViewCameraFov !  
GetViewCameraPos !  
GetViewCameraUpDir !  
GetViewport !  
GetWind !  
IsEditing !  
IsEditor !  
IsFileExist !  
IsHDRSupported !  
IsMultiplayer !  
IsPointIndoors !  
IsPointVisible !  
IsPS20Supported !  
IsValidMapPos !  
LoadFont !  
LoadLocalizationXml !  
LoadTextFile !  
Log !  
LogAlways !  
LogToConsole !  
PrepareEntityFromPool !  
ProjectToScreen !  
Quit !  
QuitInNSeconds !  
RayTraceCheck !  
RayWorldIntersection !  
RemoveEntity !  
ResetPoolEntity !  
ReturnEntityToPool !  
ScanDirectory !  
ScreenToTexture !  
SetBudget !  
SetConsoleImage !  
SetCVar !  
SetGammaDelta !  
SetHDRDynamicMultiplier !  
SetOutdoorAmbientColor !  
SetPostProcessFxParam !  
SetScissor !  
SetScreenFx !  
SetSkyColor !  
SetSkyHighlight !  
SetSunColor !  
SetViewCameraFov !  
SetVolumetricFogModifiers !  
SetWaterVolumeOffset !  
SetWind !  
ShowConsole !  
ShowDebugger !  
SpawnEntity !  
ViewDistanceGet !  
ViewDistanceSet !  
Warning !  

Generated: 4/12/2019 7:15:02 AM,  Number of changes: 2

Member nameDescription
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  

Generated: 3/29/2019 7:44:14 AM,  Number of changes: 1

Member nameDescription
IsPerInstanceStreamable !  

Generated: 11/24/2018 4:50:14 PM,  Number of changes: 1

Member nameDescription
FeedDog  

Generated: 11/10/2018 12:44:47 PM,  Number of changes: 5

Member nameDescription
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.  

Generated: 10/28/2018 5:41:15 AM,  Number of changes: 1

Member nameDescription
OnCompanionEvent Syntax: soul:OnCompanionEvent(companion, 'EventName') sends an event.  

Generated: 10/22/2018 7:38:20 AM,  Number of changes: 2

Member nameDescription
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.  

Generated: 10/17/2018 11:52:58 AM,  Number of changes: 1

Member nameDescription
ResetHaggle Syntax: DialogModule.ResetHaggle() Resets haggle attributes. Please call this at the end of every haggle otherwise ended haggle can interfered into future one  

Generated: 8/29/2018 8:59:45 AM,  Number of changes: 2

Member nameDescription
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  

Generated: 8/24/2018 12:45:21 PM,  Number of changes: 2

Member nameDescription
OverrideCharacterElement  
OverrideHair Syntax: soul:OverrideHair("483ee159-9888-4955-ee19-e41d97637592") supply hair guid (character_hair).  

Generated: 8/18/2018 1:54:28 PM,  Number of changes: 3

Member nameDescription
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. 

Generated: 8/14/2018 8:07:45 AM,  Number of changes: 1

Member nameDescription
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  

Generated: 7/25/2018 9:26:08 AM,  Number of changes: 1

Member nameDescription
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  

Generated: 7/5/2018 8:01:27 AM,  Number of changes: 1

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OverrideHead Syntax: soul:OverrideHead("4e653afe-1b23-db1e-74c8-350b21b958a8") supply head guid (character_head).  

Generated: 6/9/2018 1:08:25 PM,  Number of changes: 2

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AddXP  
AddXP  

Generated: 6/1/2018 6:35:11 PM,  Number of changes: 1

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CanMountHorse Syntax: Player.CanMountHorse(horseEntityId) Returns if the player can mount a target horse  

Generated: 5/31/2018 3:02:36 PM,  Number of changes: 2

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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. 

Generated: 5/24/2018 10:53:48 PM,  Number of changes: 1

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IsGarbage !  

Generated: 5/15/2018 12:59:38 PM,  Number of changes: 2

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PrepareFood Syntax: Human.PrepareFood(id, type) Cooking functionality. 
CookFood Items 

Generated: 4/26/2018 8:31:00 AM,  Number of changes: 1

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StartBuilding This is StartBuilding, a member of class C_ScriptBindHuman. 

Generated: 3/29/2018 6:31:02 PM,  Number of changes: 1

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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.  

Generated: 3/11/2018 7:31:05 AM,  Number of changes: 1

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GetSoul  

Generated: 3/1/2018 9:05:22 AM,  Number of changes: 1

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IsPublicEnemy Syntax: RPG.IsPublicEnemy(wuid) Returns if soul represented by wuid is public enemy.  

Generated: 2/25/2018 12:23:02 AM,  Number of changes: 1

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AddRecordedIntellectForFaderProfiling Syntax: XGenAIModule.AddRecordedIntellectForFaderProfiling(wuid); Adds intellect of given object for replay tool recording during next fader profiling  

Generated: 2/21/2018 11:47:25 AM,  Number of changes: 1

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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).  

Generated: 2/16/2018 3:54:29 AM,  Number of changes: 1

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WashItems Syntax: actor:WashItems(1) Wash all actor items in inventory or his horse 

Generated: 2/1/2018 4:11:14 AM,  Number of changes: 2

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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  

Generated: 1/31/2018 5:08:14 AM,  Number of changes: 7

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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. 
 

Generated: 1/28/2018 7:03:47 AM,  Number of changes: 1

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WillSleepingOnThisBedSave !  

Generated: 1/22/2018 3:12:42 PM,  Number of changes: 2

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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.  

Generated: 1/11/2018 7:52:43 PM,  Number of changes: 1

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HasRoleByName Syntax: soul:HasRoleByName(name) Returns true if soul have specified role  

Generated: 1/9/2018 6:40:30 PM,  Number of changes: 1

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GetActorId This is GetActorId, a member of class C_ScriptBindActor. 

Generated: 12/22/2017 12:33:35 AM,  Number of changes: 1

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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.  

Generated: 12/15/2017 10:19:32 AM,  Number of changes: 1

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SetAnimationDrivenMotion MH: ADD MH: ADD 

Generated: 12/13/2017 12:18:48 PM,  Number of changes: 1

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GetInventoryOwner !  

Generated: 11/16/2017 9:20:09 AM,  Number of changes: 2

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CaptionObjectUsed  
CaptionObjectUsed This is CaptionObjectUsed, a member of class C_ScriptBindRPGModule. 

Generated: 11/9/2017 9:52:18 AM,  Number of changes: 2

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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.  

Generated: 10/31/2017 7:14:09 AM,  Number of changes: 1

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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)'.  

Generated: 10/11/2017 7:07:47 AM,  Number of changes: 1

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DEBUG_HideOverlayTutorial ! _RELEASE  

Generated: 10/7/2017 9:09:05 AM,  Number of changes: 1

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AnimCharSetBodyBlood Syntax: EntityModule.AnimCharSetBodyBlood(entityId, "zone", float01) Debug function 

Generated: 9/22/2017 9:52:47 AM,  Number of changes: 1

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HasBuffDebug Syntax: soul:HasBuffDebug("89dada87-6e6c-5d2c-a17a-483ada14b90b") supply buff definition id  

Generated: 9/20/2017 8:57:32 AM,  Number of changes: 1

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AreQuestVIPsAlive Syntax: QuestSystem.AreQuestVIPsAlive(const char *questName) Returns true if all quest vip are still alive 

Generated: 9/16/2017 5:02:58 PM,  Number of changes: 1

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_GetConstant This is _GetConstant, a member of class C_ScriptBindRPGModule. 
 

Generated: 9/15/2017 7:08:22 AM,  Number of changes: 1

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IsLayerProfileEnabled This is IsLayerProfileEnabled, a member of class C_ScriptBindEntityModule. 

Generated: 9/12/2017 7:08:27 AM,  Number of changes: 4

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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  

Generated: 9/7/2017 7:07:59 AM,  Number of changes: 2

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OnSleepFadeIn  
OnSleepFadeOut  

Generated: 9/2/2017 3:38:45 PM,  Number of changes: 1

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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 

Generated: 9/1/2017 7:38:38 AM,  Number of changes: 4

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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.  

Generated: 8/28/2017 7:51:14 AM,  Number of changes: 3

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EnableLayerProfile !  
EnableLayer !  
SaveLock ! Enable or disable save from script (script save lock) ! Obsolete - use AddSaveLock() or RemoveSaveLock() 

Generated: 8/24/2017 8:11:18 AM,  Number of changes: 2

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IsLaying Syntax: Player.IsLaying() Returns true when player is laying  
IsSitting Syntax: Player.IsSitting() Returns true when player is sitting  

Generated: 8/15/2017 5:58:26 PM,  Number of changes: 1

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ShowOverlayTutorial Syntax: Game.ShowOverlayTutorial(text) Show tutorial in overlay window, parameter is name of tutorial  

Generated: 8/12/2017 10:01:35 PM,  Number of changes: 5

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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.  

Generated: 8/9/2017 8:05:01 AM,  Number of changes: 4

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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() 

Generated: 7/24/2017 7:50:43 PM,  Number of changes: 18

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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  

Generated: 5/22/2017 4:11:44 PM,  Number of changes: 1

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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. 

Generated: 5/20/2017 11:36:16 PM,  Number of changes: 2

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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  

Generated: 5/10/2017 9:24:39 AM,  Number of changes: 2

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RearAndThrowDown Syntax: Horse.RearAndThrowDown  
AddOnEquipBuff  

Generated: 5/9/2017 3:17:20 AM,  Number of changes: 1

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CreateBBoxProxy !  

Generated: 4/12/2017 8:30:21 PM,  Number of changes: 2

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WashDirtAndBlood  
CreateSavepoint Syntax: Game.CreateSavepoint(name) DEPRECATED: Creates 'permanent' save  

Generated: 4/10/2017 5:16:14 PM,  Number of changes: 2

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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) 

Generated: 4/6/2017 5:16:42 PM,  Number of changes: 1

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CreateSavepoint creates savepoint of type E_SGT_SavePoint  

Generated: 3/28/2017 1:33:14 PM,  Number of changes: 2

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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.  

Generated: 3/14/2017 5:44:41 PM,  Number of changes: 5

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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.  

Generated: 3/13/2017 1:45:27 PM,  Number of changes: 1

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ChangePlayerHeadLight Syntax: Player.ChangePlayerHeadLight("Archetype") Recreates player head light with selected archetype.  

Generated: 3/5/2017 3:54:26 PM,  Number of changes: 1

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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. 

Generated: 2/28/2017 5:04:41 AM,  Number of changes: 1

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SetViewCameraByAngles !  

Generated: 2/25/2017 3:03:46 AM,  Number of changes: 3

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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).  

Generated: 2/22/2017 10:51:58 AM,  Number of changes: 1

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ClearPlayerHorse  

Generated: 2/8/2017 6:04:06 AM,  Number of changes: 1

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ShowTutorialWithCodex Syntax: Game.ShowTutorial(text,codexPerkId,timeout) Shows tutorial message for set time.  

Generated: 2/7/2017 5:50:52 AM,  Number of changes: 1

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SequenceEntitiesCopyVisualImpl  

Generated: 1/31/2017 6:32:18 AM,  Number of changes: 1

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AnimCharCopyVisual Syntax: EntityModule.AnimCharCopyVisual(entityId) Debug function  

Generated: 1/26/2017 5:38:44 AM,  Number of changes: 1

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ForceSyncFromLua Syntax: XGenAIModule.ForceSyncFromLua(wuid); Forces sync of brain variables from lua.  

Generated: 1/20/2017 2:35:26 AM,  Number of changes: 2

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_GetDataVariable Undocumented internal functions used in dataMetaTable  
_SetDataVariable  

Generated: 1/19/2017 1:59:08 AM,  Number of changes: 1

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LoadTextFile !  

Generated: 1/12/2017 1:48:17 AM,  Number of changes: 8

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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'.  

Generated: 1/11/2017 8:52:58 AM,  Number of changes: 2

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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'.  

Generated: 1/5/2017 9:19:10 AM,  Number of changes: 1

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ForceSyncFromLua Syntax: XGenAIModule.ForceSyncFromLua(wuid); Forces sync of brain variables from lua.  

Generated: 12/17/2016 7:32:25 AM,  Number of changes: 1

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GetEntityIdByWUID  

Generated: 12/1/2016 5:04:42 PM,  Number of changes: 1

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CanUseInventory  

Generated: 11/24/2016 3:34:49 AM,  Number of changes: 10

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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)  

Generated: 11/12/2016 1:11:15 AM,  Number of changes: 2

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IsInventoryReadOnly  
HorseInspect  

Generated: 11/4/2016 10:39:14 AM,  Number of changes: 2

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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 

Generated: 10/26/2016 6:24:09 AM,  Number of changes: 3

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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.  

Generated: 10/25/2016 3:31:24 AM,  Number of changes: 8

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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  

Generated: 10/13/2016 8:08:20 PM,  Number of changes: 1

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CanStealthKnockout Syntax: Actor.CanStealthKnockout(EntityId victimEntityId) Find out if we actor is allowed to knockout given entity by stealth 

Generated: 10/12/2016 8:02:07 PM,  Number of changes: 1

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StartDiceWithScore Syntax: Minigame.StartDice(ScriptHandle tableId, ScriptHandle playerId, ScriptHandle opponentNpcId) Start dice minigame.  

Generated: 10/11/2016 4:07:52 PM,  Number of changes: 4

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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.  

Generated: 10/5/2016 12:49:47 AM,  Number of changes: 1

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SetAdvantage  

Generated: 10/4/2016 4:08:10 PM,  Number of changes: 5

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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). 

Generated: 9/19/2016 10:16:30 PM,  Number of changes: 3

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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 

Generated: 9/17/2016 1:34:15 AM,  Number of changes: 1

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ShowItemsTransfer Syntax: Game.ShowItemsTransfer() Displays UI message informing about item transfered into/from players inventory  

Generated: 9/16/2016 1:07:30 PM,  Number of changes: 1

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GetGender Syntax: soul:GetGender() Returns soul gender. 

Generated: 9/16/2016 12:55:50 AM,  Number of changes: 1

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IsFileExist !  

Generated: 9/13/2016 10:45:41 PM,  Number of changes: 3

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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  

Generated: 9/12/2016 12:26:46 PM,  Number of changes: 3

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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). 

Generated: 9/7/2016 4:46:00 PM,  Number of changes: 1

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GetShopDBIdByKeeper returns shop DB Id. Returns -1 in case entity is not shopkeeper  

Generated: 8/24/2016 12:40:17 AM,  Number of changes: 1

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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  

Generated: 8/18/2016 7:32:09 PM,  Number of changes: 3

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OnSleeping  
OnSleeping  
AutoSave Syntax: Game.AutoSave() Creates auto save, returns false if save cannot be done (locked by some event). 

Generated: 8/18/2016 2:39:17 PM,  Number of changes: 4

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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).  

Generated: 8/8/2016 1:44:04 PM,  Number of changes: 2

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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, ...) 

Generated: 8/3/2016 8:05:20 PM,  Number of changes: 7

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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  

Generated: 7/27/2016 4:48:42 PM,  Number of changes: 7

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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  

Generated: 7/26/2016 10:52:27 AM,  Number of changes: 3

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DebugStopMinigame This is DebugStopMinigame, a member of class C_ScriptBindPlayer. 
GetDice  
OverrideNextThrow  

Generated: 7/19/2016 6:04:35 PM,  Number of changes: 1

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CombineItems Syntax: ItemManager.CombineItems( id, id ) Returns item id of combined item  

Generated: 7/19/2016 12:25:25 AM,  Number of changes: 2

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GetBookStudyProgress  
WasBookOpened  

Generated: 7/14/2016 2:38:01 PM,  Number of changes: 7

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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  

Generated: 7/14/2016 12:12:01 AM,  Number of changes: 1

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IsUnconscious Syntax: Actor.IsUnconscious() Returns true if the actor is unconscious.  

Generated: 7/12/2016 2:33:16 PM,  Number of changes: 5

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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. 

Generated: 7/12/2016 12:07:52 AM,  Number of changes: 4

Member nameDescription
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.  

Generated: 6/24/2016 11:59:05 PM,  Number of changes: 2

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KeybindsRebindInput  
SetWantedLevel  

Generated: 6/20/2016 6:48:59 PM,  Number of changes: 2

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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. 

Generated: 6/14/2016 12:23:44 AM,  Number of changes: 2

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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  

Generated: 6/10/2016 4:48:29 AM,  Number of changes: 1

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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).  

Generated: 6/3/2016 12:48:39 PM,  Number of changes: 1

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BookTranscriptionNextPage  

Generated: 5/28/2016 12:04:36 AM,  Number of changes: 2

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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 

Generated: 5/26/2016 12:04:40 AM,  Number of changes: 1

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IsUsableByHold  

Generated: 5/24/2016 12:11:51 AM,  Number of changes: 1

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StartBookTranscription  

Generated: 5/19/2016 8:37:54 AM,  Number of changes: 12

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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 

Generated: 5/13/2016 4:54:29 AM,  Number of changes: 2

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GetItemOwner Syntax: ItemManager.GetItemOwner( id ) Returns item owner wuid  
SetItemOwner Syntax: ItemManager.SerItemOwner( itemId, ownerId, markAsStolen ) No return value.  

Generated: 5/11/2016 2:14:57 PM,  Number of changes: 2

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StartDice  
ModifyMoraleDebug Syntax: soul:ModifyMoraleDebug(5) debug function to modify morale, given the database change id  

Generated: 5/4/2016 3:56:43 PM,  Number of changes: 1

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SetSlotScaleAsymmetric !  

Generated: 4/30/2016 12:16:50 AM,  Number of changes: 1

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ShowStatCheckResult Syntax: Game.ShowStatCheckResult(stat, result) Show something like "Persuade: succeeded". Stat: shortcut name of stat (eg. "spc"), result: true=succeeded, false=failed.  

Generated: 4/27/2016 12:10:15 AM,  Number of changes: 1

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GetMyWUID  
Syntax: XGenAIModule.GetMyWUID(self) Retrieves the wuid of the entity based on its entity id, use with the self table only  

Generated: 4/26/2016 12:55:20 PM,  Number of changes: 1

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CanKnockOut Syntax: Actor.CanKnockOut(EntityId victimEntityId) Find out if actor is allowed to knock out given entity 

Generated: 4/26/2016 12:00:57 AM,  Number of changes: 1

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GetMyWUID  

Generated: 4/20/2016 12:01:58 AM,  Number of changes: 1

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GetNameStringId Syntax: soul:GetNameString() returns value of name_string_id column from soul db table  

Generated: 4/12/2016 2:01:43 PM,  Number of changes: 1

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OpenInventory Syntax: Sharpening.OpenInventory(EntityId user, EntityId grindstone) Opens inventory for selecting weapon for sharpening.  

Generated: 4/4/2016 6:44:35 PM,  Number of changes: 6

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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). 

Generated: 4/1/2016 5:21:07 AM,  Number of changes: 4

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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.  

Generated: 3/31/2016 7:58:11 AM,  Number of changes: 1

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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  

Generated: 3/15/2016 4:47:05 PM,  Number of changes: 3

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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.  

Generated: 3/13/2016 9:22:54 PM,  Number of changes: 2

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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. 

Generated: 3/6/2016 4:08:10 PM,  Number of changes: 2

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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). 

Generated: 2/27/2016 1:21:03 AM,  Number of changes: 4

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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!!)  

Generated: 2/16/2016 8:32:22 AM,  Number of changes: 2

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GetItemName Syntax: ItemManager.GetItemName( classId ) Returns database name of the item.  
OnEnterInteractive  

Generated: 1/22/2016 10:38:02 PM,  Number of changes: 7

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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.  

Generated: 1/19/2016 6:58:26 PM,  Number of changes: 2

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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  

Generated: 1/15/2016 7:13:23 PM,  Number of changes: 2

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OpenInventory  
OpenInventory  

Generated: 1/14/2016 1:14:18 AM,  Number of changes: 1

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CalculateBarterDominance Syntax: customer:CalculateBarterDominance(shopkeeperSoulWuid) returns 1 if the soul has maximum dominance, -1 if the shopkeeper has maximum dominance  

Generated: 1/7/2016 12:15:30 PM,  Number of changes: 2

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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  

Generated: 12/2/2015 11:11:05 AM,  Number of changes: 1

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WUIDToMsg Syntax: Framework.WUIDToMsg(wuid) Returns string suitable for AI message. 

Generated: 11/25/2015 3:37:14 PM,  Number of changes: 1

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CloseInventory  

Generated: 11/25/2015 10:27:43 AM,  Number of changes: 1

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CombineItems Syntax: ItemManager.CombineItems( id, id ) Returns item id of combined item  

Generated: 11/18/2015 11:56:11 PM,  Number of changes: 1

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RestrictDialog Syntax: soul:RestrictDialog(true) set soul to dialog restricted mode so it cannot be speak to  

Generated: 11/18/2015 3:03:15 PM,  Number of changes: 9

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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. 

Generated: 11/14/2015 12:24:25 AM,  Number of changes: 3

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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 

Generated: 11/9/2015 6:54:55 PM,  Number of changes: 2

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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. 

Generated: 11/6/2015 12:13:52 AM,  Number of changes: 1

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GetWuidDebugString Syntax: XGenAIModule.GetWuidDebugString(entity.this.id) Returns debug description of the wuid.  

Generated: 11/3/2015 12:25:11 AM,  Number of changes: 6

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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  

Generated: 10/30/2015 12:31:04 AM,  Number of changes: 1

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CreateItem Syntax: Inventory.CreateItem() Creates item defined by guid and immediately insert it into inventory 

Generated: 10/27/2015 7:32:03 PM,  Number of changes: 1

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ModifyPlayerReputation Syntax: soul:ModifyPlayerReputation('murder', True) Modify NPCs relationship (reputation) to player by the given name from the database.  

Generated: 10/27/2015 12:59:19 PM,  Number of changes: 1

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CycleWeapon Syntax: Human.CycleWeapon() Cycle between primary and secondary weapon set  

Generated: 10/27/2015 7:55:56 AM,  Number of changes: 3

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OnSleepFadeIn  
OnSleepFadeOut  
OnEndSleepState  

Generated: 10/21/2015 6:10:41 PM,  Number of changes: 1

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LootInventoryBegin  

Generated: 10/14/2015 11:49:56 PM,  Number of changes: 1

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OnEndSleepState  

Generated: 10/12/2015 11:18:37 AM,  Number of changes: 1

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BlendTimeOfDay This is BlendTimeOfDay, a member of class C_ScriptBindEnvironment. 

Generated: 10/8/2015 11:50:49 PM,  Number of changes: 1

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EnableLayer !  

Generated: 10/7/2015 11:54:09 PM,  Number of changes: 2

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LootBegin Syntax: XGenAIModule.LootBegin(lootedWuid); Marks player as looting  
LootEnd Syntax: XGenAIModule.LootEnd(lootedWuid); Marks player as not looting  

Generated: 10/7/2015 11:18:45 AM,  Number of changes: 1

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SetWhistling  

Generated: 10/6/2015 6:03:47 PM,  Number of changes: 5

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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. 

Generated: 10/1/2015 5:50:47 PM,  Number of changes: 1

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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).  

Generated: 9/24/2015 1:32:53 PM,  Number of changes: 5

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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  

Generated: 9/22/2015 1:37:18 PM,  Number of changes: 3

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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. 

Generated: 9/19/2015 12:21:08 AM,  Number of changes: 4

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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.  

Generated: 9/11/2015 4:25:39 PM,  Number of changes: 4

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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) 

Generated: 9/7/2015 4:35:38 PM,  Number of changes: 7

Member nameDescription
EnableDecals !  
CScriptBind_MusicLogic Class
SendEvent !  
SetEvent !  
StartLogic !  
StopLogic !  
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_MusicLogic. 

Generated: 9/7/2015 9:32:56 AM,  Number of changes: 3

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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.  

Generated: 9/3/2015 7:59:12 PM,  Number of changes: 4

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AttachTo  
DetachFrom This is DetachFrom, a member of class C_ScriptBindInventory. 
AttachTo  
DetachFrom  

Generated: 8/25/2015 2:01:04 AM,  Number of changes: 1

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PushBack  

Generated: 8/24/2015 3:21:31 PM,  Number of changes: 3

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AutoSave Syntax: Game.AutoSave( actionMap, actionId ) Creates auto save, returns false if save cannot be done (locked by some event). 
C_ScriptBindEditor Class
GetSelectedEntityName  

Generated: 8/17/2015 8:04:35 PM,  Number of changes: 2

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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.  
GetPlayerHorse This is GetPlayerHorse, a member of class C_ScriptBindPlayer. 

Generated: 8/10/2015 9:05:58 PM,  Number of changes: 1

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EnableFastTravel  

Generated: 8/7/2015 9:27:52 AM,  Number of changes: 1

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ToggleWeaponSet Syntax: Human.ToggleWeaponSet(set) Toggle selected weapon set if available.  

Generated: 7/29/2015 7:07:02 PM,  Number of changes: 11

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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 

Generated: 7/29/2015 3:07:53 PM,  Number of changes: 1

Member nameDescription
EnableSave ! Enable or disable save from script (script save lock) 

Generated: 7/22/2015 11:39:12 PM,  Number of changes: 101

Member nameDescription
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 !  

Generated: 7/15/2015 1:08:09 AM,  Number of changes: 1

Member nameDescription
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  

Generated: 7/14/2015 6:00:35 PM,  Number of changes: 3

Member nameDescription
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  

Generated: 7/11/2015 1:16:49 AM,  Number of changes: 2

Member nameDescription
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.  

Generated: 7/8/2015 5:33:01 PM,  Number of changes: 2

Member nameDescription
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  

Generated: 7/4/2015 1:33:52 AM,  Number of changes: 2

Member nameDescription
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  

Generated: 7/2/2015 4:33:56 PM,  Number of changes: 2

Member nameDescription
SetPlayerHorse  
IsQuestUnchanged Syntax: QuestSystem.IsQuestUnchanged(const char *questName) Returns true if quest has only been loaded from DB  

Generated: 7/2/2015 1:14:10 AM,  Number of changes: 1

Member nameDescription
RemoveAllBuffsByGuid Syntax: soul:RemoveAllBuffsByGuid(buffDatabaseId) Forces removal of all buffs of the same database guid. 

Generated: 6/12/2015 11:20:09 AM,  Number of changes: 1

Member nameDescription
ToggleWeaponSet Syntax: Human.ToggleWeaponSet(set) Toggle selected weapon set if available.  

Generated: 6/10/2015 9:12:59 PM,  Number of changes: 3

Member nameDescription
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  

Generated: 6/9/2015 11:12:19 AM,  Number of changes: 2

Member nameDescription
StartHoleDigging  
SetPlayerReputationDebug Syntax: soul:SetPlayerReputationDebug(-0.5, True) debug function to directly set reputation. 

Generated: 5/27/2015 4:17:19 PM,  Number of changes: 1

Member nameDescription
Quiet Syntax: Item.Quiet() Quiets the item.  

Generated: 5/20/2015 3:51:15 PM,  Number of changes: 1

Member nameDescription
HealBleeding Syntax: soul:HealBleeding(0.5, 1) heal [0,1] bleeding on body part  

Generated: 5/8/2015 5:14:38 PM,  Number of changes: 1

Member nameDescription
SetSpeedMultiplier Syntax: Actor.SetSpeedMultiplier(float) Value multiplies absolute speed in all stances.  

Generated: 4/29/2015 6:27:22 PM,  Number of changes: 2

Member nameDescription
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. 

Generated: 4/29/2015 1:01:27 PM,  Number of changes: 1

Member nameDescription
IsDialogRestricted Syntax: soul:IsDialogRestricted() return whether dialog is currently restricted  

Generated: 4/28/2015 8:25:32 PM,  Number of changes: 1

Member nameDescription
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)  

Generated: 4/24/2015 9:26:44 PM,  Number of changes: 1574

Member nameDescription
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>&#160;
AddPersonallyHostile Syntax: AI.AddPersonallyHostile(entityID, hostileID) &#160;
AgentLookAtPos Syntax: AI.AgentLookAtPos(entityId, pos) Makes the entityId look at certain position&#160;
AllowLowerBodyToTurn Syntax: AI.LockBodyTurn(entityID, bAllowLowerBodyToTurn)&#160;
Animation &#160;
AssignPathTypeToSOUser &#160;
CScriptBindAI::AssignPFPropertiesToPathType (IFunctionHandler *)
CScriptBindAI::AssignPFPropertiesToPathType (string&amp;, AgentPathfindingProperties&amp;)
AssignPFPropertiesToPathType This is the overview for the AssignPFPropertiesToPathType method overload.&#160;
AutoDisable AutoDisable&#160;
BeginGoalPipe Syntax: AI.BeginGoalPipe( szPipeName ) Creates a goal pipe and allows to start filling it.&#160;
BeginGroup Syntax: AI.BeginGroup() to define group of goals &#160;
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().&#160;
BehaviorEvent This is BehaviorEvent, a member of class CScriptBindAI.&#160;
BreakEvent This is BreakEvent, a member of class CScriptBindAI.&#160;
CanFireInStance Syntax: AI.CanFireInStance(entityId, stance) Returns if AI can fire at his target in the given stance at his current position&#160;
CanMelee Syntax: AI.CanMelee(entityId) returns 1 if the AI is able to do melee attack.&#160;
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)&#160;
ChangeFormation Syntax: AI.ChangeFormation(entityId, name [,scale] ) Changes the formation descriptor for the current formation of given entity&#39;s group (if there is a formation)&#160;
ChangeMovementAbility Syntax: AI.ChangeMovementAbility( entityId, paramEnum, paramValue ) Changes an enumerated AI movement ability parameter.&#160;
ChangeParameter Syntax: AI.ChangeParameter( entityId, paramEnum, paramValue ) Changes an enumerated AI parameter.&#160;
CheckForFriendlyAgentsAroundPoint Syntax: AI.CheckForFriendlyAgentsAroundPoint( entityID, point, radius)&#160;
CheckMeleeDamage Syntax: AI.CheckMeleeDamage(entityId, targetId, radius, minheight, maxheight, angle) returns 1 if the AI performing melee is actually hitting target.&#160;
CheckVehicleColision &#160;
ClearAnimationTag Syntax: AI.ClearAnimationTag(entityId, tagName)&#160;
ClearForReload Syntax: AI.ClearForReload( szPipeName ) Clears all goalpipes from the system&#160;
ClearMovementContext Syntax: AI.ResetMovementContext(entityId) reset the given entity&#39;s movement context&#160;
ClearPotentialTargets Syntax: AI.ClearPotentialTargets( entityId ) Clears all the potential targets from the AI&#39;s perception handler&#160;
ClearTempTarget Syntax: AI.ClearTempTarget( entityId ) Removes the entity&#39;s temporary potential target, so it is no longer considered for target selection&#160;
ConstrainPointInsideGenericShape Syntax: AI.ConstrainPointInsideGenericShape(position, shapeName[, checkHeight]) Returns the nearest point inside specified shape.&#160;
CreateFormation Syntax: AI.CreateFormation( name ) Creates a formation descriptor and adds a fixed node at 0,0,0 (owner&#39;s node).&#160;
CreateGoalPipe Syntax: AI.CreateGoalPipe( szPipeName ) Used for warnings about data/script errors&#160;
CreateGroupFormation Syntax: AI.CreateGroupFormation(entityId, leaderId) Creates a group formation with leader (or updates leader)&#160;
CreateStimulusEvent Syntax: AI.CreateStimulusEvent(entityId, targetId, stimulusName, pData) Creates a target track stimulus event for the entity using the specified data&#160;
CreateStimulusEventInRange This is CreateStimulusEventInRange, a member of class CScriptBindAI.&#160;
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.&#160;
DebugReportHitDamage Syntax: AI.DebugReportHitDamage(pVictimEntity, pShooterEntity) Creates a debug report for the hit damage. DebugReportHitDamage&#160;
DestroyAllTPSQueries Syntax: AI2.DestroyAllTPSQueries() Destroys all the tactical point system queries. &#160;
DistanceToGenericShape Syntax: AI.DistanceToGenericShape(position, shapeName[, checkHeight]) Returns true if the point is inside the specified shape.&#160;
DropTarget Syntax: AI.DropTarget( entityId, targetId ) Clears the target from the AI&#39;s perception handler&#160;
EnableCoverFire Syntax: AI.EnableCoverFire(entityId, enable) enables/disables fire when the FIREMODE_COVER is selected&#160;
EnableFire Syntax: AI.EnableFire(entityId, enable) enables/disables fire&#160;
EnableUpdateLookTarget Syntax: AI.EnableUpdateLookTarget(entityID, bEnable)&#160;
EnableWeaponAccessory Syntax: AI.EnableWeaponAccessory(entityId, accessory, state) Enables or disables certain weapon accessory usage.&#160;
EndGoalPipe Syntax: AI.EndGoalPipe() Ends creating a goal pipe &#160;
EndGroup Syntax: AI.EndGroup() to define end of group of goals &#160;
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.&#160;
Error Syntax: AI.Error( szMessage ) Used when we really can&#39;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&#160;
EvalHidespot &#160;
EvalPeek Syntax: AI.EvalPeek(entityId [, bGetOptimalSide]) Evaluates if an AI object can peek from his current position&#160;
Event &#160;
ExecuteAction Syntax: AI.ExecuteAction( action, participant1 [, participant2 [, ... , participantN ] ] ) Executes an Action on a set of Participants&#160;
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&#39;s devalued and can&#39;t be found again for some seconds (unless specified in flags)&#160;
FindStandbySpotInShape AI.FindStandbySpotInShape(centerPos, targetPos, anchorType); FindStandbySpotInShape&#160;
FindStandbySpotInSphere AI.FindStandbySpotInSphere(centerPos, targetPos, anchorType); FindStandbySpotInSphere&#160;
FreeSignal Syntax: AI.FreeSignal( signalType, SignalText, position, radius [, entityID [,signalExtraData]] ) Sends a signal to anyone in a given radius around a position &#160;
GetAIObjectPosition Syntax: AI.GetAIObjectPosition( entityId | AIObjectName ) get the given AIObject&#39;s position&#160;
GetAlertness &#160;
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&#39;s devalued and can&#39;t be found again for some seconds (unless specified in flags)&#160;
GetAttentionTargetAIType Syntax: AI.GetAttentionTargetAIType( entityId ) returns the given entity&#39;s attention target AI type (AIOBJECT_*)&#160;
GetAttentionTargetDirection Syntax: AI.GetAttentionTargetDirection( entityId, returnDir ) returns the given entity&#39;s attention target&#39;s direction&#160;
GetAttentionTargetDistance Syntax: AI.GetAttentionTargetDistance( entityId ) returns the given entity&#39;s attention target&#39;s distance to the entity&#160;
GetAttentionTargetEntity Syntax: AI.GetAttentionTargetEntity( entityId ) returns the given entity&#39;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)&#160;
GetAttentionTargetOf Syntax: AI.GetAttentionTargetOf( entityId ) returns the given entity&#39;s attention target&#160;
GetAttentionTargetPosition Syntax: AI.GetAttentionTargetPosition( entityId, returnPos ) returns the given entity&#39;s attention target&#39;s position&#160;
GetAttentionTargetThreat Syntax: AI.GetAttentionTargetThreat( entityID )&#160;
GetAttentionTargetType Syntax: AI.GetAttentionTargetType( entityId ) returns the given entity&#39;s attention target type (AITARGET_*)&#160;
GetAttentionTargetViewDirection Syntax: AI.GetAttentionTargetViewDirection( entityId, returnDir ) returns the given entity&#39;s attention target&#39;s view direction&#160;
GetBeaconPosition Syntax: AI.GetBeaconPosition( entityId | AIObjectName, returnPos ) get the beacon&#39;s position for the given entity/object&#39;s group&#160;
GetBehaviorBlackBoard Syntax: AI.GetBehaviorBlackBoard( entity ) retrieves given AIActor current behaviour&#39;s black board (a Lua table)&#160;
GetBehaviorVariable Syntax: AI.GetBehaviorVariable( entity, variableName, value ) Returns a behavior variable for the specified actor&#160;
GetBiasedDirection Syntax: AI.GetBiasedDirection(entityId) Get biased direction of certain point&#160;
GetCurrentHideAnchor Syntax: AI.GetCurrentHideAnchor( entityId ) Returns the name of the current anchor the entity is using for cover&#160;
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.&#160;
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.&#160;
GetDistanceAlongPath Syntax: AI.GetDistanceAlongPath(entityId1, entityid2) returns the distance between entity1 and entity2, along entity1&#39;s path&#160;
GetDistanceToClosestGroupMember Syntax: AI.GetDistanceToClosestGroupMember(entityId)&#160;
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&#160;
GetEnclosingSpace &#160;
GetExtraPriority Syntax: AI.GetExtraPriority( enemyEntityId ) get an extra priority value to the entity which is given by enemyEntityId&#160;
GetFactionOf Syntax: AI.GetFactionOf( entityID )&#160;
GetFlyingVehicleFlockingPos &#160;
GetFormationLookingPoint Syntax: AI.GetFormationLookingPoint(entityId) Gets the looking point position inside the formation&#160;
GetFormationPointClass Syntax: AI.AddFormationPoint(name, position ) Adds a follow-type node to a formation descriptor&#160;
GetFormationPointPosition Syntax: AI.GetFormationPointPosition(entityId, pos) gets the AI&#39;s formation point position&#160;
GetFormationPosition Syntax: AI.GetFormationPosition(entityId) Gets the Relative position inside the formation&#160;
GetForwardDir Attention Target / perception related functions &#160;
GetGroupAlertness &#160;
GetGroupAveragePosition Syntax: AI.GetGroupAveragePosition( entityId, properties, returnPos ) gets the average position of the (leader&#39;s) group members&#160;
GetGroupCount Syntax: AI.GetGroupCount( entityId, flags, type ) returns the given entity&#39;s group members count&#160;
GetGroupMember Syntax: AI.GetGroupMember( entityId|groupId, idx, flags, type) returns the idx-th entity in the given group&#160;
GetGroupOf Syntax: AI.GetGroupOf( entityId ) returns the given entity&#39;s group id&#160;
GetGroupScopeUserCount Syntax: AI.GetGroupScopeUserCount(entityID, bAllowLowerBodyToTurn)&#160;
GetGroupScriptTable Syntax: AI.GetGroupScriptTable( groupID )&#160;
GetGroupTarget Syntax: AI.GetGroupTarget( entityId [,bHostileOnly [,bLiveOnly]] ) Returns the most threatening attention target amongst the agents in the given entity&#39;s group (see IAgent.h for definition of alert status)&#160;
GetGroupTargetCount Syntax: AI.GetGroupTargetCount( entityId [,bHostileOnly [,bLiveOnly]] ) Returns the number of attention targets amongst the agents in the given entity&#39;s group&#160;
GetGroupTargetEntity Syntax: AI.GetGroupTargetEntity( groupID )&#160;
GetGroupTargetThreat Syntax: AI.GetGroupTargetThreat( groupID )&#160;
GetGroupTargetType Syntax: AI.GetGroupTargetType( groupID )&#160;
GetHeliAdvancePoint &#160;
GetLastUsedSmartObject Syntax: AI.GetLastUsedSmartObject( userEntityId ) Returns the last used smart object&#160;
GetLeader Syntax: AI.GetLeader( groupID | entityID ) returns the leader&#39;s name of the given groupID / entity&#160;
GetMemoryFireType Syntax: AI.GetMemoryFireType(entityId) Returns how the puppet handles firing at its memory target&#160;
GetNavigationType Syntax: AI.GetNavigationType(entityId) returns the navigation type value at the specified entity&#39;s position, given the entity navigation properties&#160;
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&#160;
GetNearestHidespot Syntax: AI.GetNearestHidespot(entityId, rangeMin, rangeMax [, center]) Returns position of a nearest hidepoint within specified range, returns nil if no hidepoint is found.&#160;
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.&#160;
GetNearestPointOnPath Syntax: AI.GetNearestPointOnPath( entityId, pathname, vPos ) returns a nearest point on the path from vPos&#160;
GetObjectBlackBoard Syntax: AI.GetObjectBlackBoard( entity ) retrieves given object&#39;s black board (a Lua table)&#160;
GetObjectRadius Syntax: AI.GetObjectRadius(entityId) Returns the radius of specified AI object.&#160;
GetParameter Syntax: AI.GetParameter( entityId, paramEnum ) Changes an enumerated AI parameter.&#160;
GetPathLoop Syntax: AI.GetPathSegNoOnPath( entityId, pathname ) returns true if the path is looped&#160;
GetPathSegNoOnPath Syntax: AI.GetPathSegNoOnPath( entityId, pathname, vPos ) returns segment ratio ( 0.0 start point 100.0 end point )&#160;
GetPeakThreatLevel Syntax: AI.GetPeakThreatLevel( entityID )&#160;
GetPeakThreatType Syntax: AI.GetPeakThreatType( entityID )&#160;
GetPointOnPathBySegNo Syntax: AI.GetPathSegNoOnPath( entityId, pathname, segNo ) returns point by segment ratio ( 0.0 start point 100.0 end point )&#160;
GetPosturePriority Syntax: AI.GetPosturePriority(entityId, postureName) Set the given entity&#39;s posture priority&#160;
GetPotentialTargetCount Syntax: AI.GetPotentialTargetCount( entityID ) Retrieves the number of potential targets for an entity from a specified factions.&#160;
GetPotentialTargetCountFromFaction Syntax: AI.GetPotentialTargetCountFromFaction( entityID, name ) Retrieves the number of potential targets for an entity from a specified factions.&#160;
GetPredictedPosAlongPath Syntax: AI.GetPredictedPosAlongPath( entityId, time, retPos ) Gets the agent predicted position along his path at a given time&#160;
GetPreviousBehaviorName Syntax: AI.GetPreviousBehaviorName( entityID )&#160;
GetPreviousPeakThreatLevel Syntax: AI.GetPreviousPeakThreatLevel( entityID )&#160;
GetPreviousPeakThreatType Syntax: AI.GetPreviousPeakThreatType( entityID )&#160;
GetProbableTargetPosition Syntax: AI.GetProbableTargetPosition(entityId) Returns the probable target position of the AI.&#160;
GetReactionOf This is GetReactionOf, a member of class CScriptBindAI.&#160;
GetRefPointDirection Syntax: AI.GetRefPointDirection(entityId) Get the entity&#39;s reference point direction&#160;
GetRefPointPosition Syntax: AI.GetRefPointPosition(entityId) Get the entity&#39;s reference point World position&#160;
GetRefShapeName Syntax: AI.GetRefShapeName(entityId) Returns the reference shape name.&#160;
GetSmartObjectHelper Syntax: AI.GetSmartObjectHelper( entityId, className, helperName ) Returns table with position and direction vector of given SO helper&#160;
GetSoundPerceptionDescriptor Syntax: AI.GetSoundPerceptionDescriptor(entityId, soundType, descriptorTable) Fills descriptorTable with info about how perception works for the entity dealing with soundType&#160;
GetStance Syntax: AI.GetStance(entityId) get the given entity&#39;s stance&#160;
GetSubTypeOf Syntax: AI.GetSubTypeOf( entityId ) returns the given entity&#39;s sub type&#160;
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 }&#160;
GetTargetSubType Syntax: AI.GetTargetSubType(entityId) Returns the subtype of current entity&#39;s attention target&#160;
GetTargetType Syntax: AI.GetTargetType(entityId) Returns the type of current entity&#39;s attention target (memory, human, none etc)&#160;
GetTotalLengthOfPath Syntax: AI.GetTotalLengthOfPath( entityId, pathname ) returns a total length of the path&#160;
GetTypeOf Syntax: AI.GetTypeOf( entityId ) returns the given entity&#39;s type&#160;
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.&#160;
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 &lt;=0 the rank is specified in entity.Properties.nRank;&#160;
GoTo Syntax: AI.GoTo(entityId, vDestination) This function is intended to allow AI Actor (the entity) go to the specified destination&#160;
Hostile Syntax: AI.Hostile( entityId, entity2Id|AIObjectName ) returns true if the two entities are hostile&#160;
IgnoreCurrentHideObject Syntax: AI.IgnoreCurrentHideObject( entityId ) Marks the current hideobject unreachable (will be omitted from future hidespot selections).&#160;
IntersectsForbidden Syntax: AI.IsPointInFlightRegion(start, end) check if the line is in a Forbidden Region&#160;
InvalidateHidespot &#160;
IsAgentInAgentFOV Syntax: AI.IsAgentInAgentFOV(entityId, entityId2) Check if the entity2 is within the entity FOV&#160;
IsAgentInTargetFOV Syntax: AI.IsAgentInTargetFOV(entityId, fov) Checks if the entity is in the FOV of the attention target.&#160;
IsAimReady Syntax: AI.IsAimReady(entityIdHandle)&#160;
IsCoverCompromised Syntax: AI.IsCoverCompromised(entityId)&#160;
IsEnabled Syntax: AI.IsEnabled( entityId ) Returns true if entity&#39;s AI is enabled&#160;
IsFireEnabled Syntax: AI.IsFireEnabled(entityId) checks if ai is allowed to fire or not&#160;
IsGoalPipe Syntax: AI.IsGoalPipe( szPipeName ) Checks is a goalpipe of certain name exists already, returns true if pipe exists.&#160;
IsInCover Syntax: AI.IsInCover(entityId)&#160;
IsLowHealthPauseActive Syntax: AI.IsLowHealthPauseActive( entityID )&#160;
IsLowOnAmmo Syntax: AI.IsLowOnAmmo(entityId)&#160;
IsMoving Syntax: AI.IsMoving(entityId) Returns true if the agent desires to move.&#160;
IsMovingInCover Syntax: AI.IsMovingInCover(entityId)&#160;
IsMovingToCover Syntax: AI.IsMovingToCover(entityId)&#160;
IsOutOfAmmo Syntax: AI.IsOutOfAmmo(entityId)&#160;
IsPersonallyHostile Syntax: AI.IsPersonallyHostile(entityID, hostileID)&#160;
IsPointInFlightRegion Syntax: AI.IsPointInFlightRegion(point) check if the point is in the Flight Region&#160;
IsPointInsideGenericShape Syntax: AI.IsPointInsideGenericShape(position, shapeName[, checkHeight]) Returns true if the point is inside the specified shape.&#160;
IsPointInWaterRegion Syntax: AI.IsPointInFlightRegion(point) check if the point is in the Flight Region&#160;
IsPunchableObjectValid Syntax: AI.IsPunchableObjectValid(userId, objectId, origPos) Checks if a punchable object is valid. &#160;
IsTakingCover Syntax: AI.IsTakingCover(entityId, [distanceThreshold])&#160;
LoadBehaviors Syntax: AI.LoadBehaviors( folderName, extension, globalEnv)&#160;
LoadCharacters Syntax: AI.LoadCharacters(folderName, tbl)&#160;
LoadGoalPipes XML support for goal pipes /////////////////////////////////////////////////////////////////////////////////////////////////////// &#160;
LogComment Syntax: AI.LogComment( szMessage ) Used to indicate info that would be useful for debugging, but there&#39;s too much of it for it to be enabled all the time&#160;
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)&#160;
LogProgress Syntax: AI.LogProgress( szMessage ) Used to indicate &quot;progress markers&quot; - e.g. during loading&#160;
MeleePunchableObject Syntax: AI.MeleePunchableObject(entityId, objectId, origPos)&#160;
ModifySmartObjectStates Syntax: AI.ModifySmartObjectStates( entityId, listStates ) Adds/Removes smart object states of a given entity&#160;
NotifyGroup This is NotifyGroup, a member of class CScriptBindAI.&#160;
NotifyReinfDone &#160;
NotifySurpriseEntityAction NotifySurpriseEntityAction&#160;
ParseTables Syntax: AI.ParseTables( firstTable,parseMovementAbility,pH,aiParams,updateAlways )&#160;
PlayCommunication Syntax: AI.PlayCommunication(entityId, commName, channelName[, targetId] [, targetPos]) Plays communication on the AI agent. Plays communication on the AI agent.&#160;
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.&#160;
ProcessBalancedDamage Syntax: AI.ProcessBalancedDamage(pShooterEntity, pTargetEntity, damage, damageType) Processes balanced damage.&#160;
PushGoal Syntax: AI.PushGoal( szPipeName, goalName, blocking [,{params}] ) Used for warnings about data/script errors&#160;
PushLabel Syntax: AI.PushLabel( szPipeName, szLabelName ) Used in combination with &quot;branch&quot; goal operation to identify jump destination&#160;
QueueBubbleMessage Syntax: AI.QueueBubbleMessage(entityID, message, flags)&#160;
RecComment Syntax: AI.RecComment( szMessage ) Record comment with AIRecorder.&#160;
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&#160;
RegisterInterestedActor Syntax: AI.RegisterInterestedActor(entityId, fInterestFilter, fAngleInDegrees) Registers the interested actor with the interest system Any errors go to error log&#160;
RegisterInterestingEntity Syntax: AI.RegisterInterestingEntity(entityId, baseInterest, category, aiAction) Registers the entity with the interest system Any errors go to error log&#160;
RegisterTacticalPointQuery Syntax: AI.RegisterTacticalPointQuery( querySpecTable ) Get a query ID for the given tactical point query&#160;
RegisterTargetTrack Syntax: AI.RegisterTargetTrack(entityId, configuration, targetLimit, classThreat) Registers the AI object to use the given target track configuration for target selection&#160;
Release This is Release, a member of class CScriptBindAI.&#160;
RemoveCoverEntity This is RemoveCoverEntity, a member of class CScriptBindAI.&#160;
RemovePersonallyHostile Syntax: AI.RemovePersonallyHostile(entityID, hostileID)&#160;
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_*)&#160;
RequestToStopMovement Syntax: AI.RequestToStopMovement(entityId)&#160;
ResetAgentLookAtPos Syntax: AI.ResetAgentLookAtPos(entityId) Makes the entityId resets a previous call to AgentLookAtPos()&#160;
ResetAgentState Syntax: AI.ResetAgentState(entityId,stateLabel) Resets a particular aspect of the agent&#39;s state, such as &quot;lean&quot; Intended to keep these hacky concepts together.&#160;
ResetParameters Syntax: AI.ResetParameters( entityId, bProcessMovement, PropertiesTable, PropertiesInstanceTable ) Resets all the AI parameters&#160;
ResetPersonallyHostiles Syntax: AI.ResetPersonallyHostiles(entityID, hostileID)&#160;
RunStartupScript RunStartupScript&#160;
ScaleFormation Syntax: AI.ScaleFormation(entityId, scale) changes the scale factor of the given entity&#39;s formation (if there is)&#160;
SequenceBehaviorReady Syntax: AI.SequenceBehaviorReady(entityId)&#160;
SequenceInterruptibleBehaviorLeft Syntax: AI.SequenceInterruptibleBehaviorLeft(entityId)&#160;
SequenceNonInterruptibleBehaviorLeft Syntax: AI.SequenceNonInterruptibleBehaviorLeft(entityId)&#160;
SetAdjustPath &#160;
SetAlarmed Syntax: AI.SetAlarmed( entityId ) This function sets the entity to be &quot;perception alarmed&quot;&#160;
SetAnimationTag Syntax: AI.SetAnimationTag(entityId, tagName)&#160;
SetAssesmentMultiplier Syntax: AI.SetAssesmentMultiplier(AIObjectType, multiplier) set the assesment multiplier factor for the given AIObject type&#160;
SetAttentiontarget Syntax: AI.SetAttentiontarget(entityId, targetId) Set a new attention target&#160;
SetBeaconPosition Syntax: AI.SetBeaconPosition( entityId | AIObjectName, pos ) Set the beacon&#39;s position for the given entity/object&#39;s group&#160;
SetBehaviorTreeEvaluationEnabled Syntax: AI.SetBehaviorTreeEvaluationEnabled(entityID, enable)&#160;
SetBehaviorVariable Syntax: AI.SetBehaviorVariable( entity, variableName, value ) Sets a behaviour variable for the specified actor&#160;
SetCharacter Syntax: AI.SetCharacter(entityId, newCharater) Sets the AI character of the entity.&#160;
SetCollisionAvoidanceRadiusIncrement Syntax: AI.SetCollisionAvoidanceRadiusIncrement(entityId, radius)&#160;
SetContinuousMotion Syntax: AI.SetContinuousMotion( entityID, continuousMotion )&#160;
SetCoverCompromised Syntax: AI.SetCoverCompromised(entityId) &#160;
SetEntitySpeedRange Syntax: AI.SetEntitySpeedRange( userEntityId, urgency, defaultSpeed, minSpeed, maxSpeed, stance = all) This function allows the user to override the entity&#39;s speed range for the given urgency&#160;
SetExtraPriority Syntax: AI.SetExtraPriority( enemyEntityId, increment ) Set a extra priority value to the entity which is given by enemyEntityId&#160;
SetFactionOf Syntax: AI.SetFactionOf( entityID, factionName ) Make the specified entity a member of the named faction.&#160;
SetFactionThreatMultiplier Syntax: AI.SetFactionThreatMultiplier(nSpecies, multiplier) set the threat multiplier factor for the given species (if 0, species is not hostile to any other)&#160;
SetFireMode Syntax: AI.SetFireMode(entityId, mode) immediately sets firemode&#160;
SetForcedNavigation &#160;
SetFormationAngleThreshold Syntax: AI.SetFormationAngleThreshold(entityId, fAngleThreshold ) Sets the Relative position inside the formation&#160;
SetFormationLookingPoint Syntax: AI.SetFormationLookingPoint(entityId, v3RelativePosition ) Sets the Relative looking point position inside the formation&#160;
SetFormationPosition Syntax: AI.SetFormationPosition(entityId, v2RelativePosition ) Sets the Relative position inside the formation&#160;
SetFormationUpdate Syntax: AI.SetFormationUpdate(entityId, update) changes the update flag of the given entity&#39;s formation (if there is) - the formation is no more updated if the flag is false&#160;
SetFormationUpdateSight Syntax: AI.SetFormationUpdateSight(entityId, range, minTime, maxTime ) sets a random angle rotation for the given entity&#39;s formation sight directions&#160;
SetIgnorant Syntax: AI.SetIgnorant( entityId, ignorant ) makes an AI ignore system signals, visual stimuli and sound stimuli&#160;
SetInCover Syntax: AI.SetInCover(entityId, inCover)&#160;
SetLeader Syntax: AI.SetLeader( entityID ) Set the given entity as Leader (associating a CLeader object to it and creating it if it doesn&#39;t exist) Only one leader can be set per group&#160;
SetMemoryFireType Syntax: AI.SetMemoryFireType(entityId, type) Sets how the puppet handles firing at its memory target&#160;
SetMovementContext Syntax: AI.SetMovementContext(entityId, context) set the given entity&#39;s movement context&#160;
SetPathAttributeToFollow Syntax: AI.SetPathAttributeToFollow(entityId, flag) Set the attribute of the path to be used in &#39;followpath&#39; goal operation.&#160;
SetPathToFollow Syntax: AI.SetPathToFollow(entityId, pathName) Set the name of the path to be used in &#39;followpath&#39; goal operation.&#160;
SetPFBlockerRadius Syntax: AI.SetPFBlockerRadius(entityId, blocker, radius) &#160;
SetPointListToFollow Syntax: AI.SetPointListToFollow(entityId, pointlist, howmanypoints, bspline [, navtype]) Set a point list for followpath goal op&#160;
SetPosturePriority Syntax: AI.SetPosturePriority(entityId, postureName, priority) Set the given entity&#39;s posture priority&#160;
SetPostures Syntax: AI.SetPostures(entityId, postures) Set the given entity&#39;s postures&#160;
SetReactionOf This is SetReactionOf, a member of class CScriptBindAI.&#160;
SetRefPointAtDefensePos Syntax: AI.SetRefPointAtDefensePos(entityId, point2defend, distance) Set the entity refpoint position in an intermediate distance between the entity&#39;s att target and the given point&#160;
SetRefPointDirection Syntax: AI.SetRefPointDirection( vRefPointDir ) Sets the reference point&#39;s World position of an entity&#160;
SetRefPointPosition Syntax: AI.SetRefPointPosition(entityId, vRefPointPos) Sets the reference point&#39;s World position of an entity&#160;
SetRefPointRadius Syntax: AI.SetRefPointRadius(entityId, radius) Sets the reference point&#39;s radius.&#160;
SetRefpointToAnchor Syntax: AI.SetRefpointToAnchor(entityId, rangeMin, rangeMax, findType, findMethod) Sets a reference point to an anchor. &#160;
SetRefPointToGrenadeAvoidTarget &#160;
SetRefpointToPunchableObject Syntax: AI.SetRefpointToPunchableObject(entityId, range) Sets the reference point to the punchable object. &#160;
SetRefShapeName Syntax: AI.SetRefShapeName(entityId, name) Sets the reference shape name.&#160;
SetSmartObjectState Syntax: AI.SetSmartObjectState( entityId, stateName ) Sets only one single smart object state replacing all other states&#160;
SetSoundPerceptionDescriptor Syntax: AI.SetSoundPerceptionDescriptor(entityId, soundType, descriptorTable) Sets data on how perception works for the entity dealing with soundType&#160;
SetSpeed Syntax: AI.SetSpeed(entityId, urgency) This function allows the user to override the entity&#39;s current speed (urgency)&#160;
SetStance Syntax: AI.SetStance(entityId, stance) set the given entity&#39;s stance&#160;
SetTargetTrackClassThreat Syntax: AI.SetTargetTrackClassThreat(entityId, classThreat) Sets the class threat for the entity for target track usage&#160;
SetTempTargetPriority Syntax: AI.SetTempTargetPriority( entityId, priority ) Set the selection priority of the temp target over other potential targets&#160;
SetTerritoryShapeName Syntax: AI.SetTerritoryShapeName(entityId, shapeName) Sets the territory of the AI Actor.&#160;
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.&#160;
SetUseSecondaryVehicleWeapon Syntax: AI.SetUseSecondaryVehicleWeapon(entityId, bUseSecondary) Sets if the AI should use the secondary weapon when firing from a vehicle gunner seat if possible&#160;
SetVehicleStickTarget &#160;
Signal Syntax: AI.Signal(signalFilter, signalType, SignalText, senderId [, signalExtraData] ) Sends a signal to an entity or a group of entities&#160;
SmartObjectEvent Syntax: AI.SmartObjectEvent( actionName, userEntityId, objectEntityId [, vRefPoint] ) Executes a smart action&#160;
SoundEvent Syntax: AI.SoundEvent(position, radius, threat, interest, entityId) Generates a sound event in the AI system with the given parameters.&#160;
StopCommunication Syntax: AI.StopCommunication(playID) Stops given communication. Stops given communication.&#160;
ThrowGrenade Syntax: AI.ThrowGrenade(entityId, grenadeType, regTargetType) throws a specified grenade at target type without interrupting fire mode&#160;
TriggerCurrentTargetTrackPulse This is TriggerCurrentTargetTrackPulse, a member of class CScriptBindAI.&#160;
UnregisterInterestedActor Syntax: AI.UnregisterInterestedActor(entityId) Unregisters the entity with the interest system Any errors go to error log&#160;
UnregisterInterestingEntity Syntax: AI.UnregisterInterestingEntity(entityId) Unregisters the entity with the interest system Any errors go to error log&#160;
UnregisterTargetTrack Syntax: AI.UnregisterTargetTrack(entityId) Unregisters the AI object with the target track manager&#160;
UpdateGlobalPerceptionScale Syntax: AI.UpdateGlobalPerceptionScale(visualScale, audioScale, [filterType], [faction])&#160;
UpdateTempTarget Syntax: AI.UpdateTempTarget( entityId, vPos ) Updates the entity&#39;s temporary potential target to the given position&#160;
UpTargetPriority Syntax: AI.UpTargetPriority( entityId, targetId, increment ) modifies the current entity&#39;s target priority for the given target if the given target is among the entity&#39;s target list&#160;
VisualEvent Syntax: AI.VisualEvent(entityId, targetId) Generates a visual event in the AI system with the given parameters.&#160;
Warning Syntax: AI.Warning( szMessage ) Used for warnings about data/script errors&#160;
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.&#160;
ActivateOutput Syntax: Entity.ActivateOutput() &#160;
ActivatePlayerPhysics Syntax: Entity.ActivatePlayerPhysics( bEnable ) &#160;
AddConstraint Syntax: Entity.AddConstraint()&#160;
AddImpulse Syntax: Entity.AddImpulse() &#160;
AttachChild Syntax: Entity.AttachChild( childEntityId, flags ) &#160;
AttachSurfaceEffect Syntax: Entity.AttachSurfaceEffect( nSlot, effect, countPerUnit, form, typ, countScale, sizeScale ) &#160;
AwakeCharacterPhysics Syntax: Entity.AwakeCharacterPhysics( nSlot, sRootBoneName, nAwake ) &#160;
AwakeEnvironment Syntax: Entity.AwakeEnvironment()&#160;
AwakePhysics Syntax: Entity.AwakePhysics( nAwake ) &#160;
BreakToPieces Syntax: Entity.BreakToPieces() Breaks static geometry in slot 0 into sub objects and spawn them as particles or entities. &#160;
CalcWorldAnglesFromRelativeDir Syntax: Ang3 Entity.CalcWorldAnglesFromRelativeDir( dir ) &#160;
CancelSubpipe Syntax: Entity.CancelSubpipe()&#160;
ChangeAttachmentMaterial syntax: Entity.ChangeAttachmentMaterial(attachmentName, materialName) &#160;
CharacterUpdateAlways Syntax: Entity.CharacterUpdateAlways( characterSlot, updateAlways ) &#160;
CharacterUpdateOnRender Syntax: Entity.CharacterUpdateOnRender( characterSlot, bUpdateOnRender ) &#160;
CheckCollisions Syntax: Entity.CheckCollisions() &#160;
CheckShaderParamCallbacks Syntax: Entity.UpdateShaderParamCallback() Check all the currently set shader param callbacks on the renderproxy with the current state of the entity&#160;
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.&#160;
CopySlotTM Syntax: Entity.CopySlotTM( destSlot, srcSlot, includeTranslation ) Copies the TM (Transformation Matrix) of the slot.&#160;
CountLinks Syntax: Entity.CountLinks()&#160;
CreateBoneAttachment syntax: Entity.CreateBoneAttachment( characterSlot, boneName, attachmentName ) &#160;
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. &#160;
CreateLink Syntax: Entity.CreateLink( const char *name, entityID ) - param 'entityID' is optional&#160;
CreateRenderProxy Syntax: Entity.CreateRenderProxy() Create a proxy render object for the entity, allows entity to be rendered without loading any assets in immediately.&#160;
CreateSkinAttachment syntax: Entity.CreateSkinAttachment( characterSlot, attachmentName )&#160;
Damage syntax: Entity.Damage() &#160;
DeleteParticleEmitter Syntax: Entity.DeleteParticleEmitter(slot) Deletes particles emitter from 3dengine. &#160;
DeleteThis Syntax: Entity.DeleteThis() Deletes this entity. &#160;
DestroyAttachment syntax: Entity.DestroyAttachment( characterSlot, attachmentName ) &#160;
DestroyPhysics Syntax: Entity.DestroyPhysics() ! Destroys the physics of an entity object&#160;
DetachAll Syntax: Entity.DetachAll() &#160;
DetachThis Syntax: Entity.DetachThis() &#160;
DisableAnimationEvent Syntax: Entity.DisableAnimationEvent( nSlot, sAnimation ) &#160;
DrawSlot Syntax: Entity.DrawSlot( nSlot ) Enables/Disables drawing of object or character at specified slot of the entity.&#160;
EnableBoneAnimation Syntax: Entity.EnableBoneAnimation( characterSlot, layer, boneName, status )&#160;
EnableBoneAnimationAll Syntax: Entity.EnableBoneAnimationAll( characterSlot, layer, status )&#160;
EnableDecals Syntax: Entity.EnableDecals( slot, enable )&#160;
EnableInheritXForm Syntax: Entity.EnableInheritXForm() Enables/Disable entity from inheriting transformation from the parent. &#160;
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 ) &#160;
EnablePhysics Syntax: Entity.EnablePhysics( bEnable ) &#160;
EnableProceduralFacialAnimation Syntax: Entity.EnableProceduralFacialAnimation( enable )&#160;
FadeGlobalDensity Syntax: Entity.FadeGlobalDensity( nSlot, fadeTime, newGlobalDensity ) Sets the fade global density.&#160;
ForceCharacterUpdate Syntax: Entity.ForceCharacterUpdate( characterSlot, updateAlways ) &#160;
ForwardTriggerEventsTo Syntax: Entity.ForwardTriggerEventsTo( entityId )&#160;
FreeAllSlots Syntax: Entity.FreeAllSlots() Delete all objects on every slot part of the entity. &#160;
FreeSlot Syntax: Entity.FreeSlot( nSlot ) Delete all objects from specified slot.&#160;
GetAIName Syntax: Entity.GetAIName() ! Get the AI name of the entity. Can be different than entity name. @return AI Name of the entity&#160;
GetAngles Syntax: Entity.GetAngles() Gets the angle of the entity. &#160;
GetAnimationLength syntax: Entity.GetAnimationLength( characterSlot, animation ) &#160;
GetAnimationSpeed &#160;
GetAnimationTime syntax: Entity.GetAnimationTime( nSlot, nLayer ) &#160;
GetArchetype Syntax: Entity.GetArchetype() Retrieve the archetype of the entity. Return: name of entity archetype, nil if no archetype. Return name of the archetype.&#160;
GetAttachmentBone syntax: Entity.GetAttachmentBone( characterSlot, attachmentName ) &#160;
GetAttachmentCGF syntax: Entity.GetAttachmentCGF( characterSlot, attachmentName ) &#160;
GetBoneAngularVelocity Syntax: Entity.GetBoneAngularVelocity( characterSlot, oneName )&#160;
GetBoneDir Syntax: Entity.GetBoneDir() &#160;
GetBoneLocal Syntax: float Entity.GetBoneLocal( boneName, trgDir )&#160;
GetBoneNameFromTable Syntax: Entity.GetBoneNameFromTable() &#160;
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&#160;
GetBoneVelocity Syntax: Entity.GetBoneVelocity( characterSlot, boneName )&#160;
GetCenterOfMassPos Syntax: Entity.GetCenterOfMassPos() Gets the position of the entity center of mass. ! Get the position of the entity&#39;s physical center of mass @return Three component vector containing the entity&#39;s center of mass&#160;
GetCharacter Syntax: Entity.GetCharacter( nSlot ) Gets the character for the specified slot if there is any. &#160;
GetChild Syntax: Entity.GetChild( int nIndex ) &#160;
GetChildCount Syntax: Entity.GetChildCount() &#160;
GetCurAnimation syntax: Entity.GetCurAnimation() &#160;
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.&#160;
GetDistance Syntax: float Entity.GetDistance( entityId ) Return the distance from entity specified with entityId&#160;
GetEntitiesInContact syntax: Entity.GetEntitiesInContact() &#160;
GetEntityMaterial syntax: Entity.GetEntityMaterial()&#160;
GetExplosionImpulse syntax: Entity.GetExplosionImpulse() &#160;
GetExplosionObstruction syntax: Entity.GetExplosionObstruction() &#160;
GetFlags Syntax: Entity.GetFlags()&#160;
GetFlagsExtended Syntax: Entity.GetFlagsExtended() &#160;
GetGeomCachePrecachedTime syntax: Entity.GetGeomCachePrecachedTime() Gets time delta from current playback position to last ready to play frame ! Activates/deactivates geom cache drawing&#160;
GetGravity Syntax: Entity.GetGravity()&#160;
GetGUID &#160;
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&#160;
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&#160;
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&#160;
GetLink Syntax: Entity.GetLink()&#160;
GetLinkName Syntax: Entity.GetLinkName( targetId )&#160;
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.&#160;
GetLocalAngles Syntax: Vec3 Entity.GetLocalAngles( vAngles ) &#160;
GetLocalBBox Syntax: Entity.GetLocalBBox() &#160;
GetLocalPos Syntax: Vec3 Entity.GetLocalPos() ! Get the position of the entity @return Three component vector containing the entity position&#160;
GetLocalScale Syntax: float Entity.GetLocalScale() &#160;
GetLodRatio Syntax: Entity.GetLodRatio() &#160;
GetMass Syntax: Entity.GetMass() ! Get the mass of the entity @return mass of the entity;&#160;
GetMaterial syntax: Entity.GetMaterial() ! Get the name of custom entity material.&#160;
GetMaterialFloat Syntax: Entity.GetMaterialFloat( nSlotId, nSubMtlId, sParamName ) Change material parameter.&#160;
GetMaterialVec3 Syntax: Entity.GetMaterialVec3( nSlotId, nSubMtlId, sParamName )&#160;
GetName Syntax: Entity.GetName() ! Get the name of the entity @return Name of the entity&#160;
GetParent Syntax: Entity.GetParent() &#160;
GetParentSlot Syntax: Entity.GetParentSlot( child ) &#160;
GetPhysicalStats Syntax: Entity.GetPhysicalStats() Some more physics related. get some physical infos such mass and gravity&#160;
GetPos Syntax: Entity.GetPos() Gets the position of the entity. &#160;
GetProjectedWorldBBox Syntax: Entity.GetProjectedWorldBBox() &#160;
GetRawId Syntax: Entity.GetRawId() Returns entityId in raw numeric format. ! Get the id of the entity in number form @return Entity id as number&#160;
GetScale Syntax: Entity.GetScale() Gets the scaling value for the entity. &#160;
GetSlotAngles Syntax: Entity.GetSlotAngles( nSlot ) Gets the slot angles.&#160;
GetSlotCount Syntax: Entity.GetSlotCount() Gets the count of the slots. &#160;
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&#160;
GetSlotPos Syntax: Entity.GetSlotPos( nSlot ) Gets the slot position.&#160;
GetSlotScale Syntax: Entity.GetSlotScale( nSlot ) Gets the slot scale amount.&#160;
GetSlotWorldDir Syntax: Entity.GetSlotWorldDir( nSlot ) Gets the World direction of the slot.&#160;
GetSlotWorldPos Syntax: Entity.GetSlotWorldPos( nSlot ) Gets the World position of the slot.&#160;
GetSpeed Syntax: Entity.GetSpeed() ! Get the speed of the entity @return Speed in float value&#160;
GetState syntax: Entity.GetState() &#160;
GetSubmergedVolume Syntax: Entity.GetSubmergedVolume( slot, planeNormal, planeOrigin )&#160;
GetTimeSinceLastSeen Syntax: Entity.GetTimeSinceLastSeen() &#160;
GetTouchedPoint syntax: Entity.GetTouchedPoint() Retrieves point of collision for rigid body. !retrieves point of collision for rigid body&#160;
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&#160;
GetTriggerBBox Syntax: Entity.GetTriggerBBox() &#160;
GetUpdateRadius Syntax: Entity.GetUpdateRadius() &#160;
GetVelocity Syntax: Entity.GetVelocity() ! Get the velocity of the entity @return Three component vector containing the velocity position&#160;
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&#160;
GetViewDistRatio Syntax: Entity.GetViewDistRatio() &#160;
GetVolume Syntax: Entity.GetVolume(slot)&#160;
GetWorldAngles Syntax: Vec3 Entity.GetWorldAngles( vAngles ) &#160;
GetWorldBBox Syntax: Entity.GetWorldBBox() &#160;
GetWorldBoundsCenter Syntax: Entity.GetWorldBoundsCenter() Gets the world bbox center for the entity (defaults to entity position if no bbox present). &#160;
GetWorldDir Syntax: Vec3 Entity.GetWorldDir() &#160;
GetWorldPos Syntax: Vec3 Entity.GetWorldPos() &#160;
GetWorldScale Syntax: float Entity.GetWorldScale() &#160;
GotoState syntax: Entity.GotoState( sState ) &#160;
HasFlags Syntax: Entity.HasFlags( flags )&#160;
HasFlagsExtended Syntax: Entity.HasFlags( flags ) &#160;
Hide Syntax: Entity.Hide() The function has one optional parameter. If value of this parameter is nonzero, entity is hidden. Default value is 1. &#160;
HideAllAttachments syntax: Entity.HideAllAttachments( characterSlot, hide, hideShadow ) &#160;
HideAttachment syntax: Entity.HideAttachment( characterSlot, attachmentName, hide, hideShadow ) &#160;
HideAttachmentMaster syntax: Entity.HideAttachmentMaster( characterSlot, hide ) &#160;
IgnorePhysicsUpdatesOnSlot Syntax: Entity.IgnorePhysicsUpdatesOnSlot( nSlot ) Ignore physics when it try to update the position of a slot.&#160;
InsertSubpipe Syntax: Entity.InsertSubpipe()&#160;
IntersectRay Syntax: Entity.IntersectRay( slot, rayOrigin, rayDir, maxDistance )&#160;
InvalidateLocalBBox Syntax: Entity.InvalidateLocalBBox( ) &#160;
InvalidateTrigger Syntax: Entity.InvalidateTrigger() &#160;
IsActive Syntax: Entity.IsActive( bActivate ) Retrieve active status of entity. Return: true - Entity is active. false - Entity is not active. &#160;
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&#160;
IsColliding Syntax: Entity.IsColliding()&#160;
IsEntityInside Syntax: float Entity.IsEntityInside(entityId)&#160;
IsEntityInsideArea Syntax: Entity.IsEntityInsideArea( areaId, entityId )&#160;
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) &#160;
IsGeomCacheStreaming syntax: Entity.IsGeomCacheStreaming() Returns true if geom cache is streaming ! Returns true if geom cache is streaming&#160;
IsHidden syntax: Entity.IsHidden()&#160;
IsInState syntax: Entity.IsInState( sState ) &#160;
IsPointInsideArea Syntax: Entity.IsPointInsideArea( areaId, point )&#160;
IsSlotCharacter Syntax: Entity.IsSlotCharacter( slot ) Checks if the slot is a character.&#160;
IsSlotGeometry Syntax: Entity.IsSlotGeometry( slot ) Checks if the slot is a geometry.&#160;
IsSlotLight Syntax: Entity.IsSlotLight( slot ) Checks if the slot is a light.&#160;
IsSlotParticleEmitter Syntax: Entity.IsSlotParticleEmitter( slot ) Checks if the slot is a particle emitter.&#160;
IsSlotValid Syntax: Entity.IsSlotValid( nSlot ) Checks if the slot is valid.&#160;
IsUsingPipe Syntax: Entity.IsUsingPipe( pipename ) Returns true if entity is running the given goalpipe or has it inserted&#160;
KillTimer syntax: Entity.KillTimer()&#160;
LoadCharacter Syntax: Entity.LoadCharacter( nSlot, sFilename ) Load CGF geometry into the entity slot.&#160;
LoadCloud Syntax: Entity.LoadCloud( nSlot, sFilename ) Loads the cloud XML file into the entity slot.&#160;
LoadFogVolume Syntax: Entity.LoadFogVolume( nSlot, table ) Loads the fog volume XML file into the entity slot.&#160;
LoadGeomCache Syntax: Entity.LoadGeomCache( int nSlot,const char *sFilename ) Load geom cache into the entity slot.&#160;
LoadLight Syntax: Entity.LoadLight( nSlot, lightTable ) Load CGF geometry into the entity slot.&#160;
LoadLightShape Syntax: Entity.LoadLightShape( nSlot, sLightShapeFile) Loads CGF geometry into the entity slot.&#160;
LoadObject Syntax: Entity.LoadObject( nSlot, sFilename ) Load CGF geometry into the entity slot.&#160;
LoadObjectLattice Syntax: Entity.LoadObjectLattice( nSlot ) Load lattice into the entity slot.&#160;
LoadObjectWithFlags Syntax: Entity.LoadObject( nSlot, sFilename, nFlags ) Load CGF geometry into the entity slot.&#160;
LoadParticleEffect Syntax: Entity.LoadParticleEffect( nSlot, sEffectName, fPulsePeriod, bPrime, fScale ) Loads CGF geometry into the entity slot.&#160;
LoadPrismObject &#160;
LoadSubObject Syntax: Entity.LoadSubObject( nSlot, sFilename, sGeomName ) Load geometry of one CGF node into the entity slot.&#160;
LoadVolumeObject Syntax: Entity.LoadVolumeObject( nSlot, sFilename ) Loads volume object.&#160;
MaterialFlashInvoke Syntax: Entity.MaterialFlashInvoke() &#160;
MultiplyWithSlotTM Syntax: Entity.MultiplyWithSlotTM( slot, pos ) Multiplies with the TM (Transformation Matrix) of the slot.&#160;
NetPresent Syntax: Entity.NetPresent()&#160;
NoBulletForce Syntax: Entity.NoBulletForce( state )&#160;
NoExplosionCollision Syntax: Entity.NoExplosionCollision()&#160;
PassParamsToPipe Syntax: Entity.PassParamsToPipe()&#160;
PauseSound Syntax: Entity.PauseSound( SoundId ) Pauses/Unpauses playing sound.&#160;
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>&#160;
PhysicalizeAttachment syntax: Entity.PhysicalizeAttachment( characterSlot, attachmentName, physicalize )&#160;
PhysicalizeSlot Syntax: Entity.PhysicalizeSlot( slot, physicsParams ) &#160;
PlayFacialAnimation Syntax: Entity.PlayFacialAnimation( name, looping )&#160;
PlaySound Syntax: Entity.PlaySound( SoundId ) Start playing the specified sound and attach it to the entity. Sound will move and rotate with the entity.&#160;
PlaySoundEvent Syntax: Entity.PlaySoundEvent( sSoundOrEventName, vOffset, vDirection, nSoundFlags, nSoundFlagsExtended, nSemantic ) First pass impl. and docu. plays a sound or a subgroup-sound&#160;
PlaySoundEventEx Syntax: Entity.PlaySoundEventEx( sSoundFilename, nSoundFlags, nSoundFlagsExtended, fVolume, vOffset, minRadius, maxRadius, nSemantic ) Play sound file attached to the entity.&#160;
PreLoadParticleEffect Syntax: Entity.PreLoadParticleEffect( sEffectName ) Pre-loads a particle effect.&#160;
ProcessBroadcastEvent Syntax: Entity.ProcessBroadcastEvent() &#160;
RagDollize Syntax: Entity.RagDollize(slot) &#160;
ReattachSoftEntityVtx Syntax: Entity.ReattachSoftEntityVtx( partId )&#160;
RedirectAnimationToLayer0 Syntax: Entity.RedirectAnimationToLayer0( characterSlot, redirect )&#160;
RegisterForAreaEvents Syntax: Entity.RegisterForAreaEvents(enable) Registers the script proxy so that it receives area events. for this entity. &#160;
RemoveAllLinks Syntax: Entity.RemoveAllLinks()&#160;
RemoveDecals Syntax: Entity.RemoveDecals() &#160;
RemoveLink Syntax: Entity.RemoveLink( const char *name, int linkIndex ) - param 'linkIndex' is optional&#160;
RenderAlways Syntax: Entity.RenderAlways(enable) Enables &#39;always render&#39; on the render node, skipping any kind of culling &#160;
RenderShadow Syntax: Entity.RenderShadow()&#160;
ReplaceMaterial syntax: Entity.ReplaceMaterial( slot, name, replacement ) &#160;
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&#160;
ResetAttachment syntax: Entity.ResetAttachment( characterSlot, attachmentName ) &#160;
ResetMaterial syntax: Entity.ResetMaterial( slot ) &#160;
ResetPhysics Syntax: Entity.ResetPhysics() &#160;
SelectPipe Syntax: Entity.SelectPipe() &#160;
SetAIName Syntax: Entity.SetAIName() &#160;
SetAngles Syntax: Entity.SetAngles( vAngles ) Sets the angle of the entity. &#160;
SetAnimateOffScreenShadow Syntax: Entity.SetAnimateOffScreenShadow( bAnimateOffScreenShadow ) &#160;
SetAnimationBlendOut Syntax: Entity.SetAnimationBlendOut( characterSlot, layer, blendOut )&#160;
SetAnimationEvent Syntax: Entity.SetAnimationEvent( nSlot, sAnimation ) &#160;
SetAnimationFlip syntax: Entity.SetAnimationFlip( characterSlot, flip )&#160;
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)&#160;
SetAnimationSpeed syntax: Entity.SetAnimationSpeed( characterSlot, layer, speed ) &#160;
SetAnimationTime syntax: Entity.SetAnimationTime( nSlot, nLayer, fTime ) &#160;
SetAttachmentAngles syntax: Entity.SetAttachmentAngles( characterSlot, attachmentName, angles )&#160;
SetAttachmentCGF syntax: Entity.SetAttachmentCGF( characterSlot, attachmentName, filePath ) &#160;
SetAttachmentDir syntax: Entity.SetAttachmentDir()&#160;
SetAttachmentEffect syntax: Entity.SetAttachmentEffect( characterSlot, attachmentName, effectName, offset, dir, scale, flags )&#160;
SetAttachmentLight syntax: Entity.SetAttachmentLight( characterSlot, attachmentName, lightTable, flags ) &#160;
SetAttachmentObject syntax: Entity.SetAttachmentObject( characterSlot, attachmentName, entityId, slot, flags ) &#160;
SetAttachmentPos syntax: Entity.SetAttachmentPos( characterSlot, attachmentName, pos )&#160;
SetCharacterPhysicParams Syntax: Entity.SetCharacterPhysicParams()&#160;
SetCloudMovementProperties Syntax: Entity.SetCloudMovementProperties( nSlot, table ) Sets the cloud movement properties.&#160;
SetColliderMode Syntax: Entity.SetColliderMode( mode ) ! Set the position of the entity @param vec Three component vector containing the entity position&#160;
SetDefaultIdleAnimations Syntax: Entity.SetDefaultIdleAnimations() &#160;
SetDirectionVector Syntax: Entity.SetDirectionVector( direction ) &#160;
SetFlags Syntax: Entity.SetFlags( flags, mode ) Mode: 0-&gt;or 1-&gt;and 2-&gt;xor&#160;
SetFlagsExtended Syntax: Entity.SetFlagsExtended( flags, mode ) Mode: 0-&gt;or 1-&gt;and 2-&gt;xor &#160;
SetGeomCacheDrawing syntax: Entity.SetGeomCacheDrawing() Activates/deactivates geom cache drawing ! Activates/deactivates geom cache drawing&#160;
SetGeomCacheParams syntax: Entity.SetGeomCacheParams() Sets geometry cache parameters ! Sets the parameters of a geometry cache&#160;
SetGeomCachePlaybackTime syntax: Entity.SetGeomCachePlaybackTime() Sets the playback time ! Sets the playback time of a geometry cache&#160;
SetGeomCacheStreaming syntax: Entity.SetGeomCacheStreaming() Activates/deactivates geom cache streaming ! Activates/deactivates geom cache streaming&#160;
SetLightBlendParams Syntax: Entity.SetLightBlendParams( int nSlot, char const* tex1, char const* tex2, float blend_weight) changes the blend textures and weight for probe blending &#160;
SetLightColorParams Syntax: Entity.SetLightColorParams( nSlot, color, specular_multiplier) changes the color related params of an existing light &#160;
SetLinkTarget Syntax: Entity.SetLinkTarget(name, targetId)&#160;
SetLocalAngles Syntax: Entity.SetLocalAngles( vAngles ) &#160;
SetLocalBBox Syntax: Entity.SetLocalBBox( vMin, vMax ) &#160;
SetLocalPos Syntax: Entity.SetLocalPos( vPos ) ! Set the position of the entity @param vec Three component vector containing the entity position&#160;
SetLocalScale Syntax: Entity.SetLocalScale( fScale ) &#160;
SetLodRatio Syntax: Entity.SetLodRatio() ! 0..254 (value is autmatically clamed to to this range)&#160;
SetMaterial syntax: Entity.SetMaterial() ! Set the material of the entity @param materialName Name of material.&#160;
SetMaterialFloat Syntax: Entity.SetMaterialFloat( nSlotId, nSubMtlId, sParamName, fValue ) Change material parameter.&#160;
SetMaterialVec3 Syntax: Entity.SetMaterialVec3( nSlotId, nSubMtlId, sParamName, vVec3 )&#160;
SetName Syntax: Entity.SetName() ! Set the name of the entity @param sName String containing the new entity name&#160;
SetParentSlot Syntax: Entity.SetParentSlot( child, parent ) &#160;
SetPhysicParams Syntax: Entity.SetPhysicParams()&#160;
SetPos Syntax: Entity.SetPos( vPos ) Sets the position of the entity.&#160;
SetPublicParam Syntax: Entity.SetPublicParam() &#160;
SetRegisterInSectors Syntax: Entity.SetRegisterInSectors()&#160;
SetScale Syntax: Entity.SetScale( fScale ) Sets the scaling value for the entity. &#160;
SetScriptUpdateRate syntax: Entity.SetScriptUpdateRate( nMillis )&#160;
SetSelfAsLightCasterException Syntax: Entity.SetLightCasterException( nLightSlot, nGeometrySlot ) Entity render node will be a caster exception for light loaded in nLightSlot.&#160;
SetSlotAngles Syntax: Entity.GetSlotAngles( nSlot, v ) Sets the slot angles.&#160;
SetSlotHud3D Syntax: Entity.SetSlotHud3D( nSlot ) Setup flags for use as 3D HUD entity.&#160;
SetSlotPos Syntax: Entity.SetSlotPos( nSlot, v ) Sets the slot position.&#160;
SetSlotPosAndDir Syntax: Entity.SetSlotPosAndDir( nSlot, pos, dir ) Sets the slot position and direction.&#160;
SetSlotScale Syntax: Entity.SetSlotScale( nSlot, fScale ) Sets the slot scale amount.&#160;
SetSlotWorldTM Syntax: Entity.SetSlotWorldTM( nSlot, pos, dir ) Sets the World TM (Transformation Matrix) of the slot.&#160;
SetSoundEffectRadius Syntax: Entity.SetSoundEffectRadius( fEffectRadius) Sets the effect radius for a sound entity (e.g. volume ambient sound, reverb preset).&#160;
SetSoundSphereSpec Syntax: Entity.SetSoundSphereSpec( soundId, radius ) &#160;
SetStateClientside Syntax: Entity.SetStateClientside() true=prevents error when state changes on the client and does not sync state changes to the client&#160;
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.&#160;
SetTimer syntax: Entity.SetTimer()&#160;
SetTriggerBBox Syntax: Entity.SetTriggerBBox( vMin, vMax ) &#160;
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. &#160;
SetUpdateRadius Syntax: Entity.SetUpdateRadius() &#160;
SetVelocity Syntax: Entity.SetVelocity(velocity) ! Set the velocity of the entity&#160;
SetVelocityEx Syntax: Entity.GetVelocityEx(velocity, angularVelocity) ! Set the velocity and angular velocity of the entity&#160;
SetViewDistRatio Syntax: Entity.SetViewDistRatio() ! 0..254 (value is autmatically clamed to to this range)&#160;
SetViewDistUnlimited Syntax: Entity.SetViewDistUnlimited() ! do not fade out object - no matter how far away it is&#160;
SetVolumeObjectMovementProperties Syntax: Entity.SetVolumeObjectMovementProperties( nSlot, table ) Sets the properties of the volume object movement. &#160;
SetWorldAngles Syntax: Entity.SetWorldAngles( vAngles ) &#160;
SetWorldPos Syntax: Entity.SetWorldPos( vPos ) &#160;
SetWorldScale Syntax: Entity.SetWorldScale( fScale ) &#160;
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&#160;
StopAllSounds Syntax: Entity.StopAllSounds() Stop all sounds played on the entity. &#160;
StopAnimation Syntax: Entity.StopAnimation( characterSlot, layer )&#160;
StopSound Syntax: Entity.StopSound( SoundId ) Stop sound played on the entity. Only sound started for this entity will be stopped.&#160;
ToGlobal Syntax: Entity.ToGlobal( slotId, point ) transform pos from local to world coordinates. uses object when slot&lt;0&#160;
ToLocal Syntax: Entity.ToLocal( slotId, point ) transform pos from world to local coordinates. uses object when slot&lt;0&#160;
TriggerEvent Syntax: Entity.TriggerEvent() &#160;
UnSeenFrames Syntax: Entity.UnSeenFrames() &#160;
UpdateAreas Syntax: Entity.UpdateAreas()&#160;
UpdateLightClipBounds Syntax: Entity.UpdateLightClipBounds( nSlot ) Update the clip bounds of the light from the linked entities&#160;
UpdateSlotPhysics Syntax: Entity.UpdateSlotPhysics( slot ) &#160;
VectorToGlobal Syntax: Entity.VectorToGlobal( slotId, dir ) transform vector from local to world coordinates. uses object when slot&lt;0&#160;
VectorToLocal Syntax: Entity.VectorToLocal( slotId, dir ) transform vector from world to local coordinates. uses object when slot&lt;0&#160;
DelegateCalls &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindEntity.&#160;
GoalParamsHelper &#160;
Movie
MusicLogic
Particle
Physics
Script
Sound
ActivateAudioDevice Syntax: Sound.ActivateAudioDevice() Activates audio device.&#160;
AddMusicMoodEvent Syntax: Sound.AddMusicMoodEvent(pszMood [, fTimeout]) Adds an event for the specified music mood. &#160;
AddSoundFlags Syntax: Sound.AddSoundFlags()&#160;
CreateListener Syntax: Sound.CreateListener() Creates a new Listener&#160;
DeactivateAudioDevice Syntax: Sound.DeactivateAudioDevice() Deactivates the audio device.&#160;
EndMusicTheme Syntax: Sound.EndMusicTheme([nThemeFadeType [, nForceEndLimitInSec [, bEndEverything]]])&#160;
FXEnable Syntax: Sound.FXEnable( pSound, nEffectNumber ) Enables the specified effect number. &#160;
GetDirectionalAttenuationMaxScale Syntax: Sound.GetDirectionalAttenuationMaxScale() Gets the maximum scale of the directional attenuation. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindSound.&#160;
GetMusicMoods Syntax: Sound.GetMusicMoods(pszTheme) Gets the music moods for the specified music theme. &#160;
GetMusicStatus Syntax: Sound.GetMusicStatus() Gets the music status and logs the value to the console. &#160;
GetMusicThemes Syntax: Sound.GetMusicThemes() Gets the music themes. &#160;
GetSoundLength Syntax: Sound.GetSoundLength(pSound) Gets the sound length in seconds.&#160;
GetSoundMoodFade Syntax: Sound.GetSoundMoodFade(sSoundMoodName) Gets the fade value for the specified sound mood. ! Get the SoundMood fade value&#160;
GetSoundVolume Syntax: Sound.GetSoundVolume(sound) Gets sound volume.&#160;
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&#160;
IsInMusicMood Syntax: Sound.IsInMusicMood(pszMood) Checks if we are currently playing the specified music mood. &#160;
IsInMusicTheme Syntax: Sound.IsInMusicTheme(pszTheme) Checks if we are currently playing the specified music theme. &#160;
IsPlaying Syntax: Sound.IsPlaying() Checks if the sound is playing.&#160;
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&#160;
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&#160;
Load3DSound Syntax: Sound.LoadSound(sound [,flags [,volume [, min [, clipDistance [, priority [, group]]]]]]) Loads a 3D sound.&#160;
LoadMusic Syntax: Sound.LoadMusic(pszFilename)&#160;
LoadSound Syntax: Sound.LoadSound(sound, flags) Loads the specified sound.&#160;
LoadStreamSound Syntax: Sound.LoadStreamSound(sound, flags) Loads a stream sound.&#160;
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.&#160;
PlayEx Syntax: Sound.PlayEx( sGroupAndSoundName, nSoundFlags, fVolume, pos, minRadius, maxRadius ) Play sound file.&#160;
PlayPattern Syntax: Sound.PlayPattern(pszPattern, bStopPrevious, bPlaySynched) Play the named pattern&#160;
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-&gt;GetParamCount()&lt;1 || pH-&gt;GetParamCount()&gt;2) { m_pSS-&gt;RaiseError(&quot;System.LoadStreamSound wrong number of arguments&quot;); return pH-&gt;EndFunction(); }; const char *sSound; // int nID; ISound *pSound; pH-&gt;GetParam(1,sSound); int nFlags=0; if (pH-&gt;GetParamCount()&gt;1) pH-&gt;GetParam(2, nFlags); string szPath; ICVar *g_language = gEnv-&gt;pConsole-&gt;GetCVar(&quot;g_language&quot;); assert(g_language); szPath = &quot;LANGUAGES/&quot;; szPath += g_language-&gt;GetString(); szPath += &quot;/&quot;; szPath += sSound; pSound = m_pSoundSystem-&gt;LoadSound(szPath.c_str(),FLAG_SOUND_STREAM | nFlags); if (pSound) { pSound-&gt;AddRef(); return pH-&gt;EndFunction(ScriptHandle(pSound)); } return pH-&gt;EndFunction(); } ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// ! Start playing a sound, loops... <a href='CScriptBindSound__PlaySound@IFunctionHandler__.html'>more</a>&#160;
PlayStinger Syntax: Sound.PlayStinger() Plays stinger. &#160;
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.&#160;
RegisterSoundMood Syntax: Sound.RegisterSoundMood(sSoundMoodName) Registers the specified sound mood.&#160;
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&#160;
RemoveListener Syntax: Sound.RemoveListener(nListenerID) Removes a Listener&#160;
SerializeMusicInternal Syntax: Sound.SerializeMusicInternal([bSave]) Serializes the music internal. &#160;
SetDefaultMusicMood Syntax: Sound.SetDefaultMusicMood(pszMood) Sets the specified music mood as the default mood. &#160;
SetDirectionalAttenuation Syntax: Sound.SetDirectionalAttenuation( vPos, vDir, fConeInRadians ) Sets a directional attenuation of the sounds. &#160;
SetFadeTime Syntax: Sound.SetFadeTime(sound, fadeGoal, fadeTimeInMS) Sets the fade time for the sound.&#160;
SetFXSetParamEQ Syntax: Sound.SetFXSetParamEQ( pSound, fCenter, fBandwidth, fGain ) Sets some parameters to the sound effect. &#160;
SetListener Syntax: Sound.SetListener(nListenerID, vPos, vForward, vTop, bActive, fRecord, vVel) Sets attributes to a Listener&#160;
SetMasterMusicEffectsVolume Syntax: Sound.SetMasterMusicEffectsVolume(newMusicVol) Set the master volume for music effects.&#160;
SetMasterVolumeScale Syntax: Sound.SetMasterVolumeScale(scale) Sets the master volume scale.&#160;
SetMenuMusic Syntax: Sound.SetMenuMusic( bPlayMenuMusic, pszTheme, pszMood ) Play (or don&#39;t) the specified music on the menu screen.&#160;
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&#160;
SetMusicMood Syntax: Sound.SetMusicMood(pszMood [, bPlayFromStart [, bForceChange]]) Sets the specified music mood. &#160;
SetMusicTheme Syntax: Sound.SetMusicTheme(pszTheme [, bForceChange [, bKeepMood [, nDelayInSec]]]) Sets the music theme. &#160;
SetObstructionOffset Syntax: Sound.SetObstructionOffset(fOffsetInMeters) Sets the audio obstruction offset in meters in regards to the origin (sound emitter). &#160;
SetParameterValue Syntax: Sound.SetParameterValue( SoundID, sParameterName, fParameterValue ) Changes a parameter value of a specific sound (if supported)&#160;
SetPauseAllPlaying Syntax: Sound.SetPauseAllPlaying( bPause ) Sets/unsets pause for all the playing sounds.&#160;
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&#160;
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&#160;
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&#160;
SetSoundPitching Syntax: Sound.SetSoundPitching(sound, pitching) Sets the sound pitching. &#160;
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&#160;
SetSoundRatio Syntax: Sound.SetSoundRatio(pSound, fRatio) Sets the sound ratio. &#160;
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-&gt;GetParam(2, iLoopPt1); pH-&gt;GetParam(3, iLoopPt2); if (pSound) pSound-&gt;SetLoopPoints(iLoopPt1, iLoopPt2); return pH-&gt;EndFunction(); } ! int CScriptBindSound::AddSoundFlags(IFunctionHandler *pH) { int iFlags; int nCookie=0; ISound *pISound = NULL; SCRIPT_CHECK_PARAMETERS(2); pH-&gt;GetParamUDVal(1,(int &amp;)pISound,nCookie); pH-&gt;GetParam(2, iFlags); if (pISound &amp;&amp; (nCookie==USER_DATA_SOUND)) pISound-&gt;AddFlags(iFlags); return pH-&gt;EndFunction();&#160;
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&#160;
SetWeatherCondition Syntax: Sound.SetWeatherCondition(fWeatherTemperatureInCelsius, fWeatherHumidityAsPercent, fWeatherInversion) Sets the weather condition. &#160;
Silence Syntax: Sound.Silence() Silences the sound.&#160;
StopSound Syntax: Sound.StopSound(sound) Stops the sound. nSoundHandle can be SoundID or Ptr. ! Stop playing a sound @param nID ID of the sound&#160;
UnloadMusic Syntax: Sound.UnloadMusic() Unloads the music. &#160;
UnloadProjects Syntax: Sound.UnloadProjects() Unloads the projects.&#160;
UnregisterSoundMood Syntax: Sound.UnregisterSoundMood(sSoundMoodName) Unregisters the specified sound mood.&#160;
UnregisterWeightedEaxEnvironment Syntax: Sound.UnregisterWeightedEaxEnvironment( sPresetName, entityId ) Unregisters a weighted EAX (Environmental Audio Extension) environment. ! Unregisters an active EAX Preset Area&#160;
UpdateSoundMood Syntax: Sound.RegisterSoundMood(sSoundMoodName, fFade [, nFadeTimeInMS]) Updates the specified sound mood.&#160;
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)&#160;
System

Generated: 4/22/2015 3:18:00 PM,  Number of changes: 2

Member nameDescription
QuickLoad ! Quick load&#160;
QuickSave ! Quick save&#160;

Generated: 4/21/2015 1:04:01 PM,  Number of changes: 1

Member nameDescription
DealDamage Syntax: soul:DealDamage() Causes the soul to loose given stamina and health. Negative values are accepted and treated as a heal. &#160;
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. &#160;

Generated: 4/18/2015 1:10:44 AM,  Number of changes: 1

Member nameDescription
SetHealth Syntax: Actor.SetHealth( float health ) OBSOLETE: use soul.SetHealth(). &#160;
Syntax: Actor.SetHealth( float health ) OBSOLETE: use soul script bind &#160;

Generated: 4/17/2015 6:34:11 PM,  Number of changes: 2

Member nameDescription
AcquireShop &#160;
ReleaseShop needed by editor &#160;

Generated: 4/16/2015 1:15:47 AM,  Number of changes: 3

Member nameDescription
C_ScriptBindEnvironment Class
CoverHole &#160;
MakeHole int AddPickable(IFunctionHandler *pH, ScriptHandle entityId); int HidePicked(IFunctionHandler *pH, int hide, ScriptHandle entityId); &#160;

Generated: 4/14/2015 1:09:27 AM,  Number of changes: 1

Member nameDescription
GetPrefabPhase &#160;

Generated: 4/11/2015 1:07:40 AM,  Number of changes: 4

Member nameDescription
IsObjectiveCanceled Syntax: QuestSystem.IsObjectiveCanceled(const char *questName) Returns true if objective is canceled, false if not, or quest or objective does not exist &#160;
GetPrefabPhase &#160;
SetPrefabPhase &#160;
SetPrefabPhaseById &#160;

Generated: 4/7/2015 3:20:31 PM,  Number of changes: 1

Member nameDescription
IsQuestActivated Syntax: QuestSystem.IsQuestActivated(const char *questName) Returns true if quest has been activated, false if not, or quest does not exist &#160;

Generated: 4/3/2015 7:40:05 PM,  Number of changes: 9

Member nameDescription
CompleteObjective Syntax: QuestSystem.CompleteQuestObjective(const char *questName) Complete objective of quest with id, only if it is active &#160;
IsObjectiveStarted Syntax: QuestSystem.IsObjectiveStarted(const char *questName) Returns true if objective has been started, false if not, or quest or objective does not exist &#160;
IsQuestStarted Syntax: QuestSystem.IsQuestStarted(const char *questName) Returns true if quest is active, false if not, or quest does not exist, same as IsQuestActive &#160;
Syntax: QuestSystem.IsQuestStarted(const char *questName) Returns true if quest has been started, false if not, or quest does not exist &#160;
StartObjective Syntax: QuestSystem.StartQuestObjective(const char *questName) Start objective of quest with id &#160;
CompleteQuestObjective Syntax: QuestSystem.CompleteQuestObjective(const char *questName) Complete objective of quest with id, only if it is active &#160;
IsObjectiveActive Syntax: QuestSystem.IsObjectiveActive(const char *questName) Returns true if objective is active, false if not, or quest or objective does not exist &#160;
IsQuestActive Syntax: QuestSystem.IsQuestActive(const char *questName) Returns true if quest is active, false if not, or quest does not exist &#160;
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 &#160;
StartQuestObjective Syntax: QuestSystem.StartQuestObjective(const char *questName) Start objective of quest with id &#160;

Generated: 4/2/2015 12:44:40 AM,  Number of changes: 6

Member nameDescription
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. &#160;
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. &#160;
OnEndInteractive This is OnEndInteractive, a member of class C_ScriptBindPlayer.&#160;
&#160;
OnHold &#160;
OnSleeping This is OnSleeping, a member of class C_ScriptBindPlayer.&#160;
&#160;
OnUsableMessage This is OnUsableMessage, a member of class C_ScriptBindPlayer.&#160;
&#160;
OpenInventory &#160;

Generated: 4/1/2015 11:15:46 AM,  Number of changes: 1

Member nameDescription
OpenInventoryForItem This is OpenInventoryForItem, a member of class C_ScriptBindShop.&#160;

Generated: 3/13/2015 7:37:17 PM,  Number of changes: 3

Member nameDescription
HideTutorial Syntax: Game.HideTutorial() Hide tutorial message. &#160;
LogGameEvent Syntax: Game.LogGameEvent(text) Localization will be done for you (if the message contains @...)&#160;
Syntax: Game.LogGameEvent(text) Localization will be done for you (if the message contains @...) &#160;
ShowTutorial Syntax: Game.ShowTutorial(text,time) Shows tutorial message for set time. &#160;

Generated: 3/13/2015 3:52:32 PM,  Number of changes: 4

Member nameDescription
GetEntityByTextGUID Syntax: System.GetEntityByTextGUID( entityGuid ) Retrieve entity with the given entityGUID&#160;
MakeLookAsActor Syntax: Actor.MakeLookAsActor(sourceEntityId, bInHand) Actor will look as another existing actor &#160;
MakeLookAsSoul Syntax: Actor.MakeLookAsActor(sourceSoulGuid) Actor will look as another actor in soul table. The source actor need not be in scene. &#160;
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. &#160;
MakeLookAsActor Syntax: Actor.MakeLookAsActor(sourceEntityGuid, inHand) Actor will look as another existing actor &#160;

Generated: 3/13/2015 1:25:46 PM,  Number of changes: 2

Member nameDescription
MakeLookAsActor Syntax: Actor.MakeLookAsActor(sourceEntityGuid, inHand) Actor will look as another existing actor &#160;
MakeLookAsSoul Syntax: Actor.MakeLookAsActor(sourceSoulGuid) Actor will look as another actor in soul table. The source actor need not be in scene. &#160;

Generated: 3/12/2015 5:21:05 PM,  Number of changes: 3

Member nameDescription
AcceptTransaction &#160;
CancelTransaction &#160;
GetShopMoney &#160;

Generated: 3/10/2015 9:37:36 AM,  Number of changes: 7

Member nameDescription
C_ScriptBindTutorial Class
Complete Syntax: Tutorial.Complete() Completes tutorial. &#160;
GetStage Syntax: Tutorial.GetStage() Returns current tutorial progress stage &#160;
IsActive Syntax: Tutorial.IsActive() Return true in case tutorial is in progress. &#160;
IsComplete Syntax: Tutorial.IsComplete() Returns true in case tutorial is completed. &#160;
Proceed Syntax: Tutorial.Proceed() Proceed to next tutorial stage. &#160;
Restart Syntax: Tutorial.Restart() Restarts tutorial. &#160;

Generated: 3/2/2015 8:07:54 PM,  Number of changes: 3

Member nameDescription
BelongsToDeadBody Syntax: Item.BelongsToDeadBody() Returns true if the item&#39;s owner is dead &#160;
GetLinkedOwner Syntax: Item.GetLinkedOwner() Returns linked owner &#160;
Sleep &#160;

Generated: 2/28/2015 12:47:52 AM,  Number of changes: 1

Member nameDescription
RequestItemExchange Syntax: Actor.RequestItemExchange(entity) Requests loot from this actor. &#160;
Syntax: Actor.RequestItemExchange(entity) Requests inventory item exchange from this actor, loot in case actor is dead. &#160;

Generated: 2/27/2015 9:04:55 AM,  Number of changes: 5

Member nameDescription
RequestItemExchange Syntax: Actor.RequestItemExchange(entity) Requests loot from this actor. &#160;
OnEndInteractive This is OnEndInteractive, a member of class C_ScriptBindPlayer.&#160;
OnSleeping This is OnSleeping, a member of class C_ScriptBindPlayer.&#160;
OnUsableMessage This is OnUsableMessage, a member of class C_ScriptBindPlayer.&#160;
RequestItemExchange Syntax: Human.RequestItemExchange(entity) Requests loot from this human. &#160;

Generated: 2/19/2015 5:43:35 PM,  Number of changes: 1

Member nameDescription
IsQuestStarted Syntax: QuestSystem.IsQuestStarted(const char *questName) Returns true if quest is active, false if not, or quest does not exist, same as IsQuestActive &#160;

Generated: 2/12/2015 6:25:40 PM,  Number of changes: 1

Member nameDescription
AddXP &#160;

Generated: 2/12/2015 2:03:16 AM,  Number of changes: 1

Member nameDescription
SetActionListener WH::PH WH::PH&#160;

Generated: 2/10/2015 2:00:29 AM,  Number of changes: 19

Member nameDescription
CancelObjective Syntax: QuestSystem.CancelObjective(const char *questName) Cancel quest objective (tracked object count) &#160;
CompleteQuestObjective Syntax: QuestSystem.CompleteQuestObjective(const char *questName) Complete objective of quest with id, only if it is active &#160;
GetObjectiveExpCoeff Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered &#160;
IsObjectiveActive Syntax: QuestSystem.IsObjectiveActive(const char *questName) Returns true if objective is active, false if not, or quest or objective does not exist &#160;
IsObjectiveCompleted Syntax: QuestSystem.IsObjectiveCompleted(const char *questName) Returns true if objective is completed, false if not, or quest or objective does not exist &#160;
IsObjectiveTrackedCompleted Syntax: QuestSystem.IsObjectiveTrackedCompleted(const char *questName) Returns true if objective tracked assets count is enough &#160;
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 &#160;
OpenInventory Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered &#160;
RegisterQuestEntity Syntax: QuestSystem.RegisterQuestEntity() Registers entity with quest smart object. Not on master.&#160;
Syntax: QuestSystem.RegisterQuestEntity() Registers entity with quest smart object. Not on master. &#160;
StartQuestObjective Syntax: QuestSystem.StartQuestObjective(const char *questName) Start objective of quest with id &#160;
CancelObjective Syntax: QuestSystem.CancelObjective(const char *questName, int objectiveId) Cancel quest objective (tracked object count) &#160;
CompleteQuestObjective Syntax: QuestSystem.CompleteQuestObjective(const char *questName, int objectiveId) Complete objective of quest with id, only if it is active &#160;
GetObjectiveExpCoeff Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered &#160;
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 &#160;
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 &#160;
IsObjectiveTrackedCompleted Syntax: QuestSystem.IsObjectiveTrackedCompleted(const char *questName, int objectiveId) Returns true if objective tracked assets count is enough &#160;
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 &#160;
OpenInventory Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered &#160;
StartQuestObjective Syntax: QuestSystem.StartQuestObjective(const char *questName, int objectiveId) Start objective of quest with id &#160;

Generated: 2/2/2015 7:45:35 PM,  Number of changes: 3

Member nameDescription
OnInventoryItemUsed &#160;
OnInventoryStateChanged &#160;
OpenInventory Support functions &#160;

Generated: 2/2/2015 1:15:15 PM,  Number of changes: 1

Member nameDescription
GetHerbCollectingEfficiency Syntax: RPG.GetHerbCollectingEfficiency() Returns a real number in interval [0,1]&#160;

Generated: 2/2/2015 11:34:40 AM,  Number of changes: 2

Member nameDescription
C_ScriptBindEnvironment Class
AddPickable &#160;

Generated: 1/27/2015 5:59:33 PM,  Number of changes: 1

Member nameDescription
ActivateQuest Syntax: QuestSystem.ActivateQuest(const char *questName, int activate) Activate/deactivate quest &#160;

Generated: 1/23/2015 1:58:43 PM,  Number of changes: 3

Member nameDescription
GetPerceivedSuperfaction Syntax: soul:GetPerceivedSuperfaction() Returns the perceived super faction (calculated from all cloths) for this soul.&#160;
GetSuperfaction Syntax: soul:GetSuperfaction() Returns the true super faction of soul. &#160;
GetAverageSuperFaction Syntax: soul:GetAverageSuperFaction() Returns average super faction from all cloths for this soul. &#160;

Generated: 1/19/2015 7:15:45 PM,  Number of changes: 1

Member nameDescription
StartLockPicking &#160;

Generated: 1/19/2015 3:35:51 PM,  Number of changes: 1

Member nameDescription
DrawFromInventory Syntax: Human.DrawItemFromInventory( itemId, hand, animate ) Spawn item from inventory to human hands and animate drawing it from somewhere &#160;
Syntax: Human.DrawFromInventory( itemId, hand, animate ) Spawn item from inventory to human hands and animate drawing it from somewhere &#160;

Generated: 1/14/2015 8:14:47 PM,  Number of changes: 2

Member nameDescription
IsQuestCanceled Syntax: QuestSystem.IsQuestCanceled(const char *questName) Returns true if quest is completed, false if not, or quest or objective does not exist &#160;
DealDamage Syntax: soul:DealDamage() Causes the soul to loose given stamina and health. Negative values are accepted and treated as a heal. &#160;

Generated: 1/12/2015 8:12:55 PM,  Number of changes: 1

Member nameDescription
GetArchetypeProperties Syntax: Entity.GetArchetypeProperties() Returns property table for selected archetype. &#160;
Syntax: System.GetArchetypeProperties() Returns property table for selected archetype. &#160;

Generated: 1/9/2015 4:36:20 PM,  Number of changes: 1

Member nameDescription
GetArchetypeProperties Syntax: Entity.GetArchetypeProperties() Returns property table for selected archetype. &#160;

Generated: 12/17/2014 9:12:24 PM,  Number of changes: 2

Member nameDescription
HidePicked &#160;
MakeHole &#160;

Generated: 12/17/2014 6:44:02 PM,  Number of changes: 2

Member nameDescription
OpenInventory &#160;
OpenInventory &#160;

Generated: 12/15/2014 7:08:44 PM,  Number of changes: 1

Member nameDescription
LogGameEvent Syntax: Game.LogGameEvent(text) Localization will be done for you (if the message contains @...)&#160;

Generated: 12/11/2014 5:59:43 AM,  Number of changes: 380

Member nameDescription
CScriptBind_DialogSystem Class
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_DialogSystem.&#160;
Release This is Release, a member of class CScriptBind_DialogSystem.&#160;
UIAction
CallFunction Syntax: UIAction.CallFunction( elementName, instanceID, functionName, [arg1], [arg2], [...] ) Calls a function of the UI flash asset or the UIEventSystem. &#160;
DisableAction Syntax: UIAction.DisableAction( actionName ) Disables the UI Action. &#160;
EnableAction Syntax: UIAction.EnableAction( actionName ) Enables the UI Action. &#160;
EndAction Syntax: UIAction.EndAction( table, disable, arguments ) Ends a UI Action. This can be only used withing a UIAction Lua script! &#160;
GetAlpha Syntax: UIAction.GetAlpha( elementName, instanceID, mcName ) Get MovieClip alpha value. &#160;
GetArray Syntax: UIAction.GetArray( elementName, instanceID, arrayName ) Returns a table with values of the array.&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_UIAction.&#160;
GetPos Syntax: UIAction.GetPos( elementName, instanceID, mcName ) Get MovieClip position. &#160;
GetRotation Syntax: UIAction.GetRotation( elementName, instanceID, mcName ) Get MovieClip rotation. &#160;
GetScale Syntax: UIAction.GetScale( elementName, instanceID, mcName ) Get MovieClip scale. &#160;
GetVariable Syntax: UIAction.GetVariable( elementName, instanceID, varName ) Gets a variable of the UI flash asset.&#160;
GotoAndPlay Syntax: UIAction.GotoAndPlay( elementName, instanceID, mcName, frameNum ) Call GotoAndPlay on a MovieClip. &#160;
GotoAndPlayFrameName Syntax: UIAction.GotoAndPlayFrameName( elementName, instanceID, mcName, frameName ) Call GotoAndPlay on a MovieClip by frame name. &#160;
GotoAndStop Syntax: UIAction.GotoAndStop( elementName, instanceID, mcName, frameNum ) Call GotoAndStop on a MovieClip. &#160;
GotoAndStopFrameName Syntax: UIAction.GotoAndStopFrameName( elementName, instanceID, mcName, frameName ) Call GotoAndStop on a MovieClip by frame name. &#160;
HideElement Syntax: UIAction.HideElement( elementName, instanceID ) Hide the UI flash asset. &#160;
IsVisible Syntax: UIAction.IsVisible( elementName, instanceID, mcName ) Get MovieClip visible state. &#160;
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) &#160;
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) &#160;
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) &#160;
Release This is Release, a member of class CScriptBind_UIAction.&#160;
Reload IUIModule &#160;
ReloadElement Syntax: UIAction.ReloadElement( elementName, instanceID ) Reloads the UI flash asset. &#160;
RequestHide Syntax: UIAction.RequestHide( elementName, instanceID ) Send the fade out signal to the UI flash asset. &#160;
Reset &#160;
SetAlpha Syntax: UIAction.SetAlpha( elementName, instanceID, mcName, fAlpha ) Set MovieClip alpha value. &#160;
SetArray Syntax: UIAction.SetArray( elementName, instanceID, arrayName, values ) Sets an array of the UI flash asset.&#160;
SetPos Syntax: UIAction.SetPos( elementName, instanceID, mcName, vPos ) Set MovieClip position. &#160;
SetRotation Syntax: UIAction.SetRotation( elementName, instanceID, mcName, vRotation ) Set MovieClip rotation. &#160;
SetScale Syntax: UIAction.SetScale( elementName, instanceID, mcName, vScale ) Set MovieClip scale. &#160;
SetVariable Syntax: UIAction.SetVariable( elementName, instanceID, varName, value ) Sets a variable of the UI flash asset.&#160;
SetVisible Syntax: UIAction.SetVisible( elementName, instanceID, mcName, bVisible ) Set MovieClip visible state. &#160;
ShowElement Syntax: UIAction.ShowElement( elementName, instanceID ) Displays the UI flash asset. &#160;
StartAction Syntax: UIAction.StartAction( actionName, arguments ) Starts a UI Action. &#160;
UnloadElement Syntax: UIAction.UnloadElement( elementName, instanceID ) Unloads the UI flash asset. &#160;
UnregisterActionListener Syntax: UIAction.UnregisterActionListener( table, callbackFunctionName ) Unregister callback functions for a UIAction event. &#160;
UnregisterElementListener Syntax: UIAction.UnregisterElementListener( table, callbackFunctionName ) Unregister callback functions for a UIElement event. &#160;
UnregisterEventSystemListener Syntax: UIAction.UnregisterEventSystemListener( table, callbackFunctionName ) Unregister callback functions for a UIEventSystem event. &#160;
CScriptBind_MaterialEffects Class
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_MaterialEffects.&#160;
Release This is Release, a member of class CScriptBind_MaterialEffects.&#160;
Network
DelegateAuthority Syntax: Network.DelegateAuthority(ent, channel) Delegate authority for an object to some client. &#160;
Expose Syntax: Network.Expose() &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Network.&#160;
Release This is Release, a member of class CScriptBind_Network.&#160;
VehicleSystem
AddSeat Syntax: Vehicle.AddSeat( paramsTable ) Adds a seat to the vehicle. &#160;
AttachTo &#160;
ChangeSeat Syntax: Vehicle.ChangeSeat(actorHandle, seatId, isAnimationEnabled) Makes the actor changing the seat inside the vehicle. &#160;
DisableEngine Syntax: Vehicle.DisableEngine( disable ) Disables/enables the engine of the vehicle. &#160;
EnableMovement Syntax: Vehicle.EnableMovement( enable ) Enables/disables the movement of the vehicle. &#160;
EnterVehicle Syntax: Vehicle.EnterVehicle( actorHandle, seatId, isAnimationEnabled ) Makes the actor entering the vehicle. &#160;
ExitVehicle Syntax: Vehicle.ExitVehicle( actorHandle ) Makes the actor going out from the vehicle. &#160;
GetComponentDamageRatio Syntax: Vehicle.GetComponentDamageRatio( componentName ) Gets the damage ratio of the specified component. &#160;
GetHelperDir Syntax: Vehicle.GetHelperDir( name, isInVehicleSpace ) Gets the helper direction. &#160;
GetHelperPos Syntax: Vehicle.GetHelperPos(name, isInVehicleSpace) Gets the helper position. &#160;
GetHelperWorldPos Syntax: Vehicle.GetHelperWorldPos( name ) Gets the helper position in the world coordinates. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Vehicle.&#160;
GetSeatForPassenger Syntax: Vehicle.GetSeatForPassenger(id) Returns the vehicle seat id for the specified passenger&#160;
GetVehicle Syntax: Vehicle.GetVehicle() Gets the vehicle identifier. &#160;
HasHelper Syntax: Vehicle.HasHelper(name) Checks if the vehicle has the specified helper. &#160;
IsDestroyed Syntax: Vehicle.IsDestroyed() Checks if the vehicle is destroyed. &#160;
IsInsideRadius Syntax: Vehicle.IsInsideRadius( pos, radius ) Checks if the vehicle is inside the specified radius. &#160;
IsUsable Syntax: Vehicle.IsUsable( userHandle ) Checks if the vehicle is usable by the user. &#160;
MultiplyWithWorldTM Syntax: Vehicle.MultiplyWithWorldTM( pos ) Multiplies with the world transformation matrix. &#160;
OnHit Syntax: Vehicle.OnHit( targetId, shooterId, damage, position, radius, pHitClass, explosion ) Event that occurs after the vehicle is hit. &#160;
OnUsed Syntax: Vehicle.OnUsed( userHandle, index ) Events that occurs when the user uses the vehicle. &#160;
ProcessPassengerDamage Syntax: Vehicle.ProcessPassengerDamage( passengerId, actorHealth, damage, pDamageClass, explosion ) Processes passenger damages. &#160;
Release This is Release, a member of class CScriptBind_Vehicle.&#160;
Reset Syntax: Vehicle.Reset() Resets the vehicle. &#160;
ResetSlotGeometry Syntax: Vehicle.ResetSlotGeometry( slot, filename, geometry )&#160;
VehicleSeat
AttachTo &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_VehicleSeat.&#160;
GetPassengerId Syntax: VehicleSeat.GetPassengerId() Gets the passenger identifier. &#160;
GetVehicleSeat Syntax: VehicleSeat.GetVehicleSeat() Gets the vehicle seat identifier. &#160;
GetWeaponCount Syntax: VehicleSeat.GetWeaponCount() Gets the number of weapons available on this seat. &#160;
GetWeaponId Syntax: VehicleSeat.GetWeaponId(weaponIndex) Gets the weapon identifier. &#160;
IsDriver Syntax: VehicleSeat.IsDriver() Checks if the seat is the driver seat. &#160;
IsFree Syntax: VehicleSeat.IsFree(actor) Checks if the seat is free.&#160;
IsGunner Syntax: VehicleSeat.IsGunner() Checks if the seat is the gunner seat. &#160;
Release This is Release, a member of class CScriptBind_VehicleSeat.&#160;
Reset Syntax: VehicleSeat.Reset() Resets the vehicle seat. &#160;
SetAIWeapon Syntax: VehicleSeat.SetAIWeapon(weaponHandle) Sets the weapon artificial intelligence. &#160;
Action
ActivateEffect Syntax: Action.ActivateEffect( name ) Activates the specified effect.&#160;
ActivateExtensionForGameObject Syntax: Action.ActivateExtensionForGameObject( entityId, extension, activate ) Activates a specified extension for a game object. &#160;
AddAngleSignal Syntax: Action.AddRangeSignal( entityId, fAngle, fFlexibleBoundary, sSignal ) Adds an angle for the signal. &#160;
AddRangeSignal Syntax: Action.AddRangeSignal( entityId, fRadius, fFlexibleBoundary, sSignal ) Adds a range for the signal. &#160;
AddTargetRangeSignal Syntax: Action.AddTargetRangeSignal( entityId, targetId, fRadius, fFlexibleBoundary, sSignal )&#160;
BanPlayer Syntax: Action.BanPlayer( entityId, message ) Bans a specified player.&#160;
BindGameObjectToNetwork Syntax: Action.BindGameObjectToNetwork( entityId ) Binds game object to the network. &#160;
CacheItemGeometry Syntax: Action.CacheItemGeometry( itemName ) Caches an item geometry. &#160;
CacheItemSound Syntax: Action.CacheItemSound( itemName ) Caches an item sound. &#160;
ClearEntityTags Syntax: Action.ClearEntityTags( entityId ) Clears the tag for the specified entity. &#160;
ClearStaticTag Syntax: Action.ClearStaticTag( entityId, staticId ) Clears the specified static tag for the specified entity. &#160;
ConnectToServer Syntax: Action.ConnectToServer( server ) Connects to the specified server. &#160;
CreateGameObjectForEntity Syntax: Action.CreateGameObjectForEntity( entityId ) Creates a game object for the specified entity. &#160;
DestroyRangeSignaling Syntax: Action.DestroyRangeSignaling( entityId )&#160;
DisableSignalTimer Syntax: Action.DisableSignalTimer( entityId, sText ) Disables the signal timer. &#160;
DontSyncPhysics Syntax: Action.DontSyncPhysics( entityId ) Doesn&#39;t sync physics for the specified entity. &#160;
EnableRangeSignaling Syntax: Action.EnableRangeSignaling( entityId, bEnable ) Enable/Disable range signalling for the specified entity. &#160;
EnableSignalTimer Syntax: Action.EnableSignalTimer( entityId, sText ) Enables the signal timer. &#160;
ForceGameObjectUpdate Syntax: Action.ForceGameObjectUpdate( entityId, force ) Forces the game object to be updated. &#160;
GetClassName Syntax: Action.GetClassName( classId ) Returns the matching class name if available for specified classId. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Action.&#160;
GetPlayerList Syntax: Action.GetPlayerList() Checks the current players list.&#160;
GetServer Syntax: Action.GetServer( number ) Gets the server. &#160;
GetServerTime Syntax: Action.GetServerTime() Gets the current time on the server. &#160;
GetWaterInfo Syntax: Action.GetWaterInfo( pos ) Gets information about the water at the position pos.&#160;
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&#160;
IsChannelOnHold Syntax: Action.IsChannelOnHold( channelId ) Checks if the specified channel is on hold. &#160;
IsChannelSpecial Syntax: Action.IsChannelSpecial() Gets if the channel is a special one.&#160;
IsClient Syntax: Action.IsClient() Checks if the current script runs on a client.&#160;
IsGameObjectProbablyVisible Syntax: Action.IsGameObjectProbablyVisible( gameObject ) Checks if an object is probably visible.&#160;
IsGameStarted Syntax: Action.IsGameStarted() Checks if the game is started.&#160;
IsImmersivenessEnabled Syntax: Action.IsImmersivenessEnabled() Gets if the immersive multiplayer is enabled.&#160;
IsRMIServer Syntax: Action.IsRMIServer() Checks if the current script is running on an RMI (Remote Method Invocation) server.&#160;
IsServer Syntax: Action.IsServer() Checks if the current script runs on a server.&#160;
LoadXML Syntax: Action.LoadXML(definitionFile, dataFile )&#160;
PauseGame Syntax: Action.PauseGame( pause ) Puts the game into pause mode. &#160;
Persistant2DText Syntax: Action.Persistant2DText( text, size, color, name, timeout ) Adds a persistent 2D text. &#160;
PersistantArrow Syntax: Action.PersistantArrow( pos, radius, dir, color, name, timeout ) Adds a persistent arrow to the world. &#160;
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&#160;
PersistantLine Syntax: Action.PersistantLine( start, end, color, name, timeout ) Adds a persistent line to the world. &#160;
PersistantSphere Syntax: Action.PersistantSphere( pos, radius, color, name, timeout ) Adds a persistent sphere to the world. &#160;
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.&#160;
RefreshPings Syntax: Action.RefreshPings() Refreshes pings for all the servers listed. &#160;
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&#160;
Release This is Release, a member of class CScriptBind_Action.&#160;
ResetRangeSignaling Syntax: Action.ResetRangeSignaling( entityId )&#160;
ResetSignalTimer Syntax: Action.ResetSignalTimer( entityId, sText ) Resets the rate for the signal timer. &#160;
ResetToNormalCamera Syntax: Action.ResetToNormalCamera() Resets the camera to the last valid view stored. &#160;
SaveXML Syntax: Action.SaveXML(definitionFile, dataFile, dataTable)&#160;
SendGameplayEvent Syntax: Action.SendGameplayEvent( entityId, event ) Sends an event for the gameplay. &#160;
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 &#39;isAiming&#39; state. &#160;
SetNetworkParent Syntax: Action.SetNetworkParent( entityId, parentId ) Sets the network parent. &#160;
SetSignalTimerRate Syntax: Action.SetSignalTimerRate( entityId, sText, fRateMin, fRateMax ) Sets the rate for the signal timer. &#160;
SetViewCamera Syntax: Action.SetViewCamera() Saves the previous valid view and override it with the current camera settings. &#160;
ActionMapManager
EnableActionFilter Syntax: ActionMapManager.EnableActionFilter( name, enable ) Enables a filter for the actions. &#160;
EnableActionMap Syntax: ActionMapManager.EnableActionMap( name, enable ) Enables an action map. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_ActionMapManager.&#160;
LoadFromXML Syntax: ActionMapManager.LoadFromXML( name ) Loads information from an XML file. &#160;
Release This is Release, a member of class CScriptBind_ActionMapManager.&#160;
ActorSystem
CreateActor Syntax: ActorSystem.CreateActor( channelId, actorParams ) Creates an actor. Example on how to use this function: local params = { name = &quot;dude&quot;, class = &quot;CSpectator&quot;, 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 );&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_ActorSystem.&#160;
Release This is Release, a member of class CScriptBind_ActorSystem.&#160;
Inventory
AttachTo &#160;
Clear Syntax: Inventory.Clear() Clears the inventory. &#160;
Destroy Syntax: Inventory.Destroy() Destroys the inventory. &#160;
DetachFrom &#160;
Dump Syntax: Inventory.Dump() Dumps the inventory. &#160;
GetAmmoCapacity Syntax: Inventory.GetAmmoCapacity( ammoName ) Gets the capacity for the specified ammunition. &#160;
GetAmmoCount Syntax: Inventory.GetAmmoCount(ammoName) Gets the amount of the specified ammunition name. &#160;
GetCurrentItem Syntax: Inventory.GetCurrentItem() Gets the current item. &#160;
GetCurrentItemId Syntax: Inventory.GetCurrentItemId() Gets the identifier of the current item. &#160;
GetGrenadeWeaponByClass Syntax: Inventory.GetGrenadeWeaponByClass( className ) Gets grenade weapon by class name. &#160;
GetItemByClass Syntax: Inventory.GetItemByClass( className ) Gets item by class name. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Inventory.&#160;
HasAccessory Syntax: Inventory.HasAccessory( accessoryName ) Checks if the inventory contains the specified accessory. &#160;
Release This is Release, a member of class CScriptBind_Inventory.&#160;
SetAmmoCount Syntax: Inventory.SetAmmoCount( ammoName, count ) Sets the amount of the specified ammunition. &#160;
ItemSystem
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_ItemSystem.&#160;
GetPackItemByIndex Syntax: ItemSystem.GetPackItemByIndex( packName, index ) Gets a pack item from its index. &#160;
GetPackNumItems Syntax: ItemSystem.GetPackNumItems() Get the number of items in the specified pack.&#160;
GetPackPrimaryItem Syntax: ItemSystem.GetPackPrimaryItem( packName ) Gets the primary item of the specified pack. &#160;
GiveItem Syntax: ItemSystem.GiveItem( itemName ) Gives the specified item. &#160;
GiveItemPack Syntax: ItemSystem.GiveItemPack( actorId, packName ) Gives the item pack to the specified actor. &#160;
Release This is Release, a member of class CScriptBind_ItemSystem.&#160;
Reset Syntax: ItemSystem.Reset() Resets the item system. &#160;
SerializePlayerLTLInfo Syntax: ItemSystem.SerializePlayerLTLInfo( reading ) Serializes player LTL info. &#160;
SetActorItem Syntax: ItemSystem.SetActorItem( actorId, itemId, keepHistory ) Sets an actor item. &#160;
SetActorItemByName Syntax: ItemSystem.SetActorItemByName( actorId, name, keepHistory ) Sets an actor item by name. &#160;
VehicleSystem
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_VehicleSystem.&#160;
GetOptionalScript Syntax: VehicleSystem.GetOptionalScript(vehicleName) Get an (optional) script for the named vehicle.&#160;
GetVehicleImplementations Syntax: VehicleSystem.GetVehicleImplementations() Get a table of all implemented vehicles. &#160;
Release This is Release, a member of class CScriptBind_VehicleSystem.&#160;
ReloadSystem Syntax: VehicleSystem.ReloadSystem() Reloads the vehicle system with default values. &#160;
SetTpvDistance Syntax: VehicleSystem.SetTpvDistance(distance) Distance of camera in third person view.&#160;
SetTpvHeight Syntax: VehicleSystem.SetTpvHeight(height) Height of camera in third person view.&#160;
CScriptBindDialogSystem Class
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindDialogSystem.&#160;
Release This is Release, a member of class CScriptBindDialogSystem.&#160;
UIAction
CallFunction Syntax: UIAction.CallFunction( elementName, instanceID, functionName, [arg1], [arg2], [...] ) Calls a function of the UI flash asset or the UIEventSystem. &#160;
DisableAction Syntax: UIAction.DisableAction( actionName ) Disables the UI Action. &#160;
EnableAction Syntax: UIAction.EnableAction( actionName ) Enables the UI Action. &#160;
EndAction Syntax: UIAction.EndAction( table, disable, arguments ) Ends a UI Action. This can be only used withing a UIAction Lua script! &#160;
GetAlpha Syntax: UIAction.GetAlpha( elementName, instanceID, mcName ) Get MovieClip alpha value. &#160;
GetArray Syntax: UIAction.GetArray( elementName, instanceID, arrayName ) Returns a table with values of the array.&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindUIAction.&#160;
GetPos Syntax: UIAction.GetPos( elementName, instanceID, mcName ) Get MovieClip position. &#160;
GetRotation Syntax: UIAction.GetRotation( elementName, instanceID, mcName ) Get MovieClip rotation. &#160;
GetScale Syntax: UIAction.GetScale( elementName, instanceID, mcName ) Get MovieClip scale. &#160;
GetVariable Syntax: UIAction.GetVariable( elementName, instanceID, varName ) Gets a variable of the UI flash asset.&#160;
GotoAndPlay Syntax: UIAction.GotoAndPlay( elementName, instanceID, mcName, frameNum ) Call GotoAndPlay on a MovieClip. &#160;
GotoAndPlayFrameName Syntax: UIAction.GotoAndPlayFrameName( elementName, instanceID, mcName, frameName ) Call GotoAndPlay on a MovieClip by frame name. &#160;
GotoAndStop Syntax: UIAction.GotoAndStop( elementName, instanceID, mcName, frameNum ) Call GotoAndStop on a MovieClip. &#160;
GotoAndStopFrameName Syntax: UIAction.GotoAndStopFrameName( elementName, instanceID, mcName, frameName ) Call GotoAndStop on a MovieClip by frame name. &#160;
HideElement Syntax: UIAction.HideElement( elementName, instanceID ) Hide the UI flash asset. &#160;
IsVisible Syntax: UIAction.IsVisible( elementName, instanceID, mcName ) Get MovieClip visible state. &#160;
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) &#160;
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) &#160;
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) &#160;
Release This is Release, a member of class CScriptBindUIAction.&#160;
Reload IUIModule &#160;
ReloadElement Syntax: UIAction.ReloadElement( elementName, instanceID ) Reloads the UI flash asset. &#160;
RequestHide Syntax: UIAction.RequestHide( elementName, instanceID ) Send the fade out signal to the UI flash asset. &#160;
Reset &#160;
SetAlpha Syntax: UIAction.SetAlpha( elementName, instanceID, mcName, fAlpha ) Set MovieClip alpha value. &#160;
SetArray Syntax: UIAction.SetArray( elementName, instanceID, arrayName, values ) Sets an array of the UI flash asset.&#160;
SetPos Syntax: UIAction.SetPos( elementName, instanceID, mcName, vPos ) Set MovieClip position. &#160;
SetRotation Syntax: UIAction.SetRotation( elementName, instanceID, mcName, vRotation ) Set MovieClip rotation. &#160;
SetScale Syntax: UIAction.SetScale( elementName, instanceID, mcName, vScale ) Set MovieClip scale. &#160;
SetVariable Syntax: UIAction.SetVariable( elementName, instanceID, varName, value ) Sets a variable of the UI flash asset.&#160;
SetVisible Syntax: UIAction.SetVisible( elementName, instanceID, mcName, bVisible ) Set MovieClip visible state. &#160;
ShowElement Syntax: UIAction.ShowElement( elementName, instanceID ) Displays the UI flash asset. &#160;
StartAction Syntax: UIAction.StartAction( actionName, arguments ) Starts a UI Action. &#160;
UnloadElement Syntax: UIAction.UnloadElement( elementName, instanceID ) Unloads the UI flash asset. &#160;
UnregisterActionListener Syntax: UIAction.UnregisterActionListener( table, callbackFunctionName ) Unregister callback functions for a UIAction event. &#160;
UnregisterElementListener Syntax: UIAction.UnregisterElementListener( table, callbackFunctionName ) Unregister callback functions for a UIElement event. &#160;
UnregisterEventSystemListener Syntax: UIAction.UnregisterEventSystemListener( table, callbackFunctionName ) Unregister callback functions for a UIEventSystem event. &#160;
CScriptBindMaterialEffects Class
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindMaterialEffects.&#160;
Release This is Release, a member of class CScriptBindMaterialEffects.&#160;
Network
DelegateAuthority Syntax: Network.DelegateAuthority(ent, channel) Delegate authority for an object to some client. &#160;
Expose Syntax: Network.Expose() &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindNetwork.&#160;
Release This is Release, a member of class CScriptBindNetwork.&#160;
VehicleSystem
AddSeat Syntax: Vehicle.AddSeat( paramsTable ) Adds a seat to the vehicle. &#160;
AttachTo &#160;
ChangeSeat Syntax: Vehicle.ChangeSeat(actorHandle, seatId, isAnimationEnabled) Makes the actor changing the seat inside the vehicle. &#160;
DisableEngine Syntax: Vehicle.DisableEngine( disable ) Disables/enables the engine of the vehicle. &#160;
EnableMovement Syntax: Vehicle.EnableMovement( enable ) Enables/disables the movement of the vehicle. &#160;
EnterVehicle Syntax: Vehicle.EnterVehicle( actorHandle, seatId, isAnimationEnabled ) Makes the actor entering the vehicle. &#160;
ExitVehicle Syntax: Vehicle.ExitVehicle( actorHandle ) Makes the actor going out from the vehicle. &#160;
GetComponentDamageRatio Syntax: Vehicle.GetComponentDamageRatio( componentName ) Gets the damage ratio of the specified component. &#160;
GetHelperDir Syntax: Vehicle.GetHelperDir( name, isInVehicleSpace ) Gets the helper direction. &#160;
GetHelperPos Syntax: Vehicle.GetHelperPos(name, isInVehicleSpace) Gets the helper position. &#160;
GetHelperWorldPos Syntax: Vehicle.GetHelperWorldPos( name ) Gets the helper position in the world coordinates. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindVehicle.&#160;
GetSeatForPassenger Syntax: Vehicle.GetSeatForPassenger(id) Returns the vehicle seat id for the specified passenger&#160;
GetVehicle Syntax: Vehicle.GetVehicle() Gets the vehicle identifier. &#160;
HasHelper Syntax: Vehicle.HasHelper(name) Checks if the vehicle has the specified helper. &#160;
IsDestroyed Syntax: Vehicle.IsDestroyed() Checks if the vehicle is destroyed. &#160;
IsInsideRadius Syntax: Vehicle.IsInsideRadius( pos, radius ) Checks if the vehicle is inside the specified radius. &#160;
IsUsable Syntax: Vehicle.IsUsable( userHandle ) Checks if the vehicle is usable by the user. &#160;
MultiplyWithWorldTM Syntax: Vehicle.MultiplyWithWorldTM( pos ) Multiplies with the world transformation matrix. &#160;
OnHit Syntax: Vehicle.OnHit( targetId, shooterId, damage, position, radius, pHitClass, explosion ) Event that occurs after the vehicle is hit. &#160;
OnUsed Syntax: Vehicle.OnUsed( userHandle, index ) Events that occurs when the user uses the vehicle. &#160;
ProcessPassengerDamage Syntax: Vehicle.ProcessPassengerDamage( passengerId, actorHealth, damage, pDamageClass, explosion ) Processes passenger damages. &#160;
Release This is Release, a member of class CScriptBindVehicle.&#160;
Reset Syntax: Vehicle.Reset() Resets the vehicle. &#160;
ResetSlotGeometry Syntax: Vehicle.ResetSlotGeometry( slot, filename, geometry )&#160;
VehicleSeat
AttachTo &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindVehicleSeat.&#160;
GetPassengerId Syntax: VehicleSeat.GetPassengerId() Gets the passenger identifier. &#160;
GetVehicleSeat Syntax: VehicleSeat.GetVehicleSeat() Gets the vehicle seat identifier. &#160;
GetWeaponCount Syntax: VehicleSeat.GetWeaponCount() Gets the number of weapons available on this seat. &#160;
GetWeaponId Syntax: VehicleSeat.GetWeaponId(weaponIndex) Gets the weapon identifier. &#160;
IsDriver Syntax: VehicleSeat.IsDriver() Checks if the seat is the driver seat. &#160;
IsFree Syntax: VehicleSeat.IsFree(actor) Checks if the seat is free.&#160;
IsGunner Syntax: VehicleSeat.IsGunner() Checks if the seat is the gunner seat. &#160;
Release This is Release, a member of class CScriptBindVehicleSeat.&#160;
Reset Syntax: VehicleSeat.Reset() Resets the vehicle seat. &#160;
SetAIWeapon Syntax: VehicleSeat.SetAIWeapon(weaponHandle) Sets the weapon artificial intelligence. &#160;
Action
ActivateEffect Syntax: Action.ActivateEffect( name ) Activates the specified effect.&#160;
ActivateExtensionForGameObject Syntax: Action.ActivateExtensionForGameObject( entityId, extension, activate ) Activates a specified extension for a game object. &#160;
AddAngleSignal Syntax: Action.AddRangeSignal( entityId, fAngle, fFlexibleBoundary, sSignal ) Adds an angle for the signal. &#160;
AddRangeSignal Syntax: Action.AddRangeSignal( entityId, fRadius, fFlexibleBoundary, sSignal ) Adds a range for the signal. &#160;
AddTargetRangeSignal Syntax: Action.AddTargetRangeSignal( entityId, targetId, fRadius, fFlexibleBoundary, sSignal )&#160;
BanPlayer Syntax: Action.BanPlayer( entityId, message ) Bans a specified player.&#160;
BindGameObjectToNetwork Syntax: Action.BindGameObjectToNetwork( entityId ) Binds game object to the network. &#160;
CacheItemGeometry Syntax: Action.CacheItemGeometry( itemName ) Caches an item geometry. &#160;
CacheItemSound Syntax: Action.CacheItemSound( itemName ) Caches an item sound. &#160;
ClearEntityTags Syntax: Action.ClearEntityTags( entityId ) Clears the tag for the specified entity. &#160;
ClearStaticTag Syntax: Action.ClearStaticTag( entityId, staticId ) Clears the specified static tag for the specified entity. &#160;
ConnectToServer Syntax: Action.ConnectToServer( server ) Connects to the specified server. &#160;
CreateGameObjectForEntity Syntax: Action.CreateGameObjectForEntity( entityId ) Creates a game object for the specified entity. &#160;
DestroyRangeSignaling Syntax: Action.DestroyRangeSignaling( entityId )&#160;
DisableSignalTimer Syntax: Action.DisableSignalTimer( entityId, sText ) Disables the signal timer. &#160;
DontSyncPhysics Syntax: Action.DontSyncPhysics( entityId ) Doesn&#39;t sync physics for the specified entity. &#160;
EnableRangeSignaling Syntax: Action.EnableRangeSignaling( entityId, bEnable ) Enable/Disable range signalling for the specified entity. &#160;
EnableSignalTimer Syntax: Action.EnableSignalTimer( entityId, sText ) Enables the signal timer. &#160;
ForceGameObjectUpdate Syntax: Action.ForceGameObjectUpdate( entityId, force ) Forces the game object to be updated. &#160;
GetClassName Syntax: Action.GetClassName( classId ) Returns the matching class name if available for specified classId. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindAction.&#160;
GetPlayerList Syntax: Action.GetPlayerList() Checks the current players list.&#160;
GetServer Syntax: Action.GetServer( number ) Gets the server. &#160;
GetServerTime Syntax: Action.GetServerTime() Gets the current time on the server. &#160;
GetWaterInfo Syntax: Action.GetWaterInfo( pos ) Gets information about the water at the position pos.&#160;
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&#160;
IsChannelOnHold Syntax: Action.IsChannelOnHold( channelId ) Checks if the specified channel is on hold. &#160;
IsChannelSpecial Syntax: Action.IsChannelSpecial() Gets if the channel is a special one.&#160;
IsClient Syntax: Action.IsClient() Checks if the current script runs on a client.&#160;
IsGameObjectProbablyVisible Syntax: Action.IsGameObjectProbablyVisible( gameObject ) Checks if an object is probably visible.&#160;
IsGameStarted Syntax: Action.IsGameStarted() Checks if the game is started.&#160;
IsImmersivenessEnabled Syntax: Action.IsImmersivenessEnabled() Gets if the immersive multiplayer is enabled.&#160;
IsRMIServer Syntax: Action.IsRMIServer() Checks if the current script is running on an RMI (Remote Method Invocation) server.&#160;
IsServer Syntax: Action.IsServer() Checks if the current script runs on a server.&#160;
LoadXML Syntax: Action.LoadXML(definitionFile, dataFile )&#160;
PauseGame Syntax: Action.PauseGame( pause ) Puts the game into pause mode. &#160;
Persistant2DText Syntax: Action.Persistant2DText( text, size, color, name, timeout ) Adds a persistent 2D text. &#160;
PersistantArrow Syntax: Action.PersistantArrow( pos, radius, dir, color, name, timeout ) Adds a persistent arrow to the world. &#160;
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&#160;
PersistantLine Syntax: Action.PersistantLine( start, end, color, name, timeout ) Adds a persistent line to the world. &#160;
PersistantSphere Syntax: Action.PersistantSphere( pos, radius, color, name, timeout ) Adds a persistent sphere to the world. &#160;
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.&#160;
RefreshPings Syntax: Action.RefreshPings() Refreshes pings for all the servers listed. &#160;
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&#160;
Release This is Release, a member of class CScriptBindAction.&#160;
ResetRangeSignaling Syntax: Action.ResetRangeSignaling( entityId )&#160;
ResetSignalTimer Syntax: Action.ResetSignalTimer( entityId, sText ) Resets the rate for the signal timer. &#160;
ResetToNormalCamera Syntax: Action.ResetToNormalCamera() Resets the camera to the last valid view stored. &#160;
SaveXML Syntax: Action.SaveXML(definitionFile, dataFile, dataTable)&#160;
SendGameplayEvent Syntax: Action.SendGameplayEvent( entityId, event ) Sends an event for the gameplay. &#160;
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 &#39;isAiming&#39; state. &#160;
SetNetworkParent Syntax: Action.SetNetworkParent( entityId, parentId ) Sets the network parent. &#160;
SetSignalTimerRate Syntax: Action.SetSignalTimerRate( entityId, sText, fRateMin, fRateMax ) Sets the rate for the signal timer. &#160;
SetViewCamera Syntax: Action.SetViewCamera() Saves the previous valid view and override it with the current camera settings. &#160;
ActionMapManager
EnableActionFilter Syntax: ActionMapManager.EnableActionFilter( name, enable ) Enables a filter for the actions. &#160;
EnableActionMap Syntax: ActionMapManager.EnableActionMap( name, enable ) Enables an action map. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindActionMapManager.&#160;
LoadFromXML Syntax: ActionMapManager.LoadFromXML( name ) Loads information from an XML file. &#160;
Release This is Release, a member of class CScriptBindActionMapManager.&#160;
ActorSystem
CreateActor Syntax: ActorSystem.CreateActor( channelId, actorParams ) Creates an actor. Example on how to use this function: local params = { name = &quot;dude&quot;, class = &quot;CSpectator&quot;, 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 );&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindActorSystem.&#160;
Release This is Release, a member of class CScriptBindActorSystem.&#160;
Inventory
AttachTo &#160;
Clear Syntax: Inventory.Clear() Clears the inventory. &#160;
Destroy Syntax: Inventory.Destroy() Destroys the inventory. &#160;
DetachFrom &#160;
Dump Syntax: Inventory.Dump() Dumps the inventory. &#160;
GetAmmoCapacity Syntax: Inventory.GetAmmoCapacity( ammoName ) Gets the capacity for the specified ammunition. &#160;
GetAmmoCount Syntax: Inventory.GetAmmoCount(ammoName) Gets the amount of the specified ammunition name. &#160;
GetCurrentItem Syntax: Inventory.GetCurrentItem() Gets the current item. &#160;
GetCurrentItemId Syntax: Inventory.GetCurrentItemId() Gets the identifier of the current item. &#160;
GetGrenadeWeaponByClass Syntax: Inventory.GetGrenadeWeaponByClass( className ) Gets grenade weapon by class name. &#160;
GetItemByClass Syntax: Inventory.GetItemByClass( className ) Gets item by class name. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindInventory.&#160;
HasAccessory Syntax: Inventory.HasAccessory( accessoryName ) Checks if the inventory contains the specified accessory. &#160;
Release This is Release, a member of class CScriptBindInventory.&#160;
SetAmmoCount Syntax: Inventory.SetAmmoCount( ammoName, count ) Sets the amount of the specified ammunition. &#160;
ItemSystem
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindItemSystem.&#160;
GetPackItemByIndex Syntax: ItemSystem.GetPackItemByIndex( packName, index ) Gets a pack item from its index. &#160;
GetPackNumItems Syntax: ItemSystem.GetPackNumItems() Get the number of items in the specified pack.&#160;
GetPackPrimaryItem Syntax: ItemSystem.GetPackPrimaryItem( packName ) Gets the primary item of the specified pack. &#160;
GiveItem Syntax: ItemSystem.GiveItem( itemName ) Gives the specified item. &#160;
GiveItemPack Syntax: ItemSystem.GiveItemPack( actorId, packName ) Gives the item pack to the specified actor. &#160;
Release This is Release, a member of class CScriptBindItemSystem.&#160;
Reset Syntax: ItemSystem.Reset() Resets the item system. &#160;
SerializePlayerLTLInfo Syntax: ItemSystem.SerializePlayerLTLInfo( reading ) Serializes player LTL info. &#160;
SetActorItem Syntax: ItemSystem.SetActorItem( actorId, itemId, keepHistory ) Sets an actor item. &#160;
SetActorItemByName Syntax: ItemSystem.SetActorItemByName( actorId, name, keepHistory ) Sets an actor item by name. &#160;
VehicleSystem
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindVehicleSystem.&#160;
GetOptionalScript Syntax: VehicleSystem.GetOptionalScript(vehicleName) Get an (optional) script for the named vehicle.&#160;
GetVehicleImplementations Syntax: VehicleSystem.GetVehicleImplementations() Get a table of all implemented vehicles. &#160;
Release This is Release, a member of class CScriptBindVehicleSystem.&#160;
ReloadSystem Syntax: VehicleSystem.ReloadSystem() Reloads the vehicle system with default values. &#160;
SetTpvDistance Syntax: VehicleSystem.SetTpvDistance(distance) Distance of camera in third person view.&#160;
SetTpvHeight Syntax: VehicleSystem.SetTpvHeight(height) Height of camera in third person view.&#160;

Generated: 12/5/2014 4:53:11 PM,  Number of changes: 2

Member nameDescription
C_ScriptBindMinigame Class
StartHerbGathering &#160;

Generated: 12/4/2014 4:19:06 PM,  Number of changes: 2

Member nameDescription
GetSoulValue &#160;
GetDerivedStat Syntax: soul:GetDerivedStat(string stat) returns current value of a derived stat given by the shortcut name (cha, ...)&#160;
Syntax: soul:GetDerivedStat(string stat) returns current value of a derived stat given by the shortcut name (cha, ...) &#160;

Generated: 12/3/2014 9:31:21 PM,  Number of changes: 1

Member nameDescription
GetHerbCollectingEfficiency Syntax: RPG.GetHerbCollectingEfficiency() Returns a real number in interval [0,1]&#160;

Generated: 11/27/2014 6:06:03 PM,  Number of changes: 2

Member nameDescription
IsSequenceAvailable Syntax: DialogModule.IsSequenceAvailable(12345) return true if sequence is not on cool down &#160;
ResetSequenceTimer Syntax: DialogModule.ResetSequenceTimer(12345) resets sequence cool down and used flags &#160;

Generated: 11/26/2014 4:49:51 PM,  Number of changes: 239

Member nameDescription
GetMaterialFloat Syntax: Entity.GetMaterialFloat( nSlotId, sParamName ) Change material parameter.&#160;
Syntax: Entity.GetMaterialFloat( nSlotId, nSubMtlId, sParamName ) Change material parameter.&#160;
GetMaterialVec3 Syntax: Entity.GetMaterialVec3( nSlotId, sParamName )&#160;
Syntax: Entity.GetMaterialVec3( nSlotId, nSubMtlId, sParamName )&#160;
SetLightColorParams Syntax: Entity.SetLightColorParams( nSlot, color, specular_multiplier) changes the color related params of an existing light &#160;
SetMaterialFloat Syntax: Entity.SetMaterialFloat( nSlotId, sParamName, fValue ) Change material parameter.&#160;
Syntax: Entity.SetMaterialFloat( nSlotId, nSubMtlId, sParamName, fValue ) Change material parameter.&#160;
SetMaterialVec3 Syntax: Entity.SetMaterialVec3( nSlotId, sParamName, vVec3 )&#160;
Syntax: Entity.SetMaterialVec3( nSlotId, nSubMtlId, sParamName, vVec3 )&#160;
System
ActivateLight DOC-IGNORE-BEGIN Syntax: System.ActivateLight(name, activate) NOT SUPPORTED ANYMORE. &#160;
ActivatePortal Syntax: System.ActivatePortal( vPos, bActivate, nID ) Activates/deactivates a portal. &#160;
AddCCommand Syntax: System.AddCCommand( sCCommandName, sCommand, sHelp) Adds a C command to the system. &#160;
ApplicationTest Syntax: System.ApplicationTest( pszParam ) Test the application with the specified parameters. &#160;
ApplyForceToEnvironment Syntax: System.ApplyForceToEnvironment( pos, force, radius) Applies a force to the environment. &#160;
Break Syntax: System.Break() Breaks the application with a fatal error message. &#160;
BrowseURL Syntax: System.BrowseURL(szURL) Browses a URL address.&#160;
CheckHeapValid Syntax: System.CheckHeapValid(name) Checks the heap validity. &#160;
ClearConsole Syntax: System.ClearConsole() Clears the console. ! Clear the console&#160;
ClearKeyState Syntax: System.ClearKeyState() Clear the key state&#160;
CreateDownload Syntax: System.CreateDownload() ! Creates a download object @return download object just created&#160;
DebugStats Syntax: System.DebugStats( cp ) &#160;
DeformTerrain Syntax: System.DeformTerrain() Deforms the terrain. &#160;
DeformTerrainUsingMat Syntax: System.DeformTerrainUsingMat() Deforms the terrain using material. &#160;
Draw2DLine Syntax: System.Draw2DLine(p1x, p1y, p2x, p2y, r, g, b, alpha ) Draws a 2D line. &#160;
DrawLabel Syntax: System.DrawLabel( vPos, fSize, text [, r [, g [, b [, alpha]]]] ) Draws a label with the specified parameter. &#160;
DrawLine Syntax: System.DrawLine( p1, p2, r, g, b, alpha ) Draws a line. &#160;
DrawText Syntax: System.DrawText( x, y, text, font, size, p2y, r, g, b, alpha ) Draws a text. &#160;
DrawTriStrip Syntax: System.DrawTriStrip(handle, nMode, vtxs, r, g, b, alpha ) Draws a triangle strip.&#160;
DumpMemoryCoverage Syntax: System.DumpMemoryCoverage( bUseKB ) Dumps memory coverage. &#160;
DumpMemStats Syntax: System.DumpMemStats( bUseKB ) Dumps memory statistics. &#160;
DumpMMStats Syntax: System.DumpMMStats() Dumps the MM statistics. &#160;
DumpWinHeaps Syntax: System.DumpWinHeaps() Dumps windows heaps. &#160;
EnableHeatVision DOC-IGNORE-BEGIN Syntax: System.EnableHeatVision() Is not supported anymore. &#160;
EnableMainView DOC-IGNORE-BEGIN Syntax: System.EnableMainView() Feature unimplemented. &#160;
EnableOceanRendering Syntax: System.EnableOceanRendering() Enables/disables ocean rendering. &#160;
EnumAAFormats Syntax: System.EnumAAFormats( m_Width, m_Height, m_BPP ) Enumerates the AA formats. &#160;
EnumDisplayFormats Syntax: System.EnumDisplayFormats() Enumerates display formats. &#160;
Error Syntax: System.Error(sText) Shows a message text with the error severity. &#160;
ExecuteCommand Syntax: System.ExecuteCommand(szCmd) Executes a command. &#160;
GetConfigSpec Syntax: System.GetConfigSpec() Gets the config specification. &#160;
GetCurrAsyncTime Syntax: System.GetCurrAsyncTime() Gets the current asynchronous time. &#160;
GetCurrTime Syntax: System.GetCurrTime() Gets the current time. &#160;
GetCVar Syntax: System.GetCVar( sCVarName) Gets the value of a CVariable. &#160;
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&#160;
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&#160;
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&#160;
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&#160;
GetEntity Syntax: System.GetEntity(entityId) Gets an entity from its ID. !Get an entity by id @param nID the entity id&#160;
GetEntityByGUID Syntax: System.GetEntityByGUID( SmartScriptTable dataTable ) Retrieve entity table for the first entity withe the given EntityGUID&#160;
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.&#160;
GetEntityClass Syntax: System.GetEntityClass(entityId) Gets an entity class from its ID. &#160;
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.&#160;
GetFrameID Syntax: System.GetFrameID() Gets the frame identifier. &#160;
GetFrameTime Syntax: System.GetFrameTime() Gets the frame time. &#160;
GetHDRDynamicMultiplier Syntax: System.GetHDRDynamicMultiplier() Gets hte HDR dynamic multiplier.&#160;
GetLocalOSTime Syntax: System.GetLocalOSTime() Gets the local operating system time. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_System.&#160;
GetNearestEntityByClass Syntax: System.GetNearestEntityByClass( centre, radius, className ) Gets the nearest entity with the specified class.&#160;
GetOutdoorAmbientColor Syntax: System.GetOutdoorAmbientColor() Gets the outdoor ambient color. &#160;
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&#160;
GetPhysicalEntitiesInBoxByClass Syntax: System.GetPhysicalEntitiesInBoxByClass( centre, radius, className ) Gets all the entities contained into the specified area for the specific class name.&#160;
GetPostProcessFxParam Syntax: System.GetPostProcessFxParam( pszEffectParam, value ) Gets a post processing effect parameter value. &#160;
GetScreenFx const char*, const char &#160;
GetSkyColor Syntax: Vec3 System.GetSkyColor() Retrieve color of the sky (outdoor ambient color).&#160;
GetSkyHighlight Syntax: System.SetSkyHighlight( params ) Retrieves Sky highlighing parameters. see SetSkyHighlight for parameters description.&#160;
GetSunColor Syntax: Vec3 System.GetSunColor() Retrieve color of the sun outdoors.&#160;
GetSurfaceTypeIdByName Syntax: System.GetSurfaceTypeIdByName( surfaceName ) Gets the surface type identifier by its name. &#160;
GetSurfaceTypeNameById Syntax: System.GetSurfaceTypeNameById( surfaceId ) Gets the surface type name by its identifier. &#160;
GetSystemMem Syntax: System.GetSystemMem() Gets the amount of the memory for the system.&#160;
GetTerrainElevation Syntax: System.GetTerrainElevation( v3Pos ) Gets the terrain elevation of the specified position. &#160;
GetUserName Syntax: System.GetUserName() Gets the username on this machine. &#160;
GetViewCameraAngles Syntax: System.GetViewCameraAngles() Gets the view camera angles. &#160;
GetViewCameraDir Syntax: System.GetViewCameraDir() Gets the view camera direction. &#160;
GetViewCameraFov Syntax: System.GetViewCameraFov() Gets the view camera fov. &#160;
GetViewCameraPos Syntax: System.GetViewCameraPos() Gets the view camera position. &#160;
GetViewCameraUpDir Syntax: System.GetViewCameraUpDir() Gets the view camera up-direction. &#160;
GetWind Syntax: System.SetWind() Gets the wind direction. &#160;
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.). &#160;
IsEditing Syntax: System.IsEditing() Checks if the system is in pure editor mode, i.e. not editor game mode. &#160;
IsEditor Syntax: System.IsEditor() Checks if the system is the editor. &#160;
IsHDRSupported Syntax: System.IsHDRSupported() Checks if the HDR is supported.&#160;
IsMultiplayer Syntax: System.IsMultiplayer() Checks if the game is multiplayer. &#160;
IsPointIndoors Syntax: System.IsPointIndoors( vPos ) Checks if a point is indoors. &#160;
IsPointVisible Syntax: System.IsPointVisible( point ) Checks if the specified point is visible. &#160;
IsPS20Supported Syntax: System.IsPS20Supported() Checks if the PS20 is supported.&#160;
IsValidMapPos Syntax: System.IsValidMapPos( v ) Checks if the position is a valid map position. &#160;
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)&#160;
LoadLocalizationXml Syntax: System.LoadLocalizationXml( filename ) Loads Excel exported xml file with text and dialog localization data.&#160;
Log Syntax: System.Log(sText) Logs a message. ! Write a message into the log file and the console @param String to write @see stuff&#160;
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&#160;
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&#160;
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&#160;
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&#160;
Quit Syntax: System.Quit() Quits the program.&#160;
QuitInNSeconds Syntax: System.QuitInNSeconds( fInNSeconds ) Quits the application in the specified number of seconds. &#160;
RayTraceCheck Syntax: System.RayTraceCheck(src, dst, skipId1, skipId2) &#160;
RayWorldIntersection Syntax: System.RayWorldIntersection(vPos, vDir, nMaxHits, iEntTypes) Shots rays into the world. &#160;
RemoveEntity Syntax: System.RemoveEntity( entityId ) Removes the specified entity. &#160;
ResetPoolEntity Syntax: System.ResetPoolEntity(entityId) Resets the entity&#39;s bookmarked, which frees memory. &#160;
ReturnEntityToPool Syntax: System.ReturnEntityToPool(entityId) Returns the bookmarked entity to the pool, destroying it. &#160;
SaveConfiguration Syntax: System.SaveConfiguration() Saves the configuration.&#160;
ScanDirectory Syntax: System.ScanDirectory( pszFolderName, nScanMode ) Scans a directory. &#160;
ScreenToTexture Syntax: System.ScreenToTexture() &#160;
SetBudget Syntax: System.SetBudget(sysMemLimitInMB, videoMemLimitInMB, frameTimeLimitInMS, soundChannelsPlayingLimit, soundMemLimitInMB, numDrawCallsLimit ) Sets system budget.&#160;
SetConsoleImage Syntax: System.SetConsoleImage( pszName, bRemoveCurrent ) Sets the console image. &#160;
SetCVar Syntax: System.SetCVar( sCVarName, value ) Sets the value of a CVariable. &#160;
SetGammaDelta Syntax: System.SetGammaDelta( fDelta ) Sets the gamma/delta value. &#160;
SetHDRDynamicMultiplier Syntax: System.SetHDRDynamicMultiplier( fMul ) Sets the HDR dynamic multiplier.&#160;
SetOutdoorAmbientColor Syntax: System.GetOutdoorAmbientColor( v3Color ) v3Color - Outdoor ambient color value. Sets the outdoor ambient color. &#160;
SetPostProcessFxParam Syntax: System.SetPostProcessFxParam( pszEffectParam, value ) Sets a post processing effect parameter value. &#160;
SetScissor Syntax: System.SetScissor( x, y, w, h ) Sets scissor info. set scissoring screen area&#160;
SetScreenFx Syntax: System.SetScreenFx( pszEffectParam, value ) Sets a post processing effect parameter value. &#160;
SetSkyColor Syntax: System.SetSkyColor( vColor ) Set color of the sky (outdoors ambient color).&#160;
SetSkyHighlight Syntax: System.SetSkyHighlight( params ) Set Sky highlighing parameters.&#160;
SetSunColor Syntax: System.SetSunColor( vColor ) Set color of the sun, only relevant outdoors.&#160;
SetViewCameraFov Syntax: System.SetViewCameraFov( fov ) Sets the view camera fov. &#160;
SetVolumetricFogModifiers Syntax: System.SetVolumetricFogModifiers( gobalDensityModifier, atmosphereHeightModifier ) Sets the volumetric fog modifiers.&#160;
SetWaterVolumeOffset Syntax: System.SetWaterVolumeOffset() SetWaterLevel is not supported by 3dengine for now. &#160;
SetWind Syntax: System.SetWind( vWind ) Sets the wind direction. &#160;
ShowConsole Syntax: System.ShowConsole(nParam) Shows/hides the console. &#160;
ShowDebugger Syntax: System.ShowDebugger() Shows the debugger. &#160;
SpawnEntity Syntax: System.SpawnEntity( params ) Spawns an entity. &#160;
ViewDistanceGet Syntax: System.ViewDistanceSet() Gets the view distance. &#160;
ViewDistanceSet Syntax: System.ViewDistanceSet( fViewDist ) Sets the view distance. &#160;
Warning Syntax: System.Warning(sText) Shows a message text with the warning severity. &#160;
SetLightColorParams Syntax: Entity.SetLightColorParams( nSlot, color, specular_multiplier, HDRDynamic) changes the color related params of an existing light &#160;
System
ActivateLight DOC-IGNORE-BEGIN Syntax: System.ActivateLight(name, activate) NOT SUPPORTED ANYMORE.&#160;
ActivatePortal Syntax: System.ActivatePortal( vPos, bActivate, nID ) Activates/deactivates a portal. &#160;
AddCCommand Syntax: System.AddCCommand( sCCommandName, sCommand, sHelp) Adds a C command to the system. &#160;
ApplicationTest Syntax: System.ApplicationTest( pszParam ) Test the application with the specified parameters.&#160;
ApplyForceToEnvironment Syntax: System.ApplyForceToEnvironment( pos, force, radius) Applies a force to the environment. &#160;
Break Syntax: System.Break() Breaks the application with a fatal error message.&#160;
BrowseURL Syntax: System.BrowseURL(szURL) Browses a URL address.&#160;
CheckHeapValid Syntax: System.CheckHeapValid(name) Checks the heap validity. &#160;
ClearConsole Syntax: System.ClearConsole() Clears the console. ! Clear the console&#160;
ClearKeyState Syntax: System.ClearKeyState() Clear the key state&#160;
CreateDownload Syntax: System.CreateDownload() ! Creates a download object @return download object just created&#160;
DebugStats Syntax: System.DebugStats( cp )&#160;
DeformTerrain Syntax: System.DeformTerrain() Deforms the terrain.&#160;
DeformTerrainUsingMat Syntax: System.DeformTerrainUsingMat() Deforms the terrain using material.&#160;
Draw2DLine Syntax: System.Draw2DLine(p1x, p1y, p2x, p2y, r, g, b, alpha ) Draws a 2D line. &#160;
DrawLabel Syntax: System.DrawLabel( vPos, fSize, text [, r [, g [, b [, alpha]]]] ) Draws a label with the specified parameter. &#160;
DrawLine Syntax: System.DrawLine( p1, p2, r, g, b, alpha ) Draws a line. &#160;
DrawText Syntax: System.DrawText( x, y, text, font, size, p2y, r, g, b, alpha ) Draws a text.&#160;
DrawTriStrip Syntax: System.DrawTriStrip(handle, nMode, vtxs, r, g, b, alpha ) Draws a triangle strip.&#160;
DumpMemoryCoverage Syntax: System.DumpMemoryCoverage( bUseKB ) Dumps memory coverage.&#160;
DumpMemStats Syntax: System.DumpMemStats( bUseKB ) Dumps memory statistics.&#160;
DumpMMStats Syntax: System.DumpMMStats() Dumps the MM statistics. &#160;
DumpWinHeaps Syntax: System.DumpWinHeaps() Dumps windows heaps.&#160;
EnableHeatVision DOC-IGNORE-BEGIN Syntax: System.EnableHeatVision() Is not supported anymore.&#160;
EnableMainView DOC-IGNORE-BEGIN Syntax: System.EnableMainView() Feature unimplemented.&#160;
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-&gt;pAISystem-&gt;GetNodeGraph(); Vec3 start = pVecOrigin.Get(); Vec3 end = pVecDestination.Get(); if ((start.x&lt;0)||(start.x&gt;2000.f)||(start.y&lt;0)||(start.y&gt;2000.f)) { m_pLog-&gt;LogError(&quot;[CRASHWARNING] Unnaturally high value placed for sound detection&quot;); return pH-&gt;EndFunction(true); // there is no sound occlusion in outdoor } if ((end.x&lt;0)||(end.x&gt;2000.f)||(end.y&lt;0)||(end.y&gt;2000.f)) { m_pLog-&gt;LogError(&quot;[CRASHWARNING] Unnaturally high value placed for sound detection&quot;); return pH-&gt;EndFunction(true); // there is no sound occlusion in outdoor } GraphNode *pStart = pGraph-&gt;GetEnclosing(pVecOrigin.Get()); if (pStart-&gt;nBuildingID&lt;0) return pH-&gt;EndFunction(true); // there is no sound occlusion in outdoor GraphNode *pEnd = pGraph-&gt;GetEnclosing(pVecDestination.Get()); if (pStart-&gt;nBuildingID!=pEnd-&gt;nBuildingID) return pH-&gt;EndFunction(false); // if in 2 different... <a href='CScriptBindSystem__EnableOceanRendering@IFunctionHandler__.html'>more</a>&#160;
EnumAAFormats Syntax: System.EnumAAFormats( m_Width, m_Height, m_BPP ) Enumerates the AA formats.&#160;
EnumDisplayFormats Syntax: System.EnumDisplayFormats() Enumerates display formats.&#160;
Error Syntax: System.Error(sText) Shows a message text with the error severity. &#160;
ExecuteCommand Syntax: System.ExecuteCommand(szCmd) Executes a command. &#160;
GetConfigSpec Syntax: System.GetConfigSpec() Gets the config specification. &#160;
GetCurrAsyncTime Syntax: System.GetCurrAsyncTime() Gets the current asynchronous time.&#160;
GetCurrTime Syntax: System.GetCurrTime() Gets the current time. &#160;
GetCVar Syntax: System.GetCVar( sCVarName) Gets the value of a CVariable.&#160;
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&#160;
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&#160;
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&#160;
GetEntitiesInSphereByClass Syntax: System.GetEntitiesInSphereByClass( centre, radius, EntityClass ) Gets all the entities contained into the specified sphere for the specific class name.&#160;
GetEntity Syntax: System.GetEntity(entityId) Gets an entity from its ID. !Get an entity by id @param nID the entity id&#160;
GetEntityByGUID Syntax: System.GetEntityByGUID( SmartScriptTable dataTable ) Retrieve entity table for the first entity withe the given EntityGUID&#160;
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.&#160;
GetEntityClass Syntax: System.GetEntityClass(entityId) Gets an entity class from its ID.&#160;
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.&#160;
GetFrameID Syntax: System.GetFrameID() Gets the frame identifier. &#160;
GetFrameTime Syntax: System.GetFrameTime() Gets the frame time. &#160;
GetHDRDynamicMultiplier Syntax: System.GetHDRDynamicMultiplier() Gets hte HDR dynamic multiplier.&#160;
GetLocalOSTime Syntax: System.GetLocalOSTime() Gets the local operating system time. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindSystem.&#160;
GetNearestEntityByClass Syntax: System.GetNearestEntityByClass( centre, radius, className ) Gets the nearest entity with the specified class.&#160;
GetOutdoorAmbientColor Syntax: System.GetOutdoorAmbientColor() Gets the outdoor ambient color. &#160;
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&#160;
GetPhysicalEntitiesInBoxByClass Syntax: System.GetPhysicalEntitiesInBoxByClass( centre, radius, className ) Gets all the entities contained into the specified area for the specific class name.&#160;
GetPostProcessFxParam Syntax: System.GetPostProcessFxParam( pszEffectParam, value ) Gets a post processing effect parameter value. &#160;
GetScreenFx const char*, const char &#160;
GetSkyColor Syntax: Vec3 System.GetSkyColor() Retrieve color of the sky (outdoor ambient color).&#160;
GetSkyHighlight Syntax: System.SetSkyHighlight( params ) Retrieves Sky highlighing parameters. see SetSkyHighlight for parameters description.&#160;
GetSunColor Syntax: Vec3 System.GetSunColor() Retrieve color of the sun outdoors.&#160;
GetSurfaceTypeIdByName Syntax: System.GetSurfaceTypeIdByName( surfaceName ) Gets the surface type identifier by its name. &#160;
GetSurfaceTypeNameById Syntax: System.GetSurfaceTypeNameById( surfaceId ) Gets the surface type name by its identifier.&#160;
GetSystemMem Syntax: System.GetSystemMem() Gets the amount of the memory for the system.&#160;
GetTerrainElevation Syntax: System.GetTerrainElevation( v3Pos ) Gets the terrain elevation of the specified position. &#160;
GetUserName Syntax: System.GetUserName() Gets the username on this machine. &#160;
GetViewCameraAngles Syntax: System.GetViewCameraAngles() Gets the view camera angles.&#160;
GetViewCameraDir Syntax: System.GetViewCameraDir() Gets the view camera direction.&#160;
GetViewCameraFov Syntax: System.GetViewCameraFov() Gets the view camera fov.&#160;
GetViewCameraPos Syntax: System.GetViewCameraPos() Gets the view camera position.&#160;
GetWind Syntax: System.SetWind() Gets the wind direction. &#160;
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.). &#160;
IsEditing Syntax: System.IsEditing() Checks if the system is in pure editor mode, i.e. not editor game mode.&#160;
IsEditor Syntax: System.IsEditor() Checks if the system is the editor.&#160;
IsHDRSupported Syntax: System.IsHDRSupported() Checks if the HDR is supported.&#160;
IsMultiplayer Syntax: System.IsMultiplayer() Checks if the game is multiplayer. &#160;
IsPointIndoors Syntax: System.IsPointIndoors( vPos ) Checks if a point is indoors.&#160;
IsPointVisible Syntax: System.IsPointVisible( point ) Checks if the specified point is visible.&#160;
IsPS20Supported Syntax: System.IsPS20Supported() Checks if the PS20 is supported.&#160;
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-&gt;GetParam(1,*oVec)) { pH-&gt;GetParam(2, bActive); m_p3DEngine-&gt;GetBuildingManager()-&gt;ActivateMainLight(oVec.Get(), bActive); } return pH-&gt;EndFunction(); } int CScriptBindSystem::SetSkyBox(IFunctionHandler *pH) { SCRIPT_CHECK_PARAMETERS(3); const char *pszShaderName; float fBlendTime; bool bUseWorldBrAndColor; pH-&gt;GetParam(1, pszShaderName); pH-&gt;GetParam(2, fBlendTime); pH-&gt;GetParam(3, bUseWorldBrAndColor); m_p3DEngine-&gt;SetSkyBox(pszShaderName);// not supported now: fBlendTime, bUseWorldBrAndColor); return pH-&gt;EndFunction();&#160;
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)&#160;
LoadLocalizationXml Syntax: System.LoadLocalizationXml( filename ) Loads Excel exported xml file with text and dialog localization data. &#160;
Log Syntax: System.Log(sText) Logs a message. ! Write a message into the log file and the console @param String to write @see stuff&#160;
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&#160;
LogToConsole Syntax: System.LogToConsole(sText) Logs a message to the console. ! Write a string to the console @param String to write @see CScriptBindSystem::Log&#160;
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&#160;
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&#160;
Quit Syntax: System.Quit() Quits the program.&#160;
QuitInNSeconds Syntax: System.QuitInNSeconds( fInNSeconds ) Quits the application in the specified number of seconds.&#160;
RayTraceCheck Syntax: System.RayTraceCheck(src, dst, skipId1, skipId2) &#160;
RayWorldIntersection Syntax: System.RayWorldIntersection(vPos, vDir, nMaxHits, iEntTypes) Shots rays into the world.&#160;
RemoveEntity Syntax: System.RemoveEntity( entityId ) Removes the specified entity. &#160;
ResetPoolEntity Syntax: System.ResetPoolEntity(entityId) Resets the entity&#39;s bookmarked, which frees memory.&#160;
ReturnEntityToPool Syntax: System.ReturnEntityToPool(entityId) Returns the bookmarked entity to the pool, destroying it.&#160;
SaveConfiguration Syntax: System.SaveConfiguration() Saves the configuration.&#160;
ScanDirectory Syntax: System.ScanDirectory( pszFolderName, nScanMode ) Scans a directory. &#160;
ScreenToTexture Syntax: System.ScreenToTexture() &#160;
SetBudget Syntax: System.SetBudget(sysMemLimitInMB, videoMemLimitInMB, frameTimeLimitInMS, soundChannelsPlayingLimit, soundMemLimitInMB, numDrawCallsLimit ) Sets system budget.&#160;
SetConsoleImage Syntax: System.SetConsoleImage( pszName, bRemoveCurrent ) Sets the console image. &#160;
SetCVar Syntax: System.SetCVar( sCVarName, value ) Sets the value of a CVariable. &#160;
SetGammaDelta Syntax: System.SetGammaDelta( fDelta ) Sets the gamma/delta value.&#160;
SetHDRDynamicMultiplier Syntax: System.SetHDRDynamicMultiplier( fMul ) Sets the HDR dynamic multiplier.&#160;
SetOutdoorAmbientColor Syntax: System.GetOutdoorAmbientColor( v3Color ) v3Color - Outdoor ambient color value. Sets the outdoor ambient color. &#160;
SetPostProcessFxParam Syntax: System.SetPostProcessFxParam( pszEffectParam, value ) Sets a post processing effect parameter value. &#160;
SetScissor Syntax: System.SetScissor( x, y, w, h ) Sets scissor info. set scissoring screen area&#160;
SetScreenFx Syntax: System.SetScreenFx( pszEffectParam, value ) Sets a post processing effect parameter value. &#160;
SetSkyColor Syntax: System.SetSkyColor( vColor ) Set color of the sky (outdoors ambient color).&#160;
SetSkyHighlight Syntax: System.SetSkyHighlight( params ) Set Sky highlighing parameters.&#160;
SetSunColor Syntax: System.SetSunColor( vColor ) Set color of the sun, only relevant outdoors.&#160;
SetViewCameraFov Syntax: System.SetViewCameraFov( fov ) Sets the view camera fov.&#160;
SetVolumetricFogModifiers Syntax: System.SetVolumetricFogModifiers( gobalDensityModifier, atmosphereHeightModifier ) Sets the volumetric fog modifiers.&#160;
SetWaterVolumeOffset Syntax: System.SetWaterVolumeOffset() SetWaterLevel is not supported by 3dengine for now.&#160;
SetWind Syntax: System.SetWind( vWind ) Sets the wind direction. &#160;
ShowConsole Syntax: System.ShowConsole(nParam) Shows/hides the console. &#160;
ShowDebugger Syntax: System.ShowDebugger() Shows the debugger. &#160;
SpawnEntity Syntax: System.SpawnEntity( params ) Spawns an entity. &#160;
ViewDistanceGet Syntax: System.ViewDistanceSet() Gets the view distance. &#160;
ViewDistanceSet Syntax: System.ViewDistanceSet( fViewDist ) Sets the view distance. &#160;
Warning Syntax: System.Warning(sText) Shows a message text with the warning severity. &#160;

Generated: 11/23/2014 3:36:15 AM,  Number of changes: 1

Member nameDescription
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 &#160;

Generated: 11/19/2014 9:25:23 AM,  Number of changes: 1

Member nameDescription
SetAIInteractionState Syntax: DialogModule.SetAIInteractionState(soulid, true) notifies dialog that it should wait for AI until somebody call this function and set false &#160;

Generated: 11/14/2014 3:31:06 PM,  Number of changes: 5

Member nameDescription
Expr Syntax: Framework.Expr(expression) Evaluates expression, output is written to console &#160;
RegisterQuestEntity no master&#160;
Syntax: QuestSystem.RegisterQuestEntity() Registers entity with quest smart object. Not on master.&#160;
ReloadQuest no master &#160;
Syntax: QuestSystem.ReloadQuest() Reload quest DB tables. Not on master. &#160;
ReloadQuestAssets no master &#160;
Syntax: QuestSystem.ReloadQuestAssets() Prepare assets for quest, used when asset (usually entity) in level was added/removed. Not on master. &#160;
ReloadQuests no master &#160;
Syntax: QuestSystem.ReloadQuests() Reload all quests. Not on master. &#160;

Generated: 11/12/2014 9:41:35 PM,  Number of changes: 3

Member nameDescription
GetAverageSuperFaction Syntax: soul:GetAverageSuperFaction() Returns average super faction from all cloths for this soul. &#160;
GetDerivedStat Syntax: soul:GetDerivedStat(string stat) returns current value of a derived stat given by the shortcut name (cha, ...)&#160;
AverageActorSuperFraction Syntax: Human.AverageActorSuperFraction() Returns average super fraction from all cloths for this human. &#160;

Generated: 11/12/2014 8:48:24 AM,  Number of changes: 6

Member nameDescription
CancelQuest Syntax: QuestSystem.CancelQuest(const char *questName, int flag) Cancel quest (repeat count, tracked object count) &#160;
RegisterQuestEntity Syntax: QuestSystem.RegisterQuestEntity() Registers entity with quest smart object&#160;
no master&#160;
ReloadQuest Syntax: QuestSystem.ReloadQuest() Reload quest DB tables &#160;
no master &#160;
ReloadQuestAssets Syntax: QuestSystem.ReloadQuestAssets() Prepare assets for quest, used when asset (usually entity) in level was added/removed !WH_CTSW(WH_CTSW_MASTER)&#160;
no master &#160;
ReloadQuests Syntax: QuestSystem.ReloadQuests() Reload all quests &#160;
no master &#160;
CancelQuest Syntax: QuestSystem.CancelQuest(const char *questName, bool fail) Cancel quest (repeat count, tracked object count) &#160;

Generated: 11/11/2014 1:46:19 PM,  Number of changes: 1

Member nameDescription
OnPropertyChange needed by editor if !WH_CTSW(WH_CTSW_MASTER)&#160;
needed by editor &#160;

Generated: 11/6/2014 5:45:24 PM,  Number of changes: 1

Member nameDescription
SetModuleLink &#160;

Generated: 11/4/2014 9:06:45 PM,  Number of changes: 1

Member nameDescription
StartQuestObjective Syntax: QuestSystem.StartQuestObjective(const char *questName, int objectiveId) Start objective of quest with id &#160;

Generated: 11/3/2014 5:54:38 PM,  Number of changes: 1

Member nameDescription
StartInteractiveActionByName Syntax: Actor:StartInteractiveActionByName(&quot;ActionName&quot;, objectId, true, 1.0) Starts interactive action. &#160;

Generated: 10/30/2014 6:58:05 PM,  Number of changes: 1

Member nameDescription
RequestItemExchange Syntax: Human.RequestItemExchange(entity) Requests loot from this human. &#160;

Generated: 10/30/2014 5:58:10 PM,  Number of changes: 1

Member nameDescription
GetCPUQuality CW: added for script based system analysis Syntax: System.GetCPUQuality() Gets the CPU quality.&#160;

Generated: 10/10/2014 8:11:08 PM,  Number of changes: 1

Member nameDescription
GetActionControl Syntax: ActionMapManager.GetActionControl( actionMap, actionId ) Get control mapped for action with given name for current input device. &#160;

Generated: 10/8/2014 12:12:49 PM,  Number of changes: 29

Member nameDescription
C_ScriptBind_Sharpening Class
DoStepOnGrindstone Syntax: Sharpening.DoStepOnGrindstone() Perform single step on grindstone, use SetWheelSpeed() for constant speed and automatic pedalling. &#160;
GetTotalQuality Syntax: Sharpening.GetTotalQuality() Get current health of the weapon. Range &lt;0,1&gt;. 1 is best. &#160;
GetWheelSpeed Syntax: Sharpening.GetWheelSpeed() Returns current wheel speed of the grindstone on which is sharpening performed. Range &lt;0,1&gt;. &#160;
IsActive Syntax: Sharpening.IsActive) Returns sharpening state. True after StartSharpening and false after StopSharpening. &#160;
MoveToWorstZone Syntax: Sharpening.MoveToWorstZone() Moves to worst sharpened zone or stay on same position, if weapon is sharpened evenly. &#160;
OpenInventory Syntax: Sharpening.OpenInventory(EntityId user, EntityId grindstone) Opens inventory for selecting weapon for sharpening. &#160;
SetGrindstone Syntax: Sharpening.SetGrindstone(EntityId entityId) Sets which grindstone will be used for sharpening. &#160;
SetOptimalRotation Syntax: Sharpening.SetOptimalRotation() Sets optimal rotation on which weapon is sharpened correctly. &#160;
SetPosition Syntax: Sharpening.SetPosition(float value) Weapon will slowly move to desired position. &#160;
SetPressure Syntax: Sharpening.SetPressure(float value) Set sharpening pressure, more pressure requires more energy but increases sharpening efficiency. &#160;
SetRotation Syntax: Sharpening.SetRotation(float value) Weapon will slowly move to desired rotation, use SetOptimalRotation() to sharpen weapon correctly &#160;
SetWheelSpeed Syntax: Sharpening.SetWheelSpeed(float value) Sets speed of grindstone wheel on which is sharpening performed. &#160;
Start Syntax: Sharpening.Start(EntityId grindstoneId, int itemId) Starts sharpening weapon with selected inventory item on selected grindstone. &#160;
Stop Syntax: Sharpening.Stop() Stops sharpening, reseting state of the grindstone and setting new health to the weapon according to the results of sharpening. &#160;
DoStepOnGrindstone Syntax: Human.DoStepOnGrindstone() Perform single step on grindstone, use SetWheelSpeed() for constant speed and automatic pedalling. &#160;
GetTotalQuality Syntax: Human.GetTotalQuality() Get current health of the weapon. Range &lt;0,1&gt;. 1 is best. &#160;
GetWheelSpeed Syntax: Human.GetWheelSpeed() Returns current wheel speed of the grindstone on which is sharpening performed. Range &lt;0,1&gt;. &#160;
IsSharpeningActive Syntax: Human.IsSharpeningActive) Returns sharpening state. True after StartSharpening and false after StopSharpening. &#160;
MoveToWorstZone Syntax: Human.MoveToWorstZone() Moves to worst sharpened zone or stay on same position, if weapon is sharpened evenly. &#160;
SetGrindstone Syntax: Human.SetGrindstone(EntityId entityId) Sets which grindstone will be used for sharpening. &#160;
SetOptimalRotation Syntax: Human.SetOptimalRotation() Sets optimal rotation on which weapon is sharpened correctly. &#160;
SetSharpeningPosition Syntax: Human.SetSharpeningPosition(float value) Weapon will slowly move to desired position. &#160;
SetSharpeningPressure Syntax: Human.SetSharpeningPressure(float value) Set sharpening pressure, more pressure requires more energy but increases sharpening efficiency. &#160;
SetSharpeningRotation Syntax: Human.SetSharpeningRotation(float value) Weapon will slowly move to desired rotation, use SetOptimalRotation() to sharpen weapon correctly &#160;
SetWheelSpeed Syntax: Human.SetWheelSpeed(float value) Sets speed of grindstone wheel on which is sharpening performed. &#160;
StartSharpening Syntax: Human.StartSharpening(EntityId grindstoneId) Starts sharpening weapon in primary slot on selected grindstone. &#160;
StartSharpeningWeapon Syntax: Human.StartSharpeningWeapon(EntityId grindstoneId, int itemId) Starts sharpening weapon in selected inventory item on selected grindstone. &#160;
StopSharpening Syntax: Human.StopSharpening() Stops sharpening, reseting state of the grindstone and setting new health to the weapon according to the results of sharpening. &#160;

Generated: 10/2/2014 1:27:09 PM,  Number of changes: 2

Member nameDescription
RegisterQuestEntity Syntax: QuestSystem.RegisterQuestEntity() Registers entity with quest smart object&#160;
ReloadQuest Syntax: QuestSystem.ReloadQuest() Reload quest DB tables !WH_CTSW(WH_CTSW_MASTER)&#160;
Syntax: QuestSystem.ReloadQuest() Reload quest DB tables &#160;

Generated: 9/27/2014 2:26:51 AM,  Number of changes: 4

Member nameDescription
SendMessageToEntity &#160;
SendMessageToEntityData &#160;
SendMessageToEntity &#160;
SendMessageToEntityData &#160;

Generated: 9/24/2014 7:31:56 PM,  Number of changes: 1

Member nameDescription
GetId Syntax: soul:GetId() Returns unique and persistent id of this soul (WUID). &#160;

Generated: 9/24/2014 5:41:43 PM,  Number of changes: 1

Member nameDescription
WUIDToUI Syntax: Framework.WUIDToUI(wuid) Returns wuid representation for UI (string). &#160;

Generated: 9/23/2014 8:41:26 PM,  Number of changes: 37

Member nameDescription
IsValidWUID Syntax: Framework.IsValidWUID(wuid) Returns true if the argument is not equal to the INVALID_WUID C++ constant.&#160;
WUIDToString Syntax: Framework.WUIDToString(wuid) Returns more human readable representation of wuid.&#160;
EquipInventoryItem Syntax: Actor.EquipInventoryItem( ScriptHandle itemId ) Equips item from inventory &#160;
UnequipInventoryItem Syntax: Actor.UnequipInventoryItem( ScriptHandle itemId ) Unequips item from inventory &#160;
DrawFromInventory Syntax: Human.DrawItemFromInventory( itemId, hand, animate ) Spawn item from inventory to human hands and animate drawing it from somewhere &#160;
PickUpItem Syntax: Human.PickUpItem( itemId, toHand ) Picks up an item &#160;
PlaceItem Syntax: Human.Place( itemId, entityId, fromHand) Places an item &#160;
StartSharpeningWeapon Syntax: Human.StartSharpeningWeapon(EntityId grindstoneId, int itemId) Starts sharpening weapon in selected inventory item on selected grindstone. &#160;
AddItem Syntax: Inventory.AddItem( framework::T_WUIDScriptType id ) Adds item defined by id. &#160;
HasItem Syntax: Inventory.HasItem( framework::T_WUIDScriptType itemId ) Returns true if item is in this inventory. &#160;
RemoveItem Syntax: Inventory.RemoveItem( id ) Removes an item from the inventory. &#160;
GetItem Syntax: ItemManager.GetItem( id ) Returns item script table which can be used to access item specific data &#160;
RemoveItem Syntax: ItemManager.RemoveItem( id ) Removes item. Item creation/remove might be disabled on master to avoid cheating. &#160;
AttachTo &#160;
GetEntityByWUID &#160;
EquipInventoryItem Syntax: Actor.EquipInventoryItem( ScriptHandle itemId ) Equips item from inventory &#160;
UnequipInventoryItem Syntax: Actor.UnequipInventoryItem( ScriptHandle itemId ) Unequips item from inventory &#160;
DrawFromInventory Syntax: Human.DrawItemFromInventory( itemId, hand, animate ) Spawn item from inventory to human hands and animate drawing it from somewhere &#160;
PickUpItem Syntax: Human.PickUpItem( itemId, toHand ) Picks up an item &#160;
PlaceItem Syntax: Human.Place( itemId, entityId, fromHand) Places an item &#160;
StartSharpeningWeapon Syntax: Human.StartSharpeningWeapon(EntityId grindstoneId, int itemId) Starts sharpening weapon in selected inventory item on selected grindstone. &#160;
AddItem Syntax: Inventory.AddItem( ScriptHandle id ) Adds item defined by id. &#160;
HasItem Syntax: Inventory.HasItem( ScriptHandle itemId ) Returns true if item is in this inventory. &#160;
RemoveItem Syntax: Inventory.RemoveItem( id ) Removes an item from the inventory. &#160;
GetItem Syntax: ItemManager.GetItem( id ) Returns item script table which can be used to access item specific data &#160;
RemoveItem Syntax: ItemManager.RemoveItem( id ) Removes item. Item creation/remove might be disabled on master to avoid cheating. &#160;
ValidateId Syntax: ItemManager.ValidateId( id ) After game load this function returns new item id assigned to old item id. All item id&#39;s needs to be validated after game load! &#160;
C_ScriptBindExperimental Class
CanSee This is CanSee, a member of class C_ScriptBindExperimental.&#160;
CanSeeStr This is CanSeeStr, a member of class C_ScriptBindExperimental.&#160;
GetBodyManager BODY MANAGER &amp; VISUAL MAP is initialized later than ScriptBindExperimental &#160;
GetVisualMap This is GetVisualMap, a member of class C_ScriptBindExperimental.&#160;
TeleportToEntity LUA METHODS&#160;
TeleportToLocation This is TeleportToLocation, a member of class C_ScriptBindExperimental.&#160;
AttachTo &#160;
BindToModule &#160;
BindToModule &#160;

Generated: 9/23/2014 1:47:10 PM,  Number of changes: 2

Member nameDescription
GetPhase Syntax: Item.GetPhase() Returns phase relative from 0 to 1. &#160;
GetPhaseById Syntax: Item.GetPhaseId() Returns absolute phase id from 0 to max phases. &#160;

Generated: 9/22/2014 1:30:47 PM,  Number of changes: 10

Member nameDescription
C_ScriptBindInteractiveObject Class
AbortUse This is AbortUse, a member of class C_ScriptBindInteractiveObject.&#160;
AttachTo This is AttachTo, a member of class C_ScriptBindInteractiveObject.&#160;
CanUse This is CanUse, a member of class C_ScriptBindInteractiveObject.&#160;
Detach This is Detach, a member of class C_ScriptBindInteractiveObject.&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class C_ScriptBindInteractiveObject.&#160;
GetObjectDataRegistry This is GetObjectDataRegistry, a member of class C_ScriptBindInteractiveObject.&#160;
StopUse This is StopUse, a member of class C_ScriptBindInteractiveObject.&#160;
Use This is Use, a member of class C_ScriptBindInteractiveObject.&#160;
ResetEntity This is ResetEntity, a member of class CScriptBindGame.&#160;

Generated: 9/19/2014 6:55:52 PM,  Number of changes: 1

Member nameDescription
SetDialogAnimationState Syntax: Actor.SetDialogAnimationState(true) Turns automatic dialog animation on and off &#160;

Generated: 9/17/2014 8:34:48 PM,  Number of changes: 1

Member nameDescription
IsObjectiveTrackedCompleted Syntax: QuestSystem.IsObjectiveTrackedCompleted(const char *questName, int objectiveId) Returns true if objective tracked assets count is enough &#160;

Generated: 9/17/2014 4:58:24 PM,  Number of changes: 2

Member nameDescription
OpenInventory Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered &#160;
OpenInventory Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered &#160;

Generated: 9/11/2014 1:57:30 PM,  Number of changes: 7

Member nameDescription
CScriptBind_GameToken
DumpAllTokens Syntax: GameToken.DumpAllTokens()&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_GameToken.&#160;
GetToken Syntax: GameToken.GetToken( TokenName )&#160;
Release This is Release, a member of class CScriptBind_GameToken.&#160;
SetToken Syntax: GameToken.SetToken( TokenName, TokenValue )&#160;
RelinkBoneAttachments Syntax: Entity.RelinkBoneAttachments()&#160;

Generated: 9/9/2014 4:53:09 PM,  Number of changes: 1

Member nameDescription
TriggerConditionForAsset Syntax: QuestSystem.TriggerConditionForAsset(const char *assetName) Trigger condition evaluation of type SCRIPT for an asset of current active objectives &#160;

Generated: 9/2/2014 10:08:43 AM,  Number of changes: 6

Member nameDescription
CancelObjective Syntax: QuestSystem.CancelObjective(const char *questName, int objectiveId) Cancel quest objective (tracked object count) &#160;
CancelQuest Syntax: QuestSystem.CancelQuest(const char *questName, bool fail) Cancel quest (repeat count, tracked object count) &#160;
CanRepeatQuest Syntax: QuestSystem.CanRepeatQuest(const char *questName) Returns if quest can be repeated &#160;
IsQuestAvailable Syntax: QuestSystem.IsQuestAvailable(const char *questName) Returns true if quest is available, false if not, or quest does not exist &#160;
CompleteStep Syntax: QuestSystem.CompleteStep(const char *questName, int objectiveId, int stepId) Complete step from objective of quest with id, only if it is active &#160;
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 &#160;

Generated: 9/1/2014 1:31:33 PM,  Number of changes: 2

Member nameDescription
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. &#160;
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. &#160;
ReadyForDialogWithRoles Syntax: Human.ReadyForDialogWithRole(false, &quot;kovar&quot;) Notifies dialog manager that this human is ready for dialog. This is a response to signal dialog request start which handled by AI. &#160;

Generated: 8/29/2014 5:28:28 PM,  Number of changes: 1

Member nameDescription
ReadyForDialogWithRoles Syntax: Human.ReadyForDialogWithRole(false, &quot;kovar&quot;) Notifies dialog manager that this human is ready for dialog. This is a response to signal dialog request start which handled by AI. &#160;

Generated: 8/29/2014 3:20:51 PM,  Number of changes: 2

Member nameDescription
SetPhase Syntax: Item.SetPhase(phase) Sets phase of this objects and reload its mode. Phase relative from 0 to 1. &#160;
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. &#160;

Generated: 8/28/2014 3:53:52 PM,  Number of changes: 1

Member nameDescription
AverageActorSuperFraction Syntax: Human.AverageActorSuperFraction() Returns average super fraction from all cloths for this human. &#160;

Generated: 8/27/2014 3:23:55 PM,  Number of changes: 5

Member nameDescription
AddMetaRole Syntax: soul:AddMetaRole(id) Adds a metarole ids to this soul. &#160;
AddMetaRoleByName Syntax: soul:AddMetaRoleByName(name) Adds a metarole by its name to this soul. &#160;
GetMetaRoles Syntax: soul:GetMetaRoles() Returns a table=array containing metarole ids. &#160;
RemoveMetaRole Syntax: soul:RemoveMetaRole(id) Removes a metarole from this soul. &#160;
RemoveMetaRoleByName Syntax: soul:RemoveMetaRoleByName(metaroleName) Removes a metarole from this soul. &#160;

Generated: 8/15/2014 1:45:36 PM,  Number of changes: 6

Member nameDescription
ChangeAnimGraph Syntax: Actor.ChangeAnimGraph( const char *graph, int layer ) Changes the animation graph. &#160;
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. &#160;
GoLimp Syntax: Actor.GoLimp() Makes the Actor having a limp. OBSOLETE: in 3.5 &#160;
QueueAnimationState Syntax: Actor.QueueAnimationState( const char *animationState ) Pushes an animation state into the queue. &#160;
SetAnimationInput Syntax: Actor.SetAnimationInput( const char * inputID, const char * value ) Sets the animation input. &#160;
SetVariationInput Syntax: Actor.SetVariationInput( const char *name, const char* value ) Sets variation input value. &#160;

Generated: 8/8/2014 5:02:03 PM,  Number of changes: 1

Member nameDescription
UnlockAllRecipes Syntax: RPG.UnlockAllRecipes() Unlocks all recipes with all steps.&#160;

Generated: 8/7/2014 8:08:02 PM,  Number of changes: 7

Member nameDescription
C_ScriptBind_Alchemy Class
GetFlagTextFor Syntax: Alchemy.GetFlagTextFor(EntityId user, item_type) returns flag text for alchemy item &#160;
GetUsableFor Syntax: Alchemy.GetUsableFor(EntityId user, item_type) returns usable state &#160;
ResetTable Resets alchemy table and all linked alchemy items to theirs default positions. &#160;
StartAlchemy Syntax: Alchemy.StartAlchemy(EntityId user, EntityId table) Starts alchemy mini game. &#160;
UnlockAllRecipes Syntax: RPG.UnlockAllRecipes() Unlocks all recipes with all steps.&#160;
UnlockRecipe Syntax: RPG.UnlockRecipeStep() Unlocks recipe step.&#160;

Generated: 8/7/2014 1:58:07 AM,  Number of changes: 1

Member nameDescription
SendMessageToEntityData &#160;

Generated: 7/31/2014 12:38:14 AM,  Number of changes: 1

Member nameDescription
GetFactionID Syntax: soul:GetFactionID() Returns the ID of the faction that the soul belongs to. &#160;

Generated: 7/29/2014 6:30:37 PM,  Number of changes: 8

Member nameDescription
C_ScriptBindPlayer Class
GetPlayer &#160;
AttachTo &#160;
Sleep &#160;
Debug DOC-IGNORE-BEGIN Syntax: Script.Debug() DEACTIVATED.&#160;
DebugFull DOC-IGNORE-BEGIN Syntax: Script.DebugFull() DEACTIVATED.&#160;
GetGPUQuality Syntax: System.GetGPUQuality() Gets the GPU quality.&#160;
GetVideoMem Syntax: System.GetVideoMem() Gets the amount of the video memory for the system.&#160;

Generated: 7/23/2014 12:40:16 AM,  Number of changes: 2

Member nameDescription
CompleteQuestObjective Syntax: QuestSystem.CompleteQuestObjective(const char *questName, int objectiveId) Complete objective of quest with id, even if objective was not active before &#160;
Syntax: QuestSystem.CompleteQuestObjective(const char *questName, int objectiveId) Complete objective of quest with id, only if it is active &#160;
CompleteStep Syntax: QuestSystem.CompleteStep(const char *questName, int objectiveId, int stepId) Complete step from objective of quest with id, only if it is active &#160;

Generated: 7/19/2014 12:39:33 AM,  Number of changes: 1

Member nameDescription
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 &#160;

Generated: 7/16/2014 1:25:25 PM,  Number of changes: 4

Member nameDescription
Msg This is Msg, a member of class C_ScriptBindTrace.&#160;
RegisterGlobals This is RegisterGlobals, a member of class C_ScriptBindTrace.&#160;
RegisterMethods This is RegisterMethods, a member of class C_ScriptBindTrace.&#160;
TRACELEVEL_ENUM This is TRACELEVEL_ENUM, a member of class C_ScriptBindTrace.&#160;

Generated: 7/10/2014 2:32:39 PM,  Number of changes: 1010

Member nameDescription
CScriptBindDialogSystem Class
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindDialogSystem.&#160;
Release This is Release, a member of class CScriptBindDialogSystem.&#160;
UIAction
CallFunction Syntax: UIAction.CallFunction( elementName, instanceID, functionName, [arg1], [arg2], [...] ) Calls a function of the UI flash asset or the UIEventSystem. &#160;
DisableAction Syntax: UIAction.DisableAction( actionName ) Disables the UI Action. &#160;
EnableAction Syntax: UIAction.EnableAction( actionName ) Enables the UI Action. &#160;
EndAction Syntax: UIAction.EndAction( table, disable, arguments ) Ends a UI Action. This can be only used withing a UIAction Lua script! &#160;
GetAlpha Syntax: UIAction.GetAlpha( elementName, instanceID, mcName ) Get MovieClip alpha value. &#160;
GetArray Syntax: UIAction.GetArray( elementName, instanceID, arrayName ) Returns a table with values of the array.&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindUIAction.&#160;
GetPos Syntax: UIAction.GetPos( elementName, instanceID, mcName ) Get MovieClip position. &#160;
GetRotation Syntax: UIAction.GetRotation( elementName, instanceID, mcName ) Get MovieClip rotation. &#160;
GetScale Syntax: UIAction.GetScale( elementName, instanceID, mcName ) Get MovieClip scale. &#160;
GetVariable Syntax: UIAction.GetVariable( elementName, instanceID, varName ) Gets a variable of the UI flash asset.&#160;
GotoAndPlay Syntax: UIAction.GotoAndPlay( elementName, instanceID, mcName, frameNum ) Call GotoAndPlay on a MovieClip. &#160;
GotoAndPlayFrameName Syntax: UIAction.GotoAndPlayFrameName( elementName, instanceID, mcName, frameName ) Call GotoAndPlay on a MovieClip by frame name. &#160;
GotoAndStop Syntax: UIAction.GotoAndStop( elementName, instanceID, mcName, frameNum ) Call GotoAndStop on a MovieClip. &#160;
GotoAndStopFrameName Syntax: UIAction.GotoAndStopFrameName( elementName, instanceID, mcName, frameName ) Call GotoAndStop on a MovieClip by frame name. &#160;
HideElement Syntax: UIAction.HideElement( elementName, instanceID ) Hide the UI flash asset. &#160;
IsVisible Syntax: UIAction.IsVisible( elementName, instanceID, mcName ) Get MovieClip visible state. &#160;
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) &#160;
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) &#160;
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) &#160;
Release This is Release, a member of class CScriptBindUIAction.&#160;
Reload IUIModule &#160;
ReloadElement Syntax: UIAction.ReloadElement( elementName, instanceID ) Reloads the UI flash asset. &#160;
RequestHide Syntax: UIAction.RequestHide( elementName, instanceID ) Send the fade out signal to the UI flash asset. &#160;
Reset &#160;
SetAlpha Syntax: UIAction.SetAlpha( elementName, instanceID, mcName, fAlpha ) Set MovieClip alpha value. &#160;
SetArray Syntax: UIAction.SetArray( elementName, instanceID, arrayName, values ) Sets an array of the UI flash asset.&#160;
SetPos Syntax: UIAction.SetPos( elementName, instanceID, mcName, vPos ) Set MovieClip position. &#160;
SetRotation Syntax: UIAction.SetRotation( elementName, instanceID, mcName, vRotation ) Set MovieClip rotation. &#160;
SetScale Syntax: UIAction.SetScale( elementName, instanceID, mcName, vScale ) Set MovieClip scale. &#160;
SetVariable Syntax: UIAction.SetVariable( elementName, instanceID, varName, value ) Sets a variable of the UI flash asset.&#160;
SetVisible Syntax: UIAction.SetVisible( elementName, instanceID, mcName, bVisible ) Set MovieClip visible state. &#160;
ShowElement Syntax: UIAction.ShowElement( elementName, instanceID ) Displays the UI flash asset. &#160;
StartAction Syntax: UIAction.StartAction( actionName, arguments ) Starts a UI Action. &#160;
UnloadElement Syntax: UIAction.UnloadElement( elementName, instanceID ) Unloads the UI flash asset. &#160;
UnregisterActionListener Syntax: UIAction.UnregisterActionListener( table, callbackFunctionName ) Unregister callback functions for a UIAction event. &#160;
UnregisterElementListener Syntax: UIAction.UnregisterElementListener( table, callbackFunctionName ) Unregister callback functions for a UIElement event. &#160;
UnregisterEventSystemListener Syntax: UIAction.UnregisterEventSystemListener( table, callbackFunctionName ) Unregister callback functions for a UIEventSystem event. &#160;
CScriptBindMaterialEffects Class
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindMaterialEffects.&#160;
Release This is Release, a member of class CScriptBindMaterialEffects.&#160;
Network
DelegateAuthority Syntax: Network.DelegateAuthority(ent, channel) Delegate authority for an object to some client. &#160;
Expose Syntax: Network.Expose() &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindNetwork.&#160;
Release This is Release, a member of class CScriptBindNetwork.&#160;
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 )&#160;
BindTracker Syntax: GameStatistics.BindTracker( name, tracker )&#160;
CurrentScope Syntax: GameStatistics.CurrentScope() Returns the ID of current scope, -1 if stack is empty &#160;
Event Syntax: GameStatistics.Event()&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindGameStatistics.&#160;
PopGameScope Syntax: GameStatistics.PopGameScope( [checkScopeId] ) Removes the scope from the top of the stack.&#160;
PushGameScope Syntax: GameStatistics.PushGameScope(scopeID) Pushes a scope on top of the stack.&#160;
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 )&#160;
StateValue Syntax: GameStatistics.StateValue( )&#160;
UnbindTracker Syntax: GameStatistics.UnbindTracker( name, tracker )&#160;
VehicleSystem
AddSeat Syntax: Vehicle.AddSeat( paramsTable ) Adds a seat to the vehicle. &#160;
AttachTo &#160;
ChangeSeat Syntax: Vehicle.ChangeSeat(actorHandle, seatId, isAnimationEnabled) Makes the actor changing the seat inside the vehicle. &#160;
DisableEngine Syntax: Vehicle.DisableEngine( disable ) Disables/enables the engine of the vehicle. &#160;
EnableMovement Syntax: Vehicle.EnableMovement( enable ) Enables/disables the movement of the vehicle. &#160;
EnterVehicle Syntax: Vehicle.EnterVehicle( actorHandle, seatId, isAnimationEnabled ) Makes the actor entering the vehicle. &#160;
ExitVehicle Syntax: Vehicle.ExitVehicle( actorHandle ) Makes the actor going out from the vehicle. &#160;
GetComponentDamageRatio Syntax: Vehicle.GetComponentDamageRatio( componentName ) Gets the damage ratio of the specified component. &#160;
GetHelperDir Syntax: Vehicle.GetHelperDir( name, isInVehicleSpace ) Gets the helper direction. &#160;
GetHelperPos Syntax: Vehicle.GetHelperPos(name, isInVehicleSpace) Gets the helper position. &#160;
GetHelperWorldPos Syntax: Vehicle.GetHelperWorldPos( name ) Gets the helper position in the world coordinates. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindVehicle.&#160;
GetSeatForPassenger Syntax: Vehicle.GetSeatForPassenger(id) Returns the vehicle seat id for the specified passenger&#160;
GetVehicle Syntax: Vehicle.GetVehicle() Gets the vehicle identifier. &#160;
HasHelper Syntax: Vehicle.HasHelper(name) Checks if the vehicle has the specified helper. &#160;
IsDestroyed Syntax: Vehicle.IsDestroyed() Checks if the vehicle is destroyed. &#160;
IsInsideRadius Syntax: Vehicle.IsInsideRadius( pos, radius ) Checks if the vehicle is inside the specified radius. &#160;
IsUsable Syntax: Vehicle.IsUsable( userHandle ) Checks if the vehicle is usable by the user. &#160;
MultiplyWithWorldTM Syntax: Vehicle.MultiplyWithWorldTM( pos ) Multiplies with the world transformation matrix. &#160;
OnHit Syntax: Vehicle.OnHit( targetId, shooterId, damage, position, radius, pHitClass, explosion ) Event that occurs after the vehicle is hit. &#160;
OnUsed Syntax: Vehicle.OnUsed( userHandle, index ) Events that occurs when the user uses the vehicle. &#160;
ProcessPassengerDamage Syntax: Vehicle.ProcessPassengerDamage( passengerId, actorHealth, damage, pDamageClass, explosion ) Processes passenger damages. &#160;
Release This is Release, a member of class CScriptBindVehicle.&#160;
Reset Syntax: Vehicle.Reset() Resets the vehicle. &#160;
ResetSlotGeometry Syntax: Vehicle.ResetSlotGeometry( slot, filename, geometry )&#160;
VehicleSeat
AttachTo &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindVehicleSeat.&#160;
GetPassengerId Syntax: VehicleSeat.GetPassengerId() Gets the passenger identifier. &#160;
GetVehicleSeat Syntax: VehicleSeat.GetVehicleSeat() Gets the vehicle seat identifier. &#160;
GetWeaponCount Syntax: VehicleSeat.GetWeaponCount() Gets the number of weapons available on this seat. &#160;
GetWeaponId Syntax: VehicleSeat.GetWeaponId(weaponIndex) Gets the weapon identifier. &#160;
IsDriver Syntax: VehicleSeat.IsDriver() Checks if the seat is the driver seat. &#160;
IsFree Syntax: VehicleSeat.IsFree(actor) Checks if the seat is free.&#160;
IsGunner Syntax: VehicleSeat.IsGunner() Checks if the seat is the gunner seat. &#160;
Release This is Release, a member of class CScriptBindVehicleSeat.&#160;
Reset Syntax: VehicleSeat.Reset() Resets the vehicle seat. &#160;
SetAIWeapon Syntax: VehicleSeat.SetAIWeapon(weaponHandle) Sets the weapon artificial intelligence. &#160;
Action
ActivateEffect Syntax: Action.ActivateEffect( name ) Activates the specified effect.&#160;
ActivateExtensionForGameObject Syntax: Action.ActivateExtensionForGameObject( entityId, extension, activate ) Activates a specified extension for a game object. &#160;
AddAngleSignal Syntax: Action.AddRangeSignal( entityId, fAngle, fFlexibleBoundary, sSignal ) Adds an angle for the signal. &#160;
AddRangeSignal Syntax: Action.AddRangeSignal( entityId, fRadius, fFlexibleBoundary, sSignal ) Adds a range for the signal. &#160;
AddTargetRangeSignal Syntax: Action.AddTargetRangeSignal( entityId, targetId, fRadius, fFlexibleBoundary, sSignal )&#160;
BanPlayer Syntax: Action.BanPlayer( entityId, message ) Bans a specified player.&#160;
BindGameObjectToNetwork Syntax: Action.BindGameObjectToNetwork( entityId ) Binds game object to the network. &#160;
CacheItemGeometry Syntax: Action.CacheItemGeometry( itemName ) Caches an item geometry. &#160;
CacheItemSound Syntax: Action.CacheItemSound( itemName ) Caches an item sound. &#160;
ClearEntityTags Syntax: Action.ClearEntityTags( entityId ) Clears the tag for the specified entity. &#160;
ClearStaticTag Syntax: Action.ClearStaticTag( entityId, staticId ) Clears the specified static tag for the specified entity. &#160;
ConnectToServer Syntax: Action.ConnectToServer( server ) Connects to the specified server. &#160;
CreateGameObjectForEntity Syntax: Action.CreateGameObjectForEntity( entityId ) Creates a game object for the specified entity. &#160;
DestroyRangeSignaling Syntax: Action.DestroyRangeSignaling( entityId )&#160;
DisableSignalTimer Syntax: Action.DisableSignalTimer( entityId, sText ) Disables the signal timer. &#160;
DontSyncPhysics Syntax: Action.DontSyncPhysics( entityId ) Doesn&#39;t sync physics for the specified entity. &#160;
EnableRangeSignaling Syntax: Action.EnableRangeSignaling( entityId, bEnable ) Enable/Disable range signalling for the specified entity. &#160;
EnableSignalTimer Syntax: Action.EnableSignalTimer( entityId, sText ) Enables the signal timer. &#160;
ForceGameObjectUpdate Syntax: Action.ForceGameObjectUpdate( entityId, force ) Forces the game object to be updated. &#160;
GetClassName Syntax: Action.GetClassName( classId ) Returns the matching class name if available for specified classId. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindAction.&#160;
GetPlayerList Syntax: Action.GetPlayerList() Checks the current players list.&#160;
GetServer Syntax: Action.GetServer( number ) Gets the server. &#160;
GetServerTime Syntax: Action.GetServerTime() Gets the current time on the server. &#160;
GetWaterInfo Syntax: Action.GetWaterInfo( pos ) Gets information about the water at the position pos.&#160;
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&#160;
IsChannelOnHold Syntax: Action.IsChannelOnHold( channelId ) Checks if the specified channel is on hold. &#160;
IsChannelSpecial Syntax: Action.IsChannelSpecial() Gets if the channel is a special one.&#160;
IsClient Syntax: Action.IsClient() Checks if the current script runs on a client.&#160;
IsGameObjectProbablyVisible Syntax: Action.IsGameObjectProbablyVisible( gameObject ) Checks if an object is probably visible.&#160;
IsGameStarted Syntax: Action.IsGameStarted() Checks if the game is started.&#160;
IsImmersivenessEnabled Syntax: Action.IsImmersivenessEnabled() Gets if the immersive multiplayer is enabled.&#160;
IsRMIServer Syntax: Action.IsRMIServer() Checks if the current script is running on an RMI (Remote Method Invocation) server.&#160;
IsServer Syntax: Action.IsServer() Checks if the current script runs on a server.&#160;
LoadXML Syntax: Action.LoadXML(definitionFile, dataFile )&#160;
PauseGame Syntax: Action.PauseGame( pause ) Puts the game into pause mode. &#160;
Persistant2DText Syntax: Action.Persistant2DText( text, size, color, name, timeout ) Adds a persistent 2D text. &#160;
PersistantArrow Syntax: Action.PersistantArrow( pos, radius, dir, color, name, timeout ) Adds a persistent arrow to the world. &#160;
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&#160;
PersistantLine Syntax: Action.PersistantLine( start, end, color, name, timeout ) Adds a persistent line to the world. &#160;
PersistantSphere Syntax: Action.PersistantSphere( pos, radius, color, name, timeout ) Adds a persistent sphere to the world. &#160;
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.&#160;
RefreshPings Syntax: Action.RefreshPings() Refreshes pings for all the servers listed. &#160;
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&#160;
Release This is Release, a member of class CScriptBindAction.&#160;
ResetRangeSignaling Syntax: Action.ResetRangeSignaling( entityId )&#160;
ResetSignalTimer Syntax: Action.ResetSignalTimer( entityId, sText ) Resets the rate for the signal timer. &#160;
ResetToNormalCamera Syntax: Action.ResetToNormalCamera() Resets the camera to the last valid view stored. &#160;
SaveXML Syntax: Action.SaveXML(definitionFile, dataFile, dataTable)&#160;
SendGameplayEvent Syntax: Action.SendGameplayEvent( entityId, event ) Sends an event for the gameplay. &#160;
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 &#39;isAiming&#39; state. &#160;
SetNetworkParent Syntax: Action.SetNetworkParent( entityId, parentId ) Sets the network parent. &#160;
SetSignalTimerRate Syntax: Action.SetSignalTimerRate( entityId, sText, fRateMin, fRateMax ) Sets the rate for the signal timer. &#160;
SetViewCamera Syntax: Action.SetViewCamera() Saves the previous valid view and override it with the current camera settings. &#160;
ActionMapManager
EnableActionFilter Syntax: ActionMapManager.EnableActionFilter( name, enable ) Enables a filter for the actions. &#160;
EnableActionMap Syntax: ActionMapManager.EnableActionMap( name, enable ) Enables an action map. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindActionMapManager.&#160;
LoadFromXML Syntax: ActionMapManager.LoadFromXML( name ) Loads information from an XML file. &#160;
Release This is Release, a member of class CScriptBindActionMapManager.&#160;
ActorSystem
CreateActor Syntax: ActorSystem.CreateActor( channelId, actorParams ) Creates an actor. Example on how to use this function: local params = { name = &quot;dude&quot;, class = &quot;CSpectator&quot;, 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 );&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindActorSystem.&#160;
Release This is Release, a member of class CScriptBindActorSystem.&#160;
Inventory
AttachTo &#160;
Clear Syntax: Inventory.Clear() Clears the inventory. &#160;
Destroy Syntax: Inventory.Destroy() Destroys the inventory. &#160;
DetachFrom &#160;
Dump Syntax: Inventory.Dump() Dumps the inventory. &#160;
GetAmmoCapacity Syntax: Inventory.GetAmmoCapacity( ammoName ) Gets the capacity for the specified ammunition. &#160;
GetAmmoCount Syntax: Inventory.GetAmmoCount(ammoName) Gets the amount of the specified ammunition name. &#160;
GetCurrentItem Syntax: Inventory.GetCurrentItem() Gets the current item. &#160;
GetCurrentItemId Syntax: Inventory.GetCurrentItemId() Gets the identifier of the current item. &#160;
GetGrenadeWeaponByClass Syntax: Inventory.GetGrenadeWeaponByClass( className ) Gets grenade weapon by class name. &#160;
GetItemByClass Syntax: Inventory.GetItemByClass( className ) Gets item by class name. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindInventory.&#160;
HasAccessory Syntax: Inventory.HasAccessory( accessoryName ) Checks if the inventory contains the specified accessory. &#160;
Release This is Release, a member of class CScriptBindInventory.&#160;
SetAmmoCount Syntax: Inventory.SetAmmoCount( ammoName, count ) Sets the amount of the specified ammunition. &#160;
ItemSystem
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindItemSystem.&#160;
GetPackItemByIndex Syntax: ItemSystem.GetPackItemByIndex( packName, index ) Gets a pack item from its index. &#160;
GetPackNumItems Syntax: ItemSystem.GetPackNumItems() Get the number of items in the specified pack.&#160;
GetPackPrimaryItem Syntax: ItemSystem.GetPackPrimaryItem( packName ) Gets the primary item of the specified pack. &#160;
GiveItem Syntax: ItemSystem.GiveItem( itemName ) Gives the specified item. &#160;
GiveItemPack Syntax: ItemSystem.GiveItemPack( actorId, packName ) Gives the item pack to the specified actor. &#160;
Release This is Release, a member of class CScriptBindItemSystem.&#160;
Reset Syntax: ItemSystem.Reset() Resets the item system. &#160;
SerializePlayerLTLInfo Syntax: ItemSystem.SerializePlayerLTLInfo( reading ) Serializes player LTL info. &#160;
SetActorItem Syntax: ItemSystem.SetActorItem( actorId, itemId, keepHistory ) Sets an actor item. &#160;
SetActorItemByName Syntax: ItemSystem.SetActorItemByName( actorId, name, keepHistory ) Sets an actor item by name. &#160;
VehicleSystem
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindVehicleSystem.&#160;
GetOptionalScript Syntax: VehicleSystem.GetOptionalScript(vehicleName) Get an (optional) script for the named vehicle.&#160;
GetVehicleImplementations Syntax: VehicleSystem.GetVehicleImplementations() Get a table of all implemented vehicles. &#160;
Release This is Release, a member of class CScriptBindVehicleSystem.&#160;
ReloadSystem Syntax: VehicleSystem.ReloadSystem() Reloads the vehicle system with default values. &#160;
SetTpvDistance Syntax: VehicleSystem.SetTpvDistance(distance) Distance of camera in third person view.&#160;
SetTpvHeight Syntax: VehicleSystem.SetTpvHeight(height) Height of camera in third person view.&#160;
AI
CreateQueryFromTacticalSpec &#160;
GetEntityFromParam Fetch entity pointer from script parameter Fetch entity pointer from script parameter&#160;
GetEntityIdFromParam Fetch entity ID from script parameter Fetch entity ID from script parameter&#160;
GetGroupSpatialProperties &#160;
GetSignalExtraData &#160;
RayWorldIntersectionWrapper wrapper, to make it use tick-counter&#160;
SetLastOpResult This is SetLastOpResult, a member of class CScriptBindAI.&#160;
CScriptBindAI::SetPFProperties (AgentMovementAbility&amp;, EAIPathType)
CScriptBindAI::SetPFProperties (AgentMovementAbility&amp;, string&amp;)
CScriptBindAI::SetPFProperties (IFunctionHandler *)
SetPFProperties This is the overview for the SetPFProperties method overload.&#160;
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&#160;
AddAggressiveTarget Syntax: AI.AddAggressiveTarget( entityId, targetId ) Add the target Id as an aggressive potential target to the entity&#39;s list&#160;
AddCombatClass Creates new combat class &#160;
AddCoverEntity This is AddCoverEntity, a member of class CScriptBindAI.&#160;
AddFormationPoint Syntax: AI.AddFormationPoint(name, sightangle, distance, offset, [unit_class [,distanceAlt, offsetAlt]] ) Adds a follow-type node to a formation descriptor&#160;
AddFormationPointFixed Syntax: AI.AddFormationPointFixed(name, sightangle, x, y, z [,unit_class]) Adds a node with a fixed offset to a formation descriptor&#160;
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.&#160;
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>&#160;
AddPersonallyHostile Syntax: AI.AddPersonallyHostile(entityID, hostileID) &#160;
AgentLookAtPos Syntax: AI.AgentLookAtPos(entityId, pos) Makes the entityId look at certain position&#160;
AllowLowerBodyToTurn Syntax: AI.LockBodyTurn(entityID, bAllowLowerBodyToTurn)&#160;
Animation &#160;
AssignPathTypeToSOUser &#160;
CScriptBindAI::AssignPFPropertiesToPathType (IFunctionHandler *)
CScriptBindAI::AssignPFPropertiesToPathType (string&amp;, AgentPathfindingProperties&amp;)
AssignPFPropertiesToPathType This is the overview for the AssignPFPropertiesToPathType method overload.&#160;
AutoDisable AutoDisable&#160;
BeginGoalPipe Syntax: AI.BeginGoalPipe( szPipeName ) Creates a goal pipe and allows to start filling it.&#160;
BeginGroup Syntax: AI.BeginGroup() to define group of goals &#160;
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().&#160;
BehaviorEvent This is BehaviorEvent, a member of class CScriptBindAI.&#160;
BreakEvent This is BreakEvent, a member of class CScriptBindAI.&#160;
CanFireInStance Syntax: AI.CanFireInStance(entityId, stance) Returns if AI can fire at his target in the given stance at his current position&#160;
CanMelee Syntax: AI.CanMelee(entityId) returns 1 if the AI is able to do melee attack.&#160;
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)&#160;
ChangeFormation Syntax: AI.ChangeFormation(entityId, name [,scale] ) Changes the formation descriptor for the current formation of given entity&#39;s group (if there is a formation)&#160;
ChangeMovementAbility Syntax: AI.ChangeMovementAbility( entityId, paramEnum, paramValue ) Changes an enumerated AI movement ability parameter.&#160;
ChangeParameter Syntax: AI.ChangeParameter( entityId, paramEnum, paramValue ) Changes an enumerated AI parameter.&#160;
CheckForFriendlyAgentsAroundPoint Syntax: AI.CheckForFriendlyAgentsAroundPoint( entityID, point, radius)&#160;
CheckMeleeDamage Syntax: AI.CheckMeleeDamage(entityId, targetId, radius, minheight, maxheight, angle) returns 1 if the AI performing melee is actually hitting target.&#160;
CheckVehicleColision &#160;
ClearAnimationTag Syntax: AI.ClearAnimationTag(entityId, tagName)&#160;
ClearForReload Syntax: AI.ClearForReload( szPipeName ) Clears all goalpipes from the system&#160;
ClearMovementContext Syntax: AI.ResetMovementContext(entityId) reset the given entity&#39;s movement context&#160;
ClearPotentialTargets Syntax: AI.ClearPotentialTargets( entityId ) Clears all the potential targets from the AI&#39;s perception handler&#160;
ClearTempTarget Syntax: AI.ClearTempTarget( entityId ) Removes the entity&#39;s temporary potential target, so it is no longer considered for target selection&#160;
ConstrainPointInsideGenericShape Syntax: AI.ConstrainPointInsideGenericShape(position, shapeName[, checkHeight]) Returns the nearest point inside specified shape.&#160;
CreateFormation Syntax: AI.CreateFormation( name ) Creates a formation descriptor and adds a fixed node at 0,0,0 (owner&#39;s node).&#160;
CreateGoalPipe Syntax: AI.CreateGoalPipe( szPipeName ) Used for warnings about data/script errors&#160;
CreateGroupFormation Syntax: AI.CreateGroupFormation(entityId, leaderId) Creates a group formation with leader (or updates leader)&#160;
CreateStimulusEvent Syntax: AI.CreateStimulusEvent(entityId, targetId, stimulusName, pData) Creates a target track stimulus event for the entity using the specified data&#160;
CreateStimulusEventInRange This is CreateStimulusEventInRange, a member of class CScriptBindAI.&#160;
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.&#160;
DebugReportHitDamage Syntax: AI.DebugReportHitDamage(pVictimEntity, pShooterEntity) Creates a debug report for the hit damage. DebugReportHitDamage&#160;
DestroyAllTPSQueries Syntax: AI2.DestroyAllTPSQueries() Destroys all the tactical point system queries. &#160;
DistanceToGenericShape Syntax: AI.DistanceToGenericShape(position, shapeName[, checkHeight]) Returns true if the point is inside the specified shape.&#160;
DropTarget Syntax: AI.DropTarget( entityId, targetId ) Clears the target from the AI&#39;s perception handler&#160;
EnableCoverFire Syntax: AI.EnableCoverFire(entityId, enable) enables/disables fire when the FIREMODE_COVER is selected&#160;
EnableFire Syntax: AI.EnableFire(entityId, enable) enables/disables fire&#160;
EnableUpdateLookTarget Syntax: AI.EnableUpdateLookTarget(entityID, bEnable)&#160;
EnableWeaponAccessory Syntax: AI.EnableWeaponAccessory(entityId, accessory, state) Enables or disables certain weapon accessory usage.&#160;
EndGoalPipe Syntax: AI.EndGoalPipe() Ends creating a goal pipe &#160;
EndGroup Syntax: AI.EndGroup() to define end of group of goals &#160;
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.&#160;
Error Syntax: AI.Error( szMessage ) Used when we really can&#39;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&#160;
EvalHidespot &#160;
EvalPeek Syntax: AI.EvalPeek(entityId [, bGetOptimalSide]) Evaluates if an AI object can peek from his current position&#160;
Event &#160;
ExecuteAction Syntax: AI.ExecuteAction( action, participant1 [, participant2 [, ... , participantN ] ] ) Executes an Action on a set of Participants&#160;
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&#39;s devalued and can&#39;t be found again for some seconds (unless specified in flags)&#160;
FindStandbySpotInShape AI.FindStandbySpotInShape(centerPos, targetPos, anchorType); FindStandbySpotInShape&#160;
FindStandbySpotInSphere AI.FindStandbySpotInSphere(centerPos, targetPos, anchorType); FindStandbySpotInSphere&#160;
FreeSignal Syntax: AI.FreeSignal( signalType, SignalText, position, radius [, entityID [,signalExtraData]] ) Sends a signal to anyone in a given radius around a position &#160;
GetAIObjectPosition Syntax: AI.GetAIObjectPosition( entityId | AIObjectName ) get the given AIObject&#39;s position&#160;
GetAlertness &#160;
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&#39;s devalued and can&#39;t be found again for some seconds (unless specified in flags)&#160;
GetAttentionTargetAIType Syntax: AI.GetAttentionTargetAIType( entityId ) returns the given entity&#39;s attention target AI type (AIOBJECT_*)&#160;
GetAttentionTargetDirection Syntax: AI.GetAttentionTargetDirection( entityId, returnDir ) returns the given entity&#39;s attention target&#39;s direction&#160;
GetAttentionTargetDistance Syntax: AI.GetAttentionTargetDistance( entityId ) returns the given entity&#39;s attention target&#39;s distance to the entity&#160;
GetAttentionTargetEntity Syntax: AI.GetAttentionTargetEntity( entityId ) returns the given entity&#39;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)&#160;
GetAttentionTargetOf Syntax: AI.GetAttentionTargetOf( entityId ) returns the given entity&#39;s attention target&#160;
GetAttentionTargetPosition Syntax: AI.GetAttentionTargetPosition( entityId, returnPos ) returns the given entity&#39;s attention target&#39;s position&#160;
GetAttentionTargetThreat Syntax: AI.GetAttentionTargetThreat( entityID )&#160;
GetAttentionTargetType Syntax: AI.GetAttentionTargetType( entityId ) returns the given entity&#39;s attention target type (AITARGET_*)&#160;
GetAttentionTargetViewDirection Syntax: AI.GetAttentionTargetViewDirection( entityId, returnDir ) returns the given entity&#39;s attention target&#39;s view direction&#160;
GetBeaconPosition Syntax: AI.GetBeaconPosition( entityId | AIObjectName, returnPos ) get the beacon&#39;s position for the given entity/object&#39;s group&#160;
GetBehaviorBlackBoard Syntax: AI.GetBehaviorBlackBoard( entity ) retrieves given AIActor current behaviour&#39;s black board (a Lua table)&#160;
GetBehaviorVariable Syntax: AI.GetBehaviorVariable( entity, variableName, value ) Returns a behavior variable for the specified actor&#160;
GetBiasedDirection Syntax: AI.GetBiasedDirection(entityId) Get biased direction of certain point&#160;
GetCurrentHideAnchor Syntax: AI.GetCurrentHideAnchor( entityId ) Returns the name of the current anchor the entity is using for cover&#160;
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.&#160;
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.&#160;
GetDistanceAlongPath Syntax: AI.GetDistanceAlongPath(entityId1, entityid2) returns the distance between entity1 and entity2, along entity1&#39;s path&#160;
GetDistanceToClosestGroupMember Syntax: AI.GetDistanceToClosestGroupMember(entityId)&#160;
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&#160;
GetEnclosingSpace &#160;
GetExtraPriority Syntax: AI.GetExtraPriority( enemyEntityId ) get an extra priority value to the entity which is given by enemyEntityId&#160;
GetFactionOf Syntax: AI.GetFactionOf( entityID )&#160;
GetFlyingVehicleFlockingPos &#160;
GetFormationLookingPoint Syntax: AI.GetFormationLookingPoint(entityId) Gets the looking point position inside the formation&#160;
GetFormationPointClass Syntax: AI.AddFormationPoint(name, position ) Adds a follow-type node to a formation descriptor&#160;
GetFormationPointPosition Syntax: AI.GetFormationPointPosition(entityId, pos) gets the AI&#39;s formation point position&#160;
GetFormationPosition Syntax: AI.GetFormationPosition(entityId) Gets the Relative position inside the formation&#160;
GetForwardDir Attention Target / perception related functions &#160;
GetGroupAlertness &#160;
GetGroupAveragePosition Syntax: AI.GetGroupAveragePosition( entityId, properties, returnPos ) gets the average position of the (leader&#39;s) group members&#160;
GetGroupCount Syntax: AI.GetGroupCount( entityId, flags, type ) returns the given entity&#39;s group members count&#160;
GetGroupMember Syntax: AI.GetGroupMember( entityId|groupId, idx, flags, type) returns the idx-th entity in the given group&#160;
GetGroupOf Syntax: AI.GetGroupOf( entityId ) returns the given entity&#39;s group id&#160;
GetGroupScopeUserCount Syntax: AI.GetGroupScopeUserCount(entityID, bAllowLowerBodyToTurn)&#160;
GetGroupScriptTable Syntax: AI.GetGroupScriptTable( groupID )&#160;
GetGroupTarget Syntax: AI.GetGroupTarget( entityId [,bHostileOnly [,bLiveOnly]] ) Returns the most threatening attention target amongst the agents in the given entity&#39;s group (see IAgent.h for definition of alert status)&#160;
GetGroupTargetCount Syntax: AI.GetGroupTargetCount( entityId [,bHostileOnly [,bLiveOnly]] ) Returns the number of attention targets amongst the agents in the given entity&#39;s group&#160;
GetGroupTargetEntity Syntax: AI.GetGroupTargetEntity( groupID )&#160;
GetGroupTargetThreat Syntax: AI.GetGroupTargetThreat( groupID )&#160;
GetGroupTargetType Syntax: AI.GetGroupTargetType( groupID )&#160;
GetHeliAdvancePoint &#160;
GetLastUsedSmartObject Syntax: AI.GetLastUsedSmartObject( userEntityId ) Returns the last used smart object&#160;
GetLeader Syntax: AI.GetLeader( groupID | entityID ) returns the leader&#39;s name of the given groupID / entity&#160;
GetMemoryFireType Syntax: AI.GetMemoryFireType(entityId) Returns how the puppet handles firing at its memory target&#160;
GetNavigationType Syntax: AI.GetNavigationType(entityId) returns the navigation type value at the specified entity&#39;s position, given the entity navigation properties&#160;
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&#160;
GetNearestHidespot Syntax: AI.GetNearestHidespot(entityId, rangeMin, rangeMax [, center]) Returns position of a nearest hidepoint within specified range, returns nil if no hidepoint is found.&#160;
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.&#160;
GetNearestPointOnPath Syntax: AI.GetNearestPointOnPath( entityId, pathname, vPos ) returns a nearest point on the path from vPos&#160;
GetObjectBlackBoard Syntax: AI.GetObjectBlackBoard( entity ) retrieves given object&#39;s black board (a Lua table)&#160;
GetObjectRadius Syntax: AI.GetObjectRadius(entityId) Returns the radius of specified AI object.&#160;
GetParameter Syntax: AI.GetParameter( entityId, paramEnum ) Changes an enumerated AI parameter.&#160;
GetPathLoop Syntax: AI.GetPathSegNoOnPath( entityId, pathname ) returns true if the path is looped&#160;
GetPathSegNoOnPath Syntax: AI.GetPathSegNoOnPath( entityId, pathname, vPos ) returns segment ratio ( 0.0 start point 100.0 end point )&#160;
GetPeakThreatLevel Syntax: AI.GetPeakThreatLevel( entityID )&#160;
GetPeakThreatType Syntax: AI.GetPeakThreatType( entityID )&#160;
GetPointOnPathBySegNo Syntax: AI.GetPathSegNoOnPath( entityId, pathname, segNo ) returns point by segment ratio ( 0.0 start point 100.0 end point )&#160;
GetPosturePriority Syntax: AI.GetPosturePriority(entityId, postureName) Set the given entity&#39;s posture priority&#160;
GetPotentialTargetCount Syntax: AI.GetPotentialTargetCount( entityID ) Retrieves the number of potential targets for an entity from a specified factions.&#160;
GetPotentialTargetCountFromFaction Syntax: AI.GetPotentialTargetCountFromFaction( entityID, name ) Retrieves the number of potential targets for an entity from a specified factions.&#160;
GetPredictedPosAlongPath Syntax: AI.GetPredictedPosAlongPath( entityId, time, retPos ) Gets the agent predicted position along his path at a given time&#160;
GetPreviousBehaviorName Syntax: AI.GetPreviousBehaviorName( entityID )&#160;
GetPreviousPeakThreatLevel Syntax: AI.GetPreviousPeakThreatLevel( entityID )&#160;
GetPreviousPeakThreatType Syntax: AI.GetPreviousPeakThreatType( entityID )&#160;
GetProbableTargetPosition Syntax: AI.GetProbableTargetPosition(entityId) Returns the probable target position of the AI.&#160;
GetReactionOf This is GetReactionOf, a member of class CScriptBindAI.&#160;
GetRefPointDirection Syntax: AI.GetRefPointDirection(entityId) Get the entity&#39;s reference point direction&#160;
GetRefPointPosition Syntax: AI.GetRefPointPosition(entityId) Get the entity&#39;s reference point World position&#160;
GetRefShapeName Syntax: AI.GetRefShapeName(entityId) Returns the reference shape name.&#160;
GetSmartObjectHelper Syntax: AI.GetSmartObjectHelper( entityId, className, helperName ) Returns table with position and direction vector of given SO helper&#160;
GetSoundPerceptionDescriptor Syntax: AI.GetSoundPerceptionDescriptor(entityId, soundType, descriptorTable) Fills descriptorTable with info about how perception works for the entity dealing with soundType&#160;
GetStance Syntax: AI.GetStance(entityId) get the given entity&#39;s stance&#160;
GetSubTypeOf Syntax: AI.GetSubTypeOf( entityId ) returns the given entity&#39;s sub type&#160;
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 }&#160;
GetTargetSubType Syntax: AI.GetTargetSubType(entityId) Returns the subtype of current entity&#39;s attention target&#160;
GetTargetType Syntax: AI.GetTargetType(entityId) Returns the type of current entity&#39;s attention target (memory, human, none etc)&#160;
GetTotalLengthOfPath Syntax: AI.GetTotalLengthOfPath( entityId, pathname ) returns a total length of the path&#160;
GetTypeOf Syntax: AI.GetTypeOf( entityId ) returns the given entity&#39;s type&#160;
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.&#160;
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 &lt;=0 the rank is specified in entity.Properties.nRank;&#160;
GoTo Syntax: AI.GoTo(entityId, vDestination) This function is intended to allow AI Actor (the entity) go to the specified destination&#160;
Hostile Syntax: AI.Hostile( entityId, entity2Id|AIObjectName ) returns true if the two entities are hostile&#160;
IgnoreCurrentHideObject Syntax: AI.IgnoreCurrentHideObject( entityId ) Marks the current hideobject unreachable (will be omitted from future hidespot selections).&#160;
IntersectsForbidden Syntax: AI.IsPointInFlightRegion(start, end) check if the line is in a Forbidden Region&#160;
InvalidateHidespot &#160;
IsAgentInAgentFOV Syntax: AI.IsAgentInAgentFOV(entityId, entityId2) Check if the entity2 is within the entity FOV&#160;
IsAgentInTargetFOV Syntax: AI.IsAgentInTargetFOV(entityId, fov) Checks if the entity is in the FOV of the attention target.&#160;
IsAimReady Syntax: AI.IsAimReady(entityIdHandle)&#160;
IsCoverCompromised Syntax: AI.IsCoverCompromised(entityId)&#160;
IsEnabled Syntax: AI.IsEnabled( entityId ) Returns true if entity&#39;s AI is enabled&#160;
IsFireEnabled Syntax: AI.IsFireEnabled(entityId) checks if ai is allowed to fire or not&#160;
IsGoalPipe Syntax: AI.IsGoalPipe( szPipeName ) Checks is a goalpipe of certain name exists already, returns true if pipe exists.&#160;
IsInCover Syntax: AI.IsInCover(entityId)&#160;
IsLowHealthPauseActive Syntax: AI.IsLowHealthPauseActive( entityID )&#160;
IsLowOnAmmo Syntax: AI.IsLowOnAmmo(entityId)&#160;
IsMoving Syntax: AI.IsMoving(entityId) Returns true if the agent desires to move.&#160;
IsMovingInCover Syntax: AI.IsMovingInCover(entityId)&#160;
IsMovingToCover Syntax: AI.IsMovingToCover(entityId)&#160;
IsOutOfAmmo Syntax: AI.IsOutOfAmmo(entityId)&#160;
IsPersonallyHostile Syntax: AI.IsPersonallyHostile(entityID, hostileID)&#160;
IsPointInFlightRegion Syntax: AI.IsPointInFlightRegion(point) check if the point is in the Flight Region&#160;
IsPointInsideGenericShape Syntax: AI.IsPointInsideGenericShape(position, shapeName[, checkHeight]) Returns true if the point is inside the specified shape.&#160;
IsPointInWaterRegion Syntax: AI.IsPointInFlightRegion(point) check if the point is in the Flight Region&#160;
IsPunchableObjectValid Syntax: AI.IsPunchableObjectValid(userId, objectId, origPos) Checks if a punchable object is valid. &#160;
IsTakingCover Syntax: AI.IsTakingCover(entityId, [distanceThreshold])&#160;
LoadBehaviors Syntax: AI.LoadBehaviors( folderName, extension, globalEnv)&#160;
LoadCharacters Syntax: AI.LoadCharacters(folderName, tbl)&#160;
LoadGoalPipes XML support for goal pipes /////////////////////////////////////////////////////////////////////////////////////////////////////// &#160;
LogComment Syntax: AI.LogComment( szMessage ) Used to indicate info that would be useful for debugging, but there&#39;s too much of it for it to be enabled all the time&#160;
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)&#160;
LogProgress Syntax: AI.LogProgress( szMessage ) Used to indicate &quot;progress markers&quot; - e.g. during loading&#160;
MeleePunchableObject Syntax: AI.MeleePunchableObject(entityId, objectId, origPos)&#160;
ModifySmartObjectStates Syntax: AI.ModifySmartObjectStates( entityId, listStates ) Adds/Removes smart object states of a given entity&#160;
NotifyGroup This is NotifyGroup, a member of class CScriptBindAI.&#160;
NotifyReinfDone &#160;
NotifySurpriseEntityAction NotifySurpriseEntityAction&#160;
ParseTables Syntax: AI.ParseTables( firstTable,parseMovementAbility,pH,aiParams,updateAlways )&#160;
PlayCommunication Syntax: AI.PlayCommunication(entityId, commName, channelName[, targetId] [, targetPos]) Plays communication on the AI agent. Plays communication on the AI agent.&#160;
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.&#160;
ProcessBalancedDamage Syntax: AI.ProcessBalancedDamage(pShooterEntity, pTargetEntity, damage, damageType) Processes balanced damage.&#160;
PushGoal Syntax: AI.PushGoal( szPipeName, goalName, blocking [,{params}] ) Used for warnings about data/script errors&#160;
PushLabel Syntax: AI.PushLabel( szPipeName, szLabelName ) Used in combination with &quot;branch&quot; goal operation to identify jump destination&#160;
QueueBubbleMessage Syntax: AI.QueueBubbleMessage(entityID, message, flags)&#160;
RecComment Syntax: AI.RecComment( szMessage ) Record comment with AIRecorder.&#160;
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&#160;
RegisterInterestedActor Syntax: AI.RegisterInterestedActor(entityId, fInterestFilter, fAngleInDegrees) Registers the interested actor with the interest system Any errors go to error log&#160;
RegisterInterestingEntity Syntax: AI.RegisterInterestingEntity(entityId, baseInterest, category, aiAction) Registers the entity with the interest system Any errors go to error log&#160;
RegisterTacticalPointQuery Syntax: AI.RegisterTacticalPointQuery( querySpecTable ) Get a query ID for the given tactical point query&#160;
RegisterTargetTrack Syntax: AI.RegisterTargetTrack(entityId, configuration, targetLimit, classThreat) Registers the AI object to use the given target track configuration for target selection&#160;
Release This is Release, a member of class CScriptBindAI.&#160;
RemoveCoverEntity This is RemoveCoverEntity, a member of class CScriptBindAI.&#160;
RemovePersonallyHostile Syntax: AI.RemovePersonallyHostile(entityID, hostileID)&#160;
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_*)&#160;
RequestToStopMovement Syntax: AI.RequestToStopMovement(entityId)&#160;
ResetAgentLookAtPos Syntax: AI.ResetAgentLookAtPos(entityId) Makes the entityId resets a previous call to AgentLookAtPos()&#160;
ResetAgentState Syntax: AI.ResetAgentState(entityId,stateLabel) Resets a particular aspect of the agent&#39;s state, such as &quot;lean&quot; Intended to keep these hacky concepts together.&#160;
ResetParameters Syntax: AI.ResetParameters( entityId, bProcessMovement, PropertiesTable, PropertiesInstanceTable ) Resets all the AI parameters&#160;
ResetPersonallyHostiles Syntax: AI.ResetPersonallyHostiles(entityID, hostileID)&#160;
RunStartupScript RunStartupScript&#160;
ScaleFormation Syntax: AI.ScaleFormation(entityId, scale) changes the scale factor of the given entity&#39;s formation (if there is)&#160;
SequenceBehaviorReady Syntax: AI.SequenceBehaviorReady(entityId)&#160;
SequenceInterruptibleBehaviorLeft Syntax: AI.SequenceInterruptibleBehaviorLeft(entityId)&#160;
SequenceNonInterruptibleBehaviorLeft Syntax: AI.SequenceNonInterruptibleBehaviorLeft(entityId)&#160;
SetAdjustPath &#160;
SetAlarmed Syntax: AI.SetAlarmed( entityId ) This function sets the entity to be &quot;perception alarmed&quot;&#160;
SetAnimationTag Syntax: AI.SetAnimationTag(entityId, tagName)&#160;
SetAssesmentMultiplier Syntax: AI.SetAssesmentMultiplier(AIObjectType, multiplier) set the assesment multiplier factor for the given AIObject type&#160;
SetAttentiontarget Syntax: AI.SetAttentiontarget(entityId, targetId) Set a new attention target&#160;
SetBeaconPosition Syntax: AI.SetBeaconPosition( entityId | AIObjectName, pos ) Set the beacon&#39;s position for the given entity/object&#39;s group&#160;
SetBehaviorTreeEvaluationEnabled Syntax: AI.SetBehaviorTreeEvaluationEnabled(entityID, enable)&#160;
SetBehaviorVariable Syntax: AI.SetBehaviorVariable( entity, variableName, value ) Sets a behaviour variable for the specified actor&#160;
SetCharacter Syntax: AI.SetCharacter(entityId, newCharater) Sets the AI character of the entity.&#160;
SetCollisionAvoidanceRadiusIncrement Syntax: AI.SetCollisionAvoidanceRadiusIncrement(entityId, radius)&#160;
SetContinuousMotion Syntax: AI.SetContinuousMotion( entityID, continuousMotion )&#160;
SetCoverCompromised Syntax: AI.SetCoverCompromised(entityId) &#160;
SetEntitySpeedRange Syntax: AI.SetEntitySpeedRange( userEntityId, urgency, defaultSpeed, minSpeed, maxSpeed, stance = all) This function allows the user to override the entity&#39;s speed range for the given urgency&#160;
SetExtraPriority Syntax: AI.SetExtraPriority( enemyEntityId, increment ) Set a extra priority value to the entity which is given by enemyEntityId&#160;
SetFactionOf Syntax: AI.SetFactionOf( entityID, factionName ) Make the specified entity a member of the named faction.&#160;
SetFactionThreatMultiplier Syntax: AI.SetFactionThreatMultiplier(nSpecies, multiplier) set the threat multiplier factor for the given species (if 0, species is not hostile to any other)&#160;
SetFireMode Syntax: AI.SetFireMode(entityId, mode) immediately sets firemode&#160;
SetForcedNavigation &#160;
SetFormationAngleThreshold Syntax: AI.SetFormationAngleThreshold(entityId, fAngleThreshold ) Sets the Relative position inside the formation&#160;
SetFormationLookingPoint Syntax: AI.SetFormationLookingPoint(entityId, v3RelativePosition ) Sets the Relative looking point position inside the formation&#160;
SetFormationPosition Syntax: AI.SetFormationPosition(entityId, v2RelativePosition ) Sets the Relative position inside the formation&#160;
SetFormationUpdate Syntax: AI.SetFormationUpdate(entityId, update) changes the update flag of the given entity&#39;s formation (if there is) - the formation is no more updated if the flag is false&#160;
SetFormationUpdateSight Syntax: AI.SetFormationUpdateSight(entityId, range, minTime, maxTime ) sets a random angle rotation for the given entity&#39;s formation sight directions&#160;
SetIgnorant Syntax: AI.SetIgnorant( entityId, ignorant ) makes an AI ignore system signals, visual stimuli and sound stimuli&#160;
SetInCover Syntax: AI.SetInCover(entityId, inCover)&#160;
SetLeader Syntax: AI.SetLeader( entityID ) Set the given entity as Leader (associating a CLeader object to it and creating it if it doesn&#39;t exist) Only one leader can be set per group&#160;
SetMemoryFireType Syntax: AI.SetMemoryFireType(entityId, type) Sets how the puppet handles firing at its memory target&#160;
SetMovementContext Syntax: AI.SetMovementContext(entityId, context) set the given entity&#39;s movement context&#160;
SetPathAttributeToFollow Syntax: AI.SetPathAttributeToFollow(entityId, flag) Set the attribute of the path to be used in &#39;followpath&#39; goal operation.&#160;
SetPathToFollow Syntax: AI.SetPathToFollow(entityId, pathName) Set the name of the path to be used in &#39;followpath&#39; goal operation.&#160;
SetPFBlockerRadius Syntax: AI.SetPFBlockerRadius(entityId, blocker, radius) &#160;
SetPointListToFollow Syntax: AI.SetPointListToFollow(entityId, pointlist, howmanypoints, bspline [, navtype]) Set a point list for followpath goal op&#160;
SetPosturePriority Syntax: AI.SetPosturePriority(entityId, postureName, priority) Set the given entity&#39;s posture priority&#160;
SetPostures Syntax: AI.SetPostures(entityId, postures) Set the given entity&#39;s postures&#160;
SetReactionOf This is SetReactionOf, a member of class CScriptBindAI.&#160;
SetRefPointAtDefensePos Syntax: AI.SetRefPointAtDefensePos(entityId, point2defend, distance) Set the entity refpoint position in an intermediate distance between the entity&#39;s att target and the given point&#160;
SetRefPointDirection Syntax: AI.SetRefPointDirection( vRefPointDir ) Sets the reference point&#39;s World position of an entity&#160;
SetRefPointPosition Syntax: AI.SetRefPointPosition(entityId, vRefPointPos) Sets the reference point&#39;s World position of an entity&#160;
SetRefPointRadius Syntax: AI.SetRefPointRadius(entityId, radius) Sets the reference point&#39;s radius.&#160;
SetRefpointToAnchor Syntax: AI.SetRefpointToAnchor(entityId, rangeMin, rangeMax, findType, findMethod) Sets a reference point to an anchor. &#160;
SetRefPointToGrenadeAvoidTarget &#160;
SetRefpointToPunchableObject Syntax: AI.SetRefpointToPunchableObject(entityId, range) Sets the reference point to the punchable object. &#160;
SetRefShapeName Syntax: AI.SetRefShapeName(entityId, name) Sets the reference shape name.&#160;
SetSmartObjectState Syntax: AI.SetSmartObjectState( entityId, stateName ) Sets only one single smart object state replacing all other states&#160;
SetSoundPerceptionDescriptor Syntax: AI.SetSoundPerceptionDescriptor(entityId, soundType, descriptorTable) Sets data on how perception works for the entity dealing with soundType&#160;
SetSpeed Syntax: AI.SetSpeed(entityId, urgency) This function allows the user to override the entity&#39;s current speed (urgency)&#160;
SetStance Syntax: AI.SetStance(entityId, stance) set the given entity&#39;s stance&#160;
SetTargetTrackClassThreat Syntax: AI.SetTargetTrackClassThreat(entityId, classThreat) Sets the class threat for the entity for target track usage&#160;
SetTempTargetPriority Syntax: AI.SetTempTargetPriority( entityId, priority ) Set the selection priority of the temp target over other potential targets&#160;
SetTerritoryShapeName Syntax: AI.SetTerritoryShapeName(entityId, shapeName) Sets the territory of the AI Actor.&#160;
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.&#160;
SetUseSecondaryVehicleWeapon Syntax: AI.SetUseSecondaryVehicleWeapon(entityId, bUseSecondary) Sets if the AI should use the secondary weapon when firing from a vehicle gunner seat if possible&#160;
SetVehicleStickTarget &#160;
Signal Syntax: AI.Signal(signalFilter, signalType, SignalText, senderId [, signalExtraData] ) Sends a signal to an entity or a group of entities&#160;
SmartObjectEvent Syntax: AI.SmartObjectEvent( actionName, userEntityId, objectEntityId [, vRefPoint] ) Executes a smart action&#160;
SoundEvent Syntax: AI.SoundEvent(position, radius, threat, interest, entityId) Generates a sound event in the AI system with the given parameters.&#160;
StopCommunication Syntax: AI.StopCommunication(playID) Stops given communication. Stops given communication.&#160;
ThrowGrenade Syntax: AI.ThrowGrenade(entityId, grenadeType, regTargetType) throws a specified grenade at target type without interrupting fire mode&#160;
TriggerCurrentTargetTrackPulse This is TriggerCurrentTargetTrackPulse, a member of class CScriptBindAI.&#160;
UnregisterInterestedActor Syntax: AI.UnregisterInterestedActor(entityId) Unregisters the entity with the interest system Any errors go to error log&#160;
UnregisterInterestingEntity Syntax: AI.UnregisterInterestingEntity(entityId) Unregisters the entity with the interest system Any errors go to error log&#160;
UnregisterTargetTrack Syntax: AI.UnregisterTargetTrack(entityId) Unregisters the AI object with the target track manager&#160;
UpdateGlobalPerceptionScale Syntax: AI.UpdateGlobalPerceptionScale(visualScale, audioScale, [filterType], [faction])&#160;
UpdateTempTarget Syntax: AI.UpdateTempTarget( entityId, vPos ) Updates the entity&#39;s temporary potential target to the given position&#160;
UpTargetPriority Syntax: AI.UpTargetPriority( entityId, targetId, increment ) modifies the current entity&#39;s target priority for the given target if the given target is among the entity&#39;s target list&#160;
VisualEvent Syntax: AI.VisualEvent(entityId, targetId) Generates a visual event in the AI system with the given parameters.&#160;
Warning Syntax: AI.Warning( szMessage ) Used for warnings about data/script errors&#160;
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.&#160;
ActivateOutput Syntax: Entity.ActivateOutput() &#160;
ActivatePlayerPhysics Syntax: Entity.ActivatePlayerPhysics( bEnable ) &#160;
AddConstraint Syntax: Entity.AddConstraint()&#160;
AddImpulse Syntax: Entity.AddImpulse() &#160;
AttachChild Syntax: Entity.AttachChild( childEntityId, flags ) &#160;
AttachSurfaceEffect Syntax: Entity.AttachSurfaceEffect( nSlot, effect, countPerUnit, form, typ, countScale, sizeScale ) &#160;
AwakeCharacterPhysics Syntax: Entity.AwakeCharacterPhysics( nSlot, sRootBoneName, nAwake ) &#160;
AwakeEnvironment Syntax: Entity.AwakeEnvironment()&#160;
AwakePhysics Syntax: Entity.AwakePhysics( nAwake ) &#160;
BreakToPieces Syntax: Entity.BreakToPieces() Breaks static geometry in slot 0 into sub objects and spawn them as particles or entities. &#160;
CalcWorldAnglesFromRelativeDir Syntax: Ang3 Entity.CalcWorldAnglesFromRelativeDir( dir ) &#160;
CancelSubpipe Syntax: Entity.CancelSubpipe()&#160;
ChangeAttachmentMaterial syntax: Entity.ChangeAttachmentMaterial(attachmentName, materialName) &#160;
CharacterUpdateAlways Syntax: Entity.CharacterUpdateAlways( characterSlot, updateAlways ) &#160;
CharacterUpdateOnRender Syntax: Entity.CharacterUpdateOnRender( characterSlot, bUpdateOnRender ) &#160;
CheckCollisions Syntax: Entity.CheckCollisions() &#160;
CheckShaderParamCallbacks Syntax: Entity.UpdateShaderParamCallback() Check all the currently set shader param callbacks on the renderproxy with the current state of the entity&#160;
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.&#160;
CopySlotTM Syntax: Entity.CopySlotTM( destSlot, srcSlot, includeTranslation ) Copies the TM (Transformation Matrix) of the slot.&#160;
CountLinks Syntax: Entity.CountLinks()&#160;
CreateBoneAttachment syntax: Entity.CreateBoneAttachment( characterSlot, boneName, attachmentName ) &#160;
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. &#160;
CreateLink Syntax: Entity.CreateLink( const char *name, entityID ) - param 'entityID' is optional&#160;
CreateRenderProxy Syntax: Entity.CreateRenderProxy() Create a proxy render object for the entity, allows entity to be rendered without loading any assets in immediately.&#160;
CreateSkinAttachment syntax: Entity.CreateSkinAttachment( characterSlot, attachmentName )&#160;
Damage syntax: Entity.Damage() &#160;
DeleteParticleEmitter Syntax: Entity.DeleteParticleEmitter(slot) Deletes particles emitter from 3dengine. &#160;
DeleteThis Syntax: Entity.DeleteThis() Deletes this entity. &#160;
DestroyAttachment syntax: Entity.DestroyAttachment( characterSlot, attachmentName ) &#160;
DestroyPhysics Syntax: Entity.DestroyPhysics() ! Destroys the physics of an entity object&#160;
DetachAll Syntax: Entity.DetachAll() &#160;
DetachThis Syntax: Entity.DetachThis() &#160;
DisableAnimationEvent Syntax: Entity.DisableAnimationEvent( nSlot, sAnimation ) &#160;
DrawSlot Syntax: Entity.DrawSlot( nSlot ) Enables/Disables drawing of object or character at specified slot of the entity.&#160;
EnableBoneAnimation Syntax: Entity.EnableBoneAnimation( characterSlot, layer, boneName, status )&#160;
EnableBoneAnimationAll Syntax: Entity.EnableBoneAnimationAll( characterSlot, layer, status )&#160;
EnableDecals Syntax: Entity.EnableDecals( slot, enable )&#160;
EnableInheritXForm Syntax: Entity.EnableInheritXForm() Enables/Disable entity from inheriting transformation from the parent. &#160;
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 ) &#160;
EnablePhysics Syntax: Entity.EnablePhysics( bEnable ) &#160;
EnableProceduralFacialAnimation Syntax: Entity.EnableProceduralFacialAnimation( enable )&#160;
FadeGlobalDensity Syntax: Entity.FadeGlobalDensity( nSlot, fadeTime, newGlobalDensity ) Sets the fade global density.&#160;
ForceCharacterUpdate Syntax: Entity.ForceCharacterUpdate( characterSlot, updateAlways ) &#160;
ForwardTriggerEventsTo Syntax: Entity.ForwardTriggerEventsTo( entityId )&#160;
FreeAllSlots Syntax: Entity.FreeAllSlots() Delete all objects on every slot part of the entity. &#160;
FreeSlot Syntax: Entity.FreeSlot( nSlot ) Delete all objects from specified slot.&#160;
GetAIName Syntax: Entity.GetAIName() ! Get the AI name of the entity. Can be different than entity name. @return AI Name of the entity&#160;
GetAngles Syntax: Entity.GetAngles() Gets the angle of the entity. &#160;
GetAnimationLength syntax: Entity.GetAnimationLength( characterSlot, animation ) &#160;
GetAnimationSpeed &#160;
GetAnimationTime syntax: Entity.GetAnimationTime( nSlot, nLayer ) &#160;
GetArchetype Syntax: Entity.GetArchetype() Retrieve the archetype of the entity. Return: name of entity archetype, nil if no archetype. Return name of the archetype.&#160;
GetAttachmentBone syntax: Entity.GetAttachmentBone( characterSlot, attachmentName ) &#160;
GetAttachmentCGF syntax: Entity.GetAttachmentCGF( characterSlot, attachmentName ) &#160;
GetBoneAngularVelocity Syntax: Entity.GetBoneAngularVelocity( characterSlot, oneName )&#160;
GetBoneDir Syntax: Entity.GetBoneDir() &#160;
GetBoneLocal Syntax: float Entity.GetBoneLocal( boneName, trgDir )&#160;
GetBoneNameFromTable Syntax: Entity.GetBoneNameFromTable() &#160;
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&#160;
GetBoneVelocity Syntax: Entity.GetBoneVelocity( characterSlot, boneName )&#160;
GetCenterOfMassPos Syntax: Entity.GetCenterOfMassPos() Gets the position of the entity center of mass. ! Get the position of the entity&#39;s physical center of mass @return Three component vector containing the entity&#39;s center of mass&#160;
GetCharacter Syntax: Entity.GetCharacter( nSlot ) Gets the character for the specified slot if there is any. &#160;
GetChild Syntax: Entity.GetChild( int nIndex ) &#160;
GetChildCount Syntax: Entity.GetChildCount() &#160;
GetCurAnimation syntax: Entity.GetCurAnimation() &#160;
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.&#160;
GetDistance Syntax: float Entity.GetDistance( entityId ) Return the distance from entity specified with entityId&#160;
GetEntitiesInContact syntax: Entity.GetEntitiesInContact() &#160;
GetEntityMaterial syntax: Entity.GetEntityMaterial()&#160;
GetExplosionImpulse syntax: Entity.GetExplosionImpulse() &#160;
GetExplosionObstruction syntax: Entity.GetExplosionObstruction() &#160;
GetFlags Syntax: Entity.GetFlags()&#160;
GetFlagsExtended Syntax: Entity.GetFlagsExtended() &#160;
GetGeomCachePrecachedTime syntax: Entity.GetGeomCachePrecachedTime() Gets time delta from current playback position to last ready to play frame ! Activates/deactivates geom cache drawing&#160;
GetGravity Syntax: Entity.GetGravity()&#160;
GetGUID &#160;
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&#160;
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&#160;
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&#160;
GetLink Syntax: Entity.GetLink()&#160;
GetLinkName Syntax: Entity.GetLinkName( targetId )&#160;
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.&#160;
GetLocalAngles Syntax: Vec3 Entity.GetLocalAngles( vAngles ) &#160;
GetLocalBBox Syntax: Entity.GetLocalBBox() &#160;
GetLocalPos Syntax: Vec3 Entity.GetLocalPos() ! Get the position of the entity @return Three component vector containing the entity position&#160;
GetLocalScale Syntax: float Entity.GetLocalScale() &#160;
GetLodRatio Syntax: Entity.GetLodRatio() &#160;
GetMass Syntax: Entity.GetMass() ! Get the mass of the entity @return mass of the entity;&#160;
GetMaterial syntax: Entity.GetMaterial() ! Get the name of custom entity material.&#160;
GetMaterialFloat Syntax: Entity.GetMaterialFloat( nSlotId, sParamName ) Change material parameter.&#160;
GetMaterialVec3 Syntax: Entity.GetMaterialVec3( nSlotId, sParamName )&#160;
GetName Syntax: Entity.GetName() ! Get the name of the entity @return Name of the entity&#160;
GetParent Syntax: Entity.GetParent() &#160;
GetParentSlot Syntax: Entity.GetParentSlot( child ) &#160;
GetPhysicalStats Syntax: Entity.GetPhysicalStats() Some more physics related. get some physical infos such mass and gravity&#160;
GetPos Syntax: Entity.GetPos() Gets the position of the entity. &#160;
GetProjectedWorldBBox Syntax: Entity.GetProjectedWorldBBox() &#160;
GetRawId Syntax: Entity.GetRawId() Returns entityId in raw numeric format. ! Get the id of the entity in number form @return Entity id as number&#160;
GetScale Syntax: Entity.GetScale() Gets the scaling value for the entity. &#160;
GetSlotAngles Syntax: Entity.GetSlotAngles( nSlot ) Gets the slot angles.&#160;
GetSlotCount Syntax: Entity.GetSlotCount() Gets the count of the slots. &#160;
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&#160;
GetSlotPos Syntax: Entity.GetSlotPos( nSlot ) Gets the slot position.&#160;
GetSlotScale Syntax: Entity.GetSlotScale( nSlot ) Gets the slot scale amount.&#160;
GetSlotWorldDir Syntax: Entity.GetSlotWorldDir( nSlot ) Gets the World direction of the slot.&#160;
GetSlotWorldPos Syntax: Entity.GetSlotWorldPos( nSlot ) Gets the World position of the slot.&#160;
GetSpeed Syntax: Entity.GetSpeed() ! Get the speed of the entity @return Speed in float value&#160;
GetState syntax: Entity.GetState() &#160;
GetSubmergedVolume Syntax: Entity.GetSubmergedVolume( slot, planeNormal, planeOrigin )&#160;
GetTimeSinceLastSeen Syntax: Entity.GetTimeSinceLastSeen() &#160;
GetTouchedPoint syntax: Entity.GetTouchedPoint() Retrieves point of collision for rigid body. !retrieves point of collision for rigid body&#160;
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&#160;
GetTriggerBBox Syntax: Entity.GetTriggerBBox() &#160;
GetUpdateRadius Syntax: Entity.GetUpdateRadius() &#160;
GetVelocity Syntax: Entity.GetVelocity() ! Get the velocity of the entity @return Three component vector containing the velocity position&#160;
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&#160;
GetViewDistRatio Syntax: Entity.GetViewDistRatio() &#160;
GetVolume Syntax: Entity.GetVolume(slot)&#160;
GetWorldAngles Syntax: Vec3 Entity.GetWorldAngles( vAngles ) &#160;
GetWorldBBox Syntax: Entity.GetWorldBBox() &#160;
GetWorldBoundsCenter Syntax: Entity.GetWorldBoundsCenter() Gets the world bbox center for the entity (defaults to entity position if no bbox present). &#160;
GetWorldDir Syntax: Vec3 Entity.GetWorldDir() &#160;
GetWorldPos Syntax: Vec3 Entity.GetWorldPos() &#160;
GetWorldScale Syntax: float Entity.GetWorldScale() &#160;
GotoState syntax: Entity.GotoState( sState ) &#160;
HasFlags Syntax: Entity.HasFlags( flags )&#160;
HasFlagsExtended Syntax: Entity.HasFlags( flags ) &#160;
Hide Syntax: Entity.Hide() The function has one optional parameter. If value of this parameter is nonzero, entity is hidden. Default value is 1. &#160;
HideAllAttachments syntax: Entity.HideAllAttachments( characterSlot, hide, hideShadow ) &#160;
HideAttachment syntax: Entity.HideAttachment( characterSlot, attachmentName, hide, hideShadow ) &#160;
HideAttachmentMaster syntax: Entity.HideAttachmentMaster( characterSlot, hide ) &#160;
IgnorePhysicsUpdatesOnSlot Syntax: Entity.IgnorePhysicsUpdatesOnSlot( nSlot ) Ignore physics when it try to update the position of a slot.&#160;
InsertSubpipe Syntax: Entity.InsertSubpipe()&#160;
IntersectRay Syntax: Entity.IntersectRay( slot, rayOrigin, rayDir, maxDistance )&#160;
InvalidateLocalBBox Syntax: Entity.InvalidateLocalBBox( ) &#160;
InvalidateTrigger Syntax: Entity.InvalidateTrigger() &#160;
IsActive Syntax: Entity.IsActive( bActivate ) Retrieve active status of entity. Return: true - Entity is active. false - Entity is not active. &#160;
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&#160;
IsColliding Syntax: Entity.IsColliding()&#160;
IsEntityInside Syntax: float Entity.IsEntityInside(entityId)&#160;
IsEntityInsideArea Syntax: Entity.IsEntityInsideArea( areaId, entityId )&#160;
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) &#160;
IsGeomCacheStreaming syntax: Entity.IsGeomCacheStreaming() Returns true if geom cache is streaming ! Returns true if geom cache is streaming&#160;
IsHidden syntax: Entity.IsHidden()&#160;
IsInState syntax: Entity.IsInState( sState ) &#160;
IsPointInsideArea Syntax: Entity.IsPointInsideArea( areaId, point )&#160;
IsSlotCharacter Syntax: Entity.IsSlotCharacter( slot ) Checks if the slot is a character.&#160;
IsSlotGeometry Syntax: Entity.IsSlotGeometry( slot ) Checks if the slot is a geometry.&#160;
IsSlotLight Syntax: Entity.IsSlotLight( slot ) Checks if the slot is a light.&#160;
IsSlotParticleEmitter Syntax: Entity.IsSlotParticleEmitter( slot ) Checks if the slot is a particle emitter.&#160;
IsSlotValid Syntax: Entity.IsSlotValid( nSlot ) Checks if the slot is valid.&#160;
IsUsingPipe Syntax: Entity.IsUsingPipe( pipename ) Returns true if entity is running the given goalpipe or has it inserted&#160;
KillTimer syntax: Entity.KillTimer()&#160;
LoadCharacter Syntax: Entity.LoadCharacter( nSlot, sFilename ) Load CGF geometry into the entity slot.&#160;
LoadCloud Syntax: Entity.LoadCloud( nSlot, sFilename ) Loads the cloud XML file into the entity slot.&#160;
LoadFogVolume Syntax: Entity.LoadFogVolume( nSlot, table ) Loads the fog volume XML file into the entity slot.&#160;
LoadGeomCache Syntax: Entity.LoadGeomCache( int nSlot,const char *sFilename ) Load geom cache into the entity slot.&#160;
LoadLight Syntax: Entity.LoadLight( nSlot, lightTable ) Load CGF geometry into the entity slot.&#160;
LoadLightShape Syntax: Entity.LoadLightShape( nSlot, sLightShapeFile) Loads CGF geometry into the entity slot.&#160;
LoadObject Syntax: Entity.LoadObject( nSlot, sFilename ) Load CGF geometry into the entity slot.&#160;
LoadObjectLattice Syntax: Entity.LoadObjectLattice( nSlot ) Load lattice into the entity slot.&#160;
LoadObjectWithFlags Syntax: Entity.LoadObject( nSlot, sFilename, nFlags ) Load CGF geometry into the entity slot.&#160;
LoadParticleEffect Syntax: Entity.LoadParticleEffect( nSlot, sEffectName, fPulsePeriod, bPrime, fScale ) Loads CGF geometry into the entity slot.&#160;
LoadPrismObject &#160;
LoadSubObject Syntax: Entity.LoadSubObject( nSlot, sFilename, sGeomName ) Load geometry of one CGF node into the entity slot.&#160;
LoadVolumeObject Syntax: Entity.LoadVolumeObject( nSlot, sFilename ) Loads volume object.&#160;
MaterialFlashInvoke Syntax: Entity.MaterialFlashInvoke() &#160;
MultiplyWithSlotTM Syntax: Entity.MultiplyWithSlotTM( slot, pos ) Multiplies with the TM (Transformation Matrix) of the slot.&#160;
NetPresent Syntax: Entity.NetPresent()&#160;
NoBulletForce Syntax: Entity.NoBulletForce( state )&#160;
NoExplosionCollision Syntax: Entity.NoExplosionCollision()&#160;
PassParamsToPipe Syntax: Entity.PassParamsToPipe()&#160;
PauseSound Syntax: Entity.PauseSound( SoundId ) Pauses/Unpauses playing sound.&#160;
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>&#160;
PhysicalizeAttachment syntax: Entity.PhysicalizeAttachment( characterSlot, attachmentName, physicalize )&#160;
PhysicalizeSlot Syntax: Entity.PhysicalizeSlot( slot, physicsParams ) &#160;
PlayFacialAnimation Syntax: Entity.PlayFacialAnimation( name, looping )&#160;
PlaySound Syntax: Entity.PlaySound( SoundId ) Start playing the specified sound and attach it to the entity. Sound will move and rotate with the entity.&#160;
PlaySoundEvent Syntax: Entity.PlaySoundEvent( sSoundOrEventName, vOffset, vDirection, nSoundFlags, nSoundFlagsExtended, nSemantic ) First pass impl. and docu. plays a sound or a subgroup-sound&#160;
PlaySoundEventEx Syntax: Entity.PlaySoundEventEx( sSoundFilename, nSoundFlags, nSoundFlagsExtended, fVolume, vOffset, minRadius, maxRadius, nSemantic ) Play sound file attached to the entity.&#160;
PreLoadParticleEffect Syntax: Entity.PreLoadParticleEffect( sEffectName ) Pre-loads a particle effect.&#160;
ProcessBroadcastEvent Syntax: Entity.ProcessBroadcastEvent() &#160;
RagDollize Syntax: Entity.RagDollize(slot) &#160;
ReattachSoftEntityVtx Syntax: Entity.ReattachSoftEntityVtx( partId )&#160;
RedirectAnimationToLayer0 Syntax: Entity.RedirectAnimationToLayer0( characterSlot, redirect )&#160;
RegisterForAreaEvents Syntax: Entity.RegisterForAreaEvents(enable) Registers the script proxy so that it receives area events. for this entity. &#160;
RelinkBoneAttachments Syntax: Entity.RelinkBoneAttachments()&#160;
RemoveAllLinks Syntax: Entity.RemoveAllLinks()&#160;
RemoveDecals Syntax: Entity.RemoveDecals() &#160;
RemoveLink Syntax: Entity.RemoveLink( const char *name, int linkIndex ) - param 'linkIndex' is optional&#160;
RenderAlways Syntax: Entity.RenderAlways(enable) Enables &#39;always render&#39; on the render node, skipping any kind of culling &#160;
RenderShadow Syntax: Entity.RenderShadow()&#160;
ReplaceMaterial syntax: Entity.ReplaceMaterial( slot, name, replacement ) &#160;
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&#160;
ResetAttachment syntax: Entity.ResetAttachment( characterSlot, attachmentName ) &#160;
ResetMaterial syntax: Entity.ResetMaterial( slot ) &#160;
ResetPhysics Syntax: Entity.ResetPhysics() &#160;
SelectPipe Syntax: Entity.SelectPipe() &#160;
SetAIName Syntax: Entity.SetAIName() &#160;
SetAngles Syntax: Entity.SetAngles( vAngles ) Sets the angle of the entity. &#160;
SetAnimateOffScreenShadow Syntax: Entity.SetAnimateOffScreenShadow( bAnimateOffScreenShadow ) &#160;
SetAnimationBlendOut Syntax: Entity.SetAnimationBlendOut( characterSlot, layer, blendOut )&#160;
SetAnimationEvent Syntax: Entity.SetAnimationEvent( nSlot, sAnimation ) &#160;
SetAnimationFlip syntax: Entity.SetAnimationFlip( characterSlot, flip )&#160;
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)&#160;
SetAnimationSpeed syntax: Entity.SetAnimationSpeed( characterSlot, layer, speed ) &#160;
SetAnimationTime syntax: Entity.SetAnimationTime( nSlot, nLayer, fTime ) &#160;
SetAttachmentAngles syntax: Entity.SetAttachmentAngles( characterSlot, attachmentName, angles )&#160;
SetAttachmentCGF syntax: Entity.SetAttachmentCGF( characterSlot, attachmentName, filePath ) &#160;
SetAttachmentDir syntax: Entity.SetAttachmentDir()&#160;
SetAttachmentEffect syntax: Entity.SetAttachmentEffect( characterSlot, attachmentName, effectName, offset, dir, scale, flags )&#160;
SetAttachmentLight syntax: Entity.SetAttachmentLight( characterSlot, attachmentName, lightTable, flags ) &#160;
SetAttachmentObject syntax: Entity.SetAttachmentObject( characterSlot, attachmentName, entityId, slot, flags ) &#160;
SetAttachmentPos syntax: Entity.SetAttachmentPos( characterSlot, attachmentName, pos )&#160;
SetCharacterPhysicParams Syntax: Entity.SetCharacterPhysicParams()&#160;
SetCloudMovementProperties Syntax: Entity.SetCloudMovementProperties( nSlot, table ) Sets the cloud movement properties.&#160;
SetColliderMode Syntax: Entity.SetColliderMode( mode ) ! Set the position of the entity @param vec Three component vector containing the entity position&#160;
SetDefaultIdleAnimations Syntax: Entity.SetDefaultIdleAnimations() &#160;
SetDirectionVector Syntax: Entity.SetDirectionVector( direction ) &#160;
SetFlags Syntax: Entity.SetFlags( flags, mode ) Mode: 0-&gt;or 1-&gt;and 2-&gt;xor&#160;
SetFlagsExtended Syntax: Entity.SetFlagsExtended( flags, mode ) Mode: 0-&gt;or 1-&gt;and 2-&gt;xor &#160;
SetGeomCacheDrawing syntax: Entity.SetGeomCacheDrawing() Activates/deactivates geom cache drawing ! Activates/deactivates geom cache drawing&#160;
SetGeomCacheParams syntax: Entity.SetGeomCacheParams() Sets geometry cache parameters ! Sets the parameters of a geometry cache&#160;
SetGeomCachePlaybackTime syntax: Entity.SetGeomCachePlaybackTime() Sets the playback time ! Sets the playback time of a geometry cache&#160;
SetGeomCacheStreaming syntax: Entity.SetGeomCacheStreaming() Activates/deactivates geom cache streaming ! Activates/deactivates geom cache streaming&#160;
SetLightBlendParams Syntax: Entity.SetLightBlendParams( int nSlot, char const* tex1, char const* tex2, float blend_weight) changes the blend textures and weight for probe blending &#160;
SetLightColorParams Syntax: Entity.SetLightColorParams( nSlot, color, specular_multiplier, HDRDynamic) changes the color related params of an existing light &#160;
SetLinkTarget Syntax: Entity.SetLinkTarget(name, targetId)&#160;
SetLocalAngles Syntax: Entity.SetLocalAngles( vAngles ) &#160;
SetLocalBBox Syntax: Entity.SetLocalBBox( vMin, vMax ) &#160;
SetLocalPos Syntax: Entity.SetLocalPos( vPos ) ! Set the position of the entity @param vec Three component vector containing the entity position&#160;
SetLocalScale Syntax: Entity.SetLocalScale( fScale ) &#160;
SetLodRatio Syntax: Entity.SetLodRatio() ! 0..254 (value is autmatically clamed to to this range)&#160;
SetMaterial syntax: Entity.SetMaterial() ! Set the material of the entity @param materialName Name of material.&#160;
SetMaterialFloat Syntax: Entity.SetMaterialFloat( nSlotId, sParamName, fValue ) Change material parameter.&#160;
SetMaterialVec3 Syntax: Entity.SetMaterialVec3( nSlotId, sParamName, vVec3 )&#160;
SetName Syntax: Entity.SetName() ! Set the name of the entity @param sName String containing the new entity name&#160;
SetParentSlot Syntax: Entity.SetParentSlot( child, parent ) &#160;
SetPhysicParams Syntax: Entity.SetPhysicParams()&#160;
SetPos Syntax: Entity.SetPos( vPos ) Sets the position of the entity.&#160;
SetPublicParam Syntax: Entity.SetPublicParam() &#160;
SetRegisterInSectors Syntax: Entity.SetRegisterInSectors()&#160;
SetScale Syntax: Entity.SetScale( fScale ) Sets the scaling value for the entity. &#160;
SetScriptUpdateRate syntax: Entity.SetScriptUpdateRate( nMillis )&#160;
SetSelfAsLightCasterException Syntax: Entity.SetLightCasterException( nLightSlot, nGeometrySlot ) Entity render node will be a caster exception for light loaded in nLightSlot.&#160;
SetSlotAngles Syntax: Entity.GetSlotAngles( nSlot, v ) Sets the slot angles.&#160;
SetSlotHud3D Syntax: Entity.SetSlotHud3D( nSlot ) Setup flags for use as 3D HUD entity.&#160;
SetSlotPos Syntax: Entity.SetSlotPos( nSlot, v ) Sets the slot position.&#160;
SetSlotPosAndDir Syntax: Entity.SetSlotPosAndDir( nSlot, pos, dir ) Sets the slot position and direction.&#160;
SetSlotScale Syntax: Entity.SetSlotScale( nSlot, fScale ) Sets the slot scale amount.&#160;
SetSlotWorldTM Syntax: Entity.SetSlotWorldTM( nSlot, pos, dir ) Sets the World TM (Transformation Matrix) of the slot.&#160;
SetSoundEffectRadius Syntax: Entity.SetSoundEffectRadius( fEffectRadius) Sets the effect radius for a sound entity (e.g. volume ambient sound, reverb preset).&#160;
SetSoundSphereSpec Syntax: Entity.SetSoundSphereSpec( soundId, radius ) &#160;
SetStateClientside Syntax: Entity.SetStateClientside() true=prevents error when state changes on the client and does not sync state changes to the client&#160;
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.&#160;
SetTimer syntax: Entity.SetTimer()&#160;
SetTriggerBBox Syntax: Entity.SetTriggerBBox( vMin, vMax ) &#160;
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. &#160;
SetUpdateRadius Syntax: Entity.SetUpdateRadius() &#160;
SetVelocity Syntax: Entity.SetVelocity(velocity) ! Set the velocity of the entity&#160;
SetVelocityEx Syntax: Entity.GetVelocityEx(velocity, angularVelocity) ! Set the velocity and angular velocity of the entity&#160;
SetViewDistRatio Syntax: Entity.SetViewDistRatio() ! 0..254 (value is autmatically clamed to to this range)&#160;
SetViewDistUnlimited Syntax: Entity.SetViewDistUnlimited() ! do not fade out object - no matter how far away it is&#160;
SetVolumeObjectMovementProperties Syntax: Entity.SetVolumeObjectMovementProperties( nSlot, table ) Sets the properties of the volume object movement. &#160;
SetWorldAngles Syntax: Entity.SetWorldAngles( vAngles ) &#160;
SetWorldPos Syntax: Entity.SetWorldPos( vPos ) &#160;
SetWorldScale Syntax: Entity.SetWorldScale( fScale ) &#160;
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&#160;
StopAllSounds Syntax: Entity.StopAllSounds() Stop all sounds played on the entity. &#160;
StopAnimation Syntax: Entity.StopAnimation( characterSlot, layer )&#160;
StopSound Syntax: Entity.StopSound( SoundId ) Stop sound played on the entity. Only sound started for this entity will be stopped.&#160;
ToGlobal Syntax: Entity.ToGlobal( slotId, point ) transform pos from local to world coordinates. uses object when slot&lt;0&#160;
ToLocal Syntax: Entity.ToLocal( slotId, point ) transform pos from world to local coordinates. uses object when slot&lt;0&#160;
TriggerEvent Syntax: Entity.TriggerEvent() &#160;
UnSeenFrames Syntax: Entity.UnSeenFrames() &#160;
UpdateAreas Syntax: Entity.UpdateAreas()&#160;
UpdateLightClipBounds Syntax: Entity.UpdateLightClipBounds( nSlot ) Update the clip bounds of the light from the linked entities&#160;
UpdateSlotPhysics Syntax: Entity.UpdateSlotPhysics( slot ) &#160;
VectorToGlobal Syntax: Entity.VectorToGlobal( slotId, dir ) transform vector from local to world coordinates. uses object when slot&lt;0&#160;
VectorToLocal Syntax: Entity.VectorToLocal( slotId, dir ) transform vector from world to local coordinates. uses object when slot&lt;0&#160;
DelegateCalls &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindEntity.&#160;
GoalParamsHelper &#160;
Movie
AbortSequence Syntax: Movie.AbortSequence(sSequenceName) Aborts the specified sequence.&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindMovie.&#160;
PauseSequences Syntax: Movie.PauseSequences() Pauses all the sequences.&#160;
PlaySequence Syntax: Movie.PlaySequence(sSequenceName) Plays the specified sequence. ! Start a sequence @param pszName Name of sequence&#160;
ResumeSequences Syntax: Movie.ResumeSequences() Resume all the sequences.&#160;
StopAllCutScenes Syntax: Movie.StopAllCutScenes() Stops all the cut scenes. &#160;
StopAllSequences Syntax: Movie.StopAllSequences() Stops all the video sequences. &#160;
StopSequence Syntax: Movie.StopSequence(sSequenceName) Stops the specified sequence.&#160;
MusicLogic
SendEvent Syntax: MusicLogic.SendEvent( eventName ) Send an event to the music logic. &#160;
SetEvent Syntax: MusicLogic.SetEvent( eMusicEvent ) Sets an event in the music logic. Available music event ids are: &#160;
StartLogic Syntax: MusicLogic.StartLogic() Starts the music logic. &#160;
StopLogic Syntax: MusicLogic.StopLogic() Stops the music logic. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindMusicLogic.&#160;
Particle
Attach Syntax: Particle.Attach() Attaches an effect. &#160;
CreateDecal Syntax: Particle.CreateDecal( pos, normal, size, lifeTime, textureName ) Creates a decal with the specified parameters.&#160;
CreateEffect Syntax: Particle.CreateEffect( name, params ) Creates a new particle effect. &#160;
CreateMatDecal Syntax: Particle.CreateMatDecal( pos, normal, size, lifeTime, materialName ) Creates a material decal.&#160;
DeleteEffect Syntax: Particle.DeleteEffect( name ) Deletes the specified particle effect. &#160;
Detach Syntax: Particle.Detach() Detaches an effect.&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindParticle.&#160;
IsEffectAvailable Syntax: Particle.IsEffectAvailable( name ) Checks if the specified particle effect is available. &#160;
SpawnEffect Syntax: Particle.SpawnEffect( effectName, pos, dir ) Spawns an effect. &#160;
SpawnEffectLine Syntax: Particle.SpawnEffectLine( effectName, startPos, endPos, dir, scale, slices ) Spawns an effect line. &#160;
SpawnParticles Syntax: Particle.SpawnParticles( params, pos, dir ) Spawns a particle effect. &#160;
Physics
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindPhysics.&#160;
RayTraceCheck Syntax: Physics.RayTraceCheck( src, dst, skipEntityId1, skipEntityId2 ) Check if ray segment from src to dst intersect anything.&#160;
RayWorldIntersection Syntax: Physics.RayWorldIntersection( vPos, vDir, nMaxHits, iEntTypes [, skipEntityId1 [, skipEntityId2]] ) Check if ray segment from src to dst intersect anything.&#160;
RegisterExplosionCrack Syntax: Physics.RegisterExplosionCrack( sGeometryFile, int nMaterialId ) Register a new crack for breakable object.&#160;
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.&#160;
SamplePhysEnvironment Syntax: Physics.SamplePhysEnvironment( pt, r [, objtypes] ) Find physical entities touched by a sphere.&#160;
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.&#160;
Script
Debug DOC-IGNORE-BEGIN Syntax: Script.Debug() DEACTIVATED.&#160;
DebugFull DOC-IGNORE-BEGIN Syntax: Script.DebugFull() DEACTIVATED.&#160;
DumpLoadedScripts Syntax: Script.DumpLoadedScripts() Dumps all the loaded scripts. !Dump all loaded scripts path calling IScriptSystemSink::OnLoadedScriptDump @see IScriptSystemSink&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindScript.&#160;
KillTimer Syntax: Script.KillTimer( nTimerId ) Stops a timer set by the Script.SetTimer function.&#160;
LoadScript Syntax: Script.LoadScript(scriptName) Loads the script.&#160;
ReloadEntityScript Syntax: Script.ReloadEntityScript( className ) Reloads the specified entity script.&#160;
ReloadScript Syntax: Script.ReloadScript() Reload the script. !reload a specified script. If the script wasn&#39;t loaded at least once before the function will fail @param sFileName path of the script that has to be reloaded&#160;
ReloadScripts Syntax: Script.ReloadScripts() Reloads all the scripts. !reload all previosly loaded scripts&#160;
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: &#160;
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: &#160;
UnloadScript Syntax: Script.UnloadScript() Unloads the script. !unload script from the &quot;loaded scripts map&quot; so if this script is loaded again the Script system will reloadit. this function doesn&#39;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&#160;
Sound
ActivateAudioDevice Syntax: Sound.ActivateAudioDevice() Activates audio device.&#160;
AddMusicMoodEvent Syntax: Sound.AddMusicMoodEvent(pszMood [, fTimeout]) Adds an event for the specified music mood. &#160;
AddSoundFlags Syntax: Sound.AddSoundFlags()&#160;
CreateListener Syntax: Sound.CreateListener() Creates a new Listener&#160;
DeactivateAudioDevice Syntax: Sound.DeactivateAudioDevice() Deactivates the audio device.&#160;
EndMusicTheme Syntax: Sound.EndMusicTheme([nThemeFadeType [, nForceEndLimitInSec [, bEndEverything]]])&#160;
FXEnable Syntax: Sound.FXEnable( pSound, nEffectNumber ) Enables the specified effect number. &#160;
GetDirectionalAttenuationMaxScale Syntax: Sound.GetDirectionalAttenuationMaxScale() Gets the maximum scale of the directional attenuation. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindSound.&#160;
GetMusicMoods Syntax: Sound.GetMusicMoods(pszTheme) Gets the music moods for the specified music theme. &#160;
GetMusicStatus Syntax: Sound.GetMusicStatus() Gets the music status and logs the value to the console. &#160;
GetMusicThemes Syntax: Sound.GetMusicThemes() Gets the music themes. &#160;
GetSoundLength Syntax: Sound.GetSoundLength(pSound) Gets the sound length in seconds.&#160;
GetSoundMoodFade Syntax: Sound.GetSoundMoodFade(sSoundMoodName) Gets the fade value for the specified sound mood. ! Get the SoundMood fade value&#160;
GetSoundVolume Syntax: Sound.GetSoundVolume(sound) Gets sound volume.&#160;
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&#160;
IsInMusicMood Syntax: Sound.IsInMusicMood(pszMood) Checks if we are currently playing the specified music mood. &#160;
IsInMusicTheme Syntax: Sound.IsInMusicTheme(pszTheme) Checks if we are currently playing the specified music theme. &#160;
IsPlaying Syntax: Sound.IsPlaying() Checks if the sound is playing.&#160;
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&#160;
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&#160;
Load3DSound Syntax: Sound.LoadSound(sound [,flags [,volume [, min [, clipDistance [, priority [, group]]]]]]) Loads a 3D sound.&#160;
LoadMusic Syntax: Sound.LoadMusic(pszFilename)&#160;
LoadSound Syntax: Sound.LoadSound(sound, flags) Loads the specified sound.&#160;
LoadStreamSound Syntax: Sound.LoadStreamSound(sound, flags) Loads a stream sound.&#160;
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.&#160;
PlayEx Syntax: Sound.PlayEx( sGroupAndSoundName, nSoundFlags, fVolume, pos, minRadius, maxRadius ) Play sound file.&#160;
PlayPattern Syntax: Sound.PlayPattern(pszPattern, bStopPrevious, bPlaySynched) Play the named pattern&#160;
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-&gt;GetParamCount()&lt;1 || pH-&gt;GetParamCount()&gt;2) { m_pSS-&gt;RaiseError(&quot;System.LoadStreamSound wrong number of arguments&quot;); return pH-&gt;EndFunction(); }; const char *sSound; // int nID; ISound *pSound; pH-&gt;GetParam(1,sSound); int nFlags=0; if (pH-&gt;GetParamCount()&gt;1) pH-&gt;GetParam(2, nFlags); string szPath; ICVar *g_language = gEnv-&gt;pConsole-&gt;GetCVar(&quot;g_language&quot;); assert(g_language); szPath = &quot;LANGUAGES/&quot;; szPath += g_language-&gt;GetString(); szPath += &quot;/&quot;; szPath += sSound; pSound = m_pSoundSystem-&gt;LoadSound(szPath.c_str(),FLAG_SOUND_STREAM | nFlags); if (pSound) { pSound-&gt;AddRef(); return pH-&gt;EndFunction(ScriptHandle(pSound)); } return pH-&gt;EndFunction(); } ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// ! Start playing a sound, loops... <a href='CScriptBindSound__PlaySound@IFunctionHandler__.html'>more</a>&#160;
PlayStinger Syntax: Sound.PlayStinger() Plays stinger. &#160;
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.&#160;
RegisterSoundMood Syntax: Sound.RegisterSoundMood(sSoundMoodName) Registers the specified sound mood.&#160;
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&#160;
RemoveListener Syntax: Sound.RemoveListener(nListenerID) Removes a Listener&#160;
SerializeMusicInternal Syntax: Sound.SerializeMusicInternal([bSave]) Serializes the music internal. &#160;
SetDefaultMusicMood Syntax: Sound.SetDefaultMusicMood(pszMood) Sets the specified music mood as the default mood. &#160;
SetDirectionalAttenuation Syntax: Sound.SetDirectionalAttenuation( vPos, vDir, fConeInRadians ) Sets a directional attenuation of the sounds. &#160;
SetFadeTime Syntax: Sound.SetFadeTime(sound, fadeGoal, fadeTimeInMS) Sets the fade time for the sound.&#160;
SetFXSetParamEQ Syntax: Sound.SetFXSetParamEQ( pSound, fCenter, fBandwidth, fGain ) Sets some parameters to the sound effect. &#160;
SetListener Syntax: Sound.SetListener(nListenerID, vPos, vForward, vTop, bActive, fRecord, vVel) Sets attributes to a Listener&#160;
SetMasterMusicEffectsVolume Syntax: Sound.SetMasterMusicEffectsVolume(newMusicVol) Set the master volume for music effects.&#160;
SetMasterVolumeScale Syntax: Sound.SetMasterVolumeScale(scale) Sets the master volume scale.&#160;
SetMenuMusic Syntax: Sound.SetMenuMusic( bPlayMenuMusic, pszTheme, pszMood ) Play (or don&#39;t) the specified music on the menu screen.&#160;
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&#160;
SetMusicMood Syntax: Sound.SetMusicMood(pszMood [, bPlayFromStart [, bForceChange]]) Sets the specified music mood. &#160;
SetMusicTheme Syntax: Sound.SetMusicTheme(pszTheme [, bForceChange [, bKeepMood [, nDelayInSec]]]) Sets the music theme. &#160;
SetObstructionOffset Syntax: Sound.SetObstructionOffset(fOffsetInMeters) Sets the audio obstruction offset in meters in regards to the origin (sound emitter). &#160;
SetParameterValue Syntax: Sound.SetParameterValue( SoundID, sParameterName, fParameterValue ) Changes a parameter value of a specific sound (if supported)&#160;
SetPauseAllPlaying Syntax: Sound.SetPauseAllPlaying( bPause ) Sets/unsets pause for all the playing sounds.&#160;
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&#160;
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&#160;
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&#160;
SetSoundPitching Syntax: Sound.SetSoundPitching(sound, pitching) Sets the sound pitching. &#160;
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&#160;
SetSoundRatio Syntax: Sound.SetSoundRatio(pSound, fRatio) Sets the sound ratio. &#160;
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-&gt;GetParam(2, iLoopPt1); pH-&gt;GetParam(3, iLoopPt2); if (pSound) pSound-&gt;SetLoopPoints(iLoopPt1, iLoopPt2); return pH-&gt;EndFunction(); } ! int CScriptBindSound::AddSoundFlags(IFunctionHandler *pH) { int iFlags; int nCookie=0; ISound *pISound = NULL; SCRIPT_CHECK_PARAMETERS(2); pH-&gt;GetParamUDVal(1,(int &amp;)pISound,nCookie); pH-&gt;GetParam(2, iFlags); if (pISound &amp;&amp; (nCookie==USER_DATA_SOUND)) pISound-&gt;AddFlags(iFlags); return pH-&gt;EndFunction();&#160;
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&#160;
SetWeatherCondition Syntax: Sound.SetWeatherCondition(fWeatherTemperatureInCelsius, fWeatherHumidityAsPercent, fWeatherInversion) Sets the weather condition. &#160;
Silence Syntax: Sound.Silence() Silences the sound.&#160;
StopSound Syntax: Sound.StopSound(sound) Stops the sound. nSoundHandle can be SoundID or Ptr. ! Stop playing a sound @param nID ID of the sound&#160;
UnloadMusic Syntax: Sound.UnloadMusic() Unloads the music. &#160;
UnloadProjects Syntax: Sound.UnloadProjects() Unloads the projects.&#160;
UnregisterSoundMood Syntax: Sound.UnregisterSoundMood(sSoundMoodName) Unregisters the specified sound mood.&#160;
UnregisterWeightedEaxEnvironment Syntax: Sound.UnregisterWeightedEaxEnvironment( sPresetName, entityId ) Unregisters a weighted EAX (Environmental Audio Extension) environment. ! Unregisters an active EAX Preset Area&#160;
UpdateSoundMood Syntax: Sound.RegisterSoundMood(sSoundMoodName, fFade [, nFadeTimeInMS]) Updates the specified sound mood.&#160;
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)&#160;
System
ActivateLight DOC-IGNORE-BEGIN Syntax: System.ActivateLight(name, activate) NOT SUPPORTED ANYMORE.&#160;
ActivatePortal Syntax: System.ActivatePortal( vPos, bActivate, nID ) Activates/deactivates a portal. &#160;
AddCCommand Syntax: System.AddCCommand( sCCommandName, sCommand, sHelp) Adds a C command to the system. &#160;
ApplicationTest Syntax: System.ApplicationTest( pszParam ) Test the application with the specified parameters.&#160;
ApplyForceToEnvironment Syntax: System.ApplyForceToEnvironment( pos, force, radius) Applies a force to the environment. &#160;
Break Syntax: System.Break() Breaks the application with a fatal error message.&#160;
BrowseURL Syntax: System.BrowseURL(szURL) Browses a URL address.&#160;
CheckHeapValid Syntax: System.CheckHeapValid(name) Checks the heap validity. &#160;
ClearConsole Syntax: System.ClearConsole() Clears the console. ! Clear the console&#160;
ClearKeyState Syntax: System.ClearKeyState() Clear the key state&#160;
CreateDownload Syntax: System.CreateDownload() ! Creates a download object @return download object just created&#160;
DebugStats Syntax: System.DebugStats( cp )&#160;
DeformTerrain Syntax: System.DeformTerrain() Deforms the terrain.&#160;
DeformTerrainUsingMat Syntax: System.DeformTerrainUsingMat() Deforms the terrain using material.&#160;
Draw2DLine Syntax: System.Draw2DLine(p1x, p1y, p2x, p2y, r, g, b, alpha ) Draws a 2D line. &#160;
DrawLabel Syntax: System.DrawLabel( vPos, fSize, text [, r [, g [, b [, alpha]]]] ) Draws a label with the specified parameter. &#160;
DrawLine Syntax: System.DrawLine( p1, p2, r, g, b, alpha ) Draws a line. &#160;
DrawText Syntax: System.DrawText( x, y, text, font, size, p2y, r, g, b, alpha ) Draws a text.&#160;
DrawTriStrip Syntax: System.DrawTriStrip(handle, nMode, vtxs, r, g, b, alpha ) Draws a triangle strip.&#160;
DumpMemoryCoverage Syntax: System.DumpMemoryCoverage( bUseKB ) Dumps memory coverage.&#160;
DumpMemStats Syntax: System.DumpMemStats( bUseKB ) Dumps memory statistics.&#160;
DumpMMStats Syntax: System.DumpMMStats() Dumps the MM statistics. &#160;
DumpWinHeaps Syntax: System.DumpWinHeaps() Dumps windows heaps.&#160;
EnableHeatVision DOC-IGNORE-BEGIN Syntax: System.EnableHeatVision() Is not supported anymore.&#160;
EnableMainView DOC-IGNORE-BEGIN Syntax: System.EnableMainView() Feature unimplemented.&#160;
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-&gt;pAISystem-&gt;GetNodeGraph(); Vec3 start = pVecOrigin.Get(); Vec3 end = pVecDestination.Get(); if ((start.x&lt;0)||(start.x&gt;2000.f)||(start.y&lt;0)||(start.y&gt;2000.f)) { m_pLog-&gt;LogError(&quot;[CRASHWARNING] Unnaturally high value placed for sound detection&quot;); return pH-&gt;EndFunction(true); // there is no sound occlusion in outdoor } if ((end.x&lt;0)||(end.x&gt;2000.f)||(end.y&lt;0)||(end.y&gt;2000.f)) { m_pLog-&gt;LogError(&quot;[CRASHWARNING] Unnaturally high value placed for sound detection&quot;); return pH-&gt;EndFunction(true); // there is no sound occlusion in outdoor } GraphNode *pStart = pGraph-&gt;GetEnclosing(pVecOrigin.Get()); if (pStart-&gt;nBuildingID&lt;0) return pH-&gt;EndFunction(true); // there is no sound occlusion in outdoor GraphNode *pEnd = pGraph-&gt;GetEnclosing(pVecDestination.Get()); if (pStart-&gt;nBuildingID!=pEnd-&gt;nBuildingID) return pH-&gt;EndFunction(false); // if in 2 different... <a href='CScriptBindSystem__EnableOceanRendering@IFunctionHandler__.html'>more</a>&#160;
EnumAAFormats Syntax: System.EnumAAFormats( m_Width, m_Height, m_BPP ) Enumerates the AA formats.&#160;
EnumDisplayFormats Syntax: System.EnumDisplayFormats() Enumerates display formats.&#160;
Error Syntax: System.Error(sText) Shows a message text with the error severity. &#160;
ExecuteCommand Syntax: System.ExecuteCommand(szCmd) Executes a command. &#160;
GetConfigSpec Syntax: System.GetConfigSpec() Gets the config specification. &#160;
GetCPUQuality CW: added for script based system analysis Syntax: System.GetCPUQuality() Gets the CPU quality.&#160;
GetCurrAsyncTime Syntax: System.GetCurrAsyncTime() Gets the current asynchronous time.&#160;
GetCurrTime Syntax: System.GetCurrTime() Gets the current time. &#160;
GetCVar Syntax: System.GetCVar( sCVarName) Gets the value of a CVariable.&#160;
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&#160;
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&#160;
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&#160;
GetEntitiesInSphereByClass Syntax: System.GetEntitiesInSphereByClass( centre, radius, EntityClass ) Gets all the entities contained into the specified sphere for the specific class name.&#160;
GetEntity Syntax: System.GetEntity(entityId) Gets an entity from its ID. !Get an entity by id @param nID the entity id&#160;
GetEntityByGUID Syntax: System.GetEntityByGUID( SmartScriptTable dataTable ) Retrieve entity table for the first entity withe the given EntityGUID&#160;
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.&#160;
GetEntityClass Syntax: System.GetEntityClass(entityId) Gets an entity class from its ID.&#160;
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.&#160;
GetFrameID Syntax: System.GetFrameID() Gets the frame identifier. &#160;
GetFrameTime Syntax: System.GetFrameTime() Gets the frame time. &#160;
GetGPUQuality Syntax: System.GetGPUQuality() Gets the GPU quality.&#160;
GetHDRDynamicMultiplier Syntax: System.GetHDRDynamicMultiplier() Gets hte HDR dynamic multiplier.&#160;
GetLocalOSTime Syntax: System.GetLocalOSTime() Gets the local operating system time. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindSystem.&#160;
GetNearestEntityByClass Syntax: System.GetNearestEntityByClass( centre, radius, className ) Gets the nearest entity with the specified class.&#160;
GetOutdoorAmbientColor Syntax: System.GetOutdoorAmbientColor() Gets the outdoor ambient color. &#160;
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&#160;
GetPhysicalEntitiesInBoxByClass Syntax: System.GetPhysicalEntitiesInBoxByClass( centre, radius, className ) Gets all the entities contained into the specified area for the specific class name.&#160;
GetPostProcessFxParam Syntax: System.GetPostProcessFxParam( pszEffectParam, value ) Gets a post processing effect parameter value. &#160;
GetScreenFx const char*, const char &#160;
GetSkyColor Syntax: Vec3 System.GetSkyColor() Retrieve color of the sky (outdoor ambient color).&#160;
GetSkyHighlight Syntax: System.SetSkyHighlight( params ) Retrieves Sky highlighing parameters. see SetSkyHighlight for parameters description.&#160;
GetSunColor Syntax: Vec3 System.GetSunColor() Retrieve color of the sun outdoors.&#160;
GetSurfaceTypeIdByName Syntax: System.GetSurfaceTypeIdByName( surfaceName ) Gets the surface type identifier by its name. &#160;
GetSurfaceTypeNameById Syntax: System.GetSurfaceTypeNameById( surfaceId ) Gets the surface type name by its identifier.&#160;
GetSystemMem Syntax: System.GetSystemMem() Gets the amount of the memory for the system.&#160;
GetTerrainElevation Syntax: System.GetTerrainElevation( v3Pos ) Gets the terrain elevation of the specified position. &#160;
GetUserName Syntax: System.GetUserName() Gets the username on this machine. &#160;
GetVideoMem Syntax: System.GetVideoMem() Gets the amount of the video memory for the system.&#160;
GetViewCameraAngles Syntax: System.GetViewCameraAngles() Gets the view camera angles.&#160;
GetViewCameraDir Syntax: System.GetViewCameraDir() Gets the view camera direction.&#160;
GetViewCameraFov Syntax: System.GetViewCameraFov() Gets the view camera fov.&#160;
GetViewCameraPos Syntax: System.GetViewCameraPos() Gets the view camera position.&#160;
GetWind Syntax: System.SetWind() Gets the wind direction. &#160;
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.). &#160;
IsEditing Syntax: System.IsEditing() Checks if the system is in pure editor mode, i.e. not editor game mode.&#160;
IsEditor Syntax: System.IsEditor() Checks if the system is the editor.&#160;
IsHDRSupported Syntax: System.IsHDRSupported() Checks if the HDR is supported.&#160;
IsMultiplayer Syntax: System.IsMultiplayer() Checks if the game is multiplayer. &#160;
IsPointIndoors Syntax: System.IsPointIndoors( vPos ) Checks if a point is indoors.&#160;
IsPointVisible Syntax: System.IsPointVisible( point ) Checks if the specified point is visible.&#160;
IsPS20Supported Syntax: System.IsPS20Supported() Checks if the PS20 is supported.&#160;
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-&gt;GetParam(1,*oVec)) { pH-&gt;GetParam(2, bActive); m_p3DEngine-&gt;GetBuildingManager()-&gt;ActivateMainLight(oVec.Get(), bActive); } return pH-&gt;EndFunction(); } int CScriptBindSystem::SetSkyBox(IFunctionHandler *pH) { SCRIPT_CHECK_PARAMETERS(3); const char *pszShaderName; float fBlendTime; bool bUseWorldBrAndColor; pH-&gt;GetParam(1, pszShaderName); pH-&gt;GetParam(2, fBlendTime); pH-&gt;GetParam(3, bUseWorldBrAndColor); m_p3DEngine-&gt;SetSkyBox(pszShaderName);// not supported now: fBlendTime, bUseWorldBrAndColor); return pH-&gt;EndFunction();&#160;
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)&#160;
LoadLocalizationXml Syntax: System.LoadLocalizationXml( filename ) Loads Excel exported xml file with text and dialog localization data. &#160;
Log Syntax: System.Log(sText) Logs a message. ! Write a message into the log file and the console @param String to write @see stuff&#160;
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&#160;
LogToConsole Syntax: System.LogToConsole(sText) Logs a message to the console. ! Write a string to the console @param String to write @see CScriptBindSystem::Log&#160;
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&#160;
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&#160;
Quit Syntax: System.Quit() Quits the program.&#160;
QuitInNSeconds Syntax: System.QuitInNSeconds( fInNSeconds ) Quits the application in the specified number of seconds.&#160;
RayTraceCheck Syntax: System.RayTraceCheck(src, dst, skipId1, skipId2) &#160;
RayWorldIntersection Syntax: System.RayWorldIntersection(vPos, vDir, nMaxHits, iEntTypes) Shots rays into the world.&#160;
RemoveEntity Syntax: System.RemoveEntity( entityId ) Removes the specified entity. &#160;
ResetPoolEntity Syntax: System.ResetPoolEntity(entityId) Resets the entity&#39;s bookmarked, which frees memory.&#160;
ReturnEntityToPool Syntax: System.ReturnEntityToPool(entityId) Returns the bookmarked entity to the pool, destroying it.&#160;
SaveConfiguration Syntax: System.SaveConfiguration() Saves the configuration.&#160;
ScanDirectory Syntax: System.ScanDirectory( pszFolderName, nScanMode ) Scans a directory. &#160;
ScreenToTexture Syntax: System.ScreenToTexture() &#160;
SetBudget Syntax: System.SetBudget(sysMemLimitInMB, videoMemLimitInMB, frameTimeLimitInMS, soundChannelsPlayingLimit, soundMemLimitInMB, numDrawCallsLimit ) Sets system budget.&#160;
SetConsoleImage Syntax: System.SetConsoleImage( pszName, bRemoveCurrent ) Sets the console image. &#160;
SetCVar Syntax: System.SetCVar( sCVarName, value ) Sets the value of a CVariable. &#160;
SetGammaDelta Syntax: System.SetGammaDelta( fDelta ) Sets the gamma/delta value.&#160;
SetHDRDynamicMultiplier Syntax: System.SetHDRDynamicMultiplier( fMul ) Sets the HDR dynamic multiplier.&#160;
SetOutdoorAmbientColor Syntax: System.GetOutdoorAmbientColor( v3Color ) v3Color - Outdoor ambient color value. Sets the outdoor ambient color. &#160;
SetPostProcessFxParam Syntax: System.SetPostProcessFxParam( pszEffectParam, value ) Sets a post processing effect parameter value. &#160;
SetScissor Syntax: System.SetScissor( x, y, w, h ) Sets scissor info. set scissoring screen area&#160;
SetScreenFx Syntax: System.SetScreenFx( pszEffectParam, value ) Sets a post processing effect parameter value. &#160;
SetSkyColor Syntax: System.SetSkyColor( vColor ) Set color of the sky (outdoors ambient color).&#160;
SetSkyHighlight Syntax: System.SetSkyHighlight( params ) Set Sky highlighing parameters.&#160;
SetSunColor Syntax: System.SetSunColor( vColor ) Set color of the sun, only relevant outdoors.&#160;
SetViewCameraFov Syntax: System.SetViewCameraFov( fov ) Sets the view camera fov.&#160;
SetVolumetricFogModifiers Syntax: System.SetVolumetricFogModifiers( gobalDensityModifier, atmosphereHeightModifier ) Sets the volumetric fog modifiers.&#160;
SetWaterVolumeOffset Syntax: System.SetWaterVolumeOffset() SetWaterLevel is not supported by 3dengine for now.&#160;
SetWind Syntax: System.SetWind( vWind ) Sets the wind direction. &#160;
ShowConsole Syntax: System.ShowConsole(nParam) Shows/hides the console. &#160;
ShowDebugger Syntax: System.ShowDebugger() Shows the debugger. &#160;
SpawnEntity Syntax: System.SpawnEntity( params ) Spawns an entity. &#160;
ViewDistanceGet Syntax: System.ViewDistanceSet() Gets the view distance. &#160;
ViewDistanceSet Syntax: System.ViewDistanceSet( fViewDist ) Sets the view distance. &#160;
Warning Syntax: System.Warning(sText) Shows a message text with the warning severity. &#160;
C_ScriptBindBindingTool Class
CheckValidity Syntax: BindingTool.CheckValidity() Checks bindings validity in database for current level. &#160;

Generated: 6/26/2014 3:31:47 PM,  Number of changes: 2000

Member nameDescription
C_ScriptBindGameCodeCoverage Class
CheckNumCCCPointHits Syntax: GameCodeCoverage.CheckNumCCCPointHits(&quot;ActorStance_OtherActorStartHorse&quot;);&#160;
EnableReportUnwatched Syntax: GameCodeCoverage.EnableReportUnwatched(true);&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class C_ScriptBindGameCodeCoverage.&#160;
Reset Syntax: GameCodeCoverage.Reset();&#160;
ResetCCCPointHitCounters Syntax: GameCodeCoverage.ResetCCCPointHitCounters(&quot;ActorStance_OtherActorStartHorse&quot;);&#160;
SCCPOINT Syntax: GameCodeCoverage.SCCPOINT(&quot;MyPoint_ProximityTrigger_OnEntered&quot;);&#160;
SCCPOINTID Syntax: GameCodeCoverage.SCCPOINTID(&quot;MyPoint_ProximityTrigger_OnEntered&quot;, idx); Same as SCCPOINT but will pas one additional user index to callback. &#160;
WatchCCCPoint Syntax: GameCodeCoverage.WatchCCCPoint(&quot;ActorStance_OtherActorStartHorse&quot;, {});&#160;
Trace
GetMemoryUsage This is GetMemoryUsage, a member of class C_ScriptBindTrace.&#160;
PlotXY Syntax: Trace.PlotXY(level, x, y, tag)&#160;
TableXY This is TableXY, a member of class C_ScriptBindTrace.&#160;
CScriptBindHitDeathReactions Class
EndCurrentReaction Ends the current reaction &#160;
EndReactionAnim Ends the current reaction anim, if any &#160;
ExecuteDeathReaction Executes a death reaction using the default C++ execution code Params: reactionParams = script table with the reaction parameters &#160;
ExecuteHitReaction Executes a hit reaction using the default C++ execution code Params: reactionParams = script table with the reaction parameters &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindHitDeathReactions.&#160;
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 &#160;
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 &#160;
StartInteractiveAction Starts an interactive action. Params: szActionName = name of the interactive action &#160;
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) &#160;
C_ScriptBindDialog Class
AnalyzeRequest Syntax: DialogModule.AnalyzeRequest() Analyze dialog request situation. Checks if entities are in correct distance and facing correct directions. &#160;
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. &#160;
StartMonolog Syntax: DialogModule.StartMonolog(entity, 2258) Start monolog using dialog system. Specific topic can be selected. &#160;
Actor
AddFrost Syntax: actor.AddFrost( float frost ) Adds the specified frost amount. &#160;
AttachTo &#160;
AttachVulnerabilityEffect Syntax: Actor.AttachVulnerabilityEffect( int characterSlot, int partid, Vec3 hitPos, float radius, const char* effect, const char* attachmentIdentifier) Attaches vulnerability effect. &#160;
CameraShake Syntax: Actor.CameraShake( float amount,float duration,float frequency,Vec3 pos ) Applies a shake movement to the camera.&#160;
ChangeAnimGraph Syntax: Actor.ChangeAnimGraph( const char *graph, int layer ) Changes the animation graph. &#160;
CheckInventoryRestrictions Syntax: Actor.CheckInventoryRestrictions( const char *itemClassName ) Checks if there is any restriction in the inventory for the specific item class. &#160;
CheckVirtualInventoryRestrictions Syntax: Actor.CheckVirtualInventoryRestrictions( SmartScriptTable inventory, const char *itemClassName ) Checks if there is any restriction in the virtual inventory for the specific item class. &#160;
ClearForcedLookDir &#160;
ClearForcedLookObjectId &#160;
CreateCodeEvent Syntax: Actor.CreateCodeEvent( SmartScriptTable params ) Creates a code event. &#160;
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. &#160;
DumpActorInfo Syntax: Actor.DumpActorInfo() Dumps actor info in the log file. &#160;
EnableAspect Syntax: Actor.EnableAspect( const char *aspect, bool enable ) Enables/Disables the specified aspect. &#160;
EquipClothingPreset Clothing ============================================= Syntax: Actor.EquipClothingPreset( &quot;46ea38bb-0be7-ca10-a8ac-d526056c04b3&quot; ) Clothing preset is equipped to actor. Dirt level of actor is used for new items. Health of equipment slots is ignored. &#160;
EquipInventoryItem Syntax: Actor.EquipInventoryItem( ScriptHandle itemId ) Equips item from inventory &#160;
Fall Syntax: Actor.Fall( Vec3 hitPos ) Makes the actor falling down. &#160;
GetAngles Syntax: Actor.GetAngles() Gets the rotation angle of the actor.&#160;
GetArmor Syntax: Actor.GetArmor() Gets the amount of armor. &#160;
GetChannel Syntax: Actor.GetChannel() Gets network channel. &#160;
GetCloseColliderParts Syntax: Actor.GetCloseColliderParts( int characterSlot, Vec3 hitPos, float radius ) Gets the closer collider parts. &#160;
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.&#160;
GetCurrentAnimationState Syntax: Actor.GetCurrentAnimationState() Gets the state for the current animation. &#160;
GetExtensionParams Syntax: Actor.GetExtensionParams( const char *extension, SmartScriptTable params ) Gets the parameters for the specified extension. &#160;
GetFrozenAmount Syntax: actor.GetFrozenAmount() Gets the frozen amount. &#160;
GetHeadDir Syntax: Actor.GetHeadDir() Gets the the actor&#39;s head direction. has to be changed! (maybe bone position)&#160;
GetHeadPos Syntax: Actor.GetHeadPos() Gets the actor&#39;s head position. has to be changed! (maybe bone position)&#160;
GetHealth Syntax: Actor.GetHealth() Gets the amount of health. NOTE: call soul.GetHealth() &#160;
GetInitialClothingPreset Syntax: Actor.GetInitialClothingPreset() Returns string - GUID of initial clothing preset &#160;
GetLinkedEntity Syntax: Actor.GetLinkedEntity() Returns entity which is this actor linked to. &#160;
GetMaxArmor Syntax: Actor.GetMaxArmor() Gets the maximum amount of armor. &#160;
GetMaxHealth Syntax: Actor.GetMaxHealth() Gets the maximum amount of health. &#160;
GetPhysicalizationProfile Syntax: Actor.GetPhysicalizationProfile() Gets the physicalization profile. &#160;
GetSpectatorMode Syntax: Actor.GetSpectatorMode() Gets the current spectator mode. &#160;
GoLimp Syntax: Actor.GoLimp() Makes the Actor having a limp. OBSOLETE: in 3.5 &#160;
IsFlying Syntax: Actor.IsFlying() Checks if the actor is flying. &#160;
IsGhostPit Syntax: Actor.IsGhostPit() Checks if the actor in the vehicle is hidden. &#160;
IsLocalClient Syntax: Actor.IsLocalClient() Checks if the script is runnin on a local client. &#160;
IsPlayer Syntax: Actor.IsPlayer() Checks if the actor is the player. &#160;
LinkToEntity Syntax: Actor.LinkToEntity() Links the Actor to an entity. &#160;
PlayerSetViewAngles &#160;
PostPhysicalize Syntax: Actor.PostPhysicalize() Forces the physical proxy to be rebuilt. &#160;
QueueAnimationState Syntax: Actor.QueueAnimationState( const char *animationState ) Pushes an animation state into the queue. &#160;
RagDollize Syntax: Actor.RagDollize() Activates the ragdoll death animations for the Actor. &#160;
RenderScore Syntax: Actor.RenderScore( ScriptHandle player, int kills, int deaths, int ping ) Renders the score to the HUD. &#160;
ResetScores Syntax: Actor.ResetScores() Resets scores. &#160;
ResetVulnerabilityEffects Syntax: Actor.ResetVulnerabilityEffects( int characterSlot ) Resets the vulnerability effects. &#160;
Revive Syntax: actor.Revive() Revives the Actor. &#160;
SetAngles Syntax: Actor.SetAngles( Ang3 vAngles ) Sets the rotation angle for the actor. TOFIX:rendundant with CScriptBindEntity::SetAngles&#160;
SetAnimationInput Syntax: Actor.SetAnimationInput( const char * inputID, const char * value ) Sets the animation input. &#160;
SetClothingDirtLevel Syntax: Actor.SetClothingDirtLevel(0) Sets dirt level on all equipped items &#160;
SetExtensionActivation Syntax: Actor.SetExtensionActivation( const char *extension, bool activation ) &#160;
SetExtensionParams Syntax: Actor.SetExtensionParams( const char *extension, SmartScriptTable params ) Sets some parameters to the specified extension. &#160;
SetForcedLookDir &#160;
SetForcedLookObjectId &#160;
SetHealth Syntax: Actor.SetHealth( float health ) OBSOLETE: use soul.SetHealth(). &#160;
SetLookIK Syntax: Actor.SetLookIK(true) Enable/disable look IK for this actor &#160;
SetMaxHealth Syntax: Actor.SetMaxHealth( float health ) Sets the maximum of health. &#160;
SetMovementControlledByAnimation Syntax: Actor.SetMovementControlledByAnimation(true); Enables or disables animation controlled movement for an actor. &#160;
SetMovementRestriction Syntax: Actor.SetMovementRestriction(true, true) Sets movement restriction. First param is bAllowSprint and second param is bAllowRun.&#160;
SetPhysicalizationProfile Syntax: Actor.SetPhysicalizationProfile( const char *profile ) Sets the physicalization profile. &#160;
SetSearchBeam Syntax: Actor.SetSearchBeam( Vec3 dir ) Sets the search beam. &#160;
SetSpectatorMode Syntax: Actor.SetSpectatorMode( int mode, ScriptHandle targetId ) Sets the specified spectator mode. &#160;
SetSpeedMultiplier Syntax: Actor.SetSpeedMultiplier(float) Value multiplies absolute speed in all stances. &#160;
SetStats Syntax: Actor.SetStats() Sets somes tats for the actor. set some status of the actor&#160;
SetVariationInput Syntax: Actor.SetVariationInput( const char *name, const char* value ) Sets variation input value. &#160;
SetViewLimits Syntax: Actor.SetViewLimits( IFunctionHandler *pH,Vec3 dir,float rangeH,float rangeV ) Sets the limit of the view.&#160;
SetViewShake Syntax: Actor.SetViewShake( Ang3 shakeAngle, Vec3 shakeShift, float duration, float frequency, float randomness ) Sets the shake movement for the view.&#160;
SimulateOnAction Syntax: Actor.SimulateOnAction( IFunctionHandler *pH,const char *action,int mode,float value ) &#160;
StandUp Syntax: Actor.StandUp() Makes the Actor standing up. &#160;
StopTimeWarp Syntax: Actor.StopTimeWarp() Stops time warp effect &#160;
TrackViewControlled Syntax: Actor.TrackViewControlled( int characterSlot ) Checks if the track view is controlled. &#160;
UnequipInventoryItem Syntax: Actor.UnequipInventoryItem( ScriptHandle itemId ) Unequips item from inventory &#160;
VectorToLocal Syntax: Actor.VectorToLocal() Converts a vector to the local coordinates system.&#160;
WarpTime Time effects ============================================= Syntax: Actor.WarpTime(float wantedSpeed, float duration) Slowdown/speedup actor animation for given time period&#160;
Boids
CreateBugsFlock Syntax: Boids.CreateBugsFlock( entity,paramsTable ) Creates a bugs flock and binds it to the given entity.&#160;
CreateFishFlock Syntax: Boids.CreateFishFlock( entity,paramsTable ) Creates a fishes flock and binds it to the given entity.&#160;
CreateFlock Syntax: Boids.CreateFlock( entity,paramsTable ) Creates a flock of boids and binds it to the given entity.&#160;
EnableFlock Syntax: Boids.EnableFlock( entity,paramsTable ) Enables/Disables flock in the entity.&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBindBoids.&#160;
OnBoidHit Syntax: Boids.OnBoidHit( flockEntity,boidEntity,hit ) Events that occurs on boid hit.&#160;
SetAttractionPoint Syntax: Boids.SetAttractionPoint( entity,paramsTable ) Sets the one time attraction point for the boids&#160;
SetFlockParams Syntax: Boids.SetFlockParams( entity,paramsTable ) Modifies parameters of the existing flock in the specified enity.&#160;
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.&#160;
C_ScriptBindGameRules Class
AbortEntityRemoval Syntax: GameRules.AbortEntityRemoval( ScriptHandle entityId ) Aborts the entity removal. &#160;
AbortEntityRespawn Syntax: GameRules.AbortEntityRespawn( ScriptHandle entityId, bool destroyData ) Aborts a respawning for the specified entity. &#160;
AddMinimapEntity Syntax: GameRules.AddMinimapEntity( ScriptHandle entityId, int type, float lifetime ) Adds a mipmap entity. &#160;
AddObjective Syntax: GameRules.AddObjective( int teamId, const char *objective, int status, ScriptHandle entityId ) Adds an objective for the specified team with the specified status. &#160;
AddSpawnGroup Syntax: GameRules.AddSpawnGroup(groupId) Adds a spawn group. &#160;
AddSpawnLocation Syntax: GameRules.AddSpawnLocation(entityId) Adds the spawn location for the specified entity. &#160;
AddSpawnLocationToSpawnGroup Syntax: GameRules.AddSpawnLocationToSpawnGroup(groupId,location) Add a spawn location to spawn a group. &#160;
AddSpectatorLocation Syntax: GameRules.AddSpectatorLocation( ScriptHandle location ) Adds a spectator location.&#160;
AttachTo &#160;
CanChangeSpectatorMode Syntax: GameRules.CanChangeSpectatorMode( ScriptHandle playerId ) Check if it&#39;s possible to change the spectator mode.&#160;
CanCheat Syntax: GameRules.CanCheat() Checks if in this game entity is possible to cheat. &#160;
ChangePlayerClass Syntax: GameRules.ChangePlayerClass( int channelId, const char *className ) Changes the player class. &#160;
ChangeSpectatorMode Syntax: GameRules.ChangeSpectatorMode( ScriptHandle playerId, int mode, ScriptHandle targetId ) Changes the spectator mode.&#160;
CreateTeam Syntax: GameRules.CreateTeam( const char *name ) Creates a team. &#160;
DebugCollisionDamage Syntax: GameRules.DebugCollisionDamage() Debugs collision damage. &#160;
DebugHits Syntax: GameRules.DebugHits() Debugs hits. &#160;
EndGame Syntax: GameRules.EndGame() Ends the game. &#160;
EndGameNear Syntax: GameRules.EndGameNear( ScriptHandle entityId )&#160;
EnteredGame Syntax: GameRules.EnteredGame() Get the game rules and enter the game. &#160;
ForbiddenAreaWarning Syntax: GameRules.ForbiddenAreaWarning( bool active, int timer, ScriptHandle targetId ) Warnings for a forbidden area. &#160;
ForceScoreboard Syntax: GameRules.ForceScoreboard( bool force ) Forces the display of the scoreboard on the HUD. &#160;
ForceSynchedStorageSynch Syntax: GameRules.ForceSynchedStorageSynch( int channelId ) Forces sync storage syncing. &#160;
FreezeInput Syntax: GameRules.FreezeInput( bool freeze ) Freezes the input. &#160;
GameOver For the power struggle tutorial. Syntax: GameRules.GameOver( int localWinner ) Ends the game with a local winner. &#160;
GetChannelId Syntax: GameRules.GetChannelId( playerId ) Gets the channel id where the specified player is. &#160;
GetChannelTeam Syntax: GameRules.GetChannelTeam( int channelId ) Gets the team in the specified channel. &#160;
GetFirstSpawnLocation Syntax: GameRules.GetFirstSpawnLocation( int teamId ) Gets the first spawn location for the team. &#160;
GetFragLead Syntax: GameRules.GetFragLead() Gets the frag lead. &#160;
GetFragLimit Syntax: GameRules.GetFragLimit() Gets the frag limit. &#160;
GetFriendlyFireRatio Syntax: GameRules.GetFriendlyFireRatio() Gets the friendly fire ratio. &#160;
GetHitMaterialId Syntax: GameRules.GetHitMaterialId( const char *materialName ) Gets the hit material identifier from its name. &#160;
GetHitMaterialName Syntax: GameRules.GetHitMaterialName( int materialId ) Gets the hit material name from its identifier. &#160;
GetHitType Syntax: GameRules.GetHitType( int id ) id - Identifier. &#160;
GetHitTypeId Syntax: GameRules.GetHitTypeId( const char *type ) Gets a hit type identifier from the name. &#160;
GetInterestingSpectatorLocation Syntax: GameRules.GetInterestingSpectatorLocation( ) Gets an interesting spectator location.&#160;
GetMinPlayerLimit Syntax: GameRules.GetMinPlayerLimit() Gets the minimum player limit.&#160;
GetMinTeamLimit Syntax: GameRules.GetMinTeamLimit() Gets the minimum team limit. &#160;
GetNextSpectatorTarget Syntax: GameRules.GetNextSpectatorTarget( ScriptHandle playerId, int change ) For 3rd person follow-cam mode. Gets the next spectator target.&#160;
GetPing Syntax: GameRules.GetPing( int channelId ) Gets the ping to a channel. &#160;
GetPlayerByChannelId Syntax: GameRules.GetPlayerByChannelId( int channelId ) Gets the player from the channel id. &#160;
GetPlayerCount Syntax: GameRules.GetPlayerCount() Gets the number of the players. &#160;
GetPlayers Syntax: GameRules.GetPlayers() Gets the player. &#160;
GetPreRoundTime Syntax: GameRules.GetPreRoundTime() Gets the pre-round time. &#160;
GetRandomSpectatorLocation Syntax: GameRules.GetRandomSpectatorLocation( ) Gets a random spectator location.&#160;
GetRemainingGameTime Syntax: GameRules.GetRemainingGameTime() Gets the remaining game time. &#160;
GetRemainingPreRoundTime Syntax: GameRules.GetRemainingPreRoundTime() Gets the remaining pre-round time. &#160;
GetRemainingReviveCycleTime Syntax: GameRules.GetRemainingReviveCycleTime() Gets the remaining cycle time. &#160;
GetRemainingRoundTime Syntax: GameRules.GetRemainingRoundTime() Gets the remaining round time. &#160;
GetRemainingStartTimer Syntax: GameRules.GetRemainingStartTimer( ) Gets the remaining start timer. &#160;
GetReviveTime Syntax: GameRules.GetReviveTime() Gets the revive time. &#160;
GetRoundLimit Syntax: GameRules.GetRoundLimit() Gets the round time limit. &#160;
GetRoundTime Syntax: GameRules.GetRoundTime() Gets the round time. &#160;
GetSpawnGroups Syntax: GameRules.GetSpawnGroups() Gets spawn groups. &#160;
GetSpawnLocation Syntax: GameRules.GetSpawnLocation( playerId, bool ignoreTeam, bool includeNeutral )&#160;
GetSpawnLocationByIdx Syntax: GameRules.GetSpawnLocationByIdx( int idx ) Gets the spawn location from its identifier. &#160;
GetSpawnLocationCount Syntax: GameRules.GetSpawnLocationCount() Gets the number of the spawn location. &#160;
GetSpawnLocationGroup Syntax: GameRules.GetSpawnLocationGroup(spawnId) Gets spawn location group. &#160;
GetSpawnLocations Syntax: GameRules.GetSpawnLocations() Gets the spawn locations. &#160;
GetSpectatorCount Syntax: GameRules.GetSpectatorCount() Gets the number of the spectators.&#160;
GetSpectatorLocation Syntax: GameRules.GetSpectatorLocation( int idx ) Gets the spectator location from its identifier.&#160;
GetSpectatorLocationCount Syntax: GameRules.GetSpectatorLocationCount( ) Gets the number of the spectator locations.&#160;
GetSpectatorLocations Syntax: GameRules.GetSpectatorLocations( ) Gets the spectator locations.&#160;
GetSynchedEntityValue Syntax: GameRules.GetSynchedEntityValue( ScriptHandle entityId, int key ) Gets the specified sync entity value. &#160;
GetSynchedGlobalValue Syntax: GameRules.GetSynchedGlobalValue( int key ) Gets the sync global value from its key. &#160;
GetTeam Syntax: GameRules.GetTeam( ScriptHandle playerId ) Gets the team of the specified player. &#160;
GetTeamChannelCount Syntax: GameRules.GetTeamChannelCount( int teamId ) Gets the team channel count. &#160;
GetTeamCount Syntax: GameRules.GetTeamCount( ) Gets the team number. &#160;
GetTeamDefaultSpawnGroup Syntax: GameRules.GetTeamDefaultSpawnGroup( int teamId ) Gets team default spawn group. &#160;
GetTeamId Syntax: GameRules.GetTeamId( const char *teamName ) Gets the team identifier from the team name. &#160;
GetTeamLock Syntax: GameRules.GetTeamLock() Gets the team lock. &#160;
GetTeamName Syntax: GameRules.GetTeamName( int teamId ) Gets the name of the specified team. &#160;
GetTeamPlayerCount Syntax: GameRules.GetTeamPlayerCount( int teamId ) Gets the number of players in the specified team. &#160;
GetTeamPlayers Syntax: GameRules.GetTeamPlayers( int teamId ) Gets the players in the specified team. &#160;
GetTimeLimit Syntax: GameRules.GetTimeLimit() Gets the time limit. &#160;
IsClient Syntax: GameRules.IsClient() Checks if this entity is a client. &#160;
IsDemoMode Syntax: GameRules.IsDemoMode() Checks if the game is running in demo mode. &#160;
IsInvulnerable Syntax: GameRules.IsInvulnerable( ScriptHandle playerId ) Checks if the player is invulnerable. &#160;
IsNeutral Syntax: GameRules.IsNeutral(entityId) Checks if the entity is neutral. &#160;
IsPlayerInGame Syntax: GameRules.IsPlayerInGame(playerId) Checks if the specified player is in game. &#160;
IsProjectile Syntax: GameRules.IsProjectile(entityId) Checks if the specified entity is a projectile. &#160;
IsRoundTimeLimited Syntax: GameRules.IsRoundTimeLimited() Checks if the round time is limited. &#160;
IsSameTeam Syntax: GameRules.IsSameTeam(entityId0,entityId1) Checks if the two entity are in the same team. &#160;
IsServer Syntax: GameRules.IsServer() Checks if this entity is a server. &#160;
IsSpawnGroup Syntax: GameRules.IsSpawnGroup(entityId) Checks if the entity is a spawn group. &#160;
IsTimeLimited Syntax: GameRules.IsTimeLimited() Checks if the game time is limited. &#160;
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. &#160;
MovePlayer Syntax: GameRules.MovePlayer( ScriptHandle playerId, Vec3 pos, Vec3 angles ) Moves the player. &#160;
NextLevel Syntax: GameRules.NextLevel() Loads the next level. &#160;
PerformDeadHit Syntax: GameRules.PerformDeadHit() Performs a death hit. &#160;
ProcessEMPEffect Syntax: GameRules.ProcessEMPEffect( ScriptHandle targetId, float timeScale ) Processes the EMP (Electro Magnetic Pulse) effect. &#160;
RegisterHitMaterial Syntax: GameRules.RegisterHitMaterial( const char *materialName ) Registers the specified hit material. &#160;
RegisterHitType Syntax: GameRules.RegisterHitType( const char *type ) Registers a type for the hits. &#160;
RemoveMinimapEntity Syntax: GameRules.RemoveMinimapEntity( ScriptHandle entityId ) Removes a mipmap entity. &#160;
RemoveObjective Syntax: GameRules.RemoveObjective( int teamId, const char *objective ) Removes an objective. &#160;
RemoveSpawnGroup Syntax: GameRules.RemoveSpawnGroup(groupId) Removes spawn group. &#160;
RemoveSpawnLocation Syntax: GameRules.RemoveSpawnLocation(id) Removes the span location. &#160;
RemoveSpawnLocationFromSpawnGroup Syntax: GameRules.RemoveSpawnLocationFromSpawnGroup(groupId,location) Removes a spawn location from spawn group. &#160;
RemoveSpectatorLocation Syntax: GameRules.RemoveSpectatorLocation( ScriptHandle id ) Removes a spectator location.&#160;
RemoveTeam Syntax: GameRules.RemoveTeam( int teamId ) Removes the specified team. &#160;
RenamePlayer Syntax: GameRules.RenamePlayer( ScriptHandle playerId, const char *name ) Renames the player. &#160;
ResetEntities Syntax: GameRules.ResetEntities( ) &#160;
ResetGameStartTimer Syntax: GameRules.ResetGameStartTimer() Resets game start timer. &#160;
ResetGameTime Syntax: GameRules.ResetGameTime() Resets the game time. &#160;
ResetHitMaterials Syntax: GameRules.ResetHitMaterials() Resets the hit materials. &#160;
ResetHitTypes Syntax: GameRules.ResetHitTypes() Resets the hit types. &#160;
ResetMinimap Syntax: GameRules.ResetMinimap( ) &#160;
ResetObjectives Syntax: GameRules.ResetObjectives( ) Resets all the objectives. &#160;
ResetPreRoundTime Syntax: GameRules.ResetPreRoundTime() Resets the pre-round time. &#160;
ResetReviveCycleTime Syntax: GameRules.ResetReviveCycleTime() Resets the revive cycle time. &#160;
ResetRoundTime Syntax: GameRules.ResetRoundTime() Resets the round time. &#160;
ResetSynchedStorage Syntax: GameRules.ResetSynchedStorage() Resets the sync storage. &#160;
RevivePlayer Syntax: GameRules.RevivePlayer( ScriptHandle playerId, Vec3 pos, Vec3 angles, int teamId, bool clearInventory ) Revives the player. &#160;
RevivePlayerInVehicle Syntax: GameRules.RevivePlayerInVehicle( ScriptHandle playerId, ScriptHandle vehicleId, int seatId, int teamId, bool clearInventory ) Revives a player inside a vehicle. &#160;
ScheduleEntityRemoval Syntax: GameRules.ScheduleEntityRemoval( ScriptHandle entityId, float timer, bool visibility ) Schedules the removal of the specified entity. &#160;
ScheduleEntityRespawn Syntax: GameRules.ScheduleEntityRespawn( ScriptHandle entityId, bool unique, float timer ) Schedules a respawning of the specified entity. &#160;
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. &#160;
SendDamageIndicator Syntax: GameRules.SendDamageIndicator( ScriptHandle targetId, ScriptHandle shooterId, ScriptHandle weaponId ) Send a damage indicator from the shooter to the target. &#160;
SendHitIndicator Syntax: GameRules.SendHitIndicator( ScriptHandle shooterId ) Sends a hit indicator. &#160;
SendTextMessage Syntax: GameRules.SendTextMessage( int type, const char *msg ) Sends a text message type with the specified text. &#160;
ServerExplosion Syntax: GameRules.ServerExplosion( ScriptHandle shooterId, ScriptHandle weaponId, float dmg, Vec3 pos, Vec3 dir, float radius, float angle, float pressure, float holesize ) &#160;
ServerHit Syntax: GameRules.ServerHit( ScriptHandle targetId, ScriptHandle shooterId, ScriptHandle weaponId, float dmg, float radius, int materialId, int partId, int typeId ) &#160;
SetInvulnerability Syntax: GameRules.SetInvulnerability( ScriptHandle playerId, bool invulnerable ) Sets/unsets invulnerability for the specified player. &#160;
SetObjectiveEntity Syntax: GameRules.SetObjectiveEntity( int teamId, const char *objective, ScriptHandle entityId ) Sets the objective entity. &#160;
SetObjectiveStatus Syntax: GameRules.SetObjectiveStatus( int teamId, const char *objective, int status ) Sets the status of an objective. &#160;
SetPlayerSpawnGroup Syntax: GameRules.SetPlayerSpawnGroup(ScriptHandle playerId, ScriptHandle groupId) Sets the player spawn group. &#160;
SetSynchedEntityValue Syntax: GameRules.SetSynchedEntityValue( ScriptHandle entityId, int key ) Sets a sync entity value. &#160;
SetSynchedGlobalValue Syntax: GameRules.SetSynchedGlobalValue( int key , value) Sets a sync global value. &#160;
SetTeam Syntax: GameRules.SetTeam( int teamId, ScriptHandle playerId ) Adds a player to a team. &#160;
SetTeamDefaultSpawnGroup Syntax: GameRules.SetTeamDefaultSpawnGroup( int teamId, groupId) Sets the default spawn group for the team. &#160;
SpawnPlayer Syntax: GameRules.SpawnPlayer( int channelId, const char *name, const char *className, Vec3 pos, Vec3 angles ) Spawns a player. &#160;
SPNotifyPlayerKill Syntax: GameRules.SPNotifyPlayerKill( ScriptHandle targetId, ScriptHandle weaponId, bool bHeadShot ) Notifies that the player kills somebody.&#160;
TextMessage Syntax: GameRules.TextMessage( ) Displays a text message type with the specified text. &#160;
C_ScriptBindHorse Class
GetHorse &#160;
AttachTo &#160;
HasRider Syntax: Horse.HasRider() &#160;
IsMountable Syntax: Horse.IsMountable &#160;
C_ScriptBindHuman Class
GetHuman &#160;
AttachEntityToHand Syntax: Human.AttachEntityToHand(id, hand) Attaches entity to human&#39;s hand &#160;
AttachTo &#160;
CanTalk Syntax: Human.CanTalk() Checks if this human have something to say. &#160;
CycleWeapon Syntax: Human.CycleWeapon() Cycle between primary and secondary weapon set &#160;
DetachFromHand Syntax: Human.DetachFromHand(hand) removes item from human&#39;s hand - drops if not equip or holster otherwise &#160;
Dismount Syntax: Human.Dismount() Mounts selected horse. &#160;
DoStepOnGrindstone Syntax: Human.DoStepOnGrindstone() Perform single step on grindstone, use SetWheelSpeed() for constant speed and automatic pedalling. &#160;
DrawFromInventory Syntax: Human.DrawItemFromInventory( itemId, hand, animate ) Spawn item from inventory to human hands and animate drawing it from somewhere &#160;
DrawWeapon Syntax: Human.DrawWeapon() Draw active weapon set &#160;
ForceDismount Syntax: Human.Dismount() Mounts selected horse. &#160;
ForceMount Syntax: Human.Mount(EntityId horseId) Mounts selected horse. &#160;
GetDialogRequestSourceName Syntax: Human.GetDialogRequestSourceName() Returns name of entity which initiated dialog request with this human. &#160;
GetHorseMountPoint Syntax: Horse.GetHorseMountPoint(EntityId horseId, Vector3 pos, Vector3 dir) &#160;
GetItemInHand &#160;
GetTotalQuality Syntax: Human.GetTotalQuality() Get current health of the weapon. Range &lt;0,1&gt;. 1 is best. &#160;
GetWheelSpeed Syntax: Human.GetWheelSpeed() Returns current wheel speed of the grindstone on which is sharpening performed. Range &lt;0,1&gt;. &#160;
GrabOnLadder Syntax: Actor.GrabOnLadder() Grabs actor on a ladder &#160;
HolsterToInventory Syntax: Human.HolsterToInventory( hand, animate ) Despawn inventory item and animate holstering it to somewhere &#160;
HolsterWeapon Syntax: Human.HolsterWeapon() Holster active weapon set &#160;
InterruptDialog Syntax: Human.InterruptDialog() Interrupts an ongoing dialog. &#160;
IsOnLadder Syntax: Actor.IsOnLadder() Returns 0/1 depending on if actor is already grabbed on a ladder &#160;
IsSharpeningActive Syntax: Human.IsSharpeningActive) Returns sharpening state. True after StartSharpening and false after StopSharpening. &#160;
IsWeaponDrawn Syntax: Human.IsWeaponDrawn() return true if human have any weapon set active &#160;
Mount Syntax: Human.Mount(EntityId horseId) Mounts selected horse. &#160;
MoveToWorstZone Syntax: Human.MoveToWorstZone() Moves to worst sharpened zone or stay on same position, if weapon is sharpened evenly. &#160;
PickUpItem Syntax: Human.PickUpItem( itemId, toHand ) Picks up an item &#160;
PlaceItem Syntax: Human.Place( itemId, entityId, fromHand) Places an item &#160;
PlayAnim &#160;
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. &#160;
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. &#160;
SetAnimMotionParam &#160;
SetGrindstone Syntax: Human.SetGrindstone(EntityId entityId) Sets which grindstone will be used for sharpening. &#160;
SetOptimalRotation Syntax: Human.SetOptimalRotation() Sets optimal rotation on which weapon is sharpened correctly. &#160;
SetSharpeningPosition Syntax: Human.SetSharpeningPosition(float value) Weapon will slowly move to desired position. &#160;
SetSharpeningPressure Syntax: Human.SetSharpeningPressure(float value) Set sharpening pressure, more pressure requires more energy but increases sharpening efficiency. &#160;
SetSharpeningRotation Syntax: Human.SetSharpeningRotation(float value) Weapon will slowly move to desired rotation, use SetOptimalRotation() to sharpen weapon correctly &#160;
SetWheelSpeed Syntax: Human.SetWheelSpeed(float value) Sets speed of grindstone wheel on which is sharpening performed. &#160;
StartReading &#160;
StartSharpening Syntax: Human.StartSharpening(EntityId grindstoneId) Starts sharpening weapon in primary slot on selected grindstone. &#160;
StartSharpeningWeapon Syntax: Human.StartSharpeningWeapon(EntityId grindstoneId, int itemId) Starts sharpening weapon in selected inventory item on selected grindstone. &#160;
StopAnim &#160;
StopSharpening Syntax: Human.StopSharpening() Stops sharpening, reseting state of the grindstone and setting new health to the weapon according to the results of sharpening. &#160;
ToggleWeapon Syntax: Human.ToggleWeapon() Toggle active weapon set &#160;
C_ScriptBindInventory Class
AddItem Syntax: Inventory.AddItem( ScriptHandle id ) Adds item defined by id. &#160;
AttachTo &#160;
DetachFrom &#160;
Dump Syntax: Inventory.Dump() Dumps the inventory. &#160;
FindItem Syntax: Inventory.FindItem( classIdText ) Finds an item that matches to class id. &#160;
GetCount Syntax: Inventory.GetCount() Gets the number of the inventory elements. &#160;
GetCountOfCategory Syntax: Inventory.GetCountOfCategory( const char* category ) Gets the number of element of the specified category inside the inventory. &#160;
GetCountOfClass Syntax: Inventory.GetCountOfClass( char const* classIdText ) Gets the number of element of the specified DB id inside the inventory. &#160;
GetId Syntax: Inventory.GetId() Returns runtime inventory id. &#160;
GetInventoryTable Syntax: Inventory.GetInventoryTable() Gets the inventory table. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class C_ScriptBindInventory.&#160;
GetMoney Syntax: Inventory.GetMoney() Returns amount of money in this inventory converted into float &#160;
HasItem Syntax: Inventory.HasItem( ScriptHandle itemId ) Returns true if item is in this inventory. &#160;
Release This is Release, a member of class C_ScriptBindInventory.&#160;
RemoveAllItems Syntax: Inventory.RemoveAllItems() Removes all items from the inventory. &#160;
RemoveItem Syntax: Inventory.RemoveItem( id ) Removes an item from the inventory. &#160;
RemoveMoney Syntax: Inventory.RemoveMoney(5.5) Removes 5.5 of actual currency. Money are removed only if inventory have such amount. &#160;
Validate Syntax: Inventory.Validate() Validates the inventory. &#160;
C_ScriptBindItemManager Class
CreateItem creates new item with defined health and amount &#160;
GetItem Syntax: ItemManager.GetItem( id ) Returns item script table which can be used to access item specific data &#160;
GetItemUIName Syntax: ItemManager.GetItemUIName( classId ) Returns UI name of the item. &#160;
RemoveItem Syntax: ItemManager.RemoveItem( id ) Removes item. Item creation/remove might be disabled on master to avoid cheating. &#160;
ValidateId Syntax: ItemManager.ValidateId( id ) After game load this function returns new item id assigned to old item id. All item id&#39;s needs to be validated after game load! &#160;
C_ScriptBindPickableItem Class
AttachTo &#160;
CanPickUp Syntax: Item.CanPickUp( ScriptHandle userId ) Checks if the item can be picked up by the user. &#160;
CanUse Syntax: Item.CanUse( ScriptHandle userId ) Checks if the item can be used by the user. &#160;
GetExtensionParams Syntax: Item.GetExtensionParams( const char *extension, SmartScriptTable params ) Gets extension parameters. &#160;
GetHealth Syntax: Item.GetHealth() Gets item health. &#160;
GetId Syntax: Item.GetId() Gets item id &#160;
GetMaxHealth Syntax: Item.GetMaxHealth() Gets the maximum item health. &#160;
GetMountedAngleLimits Syntax: Item.GetMountedAngleLimits() Gets the mounted angle limits for the item. &#160;
GetMountedDir Syntax: Item.GetMountedDir() Gets the mounted direction for the item. &#160;
GetOwnerId Syntax: Item.GetOwnerId() Gets the identifier of the item&#39;s owner. &#160;
GetParams Syntax: Item.GetParams() Gets the item parameters. &#160;
GetStats Syntax: Item.GetStats() Gets the item statistics. &#160;
GetUIName Syntax: Item.GetUIName() Gets the UI name. &#160;
IsDestroyed Syntax: Item.IsDestroyed() Event that occurs when the item is destroyed. &#160;
IsFromShop Syntax: Item.IsFromShop() Returns true if the item is owner by some shop and can be bought instead of picked &#160;
IsMounted Syntax: Item.IsMounted() Checks if the item is mounted. &#160;
IsOversized Syntax: Item.IsOversized() Returns true if the item is too big to be picket up &#160;
IsUsed Syntax: Item.IsUsed() Checks if the item is used. &#160;
OnHit Syntax: Item.OnHit( SmartScriptTable hitTable ) Events that occurs when the item is hit. &#160;
OnUsed Syntax: Item.OnUsed( ScriptHandle userId ) Events that occurs when the item is used. &#160;
PlayAnimation Syntax: Item.PlayAnimation( const char *animationName ) Plays the specified animation. &#160;
Quiet Syntax: Item.Quiet() Quiets the item. &#160;
Reset Syntax: Item.Reset() Resets the item. &#160;
Select Syntax: Item.Select( bool select ) Selects/deselects the item. &#160;
SetExtensionActivation Syntax: Item.SetExtensionActivation( const char *extension, bool activation ) Activates/deactivates an extension. &#160;
SetExtensionParams Syntax: Item.SetExtensionParams( const char *extension, SmartScriptTable params ) Sets extension parameters. &#160;
SetMountedAngleLimits Syntax: Item.SetMountedAngleLimits( float min_pitch, float max_pitch, float yaw_range ) Sets the mounted angle limits (yaw-pitch). &#160;
StartUse Syntax: Item.StartUse( ScriptHandle userId ) The specified user now will start to use the item. &#160;
StopUse Syntax: Item.StopUse( ScriptHandle userId ) The specified user now will stop to use the item. &#160;
Use Syntax: Item.Use( ScriptHandle userId ) The specified user now will use the item. &#160;
C_ScriptBindEnvironment Class
AddPickable &#160;
HidePicked &#160;
MakeHole &#160;
C_ScriptBindMap Class
C_ScriptBindMap::CallScript (char*, char*)
C_ScriptBindMap::CallScript (char*, std::list&lt;string&gt;&amp;)
CallScript This is the overview for the CallScript method overload.&#160;
C_ScriptBindBackgammon Class
AcceptGame Syntax: Backgammon.AcceptGame(EntityGUID opponentId, EntityGUID playerId) Opponent accepted previous request. &#160;
EndGame Syntax: Backgammon.EndGame(EntityGUID playerId) Player requests game end. &#160;
MoveChecker Syntax: Backgammon.MoveChecker(EntityGUID playerId, int pointFrom, int pointTo) Player requires move from point to point. &#160;
OfferBet Syntax: Backgammon.OfferBet(EntityGUID playerId, int money) Player offers his bet for current game. &#160;
RequestGame Syntax: Backgammon.RequestGame(EntityGUID playerId, EntityGUID opponentId, EntityGUID boardId) Player requests new game with an opponent. &#160;
RollDice Syntax: Backgammon.RollDice(EntityGUID playerId) Player rolled the dice. &#160;
RolledDice Syntax: Backgammon.RolledDice(EntityGUID playerId) Player finished rolling the dice. &#160;
C_ScriptBindQuest Class
C_ScriptBindQuest::CallScript (char*, char*)
C_ScriptBindQuest::CallScript (char*, std::list&lt;string&gt;&amp;)
CallScript This is the overview for the CallScript method overload.&#160;
CompleteQuestObjective Syntax: QuestSystem.CompleteQuestObjective(const char *questName, int objectiveId) Complete objective of quest with id, even if objective was not active before &#160;
GetActiveObjectives Syntax: QuestSystem.GetActiveObjectives(const char *questName) Returns table with ids of active objectives &#160;
GetObjectiveExpCoeff Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered &#160;
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 &#160;
IsQuestActive Syntax: QuestSystem.IsQuestActive(const char *questName) Returns true if quest is active, false if not, or quest does not exist &#160;
IsQuestCompleted Syntax: QuestSystem.IsQuestCompleted(const char *questName) Returns true if quest is completed, false if not, or quest or objective does not exist &#160;
LoadScripts &#160;
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 &#160;
OpenInventory Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered &#160;
PlayerEnteredTrigger Syntax: QuestSystem.PlayerEnteredTrigger(const char *placeAssetName) Called from script when player enters ProximityTrigger or AreaTrigger &#160;
ReloadQuest Syntax: QuestSystem.ReloadQuest() Reload quest DB tables !WH_CTSW(WH_CTSW_MASTER)&#160;
ReloadQuestAssets Syntax: QuestSystem.ReloadQuestAssets() Prepare assets for quest, used when asset (usually entity) in level was added/removed !WH_CTSW(WH_CTSW_MASTER)&#160;
ReloadQuests Syntax: QuestSystem.ReloadQuests() Reload all quests &#160;
ResetQuest Syntax: QuestSystem.ResetQuest(const char *questName) Reset quest (repeat count, tracked object count) &#160;
StartQuest Syntax: QuestSystem.StartQuest(const char *questName) Start quest if loaded from xml &#160;
TriggerCondition Syntax: QuestSystem.TriggerCondition() Trigger condition evaluation of all types for current active objectives &#160;
TriggerConditionForAsset Syntax: QuestSystem.TriggerConditionForAsset(const char *assetName) Trigger condition evaluation of type SCRIPT for an asset of current active objectives &#160;
C_ScriptBindCalendar Class
GetGameTime Syntax: Calendar.GetGameTime() Returns game time (whole seconds from start of level) &#160;
GetWorldDay Syntax: Calendar.GetWorldDay() Returns number of whole days from start of level. &#160;
GetWorldDayOfWeek Syntax: Calendar.GetWorldDayOfWeek() Returns ordinal number of day in current week. Range is &lt;0,6&gt; monday is 0 &#160;
GetWorldHourOfDay Syntax: Calendar.GetWorldHourOfDay() Returns hour of current day. Range is &lt;0,24) The number is float. &#160;
GetWorldTime Syntax: Calendar.GetWorldTime() Returns world time (whole seconds from start of level) &#160;
GetWorldTimeRatio Syntax: Calendar.GetWorldTimeRatio() Returns ratio of world time. &#160;
IsFakedTimeOfDay Syntax: Calendar.IsFakedTimeOfDay() Returns true in case fake time of day is on. &#160;
IsWorldTimePaused Syntax: Calendar.IsWorldTimePaused() Returns true if world time is paused. &#160;
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. &#160;
SetWorldTime Syntax: Calendar.SetWorldTime(3000) Sets ratio of world time. &#160;
SetWorldTimePaused Syntax: Calendar.SetWorldTimePaused(true) Pauses/unpauses world time. &#160;
SetWorldTimeRatio Syntax: Calendar.SetWorldTimeRatio(30) Sets ratio of world time. &#160;
UnfakeTimeOfDay Syntax: Calendar.UnfakeTimeOfDay() Switches CryEngine back to our world time &#160;
RPG
_GetConstant This is _GetConstant, a member of class C_ScriptBindRPGModule.&#160;
_SetConstant This is _SetConstant, a member of class C_ScriptBindRPGModule.&#160;
GetHobbies Syntax: RPG.GetHobbies() Returns a table indexed by hobby names.&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class C_ScriptBindRPGModule.&#160;
Help Syntax: RPG.Help() Print RPG constants/params with their values. You can supply one string argument to filter the results.&#160;
Release This is Release, a member of class C_ScriptBindRPGModule.&#160;
C_ScriptBindSoul Class
AddBuff Syntax: soul:AddBuff(string buff_id) Adds buff identified by the database id. Returns the instance id. &#160;
AddSkillXP Syntax: soul:AddSkillXP(string skill, float xp) Adds experience points. Returns how many levels had been reached (0 if no level was reached).&#160;
AddStatXP Syntax: soul:AddStatXP(string stat, float xp) Adds experience points. Returns how many levels had been reached (0 if no level was reached).&#160;
AttachTo This is AttachTo, a member of class C_ScriptBindSoul.&#160;
DetachFrom &#160;
GetArchetype Syntax: soul:GetArchetype() Returns a table containing the archetype properties. &#160;
GetGatherMult Syntax: soul:GetGatherMult( ScriptHandle id) gets gather skill multiplier &#160;
GetHobbies Syntax: soul:GetHobbies() Returns a table containing all soul&#39;s hobbies. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class C_ScriptBindSoul.&#160;
GetRoles Syntax: soul:GetRoles() Returns a table=array containing role ids. &#160;
GetSchedule Syntax: soul:GetSchedule() Returns a table containing float-encoded times indexed by activities. &#160;
GetSkillLevel Syntax: soul:GetSkillLevel(string skill) Get skill value using string name (use skill_name from database).&#160;
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).&#160;
GetSocialClass Syntax: soul:GetSocialClass() Returns social class as a table with Id, Name and Wealth keys.&#160;
GetState Syntax: soul:GetState(string state) returns state value for a given name (health, stamina,...)&#160;
GetStatLevel Syntax: soul:GetStatLevel(string stat) returns stat value for a given name (str, agi, spc, vit, hea, bar, ...)&#160;
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, ...)&#160;
Release This is Release, a member of class C_ScriptBindSoul.&#160;
RemoveBuff Syntax: soul:RemoveBuff(buffInstanceId) Forces removal of a buff. Supply the buff instance id.&#160;
SetSkillLevel Syntax: soul:SetSkillLevel(string skill, float level) Set skill level using string name (use skill_name from database).&#160;
SetState Syntax: soul:SetState(string state, float value) sets state value for a given name (health, stamina,...)&#160;
SetStatLevel Syntax: soul:SetStatLevel(string stat, float level) sets stat level, for example soul:SetStatLevel(&#39;str&#39;, 20), sets strength to 20&#160;
C_ScriptBindShop Class
AcquireShop &#160;
CloseShop &#160;
EnableRestockingOnOpen &#160;
FindItemInShop Looks for item in owned shop and returns inventory slot for this item (or same one) &#160;
FindShopInventoryForItem Looks for shop&#39;s inventory id where this item belongs to &#160;
GetBusinessHoursBegin returns float &#160;
GetBusinessHoursEnd returns float &#160;
GetShopDBIdByLinkedEntityId returns shop DB Id. Returns -1 in case entity is linked to no shop &#160;
IsLinkedWithShop &#160;
IsShopOpened returns bool &#160;
OnPropertyChange needed by editor &#160;
OpenInventory &#160;
OpenShop &#160;
ReleaseShop needed by editor &#160;
RestockShop &#160;
SetShopModule &#160;
C_ScriptBindExperimental Class
CanSee This is CanSee, a member of class C_ScriptBindExperimental.&#160;
CanSeeStr This is CanSeeStr, a member of class C_ScriptBindExperimental.&#160;
GetBodyManager BODY MANAGER &amp; VISUAL MAP is initialized later than ScriptBindExperimental &#160;
GetVisualMap This is GetVisualMap, a member of class C_ScriptBindExperimental.&#160;
TeleportToEntity LUA METHODS&#160;
TeleportToLocation This is TeleportToLocation, a member of class C_ScriptBindExperimental.&#160;
C_ScriptBindSmartObject Class
AttachTo &#160;
BindToModule &#160;
GetHelperLinks &#160;
GetHelperLinkTarget &#160;
GetHelpers Smart object helpers related methods &#160;
GetHelpersCategory &#160;
GetHelperUserData &#160;
C_ScriptBindXGenAIModule Class
BindToModule &#160;
OnDestroy needed by editor &#160;
OnPropertyChange needed by editor if !WH_CTSW(WH_CTSW_MASTER)&#160;
OnSpawn &#160;
OnStart &#160;
SendMessageToEntity &#160;
CScriptBindGame Class
CacheResource &#160;
CreateSavepoint creates savepoint of type E_SGT_SavePoint &#160;
DebugDrawAABB This is DebugDrawAABB, a member of class CScriptBindGame.&#160;
DebugDrawCone This is DebugDrawCone, a member of class CScriptBindGame.&#160;
DebugDrawCylinder Debug&#160;
DebugDrawPersistanceDirection This is DebugDrawPersistanceDirection, a member of class CScriptBindGame.&#160;
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.&#160;
DeletePrefab &#160;
HidePrefab &#160;
IsDemo if the code is compiled on a &quot;*Demo*&quot; configuration &#160;
IsPlayer Syntax: Game.IsPlayer() Checks if the given entity is player. &#160;
LoadPrefabLibrary &#160;
MovePrefab &#160;
PauseGame Syntax: Game.PauseGame( bool pause ) Pauses the game. &#160;
SpawnPrefab &#160;
StopTimeWarp Syntax: Actor.StopTimeWarp() Stops time warp effect &#160;
WarpTime Time effects ============================================= Syntax: Actor.WarpTime(float wantedSpeed, float duration) Slowdown/speedup global time for given time period&#160;
CScriptBind_DialogSystem Class
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_DialogSystem.&#160;
Release This is Release, a member of class CScriptBind_DialogSystem.&#160;
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. &#160;
DisableAction Syntax: UIAction.DisableAction(const char * actionName ) Disables an UI Action. &#160;
EnableAction Syntax: UIAction.EnableAction(const char * actionName ) Enables an UI Action. &#160;
EndAction Syntax: UIAction.EndAction(SmartScriptTable table, bool disable, SmartScriptTable arguments ) Ends an UI Action. This can be only used withing a UIAction Lua script! &#160;
GetAlpha Syntax: UIAction.GetAlpha( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName ) Get MovieClip alpha value. &#160;
GetArray Syntax: UIAction.GetArray(const char * elementName, int instanceID, const char * arrayName ) Returns a table with values of the array.&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_UIAction.&#160;
GetPos Syntax: UIAction.GetPos( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName ) Get MovieClip position. &#160;
GetRotation Syntax: UIAction.GetRotation( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName ) Get MovieClip rotation. &#160;
GetScale Syntax: UIAction.GetScale( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName ) Get MovieClip scale. &#160;
GetVariable Syntax: UIAction.GetVariable(const char * elementName, int instanceID, const char * varName ) Gets a variable of the UI flash asset.&#160;
GotoAndPlay Syntax: UIAction.GotoAndPlay(const char * elementName, int instanceID, const char * mcName, int frameNum ) Call GotoAndPlay on a MovieClip. &#160;
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. &#160;
GotoAndStop Syntax: UIAction.GotoAndStop(const char * elementName, int instanceID, const char * mcName, int frameNum ) Call GotoAndStop on a MovieClip. &#160;
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. &#160;
HideElement Syntax: UIAction.HideElement(const char * elementName, int instanceID ) Hide the UI flash asset. &#160;
IsVisible Syntax: UIAction.IsVisible( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName ) Get MovieClip visible state. &#160;
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) &#160;
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) &#160;
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) &#160;
Release This is Release, a member of class CScriptBind_UIAction.&#160;
Reload IUIModule &#160;
ReloadElement Syntax: UIAction.ReloadElement(const char * elementName, int instanceID ) Reloads the UI flash asset. &#160;
RequestHide Syntax: UIAction.RequestHide(const char * elementName, int instanceID ) Send the fade out signal to the UI flash asset. &#160;
Reset &#160;
SetAlpha Syntax: UIAction.SetAlpha( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, float fAlpha ) Set MovieClip alpha value. &#160;
SetArray Syntax: UIAction.SetArray(const char * elementName, int instanceID, const char * arrayName, SmartScriptTable values ) Sets an array of the UI flash asset.&#160;
SetPos Syntax: UIAction.SetPos( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, Vec3 vPos ) Set MovieClip position. &#160;
SetRotation Syntax: UIAction.SetRotation( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, Vec3 vRotation ) Set MovieClip rotation. &#160;
SetScale Syntax: UIAction.SetScale( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, Vec3 vScale ) Set MovieClip scale. &#160;
SetVariable Syntax: UIAction.SetVariable(const char * elementName, int instanceID, const char * varName, value ) Sets a variable of the UI flash asset.&#160;
SetVisible Syntax: UIAction.SetVisible( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, float bVisible ) Set MovieClip visible state. &#160;
ShowElement Syntax: UIAction.ShowElement(const char * elementName, int instanceID ) Displays the UI flash asset. &#160;
StartAction Syntax: UIAction.StartAction(const char * actionName, SmartScriptTable arguments ) Starts an UI Action. &#160;
UnloadElement Syntax: UIAction.UnloadElement(const char * elementName, int instanceID ) Unloads the UI flash asset. &#160;
UnregisterActionListener Syntax: UIAction.UnregisterActionListener(SmartScriptTable table, const char * callbackFunctionName ) Unregister callback functions for an UIAction event. &#160;
UnregisterElementListener Syntax: UIAction.UnregisterElementListener(SmartScriptTable table, const char * callbackFunctionName ) Unregister callback functions for an UIElement event. &#160;
UnregisterEventSystemListener Syntax: UIAction.UnregisterEventSystemListener(SmartScriptTable table, const char * callbackFunctionName ) Unregister callback functions for an UIEventSystem event. &#160;
CScriptBind_MaterialEffects Class
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_MaterialEffects.&#160;
Release This is Release, a member of class CScriptBind_MaterialEffects.&#160;
Network
DelegateAuthority Syntax: Network.DelegateAuthority(ScriptHandle ent, int channel) Delegate authority for an object to some client. &#160;
Expose Syntax: Network.Expose() &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Network.&#160;
Release This is Release, a member of class CScriptBind_Network.&#160;
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 )&#160;
BindTracker This is BindTracker, a member of class CScriptBind_GameStatistics.&#160;
CurrentScope Syntax: GameStatistics.CurrentScope() Returns the ID of current scope, -1 if stack is empty &#160;
Event Syntax: GameStatistics.Event()&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_GameStatistics.&#160;
PopGameScope Syntax: GameStatistics.PopGameScope(int checkScopeID /*optional*/ ) Removes the scope from the top of the stack.&#160;
PushGameScope Syntax: GameStatistics.PushGameScope() Pushes a scope on top of the stack.&#160;
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 )&#160;
StateValue Syntax: GameStatistics.StateValue( )&#160;
UnbindTracker This is UnbindTracker, a member of class CScriptBind_GameStatistics.&#160;
VehicleSystem
AddSeat Syntax: Vehicle.AddSeat( SmartScriptTable paramsTable ) Adds a seat to the vehicle. &#160;
AttachTo &#160;
ChangeSeat Syntax: Vehicle.ChangeSeat(ScriptHandle actorHandle, int seatId, bool isAnimationEnabled ) Makes the actor changing the seat inside the vehicle. &#160;
DisableEngine Syntax: Vehicle.DisableEngine( bool disable ) Disables/enables the engine of the vehicle. &#160;
EnableMovement Syntax: Vehicle.EnableMovement( bool enable ) Enables/disables the movement of the vehicle. &#160;
EnterVehicle Syntax: Vehicle.EnterVehicle( ScriptHandle actorHandle, int seatId, bool isAnimationEnabled ) Makes the actor entering the vehicle. &#160;
ExitVehicle Syntax: Vehicle.ExitVehicle( criptHandle actorHandle ) Makes the actor going out from the vehicle. &#160;
GetComponentDamageRatio Syntax: Vehicle.GetComponentDamageRatio( const char* pComponentName ) Gets the damage ratio of the specified component. &#160;
GetHelperDir Syntax: Vehicle.GetHelperDir( const char* name, bool isInVehicleSpace ) Gets the helper direction. &#160;
GetHelperPos Syntax: Vehicle.GetHelperPos( const char* name, bool isInVehicleSpace ) Gets the helper position. &#160;
GetHelperWorldPos Syntax: Vehicle.GetHelperWorldPos( const char* name ) Gets the helper position in the world coordinates. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Vehicle.&#160;
GetSeatForPassenger Syntax: Vehicle.GetSeatForPassenger(id) Returns the vehicle seat id for the specified passenger &#160;
GetVehicle Syntax: Vehicle.GetVehicle() Gets the vehicle identifier. &#160;
HasHelper Syntax: Vehicle.HasHelper(const char* name) Checks if the vehicle has the specified helper. &#160;
IsDestroyed Syntax: Vehicle.IsDestroyed() Checks if the vehicle is destroyed. &#160;
IsInsideRadius Syntax: Vehicle.IsInsideRadius( Vec3 pos, float radius ) Checks if the vehicle is inside the specified radius. &#160;
IsUsable Syntax: Vehicle.IsUsable( ScriptHandle userHandle ) Checks if the vehicle is usable by the user. &#160;
MultiplyWithWorldTM Syntax: Vehicle.MultiplyWithWorldTM( Vec3 pos ) Multiplies with the world transformation matrix. &#160;
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. &#160;
OnUsed Syntax: Vehicle.OnUsed( ScriptHandle userHandle, int index ) Events that occurs when the user uses the vehicle. &#160;
ProcessPassengerDamage Syntax: Vehicle.ProcessPassengerDamage( ScriptHandle passengerId, float actorHealth, float damage, const char* pDamageClass, bool explosion ) Processes passenger damages. &#160;
Release This is Release, a member of class CScriptBind_Vehicle.&#160;
Reset Syntax: Vehicle.Reset() Resets the vehicle. &#160;
ResetSlotGeometry Syntax: Vehicle.ResetSlotGeometry( int slot, const char* filename, const char* geometry )&#160;
VehicleSeat
AttachTo &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_VehicleSeat.&#160;
GetPassengerId Syntax: VehicleSeat.GetPassengerId() Gets the passenger identifier. &#160;
GetVehicleSeat Syntax: VehicleSeat.GetVehicleSeat() Gets the vehicle seat identifier. &#160;
GetWeaponCount Syntax: VehicleSeat.GetWeaponCount() Gets the number of weapons available on this seat. &#160;
GetWeaponId Syntax: VehicleSeat.GetWeaponId(int weaponIndex) Gets the weapon identifier. &#160;
IsDriver Syntax: VehicleSeat.IsDriver() Checks if the seat is the driver seat. &#160;
IsFree Syntax: VehicleSeat.IsFree(actor) Checks if the seat is free.&#160;
IsGunner Syntax: VehicleSeat.IsGunner() Checks if the seat is the gunner seat. &#160;
Release This is Release, a member of class CScriptBind_VehicleSeat.&#160;
Reset Syntax: VehicleSeat.Reset() Resets the vehicle seat. &#160;
SetAIWeapon Syntax: VehicleSeat.SetAIWeapon(ScriptHandle weaponHandle) Sets the weapon artificial intelligence. &#160;
CScriptBind_Action Class
ActivateEffect Syntax: Action.ActivateEffect( const char * name ) Activates the specified effect.&#160;
ActivateExtensionForGameObject Syntax: Action.ActivateExtensionForGameObject( ScriptHandle entityId, const char *extension, bool activate ) Activates a specified extension for a game object. &#160;
AddAngleSignal Syntax: Action.AddRangeSignal( ScriptHandle entityId, float fAngle, float fFlexibleBoundary, const char *sSignal ) Adds an angle for the signal. &#160;
AddRangeSignal Syntax: Action.AddRangeSignal( ScriptHandle entityId, float fRadius, float fFlexibleBoundary, const char *sSignal ) Adds a range for the signal. &#160;
AddTargetRangeSignal &#160;
BanPlayer Syntax: Action.BanPlayer( ScriptHandle entityId, const char* message ) Bans a specified player.&#160;
BindGameObjectToNetwork Syntax: Action.BindGameObjectToNetwork( ScriptHandle entityId ) Binds game object to the network. &#160;
CacheItemGeometry Syntax: Action.CacheItemGeometry( const char *itemName ) Caches an item geometry. &#160;
CacheItemSound Syntax: Action.CacheItemSound( const char *itemName ) Caches an item sound. &#160;
ClearEntityTags Syntax: Action.ClearEntityTags( ScriptHandle entityId ) Clears the tag for the specified entity. &#160;
ClearStaticTag Syntax: Action.ClearStaticTag( ScriptHandle entityId, const char *staticId ) Clears the specified static tag for the specified entity. &#160;
ConnectToServer Syntax: Action.ConnectToServer( char* server ) Connects to the specified server. &#160;
CreateGameObjectForEntity Syntax: Action.CreateGameObjectForEntity( ScriptHandle entityId ) Creates a game object for the specified entity. &#160;
DestroyRangeSignaling &#160;
DisableSignalTimer Syntax: Action.DisableSignalTimer( ScriptHandle entityId, const char *sText ) Disables the signal timer. &#160;
DontSyncPhysics Syntax: Action.DontSyncPhysics( ScriptHandle entityId ) Doesn&#39;t sync physics for the specified entity. &#160;
EnableRangeSignaling &#160;
EnableSignalTimer Syntax: Action.EnableSignalTimer( ScriptHandle entityId, const char *sText ) Enables the signal timer. &#160;
ForceGameObjectUpdate Syntax: Action.ForceGameObjectUpdate( ScriptHandle entityId, bool force ) Forces the game object to be updated. &#160;
GetClassName Syntax: Action.GetClassName() Returns the matching class name if available for specified classId. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Action.&#160;
GetPlayerList Syntax: Action.GetPlayerList() Checks the current players list.&#160;
GetServer Syntax: Action.GetServer( int number ) Gets the server. &#160;
GetServerTime Syntax: Action.GetServerTime() Gets the current time on the server. &#160;
GetWaterInfo Syntax: Action.GetWaterInfo( Vec3 pos ) Gets information about the water at the position pos.&#160;
HasAI Syntax: Action.HasAI() Returns if the entity has an AI object associated to it, meaning it has been registered with the AI System&#160;
IsChannelOnHold Syntax: Action.IsChannelOnHold( int channelId ) Checks if the specified channel is on hold. &#160;
IsChannelSpecial Syntax: Action.IsChannelSpecial() Gets if the channel is a special one.&#160;
IsClient Syntax: Action.IsClient() Checks if the current script runs on a client.&#160;
IsGameObjectProbablyVisible Syntax: Action.IsGameObjectProbablyVisible( ScriptHandle gameObject ) Checks if an object is probably visible.&#160;
IsGameStarted Syntax: Action.IsGameStarted() Checks if the game is started.&#160;
IsImmersivenessEnabled Syntax: Action.IsImmersivenessEnabled() Gets if the immersive multiplayer is enabled.&#160;
IsRMIServer Syntax: Action.IsRMIServer() Checks if the current script runs on a RMI (Remote Method Invocation)server.&#160;
IsServer Syntax: Action.IsServer() Checks if the current script runs on a server.&#160;
LoadXML Syntax: Action.LoadXML(const char * definitionFile, const char * dataFile )&#160;
PauseGame Syntax: Action.PauseGame( bool pause ) Puts the game into pause mode. &#160;
Persistant2DText Syntax: Action.Persistant2DText( const char* text, float size, Vec3 color, const char* name, float timeout ) Adds a persistent 2D text. &#160;
PersistantArrow Syntax: Action.PersistantArrow( Vec3 pos, float radius, Vec3 dir, Vec3 color, const char* name, float timeout ) Adds a persistent arrow to the world. &#160;
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&#160;
PersistantLine Syntax: Action.PersistantLine( Vec3 start, Vec3 end, Vec3 color, const char* name, float timeout ) Adds a persistent line to the world. &#160;
PersistantSphere Syntax: Action.PersistantSphere( Vec3 pos, float radius, Vec3 color, const char* name, float timeout ) Adds a persistent sphere to the world. &#160;
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.&#160;
RefreshPings Syntax: Action.RefreshPings() Refreshes pings for all the server liste.d &#160;
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&#160;
Release This is Release, a member of class CScriptBind_Action.&#160;
ResetRangeSignaling &#160;
ResetSignalTimer Syntax: Action.ResetSignalTimer( ScriptHandle entityId, const char *sText ) Resets the rate for the signal timer. &#160;
ResetToNormalCamera Syntax: Action.ResetToNormalCamera() Resets the camera to the last valid view stored. &#160;
SaveXML Syntax: Action.SaveXML(const char * definitionFile, const char * dataFile, SmartScriptTable dataTable)&#160;
SendGameplayEvent Syntax: Action.SendGameplayEvent( ScriptHandle entityId, int event ) Sends an event for the gameplay. &#160;
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 &#39;isAiming&#39; state. &#160;
SetNetworkParent Syntax: Action.SetNetworkParent( ScriptHandle entityId, ScriptHandle parentId ) Sets the network parent. &#160;
SetSignalTimerRate Syntax: Action.SetSignalTimerRate( ScriptHandle entityId, const char *sText, float fRateMin, float fRateMax ) Sets the rate for the signal timer. &#160;
SetViewCamera Syntax: Action.SetViewCamera() Saves the previous valid view and override it with the current camera settings. &#160;
CScriptBind_ActionMapManager Class
EnableActionFilter Syntax: ActionMapManager.Release(const char *name, bool enable) Enables a filter for the actions. &#160;
EnableActionMap Syntax: ActionMapManager.Release(const char *name, bool enable) Enables an action map. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_ActionMapManager.&#160;
LoadFromXML Syntax: ActionMapManager.Release(const char *name) Loads information from an XML file. &#160;
Release This is Release, a member of class CScriptBind_ActionMapManager.&#160;
ActorSystem
CreateActor Syntax: ActorSystem.CreateActor() Creates an actor. Example on how to use this function: local params = { name = &quot;dude&quot;, class = &quot;CSpectator&quot;, 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 );&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_ActorSystem.&#160;
Release This is Release, a member of class CScriptBind_ActorSystem.&#160;
CScriptBind_Inventory Class
AttachTo &#160;
Clear Syntax: Inventory.Clear() Clears the inventory. &#160;
Destroy Syntax: Inventory.Destroy() Destroys the inventory. &#160;
DetachFrom &#160;
Dump Syntax: Inventory.Dump() Dumps the inventory. &#160;
GetAmmoCapacity Syntax: Inventory.GetAmmoCapacity( const char *ammoName ) Gets the capacity for the specified ammunition. &#160;
GetAmmoCount Syntax: Inventory.GetAmmoCount() Gets the amount of the specified ammunition name. &#160;
GetCurrentItem Syntax: Inventory.GetCurrentItem() Gets the current item. &#160;
GetCurrentItemId Syntax: Inventory.GetCurrentItemId() Gets the identifier of the current item. &#160;
GetGrenadeWeaponByClass Syntax: Inventory.GetGrenadeWeaponByClass( const char *className ) Gets grenade weapon by class name. &#160;
GetItemByClass Syntax: Inventory.GetItemByClass( const char *className ) &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Inventory.&#160;
HasAccessory Syntax: Inventory.HasAccessory( const char *accessoryName ) Checks if the inventory contains the specified accessory. &#160;
Release This is Release, a member of class CScriptBind_Inventory.&#160;
SetAmmoCount Syntax: Inventory.SetAmmoCount( const char *ammoName, int count ) Sets the amount of the specified ammunition. &#160;
CScriptBind_ItemSystem Class
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_ItemSystem.&#160;
GetPackItemByIndex Syntax: ItemSystem.GetPackItemByIndex( const char *packName, int index) Gets a pack item from its index. &#160;
GetPackNumItems Syntax: ItemSystem.Reset()&#160;
GetPackPrimaryItem Syntax: ItemSystem.GetPackPrimaryItem( const char *packName ) Gets the primary item of the specified pack. &#160;
GiveItem Syntax: ItemSystem.GiveItem( const char *itemName ) Gives the specified item. &#160;
GiveItemPack Syntax: ItemSystem.GiveItemPack( ScriptHandle actorId, const char *packName ) Gives the item pack to the specified actor. &#160;
Release This is Release, a member of class CScriptBind_ItemSystem.&#160;
Reset Syntax: ItemSystem.Reset() Resets the item system. &#160;
SerializePlayerLTLInfo Syntax: ItemSystem.SerializePlayerLTLInfo( bool reading ) Serializes player LTL info. &#160;
SetActorItem Syntax: ItemSystem.SetActorItem( ScriptHandle actorId, ScriptHandle itemId, bool keepHistory ) Sets an actor item. &#160;
SetActorItemByName Syntax: ItemSystem.SetActorItemByName( ScriptHandle actorId, const char *name, bool keepHistory) Sets an actor item by name. &#160;
VehicleSystem
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_VehicleSystem.&#160;
GetOptionalScript This is GetOptionalScript, a member of class CScriptBind_VehicleSystem.&#160;
GetVehicleImplementations &#160;
Release This is Release, a member of class CScriptBind_VehicleSystem.&#160;
ReloadSystem &#160;
SetTpvDistance This is SetTpvDistance, a member of class CScriptBind_VehicleSystem.&#160;
SetTpvHeight This is SetTpvHeight, a member of class CScriptBind_VehicleSystem.&#160;
CScriptBind_AI Class
CreateQueryFromTacticalSpec This is CreateQueryFromTacticalSpec, a member of class CScriptBind_AI.&#160;
GetEntityFromParam Fetch entity pointer from script parameter Fetch entity pointer from script parameter&#160;
GetEntityIdFromParam Fetch entity ID from script parameter Fetch entity ID from script parameter&#160;
GetGroupSpatialProperties &#160;
GetSignalExtraData This is GetSignalExtraData, a member of class CScriptBind_AI.&#160;
RayWorldIntersectionWrapper wrapper, to make it use tick-counter&#160;
SetLastOpResult This is SetLastOpResult, a member of class CScriptBind_AI.&#160;
CScriptBind_AI::SetPFProperties (AgentMovementAbility&amp;, EAIPathType)
CScriptBind_AI::SetPFProperties (AgentMovementAbility&amp;, string&amp;)
CScriptBind_AI::SetPFProperties (IFunctionHandler *)
SetPFProperties This is the overview for the SetPFProperties method overload.&#160;
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&#160;
AddAggressiveTarget Syntax: AI.AddAggressiveTarget(entityId, targetId) Add the target Id as an aggressive potential target to the entity&#39;s list&#160;
AddCombatClass Creates new combat class &#160;
AddCoverEntity This is AddCoverEntity, a member of class CScriptBind_AI.&#160;
AddFormationPoint Syntax: AI.AddFormationPoint(name, sightangle, distance,offset, [unit_class [,distanceAlt,offsetAlt]] ) Adds a follow-type node to a formation descriptor&#160;
AddFormationPointFixed Syntax: AI.AddFormationPointFixed(name,sightangle, x,y,z [,unit_class] ) Adds a node with a fixed offset to a formation descriptor&#160;
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.&#160;
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>&#160;
AddPersonallyHostile &#160;
AgentLookAtPos Syntax: AI.AgentLookAtPos(entityId, pos) Makes the entityId look at certain position&#160;
AllowLowerBodyToTurn Syntax: AI.LockBodyTurn(entityID, bAllowLowerBodyToTurn)&#160;
Animation &#160;
AssignPathTypeToSOUser This is AssignPathTypeToSOUser, a member of class CScriptBind_AI.&#160;
CScriptBind_AI::AssignPFPropertiesToPathType (IFunctionHandler *)
CScriptBind_AI::AssignPFPropertiesToPathType (string&amp;, AgentPathfindingProperties&amp;)
AssignPFPropertiesToPathType This is the overview for the AssignPFPropertiesToPathType method overload.&#160;
AutoDisable AutoDisable&#160;
BeginGoalPipe Syntax: AI.BeginGoalPipe(string szPipeName ) Creates a goal pipe and allows to start filling it.&#160;
BeginGroup Syntax: AI.BeginGroup() to define group of goals &#160;
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().&#160;
BehaviorEvent This is BehaviorEvent, a member of class CScriptBind_AI.&#160;
BreakEvent This is BreakEvent, a member of class CScriptBind_AI.&#160;
CanFireInStance Syntax: AI.CanFireInStance(entityId,stance) Returns if AI can fire at his target in the given stance at his current position&#160;
CanMelee Syntax: AI.CanMelee(entityId) returns 1 if the AI is able to do melee attack.&#160;
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)&#160;
ChangeFormation Syntax: AI.ChangeFormation(entityId, name [,scale] ) Changes the formation descriptor for the current formation of given entity&#39;s group (if there is a formation)&#160;
ChangeMovementAbility Syntax: AI.ChangeMovementAbility( entityId, paramEnum, paramValue ) Changes an enumerated AI movement ability parameter.&#160;
ChangeParameter Syntax: AI.ChangeParameter( entityId, paramEnum, paramValue ) Changes an enumerated AI parameter.&#160;
CheckForFriendlyAgentsAroundPoint Syntax: AI.CheckForFriendlyAgentsAroundPoint( entityID, point, radius)&#160;
CheckMeleeDamage Syntax: AI.CheckMeleeDamage(entityId,targetId,radius,minheight,maxheight,angle) returns 1 if the AI performing melee is actually hitting target.&#160;
CheckVehicleColision &#160;
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).&#160;
ClearForReload Syntax: AI.ClearForReload(string szPipeName) Clears all goalpipes from the system&#160;
ClearMovementContext Syntax: AI.ResetMovementContext(entityId) reset the given entity&#39;s movement context&#160;
ClearPotentialTargets Syntax: AI.ClearPotentialTargets(entityId) Clears all the potential targets from the AI&#39;s perception handler&#160;
ClearTempTarget Syntax: AI.ClearTempTarget(entityId,) Removes the entity&#39;s temporary potential target, so it is no longer considered for target selection&#160;
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&#160;
CreateFormation Syntax: AI.CreateFormation( string name ) Creates a formation descriptor and adds a fixed node at 0,0,0 (owner&#39;s node)&#160;
CreateGoalPipe Syntax: AI.CreateGoalPipe(string szPipeName ) Used for warnings about data/script errors&#160;
CreateGroupFormation Syntax: AI.CreateGroupFormation(entityId, leaderId) Creates a group formation with leader (or updates leader)&#160;
CreateStimulusEvent Syntax: AI.CreateStimulusEvent(entityId, targetId, stimulusName, pData) Creates a target track stimulus event for the entity using the specified data&#160;
CreateStimulusEventInRange This is CreateStimulusEventInRange, a member of class CScriptBind_AI.&#160;
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&#160;
DebugReportHitDamage Syntax: AI.DebugReportHitDamage(pVictimEntity, pShooterEntity) Creates a debug report for the hit damage. DebugReportHitDamage&#160;
DestroyAllTPSQueries Syntax: AI2.DestroyAllTPSQueries() Destroys all the tactical point system queries. &#160;
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&#160;
DropTarget Syntax: AI.DropTarget(entityId, targetId) Clears the target from the AI&#39;s perception handler&#160;
EnableCoverFire Syntax: AI.EnableCoverFire(entityId,enable) enables/disables fire when the FIREMODE_COVER is selected&#160;
EnableFire Syntax: AI.EnableFire(entityId,enable) enables/disables fire&#160;
EnableUpdateLookTarget Syntax: AI.EnableUpdateLookTarget(entityID, bEnable)&#160;
EnableWeaponAccessory Syntax: AI.EnableWeaponAccessory(entityId, accessory, state) Enables or disables certain weapon accessory usage.&#160;
EndGoalPipe Syntax: AI.EndGoalPipe() Ends creating a goal pipe &#160;
EndGroup Syntax: AI.EndGroup() to define end of group of goals &#160;
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.&#160;
Error Syntax: AI.Error(string szMessage ) Used when we really can&#39;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&#160;
EvalHidespot &#160;
EvalPeek Syntax: AI.EvalPeek(entityId, bGetOptimalSide) Evaluates if an AI object can peek from his current position entityId - AI&#39;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&#160;
Event &#160;
ExecuteAction Syntax: AI.ExecuteAction( action, participant1 [, participant2 [, ... , participantN ] ] ) Executes an Action on a set of Participants&#160;
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&#39;s devalued and can&#39;t be found again for some seconds (unless specified in flags)&#160;
FindStandbySpotInShape AI.FindStandbySpotInShape(centerPos, targetPos, anchorType); FindStandbySpotInShape&#160;
FindStandbySpotInSphere AI.FindStandbySpotInShape(centerPos, targetPos, anchorType); FindStandbySpotInSphere&#160;
FreeSignal Syntax: AI.FreeSignal(int signalType, string SignalText, position, radius [, entityID [,signalExtraData]] ) Sends a signal to anyone in a given radius around a position &#160;
GetAIObjectPosition Syntax: AI.GetAIObjectPosition(entityId | string AIObjectName) get the given AIObject&#39;s position&#160;
GetAlertness &#160;
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&#39;s devalued and can&#39;t be found again for some seconds (unless specified in flags)&#160;
GetAttentionTargetAIType Syntax: AI.GetAttentionTargetAIType(entityId) returns the given entity&#39;s attention target AI type (AIOBJECT_*)&#160;
GetAttentionTargetDirection Syntax: AI.GetAttentionTargetDirection(entityId, returnDir) returns the given entity&#39;s attention target&#39;s direction&#160;
GetAttentionTargetDistance Syntax: AI.GetAttentionTargetDistance(entityId) returns the given entity&#39;s attention target&#39;s distance to the entity&#160;
GetAttentionTargetEntity Syntax: AI.GetAttentionTargetEntity(entityId) returns the given entity&#39;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)&#160;
GetAttentionTargetOf Syntax: AI.GetAttentionTargetOf(entityId) returns the given entity&#39;s attention target&#160;
GetAttentionTargetPosition Syntax: AI.GetAttentionTargetPosition(entityId, returnPos) returns the given entity&#39;s attention target&#39;s position&#160;
GetAttentionTargetThreat Syntax: AI.GetAttentionTargetThreat( entityID )&#160;
GetAttentionTargetType Syntax: AI.GetAttentionTargetType(entityId) returns the given entity&#39;s attention target type (AITARGET_*)&#160;
GetAttentionTargetViewDirection Syntax: AI.GetAttentionTargetViewDirection(entityId, returnDir) returns the given entity&#39;s attention target&#39;s view direction&#160;
GetBeaconPosition Syntax: AI.GetBeaconPosition(entityId | string AIObjectName, returnPos) get the beacon&#39;s position for the given entity/object&#39;s group&#160;
GetBehaviorBlackBoard Syntax: AI.GetBehaviorBlackBoard( entity ) retrieves given AIActor current behavior&#39;s black board (a lua table)&#160;
GetBehaviorVariable Syntax: AI.GetBehaviorVariable( entity, variableName, value ) Returns a behavior variable for the specified actor&#160;
GetBiasedDirection Syntax: AI.GetBiasedDirection(entityId) Get biased direction of certain point&#160;
GetCurrentHideAnchor Syntax: AI.GetCurrentHideAnchor(entityId) Returns the name of the current anchor the entity is using for cover&#160;
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.&#160;
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.&#160;
GetDistanceAlongPath Syntax: AI.GetDistanceAlongPath(entityId1,entityid2) returns the distance between entity1 and entity2, along entity1&#39;s path&#160;
GetDistanceToClosestGroupMember This is GetDistanceToClosestGroupMember, a member of class CScriptBind_AI.&#160;
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&#160;
GetEnclosingSpace Returns the estimated surrounding navigable space in meters. &#160;
GetExtraPriority This is GetExtraPriority, a member of class CScriptBind_AI.&#160;
GetFactionOf This is GetFactionOf, a member of class CScriptBind_AI.&#160;
GetFlyingVehicleFlockingPos &#160;
GetFormationLookingPoint Syntax: AI.GetFormationLookingPoint(entityId) Gets the looking point position inside the formation&#160;
GetFormationPointClass Syntax: AI.AddFormationPoint(name, distance,offset,sightangle, [unit_class [,distanceAlt,offsetAlt]] ) Adds a follow-type node to a formation descriptor&#160;
GetFormationPointPosition Syntax: AI.GetFormationPointPosition(entityId,pos ) gets the AI&#39;s formation point position&#160;
GetFormationPosition Syntax: AI.GetFormationPosition(entityId) Gets the Relative position inside the formation&#160;
GetForwardDir Attention Target / perception related functions &#160;
GetGroupAlertness &#160;
GetGroupAveragePosition Syntax: AI.GetGroupAveragePosition(entityId, properties, returnPos) gets the average position of the (leader&#39;s) group members&#160;
GetGroupCount Syntax: AI.GetGroupCount(entityId, flags, type) returns the given entity&#39;s group members count&#160;
GetGroupMember Syntax: AI.GetGroupMember(entityId|groupId,idx,flags,type) returns the idx-th entity in the given group&#160;
GetGroupOf Syntax: AI.GetGroupOf(entityId) returns the given entity&#39;s group id&#160;
GetGroupScopeUserCount Syntax: AI.GetGroupScopeUserCount(entityID, bAllowLowerBodyToTurn)&#160;
GetGroupScriptTable This is GetGroupScriptTable, a member of class CScriptBind_AI.&#160;
GetGroupTarget Syntax: AI.GetGroupTarget(entityId [,bHostileOnly [,bLiveOnly]]) Returns the most threatening attention target amongst the agents in the given entity&#39;s group (see IAgent.h for definition of alert status)&#160;
GetGroupTargetCount Syntax: AI.GetGroupTargetCount(entityId [,bHostileOnly [,bLiveOnly]]) Returns the number of attention targets amongst the agents in the given entity&#39;s group&#160;
GetGroupTargetEntity This is GetGroupTargetEntity, a member of class CScriptBind_AI.&#160;
GetGroupTargetThreat This is GetGroupTargetThreat, a member of class CScriptBind_AI.&#160;
GetGroupTargetType This is GetGroupTargetType, a member of class CScriptBind_AI.&#160;
GetHeliAdvancePoint Helicopter/VTOL related functions /////////////////////////////////////////////////////////////////////////////////////////////////////// Helicopter combat, should be merged with GetAlienApproachParams &#160;
GetLastUsedSmartObject Syntax: AI.GetLastUsedSmartObject( userEntityId ) Returns the last used smart object&#160;
GetLeader Syntax: AI.GetLeader(groupID | entityID ) returns the leader&#39;s name of the given groupID / entity&#160;
GetMemoryFireType Syntax: AI.GetMemoryFireType(entityId) Returns how the puppet handles firing at its memory target&#160;
GetNavigationType Syntax: AI.GetNavigationType(entityId) returns the navigation type value at the specified entity&#39;s position, given the entity navigation properties&#160;
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&#160;
GetNearestHidespot Syntax: AI.GetNearestHidespot(entityId, rangeMin, rangeMax &lt;, center&gt;) Returns position of a nearest hidepoint within specified range, returns nil if no hidepoint is found. entityId - AI&#39;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. &#160;
GetNearestPathOfTypeInRange Syntax: AI.GetNearestPathOfTypeInRange(entityId, pos, range, type &lt;, devalue, useStartNode&gt;) 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&#39;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>&#160;
GetNearestPointOnPath Syntax: AI.GetNearestPointOnPath( entityId, pathname , vPos ) returns a nearest point on the path from vPos entityId - AI&#39;s entity id pathname - designers path name &#160;
GetObjectBlackBoard Syntax: AI.GetObjectBlackBoard( entity ) retrieves given object&#39;s black board (a lua table)&#160;
GetObjectRadius Syntax: AI.GetObjectRadius(entityId) Returns the radius of specified AI object. entityId - AI&#39;s entity id GetObjectRadius&#160;
GetParameter Syntax: AI.GetParameter( entityId, paramEnum ) Changes an enumerated AI parameter.&#160;
GetPathLoop Syntax: AI.GetPathSegNoOnPath( entityId, pathname ) returns true if the path is looped entityId - AI&#39;s entity id pathname - designers path name &#160;
GetPathSegNoOnPath Syntax: AI.GetPathSegNoOnPath( entityId, pathname , vPos ) returns segment ratio ( 0.0 start point 100.0 end point ) entityId - AI&#39;s entity id pathname - designers path name &#160;
GetPeakThreatLevel Syntax: AI.GetPeakThreatLevel( entityID )&#160;
GetPeakThreatType Syntax: AI.GetPeakThreatType( entityID )&#160;
GetPointOnPathBySegNo Syntax: AI.GetPathSegNoOnPath( entityId, pathname , segNo ) returns point by segment ratio ( 0.0 start point 100.0 end point ) entityId - AI&#39;s entity id segNo - segment ratio pathname - designers path name &#160;
GetPosturePriority Syntax: AI.GetPosturePriority(entityId, postureName) Set the given entity&#39;s posture priority&#160;
GetPotentialTargetCount Syntax: AI.GetPotentialTargetCount( ScriptHandle entityID ) Retrieves the number of potential targets for an entity from a specified factions&#160;
GetPotentialTargetCountFromFaction Syntax: AI.GetPotentialTargetCountFromFaction( ScriptHandle entityID, string name ) Retrieves the number of potential targets for an entity from a specified factions&#160;
GetPredictedPosAlongPath Syntax: AI.GetPredictedPosAlongPath( entityId, time,retPos ) Get&#39;s the agent preticted position along his path at a given time entityId - AI&#39;s entity id time - prediction time (sec) retPos - return point value return: true if successful &#160;
GetPreviousBehaviorName Syntax: AI.GetPreviousBehaviorName( entityID )&#160;
GetPreviousPeakThreatLevel Syntax: AI.GetPreviousPeakThreatLevel( entityID )&#160;
GetPreviousPeakThreatType Syntax: AI.GetPreviousPeakThreatType( entityID )&#160;
GetProbableTargetPosition Syntax: AI.GetProbableTargetPosition(entityId) Returns the probable target position of the AI. entityId - AI&#39;s entity id GetProbableTargetPosition&#160;
GetReactionOf This is GetReactionOf, a member of class CScriptBind_AI.&#160;
GetRefPointDirection Syntax: AI.GetRefPointDirection(entity Ent ) Get the entity&#39;s reference point direction&#160;
GetRefPointPosition Syntax: AI.GetRefPointPosition(entity Ent) Get the entity&#39;s reference point World position&#160;
GetRefShapeName Syntax: AI.GetRefShapeName(entityId) Returns the reference shape name.&#160;
GetSmartObjectHelper Syntax: AI.GetSmartObjectHelper( entityId, className, helperName ) Returns table with position and direction vector of given SO helper&#160;
GetSoundPerceptionDescriptor Syntax: AI.GetSoundPerceptionDescriptor(entityId, soundType, descriptorTable) Fills descriptorTable with info about how perception works for the entity dealing with soundType&#160;
GetStance Syntax: AI.GetStance(entityId) get the given entity&#39;s stance&#160;
GetSubTypeOf Syntax: AI.GetSubTypeOf(entityId) returns the given entity&#39;s sub type&#160;
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 }&#160;
GetTargetSubType Syntax: AI.GetTargetSubType(entityId) Returns the subtype of current entity&#39;s attention target&#160;
GetTargetType Syntax: AI.GetTargetType(entityId) Returns the type of current entity&#39;s attention target (memory, human, none etc)&#160;
GetTotalLengthOfPath Syntax: AI.GetTotalLengthOfPath( entityId, pathname ) returns a total length of the path entityId - AI&#39;s entity id pathname - designers path name &#160;
GetTypeOf Syntax: AI.GetTypeOf(entityId) returns the given entity&#39;s type&#160;
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.&#160;
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 &lt;=0 the rank is specified in entity.Properties.nRank;&#160;
GoTo Syntax: AI.GoTo(entityId, vDestination) This function is intended to allow AI Actor (the entity) go to the specified destination&#160;
Hostile Syntax: AI.Hostile(entityId, entity2Id|AIObjectName) returns true if the two entities are hostile&#160;
IgnoreCurrentHideObject Syntax: AI.IgnoreCurrentHideObject(entityId) Marks the current hideobject unreachable (will be omitted from future hidespot selections).&#160;
IntersectsForbidden tank/warrior related functions /////////////////////////////////////////////////////////////////////////////////////////////////////// Syntax: AI.IsPointInFlightRegion(start,end) check if the line is in a Forbidden Region&#160;
InvalidateHidespot &#160;
IsAgentInAgentFOV Syntax: AI.IsAgentInAgentFOV(entityId, entityId2) Check if the entity2 is within the entity FOV&#160;
IsAgentInTargetFOV Syntax: AI.IsAgentInTargetFOV(entityId, fov) Checks if the entity is in the FOV of the attention target.&#160;
IsAimReady This is IsAimReady, a member of class CScriptBind_AI.&#160;
IsCoverCompromised Syntax: AI.IsCoverCompromised(entityId) &#160;
IsEnabled Syntax: AI.IsEnabled( entityId ) Returns true if entity&#39;s AI is enabled&#160;
IsFireEnabled Syntax: AI.IsFireEnabled(entityId) checks if ai is allowed to fire or not&#160;
IsGoalPipe Syntax: AI.IsGoalPipe(string szPipeName) Checks is a goalpipe of certain name exists already, returns true if pipe exists.&#160;
IsInCover Syntax: AI.IsInCover(entityId)&#160;
IsLowHealthPauseActive Syntax: AI.IsLowHealthPauseActive( entityID )&#160;
IsLowOnAmmo Syntax: AI.IsLowOnAmmo(entityId) &#160;
IsMoving Syntax: AI.IsMoving(entityId) Returns true if the agent desires to move.&#160;
IsMovingInCover Syntax: AI.IsMovingInCover(entityId) &#160;
IsMovingToCover Syntax: AI.IsMovingToCover(entityId) &#160;
IsOutOfAmmo Syntax: AI.IsOutOfAmmo(entityId) &#160;
IsPersonallyHostile This is IsPersonallyHostile, a member of class CScriptBind_AI.&#160;
IsPointInFlightRegion Syntax: AI.IsPointInFlightRegion(point) check if the point is in the Flight Region&#160;
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&#160;
IsPointInWaterRegion Syntax: AI.IsPointInFlightRegion(point) check if the point is in the Flight Region&#160;
IsPunchableObjectValid Syntax: AI.IsPunchableObjectValid(userId,objectId,origPos) Checks if a punchable object is valid. &#160;
IsTakingCover Syntax: AI.IsTakingCover(entityId, [distanceThreshold]) &#160;
LoadBehaviors Syntax: AI.LoadBehaviors( folderName, extension, globalEnv)&#160;
LoadCharacters Syntax: AI.LoadCharacters( folderName, tbl)&#160;
LoadGoalPipes XML support for goal pipes&#160;
LogComment Syntax: AI.LogComment(string szMessage ) Used to indicate info that would be useful for debugging, but there&#39;s too much of it for it to be enabled all the time&#160;
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)&#160;
LogProgress Syntax: AI.LogProgress(string szMessage ) Used to indicate &quot;progress markers&quot; - e.g. during loading&#160;
MeleePunchableObject Syntax: AI.MeleePunchableObject(entityId,objectId,origPos)&#160;
ModifySmartObjectStates Syntax: AI.ModifySmartObjectStates( entityId, listStates ) Adds/Removes smart object states of a given entity&#160;
NotifyGroup This is NotifyGroup, a member of class CScriptBind_AI.&#160;
NotifyReinfDone &#160;
NotifySurpriseEntityAction NotifySurpriseEntityAction&#160;
ParseTables Syntax: AI.ParseTables( firstTable,parseMovementAbility,pH,aiParams,updateAlways )&#160;
PlayCommunication Syntax: AI.PlayCommunication(entityId, commName, channelName[, targetId] [, targetPos]) Plays communication on the AI agent. Plays communication on the AI agent.&#160;
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.&#160;
ProcessBalancedDamage Syntax: AI.ProcessBalancedDamage(pShooterEntity, pTargetEntity, damage, damageType) Processes balanced damage.&#160;
PushGoal Syntax: AI.PushGoal(string szPipeName, string goalName, int blocking [,{params}] ) Used for warnings about data/script errors&#160;
PushLabel Syntax: AI.PushLabel(string szPipeName, string szLabelName) Used in combination with &quot;branch&quot; goal operation to identify jump destination&#160;
QueueBubbleMessage Syntax: AI.QueueBubbleMessage(entityID, message, flags)&#160;
RecComment Syntax: AI.RecComment(string szMessage ) Record comment with AIRecorder.&#160;
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&#160;
RegisterInterestedActor Syntax: AI.RegisterInterestedActor(entityId, fInterestFilter, fAngleInDegrees) Registers the interested actor with the interest system Any errors go to error log&#160;
RegisterInterestingEntity Syntax: AI.RegisterInterestingEntity(entityId, baseInterest, category, aiAction) Registers the entity with the interest system Any errors go to error log&#160;
RegisterTacticalPointQuery Syntax: AI.RegisterTacticalPointQuery( querySpecTable ) Get a query ID for the given tactical point query&#160;
RegisterTargetTrack Syntax: AI.RegisterTargetTrack(entityId, configuration, targetLimit, classThreat) Registers the AI object to use the given target track configuration for target selection&#160;
Release This is Release, a member of class CScriptBind_AI.&#160;
RemoveCoverEntity This is RemoveCoverEntity, a member of class CScriptBind_AI.&#160;
RemovePersonallyHostile This is RemovePersonallyHostile, a member of class CScriptBind_AI.&#160;
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_*)&#160;
RequestToStopMovement This is RequestToStopMovement, a member of class CScriptBind_AI.&#160;
ResetAgentLookAtPos Syntax: AI.ResetAgentLookAtPos(entityId) Makes the entityId resets a previous call to AgentLookAtPos()&#160;
ResetAgentState Syntax: AI.ResetAgentState(entityId,stateLabel) Resets a particular aspect of the agent&#39;s state, such as &quot;lean&quot; Intended to keep these hacky concepts together.&#160;
ResetParameters Syntax: AI.ResetParameters(entityId, PropertiesTable, PropertiesInstanceTable) Resets all the AI parameters&#160;
ResetPersonallyHostiles This is ResetPersonallyHostiles, a member of class CScriptBind_AI.&#160;
RunStartupScript RunStartupScript&#160;
ScaleFormation Syntax: AI.ScaleFormation(entityId,scale ) changes the scale factor of the given entity&#39;s formation (if there is)&#160;
SequenceBehaviorReady This is SequenceBehaviorReady, a member of class CScriptBind_AI.&#160;
SequenceInterruptibleBehaviorLeft This is SequenceInterruptibleBehaviorLeft, a member of class CScriptBind_AI.&#160;
SequenceNonInterruptibleBehaviorLeft This is SequenceNonInterruptibleBehaviorLeft, a member of class CScriptBind_AI.&#160;
SetAdjustPath &#160;
SetAlarmed Syntax: AI.SetAlarmed( entityId ) This function sets the entity to be &quot;perception alarmed&quot;&#160;
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).&#160;
SetAssesmentMultiplier Syntax: AI.SetAssesmentMultiplier(AIObjectType, float multiplier) set the assesment multiplier factor for the given AIObject type&#160;
SetAttentiontarget Syntax: AI.SetAttentiontarget(entityId, targetId) Set a new attention target&#160;
SetBeaconPosition Syntax: AI.SetBeaconPosition(entityId | string AIObjectName, pos) Set the beacon&#39;s position for the given entity/object&#39;s group&#160;
SetBehaviorTreeEvaluationEnabled Syntax: AI.SetBehaviorTreeEvaluationEnabled(entityID, enable)&#160;
SetBehaviorVariable Syntax: AI.SetBehaviorVariable( entity, variableName, value ) Sets a behavior variable for the specified actor&#160;
SetCharacter Syntax: AI.SetCharacter(entityId, newCharater) Sets the AI character of the entity.&#160;
SetCollisionAvoidanceRadiusIncrement This is SetCollisionAvoidanceRadiusIncrement, a member of class CScriptBind_AI.&#160;
SetContinuousMotion Syntax: AI.SetContinuousMotion( entityID, continuousMotion )&#160;
SetCoverCompromised Syntax: AI.SetCoverCompromised(entityId) &#160;
SetEntitySpeedRange Syntax: AI.SetEntitySpeedRange( userEntityId, urgency, defaultSpeed, minSpeed, maxSpeed, stance = all) This function allows the user to override the entity&#39;s speed range for the given urgency&#160;
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&#160;
SetFactionOf This is SetFactionOf, a member of class CScriptBind_AI.&#160;
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)&#160;
SetFireMode Syntax: AI.SetFireMode(entityId,mode) immediately sets firemode&#160;
SetForcedNavigation &#160;
SetFormationAngleThreshold Syntax: AI.SetFormationAngleThreshold(entityId, fAngleThreshold ) Sets the Relative position inside the formation&#160;
SetFormationLookingPoint Syntax: AI.SetFormationLookingPoint(entityId, v3RelativePosition ) Sets the Relative looking point position inside the formation&#160;
SetFormationPosition Syntax: AI.SetFormationPosition(entityId, v2RelativePosition ) Sets the Relative position inside the formation&#160;
SetFormationUpdate Syntax: AI.SetFormationUpdate(entityId,update ) changes the update flag of the given entity&#39;s formation (if there is) - the formation is no more updated if the flag is false&#160;
SetFormationUpdateSight Syntax: AI.SetFormationUpdateSight(entityId, range, minTime, maxTime ) sets a random angle rotation for the given entity&#39;s formation sight directions&#160;
SetIgnorant Syntax: AI.SetIgnorant(entityId, int ignorant) makes an AI ignore system signals, visual stimuli and sound stimuli&#160;
SetInCover Syntax: AI.SetInCover(entityId, inCover)&#160;
SetLeader Syntax: AI.SetLeader(entityID ) Set the given entity as Leader (associating a CLeader object to it and creating it if it doesn&#39;t exist) Only one leader can be set per group&#160;
SetMemoryFireType Syntax: AI.SetMemoryFireType(entityId,type) Sets how the puppet handles firing at its memory target&#160;
SetMovementContext Syntax: AI.SetMovementContext(entityId,context) set the given entity&#39;s movement context&#160;
SetPathAttributeToFollow Syntax: AI.SetPathAttributeToFollow(entityId, flg) Set the attribute of the path to be used in &#39;followpath&#39; goal operation. entityId - AI&#39;s entity id &#160;
SetPathToFollow Syntax: AI.SetPathToFollow(entityId, pathName) Set the name of the path to be used in &#39;followpath&#39; goal operation. entityId - AI&#39;s entity id pathName - (string) name of the path to set to be followed. &#160;
SetPFBlockerRadius Syntax: AI.SetPFBlocker(entityId, blocker, radius) &#160;
SetPointListToFollow Syntax: AI.SetPointListToFollow(entityId, pointlist, howmanypoints, bspline, navtype) Set a point list for followpath goal op entityId - AI&#39;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>&#160;
SetPosturePriority Syntax: AI.SetPosturePriority(entityId, postureName, priority) Set the given entity&#39;s posture priority&#160;
SetPostures Syntax: AI.SetPostures(entityId, postures) Set the given entity&#39;s postures&#160;
SetReactionOf This is SetReactionOf, a member of class CScriptBind_AI.&#160;
SetRefPointAtDefensePos Syntax: AI.SetRefPointAtDefensePos(entityId, point2defend,distance) Set the entity refpoint position in an intermediate distance between the entity&#39;s att target and the given point entityId - AI&#39;s entity id point2defend - point to defend distance - max distance to keep from the point &#160;
SetRefPointDirection Syntax: AI.SetRefPointDirection( Vector&amp; vRefPointDir ) Sets the reference point&#39;s World position of an entity&#160;
SetRefPointPosition Syntax: AI.SetRefPointPosition(entity ent, Vector&amp; vRefPointPos ) Sets the reference point&#39;s World position of an entity&#160;
SetRefPointRadius Syntax: AI.SetRefPointRadius(entity.id, radius) Sets the reference point&#39;s radius.&#160;
SetRefpointToAnchor Syntax: AI.SetRefpointToAnchor(entityId,rangeMin,rangeMax,findType,findMethod) Sets a reference point to an anchor. &#160;
SetRefPointToGrenadeAvoidTarget &#160;
SetRefpointToPunchableObject Syntax: AI.SetRefpointToPunchableObject(entityId,range) Sets the reference point to the punchable object. &#160;
SetRefShapeName Syntax: AI.SetRefShapeName(entityId, name) Sets the reference shape name.&#160;
SetSmartObjectState Syntax: AI.SetSmartObjectState( entityId, stateName ) Sets only one single smart object state replacing all other states&#160;
SetSoundPerceptionDescriptor Syntax: AI.SetSoundPerceptionDescriptor(entityId, soundType, descriptorTable) Sets data on how perception works for the entity dealing with soundType&#160;
SetSpeed Syntax: AI.SetSpeed(entityId, urgency) This function allows the user to override the entity&#39;s current speed (urgency)&#160;
SetStance Syntax: AI.SetStance(entityId,stance) set the given entity&#39;s stance&#160;
SetTargetTrackClassThreat Syntax: AI.SetTargetTrackClassThreat(entityId, classThreat) Sets the class threat for the entity for target track usage&#160;
SetTempTargetPriority Syntax: AI.SetTempTargetPriority(entityId, priority) Set the selection priority of the temp target over other potential targets&#160;
SetTerritoryShapeName Syntax: AI.SetTerritoryShapeName(entityId, shapeName) Sets the territory of the AI Actor.&#160;
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.&#160;
SetUseSecondaryVehicleWeapon Syntax: AI.SetUseSecondaryVehicleWeapon(entityId, bUseSecondary) Sets if the AI should use the secondary weapon when firing from a vehicle gunner seat if possible&#160;
SetVehicleStickTarget &#160;
Signal Syntax: AI.Signal(signalFilter,int signalType, string SignalText, senderId [, signalExtraData] ) Sends a signal to an entity or a group of entities&#160;
SmartObjectEvent Syntax: AI.SmartObjectEvent( actionName, userEntityId, objectEntityId [, vRefPoint] ) Executes a smart action&#160;
SoundEvent Syntax: AI.SoundEvent(position, radius, threat, interest, entityId) Generates a sound event in the AI system with the given parameters.&#160;
StopCommunication Syntax: AI.StopCommunication(playID) Stops given communication. Stops given communication.&#160;
ThrowGrenade Syntax: AI.ThrowGrenade(entityId,grenadeType,regTargetType) throws a specified grenade at target type without interrupting fire mode&#160;
TriggerCurrentTargetTrackPulse This is TriggerCurrentTargetTrackPulse, a member of class CScriptBind_AI.&#160;
UnregisterInterestedActor Syntax: AI.UnregisterInterestedActor(entityId) Unregisters the entity with the interest system Any errors go to error log&#160;
UnregisterInterestingEntity Syntax: AI.UnregisterInterestingEntity(entityId) Unregisters the entity with the interest system Any errors go to error log&#160;
UnregisterTargetTrack Syntax: AI.UnregisterTargetTrack(entityId) Unregisters the AI object with the target track manager&#160;
UpdateGlobalPerceptionScale Syntax: AI.UpdateGlobalPerceptionScale(visualScale, audioScale, [filterType], [faction])&#160;
UpdateTempTarget Syntax: AI.UpdateTempTarget(entityId, vPos) Updates the entity&#39;s temporary potential target to the given position&#160;
UpTargetPriority Syntax: AI.UpTargetPriority(entityId, targetId, float increment) modifies the current entity&#39;s target priority for the given target if the given target is among the entity&#39;s target list&#160;
VisualEvent Syntax: AI.VisualEvent(entityId, targetId) Generates a visual event in the AI system with the given parameters.&#160;
Warning Syntax: AI.Warning(string szMessage ) Used for warnings about data/script errors&#160;
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.&#160;
ActivateOutput Syntax: Entity.ActivateOutput() &#160;
ActivatePlayerPhysics Syntax: Entity.ActivatePlayerPhysics( bool bEnable ) &#160;
AddConstraint Syntax: Entity.AddConstraint()&#160;
AddImpulse Syntax: Entity.AddImpulse() &#160;
AttachChild Syntax: Entity.AttachChild( ScriptHandle childEntityId, int flags ) &#160;
AttachSurfaceEffect Syntax: Entity.AttachSurfaceEffect( int nSlot, const char *effect, bool countPerUnit, const char *form, const char *typ, float countScale, float sizeScale ) &#160;
AwakeCharacterPhysics Syntax: Entity.AwakeCharacterPhysics( int nSlot,const char *sRootBoneName,int nAwake ) &#160;
AwakeEnvironment Syntax: Entity.AwakeEnvironment()&#160;
AwakePhysics Syntax: Entity.AwakePhysics( int nAwake ) &#160;
BreakToPieces Syntax: Entity.BreakToPieces() Breaks static geometry in slot 0 into sub objects and spawn them as particles or entities. &#160;
CalcWorldAnglesFromRelativeDir Syntax: Ang3 Entity.CalcWorldAnglesFromRelativeDir( Vec3 dir ) &#160;
CancelSubpipe Syntax: Entity.CancelSubpipe()&#160;
ChangeAttachmentMaterial &#160;
CharacterUpdateAlways Syntax: Entity.CharacterUpdateAlways( int characterSlot, bool updateAlways ) &#160;
CharacterUpdateOnRender Syntax: Entity.CharacterUpdateOnRender( int characterSlot, bool bUpdateOnRender ) &#160;
CheckCollisions Syntax: Entity.CheckCollisions() &#160;
CheckShaderParamCallbacks Syntax: Entity.UpdateShaderParamCallback() Check all the currently set shader param callbacks on the renderproxy with the current state of the entity&#160;
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.&#160;
CopySlotTM Syntax: Entity.CopySlotTM( int destSlot, int srcSlot, bool includeTranslation ) Copies the TM (Transformation Matrix) of the slot.&#160;
CountLinks Syntax: Entity.CountLinks()&#160;
CreateBoneAttachment syntax: Entity.CreateBoneAttachment( int characterSlot, const char *boneName, const char *attachmentName ) &#160;
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. &#160;
CreateLink Syntax: Entity.CreateLink( const char *name, entityID ) - param 'entityID' is optional&#160;
CreateRenderProxy Syntax: Entity.CreateRenderProxy() Create a proxy render object for the entity, allows entity to be rendered without loading any assets in immediately.&#160;
CreateSkinAttachment syntax: Entity.CreateSkinAttachment( int characterSlot, const char *attachmentName )&#160;
Damage syntax: Entity.Damage() &#160;
DeleteParticleEmitter Syntax: Entity.DeleteParticleEmitter(slot) Deletes particles emitter from 3dengine. &#160;
DeleteThis Syntax: Entity.DeleteThis() Deletes this entity. &#160;
DestroyAttachment syntax: Entity.DestroyAttachment( int characterSlot, const char *attachmentName ) &#160;
DestroyPhysics Syntax: Entity.DestroyPhysics() ! Destroys the physics of an entity object&#160;
DetachAll Syntax: Entity.DetachAll() &#160;
DetachThis Syntax: Entity.DetachThis() &#160;
DisableAnimationEvent syntax: Entity.DisableAnimationEvent( int nSlot,const char *sAnimation ) &#160;
DrawSlot Syntax: Entity.DrawSlot( int nSlot ) Enables/Disables drawing of object or character at specified slot of the entity.&#160;
EnableBoneAnimation syntax: Entity.EnableBoneAnimation( int characterSlot, int layer, const char *boneName, bool status )&#160;
EnableBoneAnimationAll syntax: Entity.EnableBoneAnimationAll( int characterSlot, int layer, bool status )&#160;
EnableDecals Syntax: Entity.EnableDecals( int slot, bool enable )&#160;
EnableInheritXForm Syntax: Entity.EnableInheritXForm() Enables/Disable entity from inheriting transformation from the parent. &#160;
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 ) &#160;
EnablePhysics Syntax: Entity.EnablePhysics( bool bEnable ) &#160;
EnableProceduralFacialAnimation syntax: Entity.EnableProceduralFacialAnimation( bool enable )&#160;
FadeGlobalDensity Syntax: Entity.FadeGlobalDensity( int nSlot, float fadeTime, float newGlobalDensity ) Sets the fade global density.&#160;
ForceCharacterUpdate Syntax: Entity.ForceCharacterUpdate( int characterSlot, bool updateAlways ) &#160;
ForwardTriggerEventsTo Syntax: Entity.ForwardTriggerEventsTo( entityId )&#160;
FreeAllSlots Syntax: Entity.FreeAllSlots() Delete all objects on every slot part of the entity. &#160;
FreeSlot Syntax: Entity.FreeSlot( int nSlot ) Delete all objects from specified slot.&#160;
GetAIName Syntax: Entity.GetAIName() ! Get the AI name of the entity. Can be different than entity name. @return AI Name of the entity&#160;
GetAngles Syntax: Entity.GetAngles() Gets the angle of the entity. &#160;
GetAnimationLength syntax: Entity.GetAnimationLength( int characterSlot, const char *animation ) &#160;
GetAnimationSpeed &#160;
GetAnimationTime syntax: Entity.GetAnimationTime( int nSlot,int nLayer ) &#160;
GetArchetype Syntax: Entity.GetArchetype() Retrieve the archetype of the entity. Return: name of entity archetype, nil if no archetype. Return name of the archetype.&#160;
GetAttachmentBone syntax: Entity.GetAttachmentBone( int characterSlot, const char *attachmentName ) &#160;
GetAttachmentCGF syntax: Entity.GetAttachmentCGF( int characterSlot, const char *attachmentName ) &#160;
GetBoneAngularVelocity Syntax: Entity.GetBoneAngularVelocity( int characterSlot, const char *boneName )&#160;
GetBoneDir Syntax: Entity.GetBoneDir() &#160;
GetBoneLocal Syntax: float Entity.GetBoneLocal( const char *boneName, Vec3 trgDir )&#160;
GetBoneNameFromTable Syntax: Entity.GetBoneNameFromTable() &#160;
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&#160;
GetBoneVelocity Syntax: Entity.GetBoneVelocity( int characterSlot, const char *boneName )&#160;
GetCenterOfMassPos Syntax: Entity.GetCenterOfMassPos() Gets the position of the entity center of mass. ! Get the position of the entity&#39;s physical center of mass @return Three component vector containing the entity&#39;s center of mass&#160;
GetCharacter Syntax: Entity.GetCharacter( int nSlot ) Gets the character for the specified slot if there is any. &#160;
GetChild Syntax: Entity.GetChild( int nIndex ) &#160;
GetChildCount Syntax: Entity.GetChildCount() &#160;
GetCurAnimation syntax: Entity.GetCurAnimation() &#160;
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.&#160;
GetDistance Syntax: float Entity.GetDistance( entityId ) Return the distance from entity specified with entityId&#160;
GetEntitiesInContact syntax: Entity.GetEntitiesInContact() &#160;
GetEntityMaterial This is GetEntityMaterial, a member of class CScriptBind_Entity.&#160;
GetExplosionImpulse syntax: Entity.GetExplosionImpulse() &#160;
GetExplosionObstruction syntax: Entity.GetExplosionObstruction() &#160;
GetFlags Syntax: Entity.GetFlags()&#160;
GetFlagsExtended Syntax: Entity.GetFlagsExtended() &#160;
GetGeomCachePrecachedTime syntax: Entity.GetGeomCachePrecachedTime() Gets time delta from current playback position to last ready to play frame ! Activates/deactivates geom cache drawing&#160;
GetGravity Syntax: Entity.GetGravity()&#160;
GetGUID &#160;
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&#160;
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&#160;
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&#160;
GetLink Syntax: Entity.GetLink()&#160;
GetLinkName Syntax: Entity.GetLinkName( targetId )&#160;
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.&#160;
GetLocalAngles Syntax: Vec3 Entity.GetLocalAngles( Vec3 vAngles ) &#160;
GetLocalBBox Syntax: Entity.GetLocalBBox() &#160;
GetLocalPos Syntax: Vec3 Entity.GetLocalPos() ! Get the position of the entity @return Three component vector containing the entity position&#160;
GetLocalScale Syntax: float Entity.GetLocalScale() &#160;
GetLodRatio Syntax: Entity.GetLodRatio() &#160;
GetMass Syntax: Entity.GetMass() ! Get the mass of the entity @return mass of the entity;&#160;
GetMaterial syntax: Entity.GetMaterial() ! Get the name of custom entity material.&#160;
GetMaterialFloat Syntax: Entity.GetMaterialFloat( int nSlotId,sParamName ) Change material parameter.&#160;
GetMaterialVec3 Syntax: Entity.GetMaterialVec3( int nSlotId,sParamName )&#160;
GetName Syntax: Entity.GetName() ! Get the name of the entity @return Name of the entity&#160;
GetParent Syntax: Entity.GetParent() &#160;
GetParentSlot Syntax: Entity.GetParentSlot( int child ) &#160;
GetPhysicalStats Syntax: Entity.GetPhysicalStats() Some more physics related. get some physical infos such mass and gravity&#160;
GetPos Syntax: Entity.GetPos() Gets the position of the entity. &#160;
GetProjectedWorldBBox Syntax: Entity.GetProjectedWorldBBox() &#160;
GetRawId Syntax: Entity.GetRawId() Returns entityId in raw numeric format. ! Get the id of the entity in number form @return Entity id as number&#160;
GetScale Syntax: Entity.GetScale() Gets the scaling value for the entity. &#160;
GetSlotAngles Syntax: Entity.GetSlotAngles( int nSlot ) Gets the slot angles.&#160;
GetSlotCount Syntax: Entity.GetSlotCount() Gets the count of the slots. &#160;
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&#160;
GetSlotPos Syntax: Entity.GetSlotPos( int nSlot ) Gets the slot position.&#160;
GetSlotScale Syntax: Entity.GetSlotScale( int nSlot ) Gets the slot scale amount.&#160;
GetSlotWorldDir Syntax: Entity.GetSlotWorldDir( int nSlot ) Gets the World direction of the slot.&#160;
GetSlotWorldPos Syntax: Entity.GetSlotWorldPos( int nSlot ) Gets the World position of the slot.&#160;
GetSpeed Syntax: Entity.GetSpeed() ! Get the speed of the entity @return Speed in float value&#160;
GetState syntax: Entity.GetState() &#160;
GetSubmergedVolume Syntax: Entity.GetSubmergedVolume( int slot, Vec3 planeNormal, Vec3 planeOrigin )&#160;
GetTimeSinceLastSeen Syntax: Entity.GetTimeSinceLastSeen() &#160;
GetTouchedPoint syntax: Entity.GetTouchedPoint() Retrieves point of collision for rigid body. !retrieves point of collision for rigid body&#160;
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&#160;
GetTriggerBBox Syntax: Entity.GetTriggerBBox() &#160;
GetUpdateRadius Syntax: Entity.GetUpdateRadius() &#160;
GetVelocity Syntax: Entity.GetVelocity() ! Get the velocity of the entity @return Three component vector containing the velocity position&#160;
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&#160;
GetViewDistRatio Syntax: Entity.GetViewDistRatio() &#160;
GetVolume Syntax: Entity.GetVolume( int slot)&#160;
GetWorldAngles Syntax: Vec3 Entity.GetWorldAngles( Vec3 vAngles ) &#160;
GetWorldBBox Syntax: Entity.GetWorldBBox() &#160;
GetWorldBoundsCenter Syntax: Entity.GetWorldBoundsCenter() Gets the world bbox center for the entity (defaults to entity position if no bbox present). &#160;
GetWorldDir Syntax: Vec3 Entity.GetWorldDir() &#160;
GetWorldPos Syntax: Vec3 Entity.GetWorldPos() &#160;
GetWorldScale Syntax: float Entity.GetWorldScale() &#160;
GotoState syntax: Entity.GotoState( const char *sState ) &#160;
HasFlags Syntax: Entity.HasFlags( int flags )&#160;
HasFlagsExtended Syntax: Entity.HasFlags( int flags ) &#160;
Hide Syntax: Entity.Hide() The function has one optional parameter. If value of this parameter is nonzero, entity is hidden. Default value is 1. &#160;
HideAllAttachments syntax: Entity.HideAllAttachments( int characterSlot, bool hide, bool hideShadow ) &#160;
HideAttachment syntax: Entity.HideAttachment( int characterSlot, const char *attachmentName, bool hide, bool hideShadow ) &#160;
HideAttachmentMaster syntax: Entity.HideAttachmentMaster( int characterSlot, bool hide ) &#160;
IgnorePhysicsUpdatesOnSlot Syntax: Entity.IgnorePhysicsUpdatesOnSlot( int nSlot ) Ignore physics when it try to update the position of a slot.&#160;
InsertSubpipe Syntax: Entity.InsertSubpipe()&#160;
IntersectRay Syntax: Entity.IntersectRay( int slot, Vec3 rayOrigin, Vec3 rayDir, float maxDistance )&#160;
InvalidateLocalBBox Syntax: Entity.InvalidateLocalBBox( ) &#160;
InvalidateTrigger Syntax: Entity.InvalidateTrigger() &#160;
IsActive Syntax: Entity.IsActive( int bActivate ) Retrieve active status of entity. Return: true - Entity is active. false - Entity is not active. &#160;
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&#160;
IsColliding Syntax: Entity.IsColliding()&#160;
IsEntityInside Syntax: float Entity.IsEntityInside(entityId)&#160;
IsEntityInsideArea Syntax: Entity.IsEntityInsideArea( int areaId, ScriptHandle entityId )&#160;
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) &#160;
IsGeomCacheStreaming syntax: Entity.IsGeomCacheStreaming() Returns true if geom cache is streaming ! Returns true if geom cache is streaming&#160;
IsHidden syntax: Entity.IsHidden()&#160;
IsInState syntax: Entity.IsInState( const char *sState ) &#160;
IsPointInsideArea Syntax: Entity.IsPointInsideArea( int areaId, Vec3 point )&#160;
IsSlotCharacter Syntax: Entity.IsSlotCharacter( int slot ) Checks if the slot is a character.&#160;
IsSlotGeometry Syntax: Entity.IsSlotGeometry( int slot ) Checks if the slot is a geometry.&#160;
IsSlotLight Syntax: Entity.IsSlotLight( int slot ) Checks if the slot is a light.&#160;
IsSlotParticleEmitter Syntax: Entity.IsSlotParticleEmitter( int slot ) Checks if the slot is a particle emitter.&#160;
IsSlotValid Syntax: Entity.IsSlotValid( int nSlot ) Checks if the slot is valid.&#160;
IsUsingPipe Syntax: Entity.IsUsingPipe( string pipename ) Returns true if entity is running the given goalpipe or has it inserted&#160;
KillTimer syntax: Entity.KillTimer()&#160;
LoadCharacter Syntax: Entity.LoadCharacter( int nSlot,const char *sFilename ) Load CGF geometry into the entity slot.&#160;
LoadCloud Syntax: Entity.LoadCloud( int nSlot,sFilename ) Loads the cloud XML file into the entity slot.&#160;
LoadFogVolume Syntax: Entity.LoadFogVolume( int nSlot, table ) Loads the fog volume XML file into the entity slot.&#160;
LoadGeomCache Syntax: Entity.LoadGeomCache( int nSlot,const char *sFilename ) Load geom cache into the entity slot.&#160;
LoadLight Syntax: Entity.LoadLight( int nSlot,table lightTable ) Load CGF geometry into the entity slot.&#160;
LoadLightShape Syntax: Entity.LoadLightShape( int nSlot,const char *sLightShapeFile) Loads CGF geometry into the entity slot.&#160;
LoadObject Syntax: Entity.LoadObject( int nSlot,const char *sFilename ) Load CGF geometry into the entity slot.&#160;
LoadObjectLattice Syntax: Entity.LoadObjectLattice( int nSlot ) Load lattice into the entity slot.&#160;
LoadObjectWithFlags Syntax: Entity.LoadObject( int nSlot,const char *sFilename, const int nFlags ) Load CGF geometry into the entity slot.&#160;
LoadParticleEffect Syntax: Entity.LoadParticleEffect( int nSlot,const char *sEffectName,float fPulsePeriod,bool bPrime,float fScale ) Loads CGF geometry into the entity slot.&#160;
LoadPrismObject This is LoadPrismObject, a member of class CScriptBind_Entity.&#160;
LoadSubObject Syntax: Entity.LoadSubObject( int nSlot,const char *sFilename,const char *sGeomName ) Load geometry of one CGF node into the entity slot.&#160;
LoadVolumeObject Syntax: Entity.LoadVolumeObject( int nSlot, const char* sFilename ) Loads volume object.&#160;
MaterialFlashInvoke Syntax: Entity.MaterialFlashInvoke() &#160;
MultiplyWithSlotTM Syntax: Entity.MultiplyWithSlotTM( int slot, Vec3 pos ) Multiplies with the TM (Transformation Matrix) of the slot.&#160;
NetPresent Syntax: Entity.NetPresent()&#160;
NoBulletForce Syntax: Entity.NoBulletForce( bool state )&#160;
NoExplosionCollision Syntax: Entity.NoExplosionCollision()&#160;
PassParamsToPipe Syntax: Entity.PassParamsToPipe()&#160;
PauseSound Syntax: Entity.PauseSound( Handle SoundId ) Pauses/Unpauses playing sound.&#160;
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>&#160;
PhysicalizeAttachment syntax: Entity.PhysicalizeAttachment( int characterSlot, const char* attachmentName, bool physicalize )&#160;
PhysicalizeSlot Syntax: Entity.PhysicalizeSlot( int slot, SmartScriptTable physicsParams ) &#160;
PlayFacialAnimation syntax: Entity.PlayFacialAnimation( char* name, bool looping )&#160;
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.&#160;
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&#160;
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.&#160;
PreLoadParticleEffect Syntax: Entity.PreLoadParticleEffect( const char *sEffectName ) Pre-loads a particle effect.&#160;
ProcessBroadcastEvent Syntax: Entity.ProcessBroadcastEvent() &#160;
RagDollize Syntax: Entity.RagDollize(int slot) &#160;
ReattachSoftEntityVtx This is ReattachSoftEntityVtx, a member of class CScriptBind_Entity.&#160;
RedirectAnimationToLayer0 syntax: Entity.RedirectAnimationToLayer0( int characterSlot, bool redirect )&#160;
RegisterForAreaEvents Syntax: Entity.RegisterForAreaEvents() Registers the script proxy so that it receives area events. for this entity. &#160;
RelinkBoneAttachments Syntax: Entity.RelinkBoneAttachments()&#160;
RemoveAllLinks Syntax: Entity.RemoveAllLinks()&#160;
RemoveDecals Syntax: Entity.RemoveDecals() &#160;
RemoveLink Syntax: Entity.RemoveLink( const char *name, int linkIndex ) - param 'linkIndex' is optional&#160;
RenderAlways Syntax: Entity.RenderAlways() Enables &#39;always render&#39; on the render node, skipping any kind of culling &#160;
RenderShadow Syntax: Entity.RenderShadow()&#160;
ReplaceMaterial syntax: Entity.ReplaceMaterial( int slot, const char *name, const char *replacement ) &#160;
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&#160;
ResetAttachment syntax: Entity.ResetAttachment( int characterSlot, const char *attachmentName ) &#160;
ResetMaterial syntax: Entity.ResetMaterial( int slot ) &#160;
ResetPhysics Syntax: Entity.ResetPhysics() &#160;
SelectPipe Syntax: Entity.SelectPipe() &#160;
SetAIName Syntax: Entity.SetAIName() &#160;
SetAngles Syntax: Entity.SetAngles( Ang3 vAngles ) Sets the angle of the entity. &#160;
SetAnimateOffScreenShadow Syntax: Entity.SetAnimateOffScreenShadow( bool bAnimateOffScreenShadow ) &#160;
SetAnimationBlendOut syntax: Entity.SetAnimationBlendOut( int characterSlot, int layer, float blendOut )&#160;
SetAnimationEvent syntax: Entity.SetAnimationEvent( int nSlot,const char *sAnimation ) &#160;
SetAnimationFlip syntax: Entity.SetAnimationFlip( int characterSlot, Vec3 flip )&#160;
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)&#160;
SetAnimationSpeed syntax: Entity.SetAnimationSpeed( int characterSlot, int layer, float speed ) &#160;
SetAnimationTime syntax: Entity.SetAnimationTime( int nSlot,int nLayer,float fTime ) &#160;
SetAttachmentAngles syntax: Entity.SetAttachmentAngles( int characterSlot, const char *attachmentName, Vec3 angles )&#160;
SetAttachmentCGF syntax: Entity.SetAttachmentCGF( int characterSlot, const char *attachmentName, const char* filePath ) &#160;
SetAttachmentDir syntax: Entity.SetAttachmentDir()&#160;
SetAttachmentEffect syntax: Entity.SetAttachmentEffect( int characterSlot, const char *attachmentName, const char *effectName, Vec3 offset, Vec3 dir, float scale, int flags )&#160;
SetAttachmentLight syntax: Entity.SetAttachmentLight( int characterSlot, const char *attachmentName, SmartScriptTable lightTable, int flags ) &#160;
SetAttachmentObject syntax: Entity.SetAttachmentObject( int characterSlot, const char *attachmentName, ScriptHandle entityId, int slot, int flags ) &#160;
SetAttachmentPos syntax: Entity.SetAttachmentPos( int characterSlot, const char *attachmentName, Vec3 pos )&#160;
SetCharacterPhysicParams Syntax: Entity.SetCharacterPhysicParams()&#160;
SetCloudMovementProperties Syntax: Entity.SetCloudMovementProperties( int nSlot, table ) Sets the cloud movement properties.&#160;
SetColliderMode Syntax: Entity.SetColliderMode( int mode ) ! Set the position of the entity @param vec Three component vector containing the entity position&#160;
SetDefaultIdleAnimations Syntax: Entity.SetDefaultIdleAnimations() &#160;
SetDirectionVector Syntax: Entity.SetDirectionVector() &#160;
SetFlags Syntax: Entity.SetFlags( int flags, int mode ) Mode: 0-&gt;or 1-&gt;and 2-&gt;xor&#160;
SetFlagsExtended Syntax: Entity.SetFlagsExtended( int flags, int mode ) Mode: 0-&gt;or 1-&gt;and 2-&gt;xor &#160;
SetGeomCacheDrawing syntax: Entity.SetGeomCacheDrawing() Activates/deactivates geom cache drawing ! Activates/deactivates geom cache drawing&#160;
SetGeomCacheParams syntax: Entity.SetGeomCacheParams() Sets geometry cache parameters ! Sets the parameters of a geometry cache&#160;
SetGeomCachePlaybackTime syntax: Entity.SetGeomCachePlaybackTime() Sets the playback time ! Sets the playback time of a geometry cache&#160;
SetGeomCacheStreaming syntax: Entity.SetGeomCacheStreaming() Activates/deactivates geom cache streaming ! Activates/deactivates geom cache streaming&#160;
SetLightBlendParams Syntax: Entity.SetLightBlendParams( int nSlot, char const* tex1, char const* tex2, float blend_weight) changes the blend textures and weight for probe blending &#160;
SetLightColorParams Syntax: Entity.SetLightColorParams( int nSlot,Vec3 color, float specular_multiplier, float HDRDynamic) changes the color related params of an existing light &#160;
SetLinkTarget Syntax: Entity.SetLinkTarget( const char *name, targetId)&#160;
SetLocalAngles Syntax: Entity.SetLocalAngles( Vec3 vAngles ) &#160;
SetLocalBBox Syntax: Entity.SetLocalBBox( Vec3 vMin,Vec3 vMax ) &#160;
SetLocalPos Syntax: Entity.SetLocalPos( Vec3 vPos ) ! Set the position of the entity @param vec Three component vector containing the entity position&#160;
SetLocalScale Syntax: Entity.SetLocalScale( float fScale ) &#160;
SetLodRatio Syntax: Entity.SetLodRatio() ! 0..254 (value is autmatically clamed to to this range)&#160;
SetMaterial syntax: Entity.SetMaterial() ! Set the material of the entity @param materialName Name of material.&#160;
SetMaterialFloat Syntax: Entity.SetMaterialFloat( int nSlotId,sParamName,fValue ) Change material parameter.&#160;
SetMaterialVec3 Syntax: Entity.SetMaterialVec3( int nSlotId,sParamName,vVec3 )&#160;
SetName Syntax: Entity.SetName() ! Set the name of the entity @param sName String containing the new entity name&#160;
SetParentSlot Syntax: Entity.SetParentSlot( int child, int parent ) &#160;
SetPhysicParams Syntax: Entity.SetPhysicParams()&#160;
SetPos Syntax: Entity.SetPos( Vec3 vPos ) Sets the position of the entity.&#160;
SetPublicParam Syntax: Entity.SetPublicParam() &#160;
SetRegisterInSectors Syntax: Entity.SetRegisterInSectors()&#160;
SetScale Syntax: Entity.SetScale( float fScale ) Sets the scaling value for the entity. &#160;
SetScriptUpdateRate syntax: Entity.SetScriptUpdateRate( int nMillis )&#160;
SetSelfAsLightCasterException Syntax: Entity.SetLightCasterException( int nLightSlot, int nGeometrySlot ) Entity render node will be a caster exception for light loaded in nLightSlot.&#160;
SetSlotAngles Syntax: Entity.GetSlotAngles( int nSlot,Ang3 v ) Sets the slot angles.&#160;
SetSlotHud3D Syntax: Entity.SetSlotHud3D( int nSlot) Setup flags for use as 3D HUD entity.&#160;
SetSlotPos Syntax: Entity.SetSlotPos( int nSlot,Vec3 v ) Sets the slot position.&#160;
SetSlotPosAndDir Syntax: Entity.SetSlotPosAndDir( int nSlot, Vec3 pos, Vec3 dir ) Sets the slot position and direction.&#160;
SetSlotScale Syntax: Entity.SetSlotScale( int nSlot,float fScale ) Sets the slot scale amount.&#160;
SetSlotWorldTM Syntax: Entity.SetSlotWorldTM( int nSlot, Vec3 pos, Vec3 dir ) Sets the World TM (Transformation Matrix) of the slot.&#160;
SetSoundEffectRadius syntax: Entity.SetSoundEffectRadius( float fEffectRadius) Sets the effect radius for a sound entity (e.g. volume ambient sound, reverb preset)&#160;
SetSoundSphereSpec Syntax: Entity.SetSoundSphereSpec( soundId, float radius ) &#160;
SetStateClientside Syntax: Entity.SetStateClientside() true=prevents error when state changes on the client and does not sync state changes to the client&#160;
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.&#160;
SetTimer syntax: Entity.SetTimer()&#160;
SetTriggerBBox Syntax: Entity.SetTriggerBBox( Vec3 vMin,Vec3 vMax ) &#160;
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. &#160;
SetUpdateRadius Syntax: Entity.SetUpdateRadius() &#160;
SetVelocity Syntax: Entity.SetVelocity(Vec3 velocity) ! Set the velocity of the entity&#160;
SetVelocityEx Syntax: Entity.GetVelocityEx(Vec3 velocity, Vec3 angularVelocity) ! Set the velocity and angular velocity of the entity&#160;
SetViewDistRatio Syntax: Entity.SetViewDistRatio() ! 0..254 (value is autmatically clamed to to this range)&#160;
SetViewDistUnlimited Syntax: Entity.SetViewDistUnlimited() ! do not fade out object - no matter how far away it is&#160;
SetVolumeObjectMovementProperties Syntax: Entity.SetVolumeObjectMovementProperties( int nSlot, table ) Sets the properties of the volume object movement. &#160;
SetWorldAngles Syntax: Entity.SetWorldAngles( Vec3 vAngles ) &#160;
SetWorldPos Syntax: Entity.SetWorldPos( Vec3 vPos ) &#160;
SetWorldScale Syntax: Entity.SetWorldScale( float fScale ) &#160;
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&#160;
StopAllSounds Syntax: Entity.StopAllSounds() Stop all sounds played on the entity. &#160;
StopAnimation syntax: Entity.StopAnimation( int characterSlot, int layer )&#160;
StopSound Syntax: Entity.StopSound( Handle SoundId ) Stop sound played on the entity. Only sound started for this entity will be stopped.&#160;
ToGlobal Syntax: Entity.ToGlobal( int slotId, Vec3 point ) transform pos from local to world coordinates. uses object when slot&lt;0&#160;
ToLocal Syntax: Entity.ToLocal( int slotId, Vec3 point ) transform pos from world to local coordinates. uses object when slot&lt;0&#160;
TriggerEvent Syntax: Entity.TriggerEvent() &#160;
UnSeenFrames Syntax: Entity.UnSeenFrames() &#160;
UpdateAreas Syntax: Entity.UpdateAreas()&#160;
UpdateLightClipBounds Syntax: Entity.UpdateLightClipBounds( int nSlot ) Update the clip bounds of the light from the linked entities&#160;
UpdateSlotPhysics Syntax: Entity.UpdateSlotPhysics( int slot ) &#160;
VectorToGlobal Syntax: Entity.VectorToGlobal( int slotId, Vec3 dir ) transform vector from local to world coordinates. uses object when slot&lt;0&#160;
VectorToLocal Syntax: Entity.VectorToLocal( int slotId, Vec3 dir ) transform vector from world to local coordinates. uses object when slot&lt;0&#160;
DelegateCalls &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Entity.&#160;
GoalParamsHelper This is GoalParamsHelper, a member of class CScriptBind_Entity.&#160;
Movie
AbortSequence Syntax: Movie.AbortSequence(const char *sSequenceName) Aborts the specified sequence.&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Movie.&#160;
PauseSequences Syntax: Movie.PauseSequences() Pauses all the sequences.&#160;
PlaySequence Syntax: Movie.PlaySequence(const char *sSequenceName) Plays the specified sequence. ! Start a sequence @param pszName Name of sequence&#160;
ResumeSequences Syntax: Movie.ResumeSequences() Resume all the sequences.&#160;
StopAllCutScenes Syntax: Movie.StopAllCutScenes() Stops all the cut scenes. &#160;
StopAllSequences Syntax: Movie.StopAllSequences() Stops all the video sequences. &#160;
StopSequence Syntax: Movie.StopSequence(const char *sSequenceName) Stops the specified sequence.&#160;
CScriptBind_MusicLogic Class
SendEvent Syntax: MusicLogic.SendEvent( const char * pEventName ) Send an event to the music logic. &#160;
SetEvent Syntax: MusicLogic.SetEvent( int eMusicEvent ) Sets an event in the music logic. &#160;
StartLogic Syntax: MusicLogic.StartLogic() Starts the music logic. &#160;
StopLogic Syntax: MusicLogic.StopLogic() Stops the music logic. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_MusicLogic.&#160;
Particle
Attach Syntax: Particle.Attach() Attaches an effect. &#160;
CreateDecal Syntax: Particle.CreateDecal( Vec3 pos, Vec3 normal, float size, float lifeTime, const char *textureName ) Creates a decal with the specified parameters.&#160;
CreateEffect Syntax: Particle.CreateEffect( const char *name, SmartScriptTable params ) Creates a new particle effect. &#160;
CreateMatDecal Syntax: Particle.CreateMatDecal( Vec3 pos, Vec3 normal, float size, float lifeTime, const char *materialName ) Creates a material decal.&#160;
DeleteEffect Syntax: Particle.DeleteEffect( const char *name ) Deletes the specified particle effect. &#160;
Detach Syntax: Particle.Detach() Detaches an effect.&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Particle.&#160;
IsEffectAvailable Syntax: Particle.IsEffectAvailable( const char *name ) Checks if the specified particle effect is available. &#160;
SpawnEffect Syntax: Particle.SpawnEffect( const char *effectName, Vec3 pos, Vec3 dir ) Spawns an effect. &#160;
SpawnEffectLine Syntax: Particle.SpawnEffectLine( const char *effectName, Vec3 startPos, Vec3 endPos, Vec3 dir, float scale, int slices ) Spawns an effect line. &#160;
SpawnParticles Syntax: Particle.SpawnParticles( SmartScriptTable params, Vec3 pos, Vec3 dir ) Spawns a particle effect. &#160;
Physics
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Physics.&#160;
RayTraceCheck Syntax: Physics.RayTraceCheck( Vec3 src,Vec3 dst,ScriptHandle skipEntityId1,ScriptHandle skipEntityId2 ) Check if ray segment from src to dst intersect anything.&#160;
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.&#160;
RegisterExplosionCrack Syntax: Physics.RegisterExplosionCrack( const char *sGeometryFile,int nIdMaterial ) Register a new crack for breakable object.&#160;
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.&#160;
SamplePhysEnvironment Syntax: Physics.SamplePhysEnvironment( Vec3 pt, float r, int objtypes ) Find physical entities touched by a sphere&#160;
SimulateExplosion Syntax: Physics.SimulateExplosion( Table explosionParams ) Simulate physical explosion. Does not apply any game related explosion damages, this function only apply physical forces.&#160;
Script
Debug Syntax: Script.Debug() DEACTIVATED.&#160;
DebugFull Syntax: Script.DebugFull() DEACTIVATED.&#160;
DumpLoadedScripts Syntax: Script.DumpLoadedScripts() Dumps all the loaded scripts. !Dump all loaded scripts path calling IScriptSystemSink::OnLoadedScriptDump @see IScriptSystemSink&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Script.&#160;
KillTimer Syntax: Script.KillTimer( int nTimerId ) Stops a timer set by the Script.SetTimer function.&#160;
LoadScript Syntax: Script.LoadScript() Loads the script. !load a specified script @param sFileName path of the script that has to be loaded&#160;
ReloadEntityScript Syntax: Script.ReloadEntityScript( const char *className ) Reloads the specified entity script.&#160;
ReloadScript Syntax: Script.ReloadScript() Reload the script. !reload a specified script. If the script wasn&#39;t loaded at least once before the function will fail @param sFileName path of the script that has to be reloaded&#160;
ReloadScripts Syntax: Script.ReloadScripts() Reloads all the scripts. !reload all previosly loaded scripts&#160;
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;&#160;
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;&#160;
UnloadScript Syntax: Script.UnloadScript() Unloads the script. !unload script from the &quot;loaded scripts map&quot; so if this script is loaded again the Script system will reloadit. this function doesn&#39;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&#160;
Sound
ActivateAudioDevice Syntax: Sound.ActivateAudioDevice() Activates audio device.&#160;
AddMusicMoodEvent Syntax: Sound.AddMusicMoodEvent(const char *pszMood, [optional] float fTimeout) Adds an event for the specified music mood. &#160;
AddSoundFlags Syntax: Sound.AddSoundFlags()&#160;
CreateListener Syntax: Sound.CreateListener( IFunctionHandler *pH ) Creates a new Listener&#160;
DeactivateAudioDevice Syntax: Sound.DeactivateAudioDevice() Deactivates the audio device.&#160;
EndMusicTheme Syntax: Sound.EndMusicTheme([optional] int nThemeFadeType, [optional] int nForceEndLimitInSec, [optional] bool bEndEverything)&#160;
FXEnable Syntax: Sound.FXEnable( ISound* pSound, int nEffectNumber ) Enables the specified effect number. &#160;
GetDirectionalAttenuationMaxScale Syntax: Sound.GetDirectionalAttenuationMaxScale() Gets the maximum scale of the directional attenuation. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Sound.&#160;
GetMusicMoods Syntax: Sound.GetMusicMoods(const char *pszTheme) Gets the music moods for the specified music theme. &#160;
GetMusicStatus Syntax: Sound.GetMusicStatus() Gets the music status and logs the value to the console. &#160;
GetMusicThemes Syntax: Sound.GetMusicThemes() Gets the music themes. &#160;
GetSoundLength Syntax: Sound.GetSoundLength(Isound* pSound) Gets the sound length in seconds.&#160;
GetSoundMoodFade Syntax: Sound.GetSoundMoodFade(const char *sSoundMoodName) Gets the fade value for the specified sound mood. ! Get the SoundMood fade value&#160;
GetSoundVolume Syntax: Sound.GetSoundVolume(ISound* sound) Gets sound volume.&#160;
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&#160;
IsInMusicMood Syntax: Sound.IsInMusicMood(const char *pszMood) Checks if we are currently playing the specified music mood. &#160;
IsInMusicTheme Syntax: Sound.IsInMusicTheme(const char *pszTheme) Checks if we are currently playing the specified music theme. &#160;
IsPlaying Syntax: Sound.IsPlaying() Checks if the sound is playing.&#160;
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&#160;
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&#160;
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.&#160;
LoadMusic Syntax: Sound.LoadMusic(const char *pszFilename)&#160;
LoadSound Syntax: Sound.LoadSound(const char *sound, uint32 flags) Loads the specified sound.&#160;
LoadStreamSound Syntax: Sound.LoadStreamSound(const char *sound, uint32 flags) Loads a stream sound.&#160;
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.&#160;
PlayEx Syntax: Sound.PlayEx( const char *sGroupAndSoundName,int nSoundFlags, float fVolume, Vec3 pos,float minRadius,float maxRadius ) Play sound file.&#160;
PlayPattern Syntax: Sound.PlayPattern(const char *pszPattern, bool bStopPrevious, bool bPlaySynched)&#160;
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-&gt;GetParamCount()&lt;1 || pH-&gt;GetParamCount()&gt;2) { m_pSS-&gt;RaiseError(&quot;System.LoadStreamSound wrong number of arguments&quot;); return pH-&gt;EndFunction(); }; const char *sSound; // int nID; ISound *pSound; pH-&gt;GetParam(1,sSound); int nFlags=0; if (pH-&gt;GetParamCount()&gt;1) pH-&gt;GetParam(2, nFlags); string szPath; ICVar *g_language = gEnv-&gt;pConsole-&gt;GetCVar(&quot;g_language&quot;); assert(g_language); szPath = &quot;LANGUAGES/&quot;; szPath += g_language-&gt;GetString(); szPath += &quot;/&quot;; szPath += sSound; pSound = m_pSoundSystem-&gt;LoadSound(szPath.c_str(),FLAG_SOUND_STREAM | nFlags); if (pSound) { pSound-&gt;AddRef(); return pH-&gt;EndFunction(ScriptHandle(pSound)); } return pH-&gt;EndFunction(); } ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// ! Start playing a... <a href='CScriptBind_Sound__PlaySound@IFunctionHandler__.html'>more</a>&#160;
PlayStinger Syntax: Sound.PlayStinger() Plays stinger. &#160;
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.&#160;
RegisterSoundMood Syntax: Sound.RegisterSoundMood(const char *sSoundMoodName) Registers the specified sound mood.&#160;
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&#160;
RemoveListener Syntax: Sound.RemoveListener( IFunctionHandler *pH ) Removes a Listener&#160;
SerializeMusicInternal Syntax: Sound.SerializeMusicInternal([optional] bool bSave) Serializes the music internal. &#160;
SetDefaultMusicMood Syntax: Sound.SetDefaultMusicMood(const char *pszMood) Sets the specified music mood as the default mood. &#160;
SetDirectionalAttenuation Syntax: Sound.SetDirectionalAttenuation( Vec3 vPos, Vec3 vDir, float fConeInRadians ) Sets a directional attenuation of the sounds. &#160;
SetFadeTime Syntax: Sound.SetFadeTime(ISound* sound, float fadeGoal, float fadeTimeInMS) Sets the fade time for the sound.&#160;
SetFXSetParamEQ Syntax: Sound.SetFXSetParamEQ( ISound* pSound, float fCenter,float fBandwidth,float fGain ) Sets some parameters to the sound effect. &#160;
SetListener Syntax: Sound.SetListener( IFunctionHandler *pH ) Sets attributes to a Listener&#160;
SetMasterMusicEffectsVolume Syntax: Sound.SetMasterMusicEffectsVolume(float newMusicVol)&#160;
SetMasterVolumeScale Syntax: Sound.SetMasterVolumeScale(float scale) Sets the master volume scale.&#160;
SetMenuMusic Syntax: Sound.SetMenuMusic(bool bPlayMenuMusic, const char *pszTheme, const char *pszMood )&#160;
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&#160;
SetMusicMood Syntax: Sound.SetMusicMood(const char *pszMood, [optional] bool bPlayFromStart, [optional] bool bForceChange) Sets the specified music mood. &#160;
SetMusicTheme Syntax: Sound.SetMusicTheme(const char *pszTheme, [optional] bool bForceChange, [optional] bool bKeepMood, [optional] int nDelayInSec) Sets the music theme. &#160;
SetParameterValue Syntax: Sound.SetParameterValue( int SoundID, const char *sParameterName, float fParameterValue ) Changes a parameter value of a specific sound (if supported)&#160;
SetPauseAllPlaying Syntax: Sound.SetPauseAllPlaying( bool bPause ) Sets/unsets pause for all the playing sounds.&#160;
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&#160;
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&#160;
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&#160;
SetSoundPitching Syntax: Sound.SetSoundPitching(ISound* sound, float pitching) Sets the sound pitching. &#160;
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&#160;
SetSoundRatio Syntax: Sound.SetSoundRatio(ISound* pSound, float fRatio) Sets the sound ratio. &#160;
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-&gt;GetParam(2, iLoopPt1); pH-&gt;GetParam(3, iLoopPt2); if (pSound) pSound-&gt;SetLoopPoints(iLoopPt1, iLoopPt2); return pH-&gt;EndFunction(); } ! int CScriptBind_Sound::AddSoundFlags(IFunctionHandler *pH) { int iFlags; int nCookie=0; ISound *pISound = NULL; SCRIPT_CHECK_PARAMETERS(2); pH-&gt;GetParamUDVal(1,(int &amp;)pISound,nCookie); pH-&gt;GetParam(2, iFlags); if (pISound &amp;&amp; (nCookie==USER_DATA_SOUND)) pISound-&gt;AddFlags(iFlags); return pH-&gt;EndFunction();&#160;
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&#160;
SetWeatherCondition Syntax: Sound.SetWeatherCondition(float fWeatherTemperatureInCelsius,float fWeatherHumidityAsPercent,float fWeatherInversion) Sets the weather condition. &#160;
Silence Syntax: Sound.Silence() Silences the sound.&#160;
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&#160;
UnloadMusic Syntax: Sound.UnloadMusic() Unloads the music. &#160;
UnloadProjects Syntax: Sound.UnloadProjects() Unloads the projects.&#160;
UnregisterSoundMood Syntax: Sound.UnregisterSoundMood(const char *sSoundMoodName) Unregisters the specified sound mood.&#160;
UnregisterWeightedEaxEnvironment Syntax: Sound.UnregisterWeightedEaxEnvironment( const char *sPresetName, ScriptHandle entityId ) Unregisters a weighted EAX (Environmental Audio Extension) environment. ! Unregisters an active EAX Preset Area&#160;
UpdateSoundMood Syntax: Sound.RegisterSoundMood(const char *sSoundMoodName, float fFade, [optional] uint32 nFadeTimeInMS) Updates the specified sound mood.&#160;
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)&#160;
System
ActivateLight name, activate int ActivateMainLight(IFunctionHandler *pH); //pos, activate int SetSkyBox(IFunctionHandler *pH); //szShaderName, fBlendTime, bUseWorldBrAndColor&#160;
ActivatePortal int SetIndoorColor(IFunctionHandler *pH); Syntax: System.ActivatePortal( Vec3 vPos, bool bActivate, ScriptHandle nID ) Activates/deactivates a portal. &#160;
AddCCommand Syntax: System.AddCCommand( const char *sCCommandName, const char *sCommand, const char *sHelp) Adds a C command to the system. &#160;
ApplicationTest Syntax: System.ApplicationTest( const char *pszParam ) Test the application with the specified parameters.&#160;
ApplyForceToEnvironment Syntax: System.ApplyForceToEnvironment(Vec3 pos, float force, float radius) Applies a force to the environment. &#160;
Break Syntax: System.Break() Breaks the application with a fatal error message.&#160;
BrowseURL Syntax: System.BrowseURL(const char *szURL) Browses a URL address.&#160;
CheckHeapValid Syntax: System.CheckHeapValid(const char *name) Checks the heap validity. &#160;
ClearConsole Syntax: System.ClearConsole() Clears the console. ! Clear the console&#160;
ClearKeyState Syntax: System.ClearKeyState() Clear the key state&#160;
CreateDownload Syntax: System.CreateDownload() ! Creates a download object @return download object just created&#160;
DebugStats Syntax: System.DebugStats( bool cp )&#160;
DeformTerrain Syntax: System.DeformTerrain() Deforms the terrain.&#160;
DeformTerrainUsingMat Syntax: System.DeformTerrainUsingMat() Deforms the terrain using material.&#160;
Draw2DLine Syntax: System.Draw2DLine(float p1x, float p1y, float p2x, float p2y, float r, float g, float b, float alpha ) Draws a 2D line. &#160;
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. &#160;
DrawLine Syntax: System.DrawLine(Vec3 p1, Vec3 p2, float r, float g, float b, float alpha ) Draws a line. &#160;
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.&#160;
DrawTriStrip Syntax: System.DrawTriStrip(ScriptHandle handle, int nMode, SmartScriptTable vtxs, float r, float g, float b, float alpha ) Draws a triangle strip.&#160;
DumpMemoryCoverage Syntax: System.DumpMemoryCoverage( bool bUseKB ) Dumps memory coverage.&#160;
DumpMemStats Syntax: System.DumpMemStats( bool bUseKB ) Dumps memory statistics.&#160;
DumpMMStats Syntax: System.DumpMMStats() Dumps the MM statistics. &#160;
DumpWinHeaps Syntax: System.DumpWinHeaps() Dumps windows heaps.&#160;
EnableHeatVision Syntax: System.EnableHeatVision() Is not supported anymore.&#160;
EnableMainView Syntax: System.EnableMainView() Feature unimplemented.&#160;
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-&gt;pAISystem-&gt;GetNodeGraph(); Vec3 start = pVecOrigin.Get(); Vec3 end = pVecDestination.Get(); if ((start.x&lt;0)||(start.x&gt;2000.f)||(start.y&lt;0)||(start.y&gt;2000.f)) { m_pLog-&gt;LogError(&quot;[CRASHWARNING] Unnaturally high value placed for sound detection&quot;); return pH-&gt;EndFunction(true); // there is no sound occlusion in outdoor } if ((end.x&lt;0)||(end.x&gt;2000.f)||(end.y&lt;0)||(end.y&gt;2000.f)) { m_pLog-&gt;LogError(&quot;[CRASHWARNING] Unnaturally high value placed for sound detection&quot;); return pH-&gt;EndFunction(true); // there is no sound occlusion in outdoor } GraphNode *pStart = pGraph-&gt;GetEnclosing(pVecOrigin.Get()); if (pStart-&gt;nBuildingID&lt;0) return pH-&gt;EndFunction(true); // there is no sound occlusion in outdoor GraphNode *pEnd = pGraph-&gt;GetEnclosing(pVecDestination.Get()); if (pStart-&gt;nBuildingID!=pEnd-&gt;nBuildingID) return pH-&gt;EndFunction(false); // if in 2 different... <a href='CScriptBind_System__EnableOceanRendering@IFunctionHandler__.html'>more</a>&#160;
EnumAAFormats Syntax: System.EnumAAFormats( int m_Width, int m_Height, int m_BPP ) Enumerates the AA formats.&#160;
EnumDisplayFormats Syntax: System.EnumDisplayFormats() Enumerates display formats.&#160;
Error Syntax: System.Error(const char *sText) Shows a message text with the error severity. &#160;
ExecuteCommand Syntax: System.ExecuteCommand(const char *szCmd) Executes a command. &#160;
GetConfigSpec Syntax: System.GetConfigSpec() Gets the config specification. &#160;
GetCPUQuality Syntax: System.GetCPUQuality() Gets the CPU quality.&#160;
GetCurrAsyncTime Syntax: System.GetCurrAsyncTime() Gets the current asynchronous time.&#160;
GetCurrTime Syntax: System.GetCurrTime() Gets the current time. &#160;
GetCVar Syntax: System.GetCVar( const char *sCVarName) Gets the value of a CVariable.&#160;
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&#160;
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&#160;
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&#160;
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.&#160;
GetEntity Syntax: System.GetEntity(unsigned int entityId) Gets an entity from its ID. !Get an entity by id @param nID the entity id&#160;
GetEntityByGUID Syntax: System.GetEntityByGUID( SmartScriptTable dataTable ) Retrieve entity table for the first entity withe the given EntityGUID&#160;
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.&#160;
GetEntityClass Syntax: System.GetEntityClass(unsigned int entityId) Gets an entity class from its ID.&#160;
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.&#160;
GetFrameID Syntax: System.GetFrameID() Gets the frame identifier. &#160;
GetFrameTime Syntax: System.GetFrameTime() Gets the frame time. &#160;
GetGPUQuality Syntax: System.GetGPUQuality() Gets the GPU quality.&#160;
GetHDRDynamicMultiplier Syntax: System.GetHDRDynamicMultiplier() Gets hte HDR dynamic multiplier.&#160;
GetLocalOSTime Syntax: System.GetLocalOSTime() Gets the local operating system time. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_System.&#160;
GetNearestEntityByClass Syntax: System.GetNearestEntityByClass( Vec3 center, float radius, const char *className ) Gets the nearest entity with the specified class.&#160;
GetOutdoorAmbientColor Syntax: System.GetOutdoorAmbientColor() Gets the outdoor ambient color. &#160;
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&#160;
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.&#160;
GetPostProcessFxParam Syntax: System.GetPostProcessFxParam( const char * pszEffectParam, value ) Gets a post processing effect parameter value. &#160;
GetScreenFx const char*, const char &#160;
GetSkyColor Syntax: Vec3 System.GetSkyColor() Retrieve color of the sky (outdoor ambient color).&#160;
GetSkyHighlight Syntax: System.SetSkyHighlight( Table params ) Retrieves Sky highlighing parameters. see SetSkyHighlight for parameters description.&#160;
GetSunColor Syntax: Vec3 System.GetSunColor() Retrieve color of the sun outdoors.&#160;
GetSurfaceTypeIdByName Syntax: System.GetSurfaceTypeIdByName( const char* surfaceName ) Gets the surface type identifier by its name. &#160;
GetSurfaceTypeNameById Syntax: System.GetSurfaceTypeNameById( int surfaceId ) Gets the surface type name by its identifier.&#160;
GetSystemMem Syntax: System.GetSystemMem() Gets the amount of the memory for the system.&#160;
GetTerrainElevation Syntax: System.GetTerrainElevation( Vec3 v3Pos ) Gets the terrain elevation of the specified position. &#160;
GetUserName Syntax: System.GetUserName() Gets the username on this machine. &#160;
GetVideoMem Syntax: System.GetVideoMem() Gets the amount of the video memory for the system.&#160;
GetViewCameraAngles Syntax: System.GetViewCameraAngles() Gets the view camera angles.&#160;
GetViewCameraDir Syntax: System.GetViewCameraDir() Gets the view camera direction.&#160;
GetViewCameraFov Syntax: System.GetViewCameraFov() Gets the view camera fov.&#160;
GetViewCameraPos Syntax: System.GetViewCameraPos() Gets the view camera position.&#160;
GetWind Syntax: System.SetWind() Gets the wind direction. &#160;
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.). &#160;
IsEditing Syntax: System.IsEditing() Checks if the system is in pure editor mode, ie. not editor game mode.&#160;
IsEditor Syntax: System.IsEditor() Checks if the system is the editor.&#160;
IsHDRSupported Syntax: System.IsHDRSupported() Checks if the HDR is supported.&#160;
IsMultiplayer Syntax: System.IsMultiplayer() Checks if the game is multiplayer. &#160;
IsPointIndoors Syntax: System.IsPointIndoors( Vec3 vPos ) Checks if a point is indoors.&#160;
IsPointVisible Syntax: System.IsPointVisible( Vec3 point ) Checks if the specified point is visible.&#160;
IsPS20Supported Syntax: System.IsPS20Supported() Checks if the PS20 is supported.&#160;
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-&gt;GetParam(1,*oVec)) { pH-&gt;GetParam(2, bActive); m_p3DEngine-&gt;GetBuildingManager()-&gt;ActivateMainLight(oVec.Get(), bActive); } return pH-&gt;EndFunction(); } int CScriptBind_System::SetSkyBox(IFunctionHandler *pH) { SCRIPT_CHECK_PARAMETERS(3); const char *pszShaderName; float fBlendTime; bool bUseWorldBrAndColor; pH-&gt;GetParam(1, pszShaderName); pH-&gt;GetParam(2, fBlendTime); pH-&gt;GetParam(3, bUseWorldBrAndColor); m_p3DEngine-&gt;SetSkyBox(pszShaderName);// not supported now: fBlendTime, bUseWorldBrAndColor); return pH-&gt;EndFunction();&#160;
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)&#160;
LoadLocalizationXml Syntax: System.LoadLocalizationXml( string filename ) Loads Excel exported xml file with text and dialog localization data. &#160;
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&#160;
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&#160;
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&#160;
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&#160;
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&#160;
Quit Syntax: System.Quit() Quits the program.&#160;
QuitInNSeconds Syntax: System.QuitInNSeconds( float fInNSeconds ) Quits the application in the specified number of seconds.&#160;
RayTraceCheck Syntax: System.RayTraceCheck(Vec3 src, Vec3 dst, int skipId1, int skipId2) &#160;
RayWorldIntersection Syntax: System.RayWorldIntersection(Vec3 vPos, Vec3 vDir, int nMaxHits, int iEntTypes) Shots rays into the world.&#160;
RemoveEntity Syntax: System.RemoveEntity( ScriptHandle entityId ) Removes the specified entity. &#160;
ResetPoolEntity Syntax: System.ResetPoolEntity(unsigned int entityId) Resets the entity&#39;s bookmarked, which frees memory.&#160;
ReturnEntityToPool Syntax: System.ReturnEntityToPool(unsigned int entityId) Returns the bookmarked entity to the pool, destroying it.&#160;
SaveConfiguration Syntax: System.SaveConfiguration() Saves the configuration.&#160;
ScanDirectory Syntax: System.ScanDirectory( const char *pszFolderName, int nScanMode ) Scans a directory. &#160;
ScreenToTexture Syntax: System.ScreenToTexture() &#160;
SetBudget Syntax: System.SetBudget(int sysMemLimitInMB, int videoMemLimitInMB, float frameTimeLimitInMS, int soundChannelsPlayingLimit, int soundMemLimitInMB, int numDrawCallsLimit ) Sets system budget.&#160;
SetConsoleImage Syntax: System.SetConsoleImage( const char *pszName, bool bRemoveCurrent ) Sets the console image. &#160;
SetCVar Syntax: System.SetCVar( const char *sCVarName, value ) Sets the value of a CVariable. &#160;
SetGammaDelta Syntax: System.SetGammaDelta( float fDelta ) Sets the gamma/delta value.&#160;
SetHDRDynamicMultiplier Syntax: System.SetHDRDynamicMultiplier( float fMul ) Sets the HDR dynamic multiplier.&#160;
SetOutdoorAmbientColor Syntax: System.GetOutdoorAmbientColor( Vec3 v3Color ) v3Color - Outdoor ambient color value. Sets the outdoor ambient color. &#160;
SetPostProcessFxParam Syntax: System.SetPostProcessFxParam( const char * pszEffectParam, value ) Sets a post processing effect parameter value. &#160;
SetScissor Syntax: System.SetScissor( float x, float y, float w, float h ) Sets scissor info. set scissoring screen area&#160;
SetScreenFx Syntax: System.SetScreenFx( const char * pszEffectParam, value ) Sets a post processing effect parameter value. &#160;
SetSkyColor Syntax: System.SetSkyColor( Vec3 vColor ) Set color of the sky (outdoors ambient color).&#160;
SetSkyHighlight Syntax: System.SetSkyHighlight( Table params ) Set Sky highlighing parameters.&#160;
SetSunColor Syntax: System.SetSunColor( Vec3 vColor ) Set color of the sun, only relevant outdoors.&#160;
SetViewCameraFov Syntax: System.SetViewCameraFov( float fov ) Sets the view camera fov.&#160;
SetVolumetricFogModifiers Syntax: System.SetVolumetricFogModifiers( float gobalDensityModifier, float atmosphereHeightModifier ) Sets the volumetric fog modifiers.&#160;
SetWaterVolumeOffset Syntax: System.SetWaterVolumeOffset() SetWaterLevel is not supported by 3dengine for now.&#160;
SetWind Syntax: System.SetWind( Vec3 vWind ) Sets the wind direction. &#160;
ShowConsole Syntax: System.ShowConsole(int nParam) Shows/hides the console. &#160;
ShowDebugger Syntax: System.ShowDebugger() Shows the debugger. &#160;
SpawnEntity Syntax: System.SpawnEntity( SmartScriptTable params ) Spawns an entity. &#160;
ViewDistanceGet Syntax: System.ViewDistanceSet() Gets the view distance. &#160;
ViewDistanceSet Syntax: System.ViewDistanceSet( float fViewDist ) Sets the view distance. &#160;
Warning Syntax: System.Warning(const char *sText) Shows a message text with the warning severity. &#160;
C_ScriptBind_BindingTool Class
CheckValidity Syntax: BindingTool.CheckValidity() Checks bindings validity in database for current level. &#160;
C_ScriptBind_GameCodeCoverage Class
CheckNumCCCPointHits Syntax: GameCodeCoverage.CheckNumCCCPointHits(&quot;ActorStance_OtherActorStartHorse&quot;);&#160;
EnableReportUnwatched Syntax: GameCodeCoverage.EnableReportUnwatched(true);&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class C_ScriptBind_GameCodeCoverage.&#160;
Reset Syntax: GameCodeCoverage.Reset();&#160;
ResetCCCPointHitCounters Syntax: GameCodeCoverage.ResetCCCPointHitCounters(&quot;ActorStance_OtherActorStartHorse&quot;);&#160;
SCCPOINT Syntax: GameCodeCoverage.SCCPOINT(&quot;MyPoint_ProximityTrigger_OnEntered&quot;);&#160;
SCCPOINTID Syntax: GameCodeCoverage.SCCPOINTID(&quot;MyPoint_ProximityTrigger_OnEntered&quot;, idx); Same as SCCPOINT but will pas one additional user index to callback. &#160;
WatchCCCPoint Syntax: GameCodeCoverage.WatchCCCPoint(&quot;ActorStance_OtherActorStartHorse&quot;, {});&#160;
Trace
GetMemoryUsage This is GetMemoryUsage, a member of class C_ScriptBind_Trace.&#160;
PlotXY Syntax: Trace.PlotXY(level, x, y, tag)&#160;
TableXY This is TableXY, a member of class C_ScriptBind_Trace.&#160;
CScriptBind_HitDeathReactions Class
EndCurrentReaction Ends the current reaction &#160;
EndReactionAnim Ends the current reaction anim, if any &#160;
ExecuteDeathReaction Executes a death reaction using the default C++ execution code Params: reactionParams = script table with the reaction parameters &#160;
ExecuteHitReaction Executes a hit reaction using the default C++ execution code Params: reactionParams = script table with the reaction parameters &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_HitDeathReactions.&#160;
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 &#160;
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 &#160;
StartInteractiveAction Starts an interactive action. Params: szActionName = name of the interactive action &#160;
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) &#160;
C_ScriptBind_Dialog Class
AnalyzeRequest Syntax: DialogModule.AnalyzeRequest() Analyze dialog request situation. Checks if entities are in correct distance and facing correct directions. &#160;
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. &#160;
StartMonolog Syntax: DialogModule.StartMonolog(entity, 2258) Start monolog using dialog system. Specific topic can be selected. &#160;
Actor
AddFrost Syntax: actor.AddFrost( float frost ) Adds the specified frost amount. &#160;
AttachTo &#160;
AttachVulnerabilityEffect Syntax: Actor.AttachVulnerabilityEffect( int characterSlot, int partid, Vec3 hitPos, float radius, const char* effect, const char* attachmentIdentifier) Attaches vulnerability effect. &#160;
CameraShake Syntax: Actor.CameraShake( float amount,float duration,float frequency,Vec3 pos ) Applies a shake movement to the camera.&#160;
ChangeAnimGraph Syntax: Actor.ChangeAnimGraph( const char *graph, int layer ) Changes the animation graph. &#160;
CheckInventoryRestrictions Syntax: Actor.CheckInventoryRestrictions( const char *itemClassName ) Checks if there is any restriction in the inventory for the specific item class. &#160;
CheckVirtualInventoryRestrictions Syntax: Actor.CheckVirtualInventoryRestrictions( SmartScriptTable inventory, const char *itemClassName ) Checks if there is any restriction in the virtual inventory for the specific item class. &#160;
ClearForcedLookDir &#160;
ClearForcedLookObjectId &#160;
CreateCodeEvent Syntax: Actor.CreateCodeEvent( SmartScriptTable params ) Creates a code event. &#160;
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. &#160;
DumpActorInfo Syntax: Actor.DumpActorInfo() Dumps actor info in the log file. &#160;
EnableAspect Syntax: Actor.EnableAspect( const char *aspect, bool enable ) Enables/Disables the specified aspect. &#160;
EquipClothingPreset Clothing ============================================= Syntax: Actor.EquipClothingPreset( &quot;46ea38bb-0be7-ca10-a8ac-d526056c04b3&quot; ) Clothing preset is equipped to actor. Dirt level of actor is used for new items. Health of equipment slots is ignored. &#160;
EquipInventoryItem Syntax: Actor.EquipInventoryItem( ScriptHandle itemId ) Equips item from inventory &#160;
Fall Syntax: Actor.Fall( Vec3 hitPos ) Makes the actor falling down. &#160;
GetAngles Syntax: Actor.GetAngles() Gets the rotation angle of the actor.&#160;
GetArmor Syntax: Actor.GetArmor() Gets the amount of armor. &#160;
GetChannel Syntax: Actor.GetChannel() Gets network channel. &#160;
GetCloseColliderParts Syntax: Actor.GetCloseColliderParts( int characterSlot, Vec3 hitPos, float radius ) Gets the closer collider parts. &#160;
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.&#160;
GetCurrentAnimationState Syntax: Actor.GetCurrentAnimationState() Gets the state for the current animation. &#160;
GetExtensionParams Syntax: Actor.GetExtensionParams( const char *extension, SmartScriptTable params ) Gets the parameters for the specified extension. &#160;
GetFrozenAmount Syntax: actor.GetFrozenAmount() Gets the frozen amount. &#160;
GetHeadDir Syntax: Actor.GetHeadDir() Gets the the actor&#39;s head direction. has to be changed! (maybe bone position)&#160;
GetHeadPos Syntax: Actor.GetHeadPos() Gets the actor&#39;s head position. has to be changed! (maybe bone position)&#160;
GetHealth Syntax: Actor.GetHealth() Gets the amount of health. NOTE: call soul.GetHealth() &#160;
GetInitialClothingPreset Syntax: Actor.GetInitialClothingPreset() Returns string - GUID of initial clothing preset &#160;
GetLinkedEntity Syntax: Actor.GetLinkedEntity() Returns entity which is this actor linked to. &#160;
GetMaxArmor Syntax: Actor.GetMaxArmor() Gets the maximum amount of armor. &#160;
GetMaxHealth Syntax: Actor.GetMaxHealth() Gets the maximum amount of health. &#160;
GetPhysicalizationProfile Syntax: Actor.GetPhysicalizationProfile() Gets the physicalization profile. &#160;
GetSpectatorMode Syntax: Actor.GetSpectatorMode() Gets the current spectator mode. &#160;
GoLimp Syntax: Actor.GoLimp() Makes the Actor having a limp. OBSOLETE: in 3.5 &#160;
IsFlying Syntax: Actor.IsFlying() Checks if the actor is flying. &#160;
IsGhostPit Syntax: Actor.IsGhostPit() Checks if the actor in the vehicle is hidden. &#160;
IsLocalClient Syntax: Actor.IsLocalClient() Checks if the script is runnin on a local client. &#160;
IsPlayer Syntax: Actor.IsPlayer() Checks if the actor is the player. &#160;
LinkToEntity Syntax: Actor.LinkToEntity() Links the Actor to an entity. &#160;
PlayerSetViewAngles &#160;
PostPhysicalize Syntax: Actor.PostPhysicalize() Forces the physical proxy to be rebuilt. &#160;
QueueAnimationState Syntax: Actor.QueueAnimationState( const char *animationState ) Pushes an animation state into the queue. &#160;
RagDollize Syntax: Actor.RagDollize() Activates the ragdoll death animations for the Actor. &#160;
RenderScore Syntax: Actor.RenderScore( ScriptHandle player, int kills, int deaths, int ping ) Renders the score to the HUD. &#160;
ResetScores Syntax: Actor.ResetScores() Resets scores. &#160;
ResetVulnerabilityEffects Syntax: Actor.ResetVulnerabilityEffects( int characterSlot ) Resets the vulnerability effects. &#160;
Revive Syntax: actor.Revive() Revives the Actor. &#160;
SetAngles Syntax: Actor.SetAngles( Ang3 vAngles ) Sets the rotation angle for the actor. TOFIX:rendundant with CScriptBind_Entity::SetAngles&#160;
SetAnimationInput Syntax: Actor.SetAnimationInput( const char * inputID, const char * value ) Sets the animation input. &#160;
SetClothingDirtLevel Syntax: Actor.SetClothingDirtLevel(0) Sets dirt level on all equipped items &#160;
SetExtensionActivation Syntax: Actor.SetExtensionActivation( const char *extension, bool activation ) &#160;
SetExtensionParams Syntax: Actor.SetExtensionParams( const char *extension, SmartScriptTable params ) Sets some parameters to the specified extension. &#160;
SetForcedLookDir &#160;
SetForcedLookObjectId &#160;
SetHealth Syntax: Actor.SetHealth( float health ) OBSOLETE: use soul.SetHealth(). &#160;
SetLookIK Syntax: Actor.SetLookIK(true) Enable/disable look IK for this actor &#160;
SetMaxHealth Syntax: Actor.SetMaxHealth( float health ) Sets the maximum of health. &#160;
SetMovementControlledByAnimation Syntax: Actor.SetMovementControlledByAnimation(true); Enables or disables animation controlled movement for an actor. &#160;
SetMovementRestriction Syntax: Actor.SetMovementRestriction(true, true) Sets movement restriction. First param is bAllowSprint and second param is bAllowRun.&#160;
SetPhysicalizationProfile Syntax: Actor.SetPhysicalizationProfile( const char *profile ) Sets the physicalization profile. &#160;
SetSearchBeam Syntax: Actor.SetSearchBeam( Vec3 dir ) Sets the search beam. &#160;
SetSpectatorMode Syntax: Actor.SetSpectatorMode( int mode, ScriptHandle targetId ) Sets the specified spectator mode. &#160;
SetSpeedMultiplier Syntax: Actor.SetSpeedMultiplier(float) Value multiplies absolute speed in all stances. &#160;
SetStats Syntax: Actor.SetStats() Sets somes tats for the actor. set some status of the actor&#160;
SetVariationInput Syntax: Actor.SetVariationInput( const char *name, const char* value ) Sets variation input value. &#160;
SetViewLimits Syntax: Actor.SetViewLimits( IFunctionHandler *pH,Vec3 dir,float rangeH,float rangeV ) Sets the limit of the view.&#160;
SetViewShake Syntax: Actor.SetViewShake( Ang3 shakeAngle, Vec3 shakeShift, float duration, float frequency, float randomness ) Sets the shake movement for the view.&#160;
SimulateOnAction Syntax: Actor.SimulateOnAction( IFunctionHandler *pH,const char *action,int mode,float value ) &#160;
StandUp Syntax: Actor.StandUp() Makes the Actor standing up. &#160;
StopTimeWarp Syntax: Actor.StopTimeWarp() Stops time warp effect &#160;
TrackViewControlled Syntax: Actor.TrackViewControlled( int characterSlot ) Checks if the track view is controlled. &#160;
UnequipInventoryItem Syntax: Actor.UnequipInventoryItem( ScriptHandle itemId ) Unequips item from inventory &#160;
VectorToLocal Syntax: Actor.VectorToLocal() Converts a vector to the local coordinates system.&#160;
WarpTime Time effects ============================================= Syntax: Actor.WarpTime(float wantedSpeed, float duration) Slowdown/speedup actor animation for given time period&#160;
Boids
CreateBugsFlock Syntax: Boids.CreateBugsFlock( entity,paramsTable ) Creates a bugs flock and binds it to the given entity.&#160;
CreateFishFlock Syntax: Boids.CreateFishFlock( entity,paramsTable ) Creates a fishes flock and binds it to the given entity.&#160;
CreateFlock Syntax: Boids.CreateFlock( entity,paramsTable ) Creates a flock of boids and binds it to the given entity.&#160;
EnableFlock Syntax: Boids.EnableFlock( entity,paramsTable ) Enables/Disables flock in the entity.&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_Boids.&#160;
OnBoidHit Syntax: Boids.OnBoidHit( flockEntity,boidEntity,hit ) Events that occurs on boid hit.&#160;
SetAttractionPoint Syntax: Boids.SetAttractionPoint( entity,paramsTable ) Sets the one time attraction point for the boids&#160;
SetFlockParams Syntax: Boids.SetFlockParams( entity,paramsTable ) Modifies parameters of the existing flock in the specified enity.&#160;
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.&#160;
C_ScriptBind_GameRules Class
AbortEntityRemoval Syntax: GameRules.AbortEntityRemoval( ScriptHandle entityId ) Aborts the entity removal. &#160;
AbortEntityRespawn Syntax: GameRules.AbortEntityRespawn( ScriptHandle entityId, bool destroyData ) Aborts a respawning for the specified entity. &#160;
AddMinimapEntity Syntax: GameRules.AddMinimapEntity( ScriptHandle entityId, int type, float lifetime ) Adds a mipmap entity. &#160;
AddObjective Syntax: GameRules.AddObjective( int teamId, const char *objective, int status, ScriptHandle entityId ) Adds an objective for the specified team with the specified status. &#160;
AddSpawnGroup Syntax: GameRules.AddSpawnGroup(groupId) Adds a spawn group. &#160;
AddSpawnLocation Syntax: GameRules.AddSpawnLocation(entityId) Adds the spawn location for the specified entity. &#160;
AddSpawnLocationToSpawnGroup Syntax: GameRules.AddSpawnLocationToSpawnGroup(groupId,location) Add a spawn location to spawn a group. &#160;
AddSpectatorLocation Syntax: GameRules.AddSpectatorLocation( ScriptHandle location ) Adds a spectator location.&#160;
AttachTo &#160;
CanChangeSpectatorMode Syntax: GameRules.CanChangeSpectatorMode( ScriptHandle playerId ) Check if it&#39;s possible to change the spectator mode.&#160;
CanCheat Syntax: GameRules.CanCheat() Checks if in this game entity is possible to cheat. &#160;
ChangePlayerClass Syntax: GameRules.ChangePlayerClass( int channelId, const char *className ) Changes the player class. &#160;
ChangeSpectatorMode Syntax: GameRules.ChangeSpectatorMode( ScriptHandle playerId, int mode, ScriptHandle targetId ) Changes the spectator mode.&#160;
CreateTeam Syntax: GameRules.CreateTeam( const char *name ) Creates a team. &#160;
DebugCollisionDamage Syntax: GameRules.DebugCollisionDamage() Debugs collision damage. &#160;
DebugHits Syntax: GameRules.DebugHits() Debugs hits. &#160;
EndGame Syntax: GameRules.EndGame() Ends the game. &#160;
EndGameNear Syntax: GameRules.EndGameNear( ScriptHandle entityId )&#160;
EnteredGame Syntax: GameRules.EnteredGame() Get the game rules and enter the game. &#160;
ForbiddenAreaWarning Syntax: GameRules.ForbiddenAreaWarning( bool active, int timer, ScriptHandle targetId ) Warnings for a forbidden area. &#160;
ForceScoreboard Syntax: GameRules.ForceScoreboard( bool force ) Forces the display of the scoreboard on the HUD. &#160;
ForceSynchedStorageSynch Syntax: GameRules.ForceSynchedStorageSynch( int channelId ) Forces sync storage syncing. &#160;
FreezeInput Syntax: GameRules.FreezeInput( bool freeze ) Freezes the input. &#160;
GameOver For the power struggle tutorial. Syntax: GameRules.GameOver( int localWinner ) Ends the game with a local winner. &#160;
GetChannelId Syntax: GameRules.GetChannelId( playerId ) Gets the channel id where the specified player is. &#160;
GetChannelTeam Syntax: GameRules.GetChannelTeam( int channelId ) Gets the team in the specified channel. &#160;
GetFirstSpawnLocation Syntax: GameRules.GetFirstSpawnLocation( int teamId ) Gets the first spawn location for the team. &#160;
GetFragLead Syntax: GameRules.GetFragLead() Gets the frag lead. &#160;
GetFragLimit Syntax: GameRules.GetFragLimit() Gets the frag limit. &#160;
GetFriendlyFireRatio Syntax: GameRules.GetFriendlyFireRatio() Gets the friendly fire ratio. &#160;
GetHitMaterialId Syntax: GameRules.GetHitMaterialId( const char *materialName ) Gets the hit material identifier from its name. &#160;
GetHitMaterialName Syntax: GameRules.GetHitMaterialName( int materialId ) Gets the hit material name from its identifier. &#160;
GetHitType Syntax: GameRules.GetHitType( int id ) id - Identifier. &#160;
GetHitTypeId Syntax: GameRules.GetHitTypeId( const char *type ) Gets a hit type identifier from the name. &#160;
GetInterestingSpectatorLocation Syntax: GameRules.GetInterestingSpectatorLocation( ) Gets an interesting spectator location.&#160;
GetMinPlayerLimit Syntax: GameRules.GetMinPlayerLimit() Gets the minimum player limit.&#160;
GetMinTeamLimit Syntax: GameRules.GetMinTeamLimit() Gets the minimum team limit. &#160;
GetNextSpectatorTarget Syntax: GameRules.GetNextSpectatorTarget( ScriptHandle playerId, int change ) For 3rd person follow-cam mode. Gets the next spectator target.&#160;
GetPing Syntax: GameRules.GetPing( int channelId ) Gets the ping to a channel. &#160;
GetPlayerByChannelId Syntax: GameRules.GetPlayerByChannelId( int channelId ) Gets the player from the channel id. &#160;
GetPlayerCount Syntax: GameRules.GetPlayerCount() Gets the number of the players. &#160;
GetPlayers Syntax: GameRules.GetPlayers() Gets the player. &#160;
GetPreRoundTime Syntax: GameRules.GetPreRoundTime() Gets the pre-round time. &#160;
GetRandomSpectatorLocation Syntax: GameRules.GetRandomSpectatorLocation( ) Gets a random spectator location.&#160;
GetRemainingGameTime Syntax: GameRules.GetRemainingGameTime() Gets the remaining game time. &#160;
GetRemainingPreRoundTime Syntax: GameRules.GetRemainingPreRoundTime() Gets the remaining pre-round time. &#160;
GetRemainingReviveCycleTime Syntax: GameRules.GetRemainingReviveCycleTime() Gets the remaining cycle time. &#160;
GetRemainingRoundTime Syntax: GameRules.GetRemainingRoundTime() Gets the remaining round time. &#160;
GetRemainingStartTimer Syntax: GameRules.GetRemainingStartTimer( ) Gets the remaining start timer. &#160;
GetReviveTime Syntax: GameRules.GetReviveTime() Gets the revive time. &#160;
GetRoundLimit Syntax: GameRules.GetRoundLimit() Gets the round time limit. &#160;
GetRoundTime Syntax: GameRules.GetRoundTime() Gets the round time. &#160;
GetSpawnGroups Syntax: GameRules.GetSpawnGroups() Gets spawn groups. &#160;
GetSpawnLocation Syntax: GameRules.GetSpawnLocation( playerId, bool ignoreTeam, bool includeNeutral )&#160;
GetSpawnLocationByIdx Syntax: GameRules.GetSpawnLocationByIdx( int idx ) Gets the spawn location from its identifier. &#160;
GetSpawnLocationCount Syntax: GameRules.GetSpawnLocationCount() Gets the number of the spawn location. &#160;
GetSpawnLocationGroup Syntax: GameRules.GetSpawnLocationGroup(spawnId) Gets spawn location group. &#160;
GetSpawnLocations Syntax: GameRules.GetSpawnLocations() Gets the spawn locations. &#160;
GetSpectatorCount Syntax: GameRules.GetSpectatorCount() Gets the number of the spectators.&#160;
GetSpectatorLocation Syntax: GameRules.GetSpectatorLocation( int idx ) Gets the spectator location from its identifier.&#160;
GetSpectatorLocationCount Syntax: GameRules.GetSpectatorLocationCount( ) Gets the number of the spectator locations.&#160;
GetSpectatorLocations Syntax: GameRules.GetSpectatorLocations( ) Gets the spectator locations.&#160;
GetSynchedEntityValue Syntax: GameRules.GetSynchedEntityValue( ScriptHandle entityId, int key ) Gets the specified sync entity value. &#160;
GetSynchedGlobalValue Syntax: GameRules.GetSynchedGlobalValue( int key ) Gets the sync global value from its key. &#160;
GetTeam Syntax: GameRules.GetTeam( ScriptHandle playerId ) Gets the team of the specified player. &#160;
GetTeamChannelCount Syntax: GameRules.GetTeamChannelCount( int teamId ) Gets the team channel count. &#160;
GetTeamCount Syntax: GameRules.GetTeamCount( ) Gets the team number. &#160;
GetTeamDefaultSpawnGroup Syntax: GameRules.GetTeamDefaultSpawnGroup( int teamId ) Gets team default spawn group. &#160;
GetTeamId Syntax: GameRules.GetTeamId( const char *teamName ) Gets the team identifier from the team name. &#160;
GetTeamLock Syntax: GameRules.GetTeamLock() Gets the team lock. &#160;
GetTeamName Syntax: GameRules.GetTeamName( int teamId ) Gets the name of the specified team. &#160;
GetTeamPlayerCount Syntax: GameRules.GetTeamPlayerCount( int teamId ) Gets the number of players in the specified team. &#160;
GetTeamPlayers Syntax: GameRules.GetTeamPlayers( int teamId ) Gets the players in the specified team. &#160;
GetTimeLimit Syntax: GameRules.GetTimeLimit() Gets the time limit. &#160;
IsClient Syntax: GameRules.IsClient() Checks if this entity is a client. &#160;
IsDemoMode Syntax: GameRules.IsDemoMode() Checks if the game is running in demo mode. &#160;
IsInvulnerable Syntax: GameRules.IsInvulnerable( ScriptHandle playerId ) Checks if the player is invulnerable. &#160;
IsNeutral Syntax: GameRules.IsNeutral(entityId) Checks if the entity is neutral. &#160;
IsPlayerInGame Syntax: GameRules.IsPlayerInGame(playerId) Checks if the specified player is in game. &#160;
IsProjectile Syntax: GameRules.IsProjectile(entityId) Checks if the specified entity is a projectile. &#160;
IsRoundTimeLimited Syntax: GameRules.IsRoundTimeLimited() Checks if the round time is limited. &#160;
IsSameTeam Syntax: GameRules.IsSameTeam(entityId0,entityId1) Checks if the two entity are in the same team. &#160;
IsServer Syntax: GameRules.IsServer() Checks if this entity is a server. &#160;
IsSpawnGroup Syntax: GameRules.IsSpawnGroup(entityId) Checks if the entity is a spawn group. &#160;
IsTimeLimited Syntax: GameRules.IsTimeLimited() Checks if the game time is limited. &#160;
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. &#160;
MovePlayer Syntax: GameRules.MovePlayer( ScriptHandle playerId, Vec3 pos, Vec3 angles ) Moves the player. &#160;
NextLevel Syntax: GameRules.NextLevel() Loads the next level. &#160;
PerformDeadHit Syntax: GameRules.PerformDeadHit() Performs a death hit. &#160;
ProcessEMPEffect Syntax: GameRules.ProcessEMPEffect( ScriptHandle targetId, float timeScale ) Processes the EMP (Electro Magnetic Pulse) effect. &#160;
RegisterHitMaterial Syntax: GameRules.RegisterHitMaterial( const char *materialName ) Registers the specified hit material. &#160;
RegisterHitType Syntax: GameRules.RegisterHitType( const char *type ) Registers a type for the hits. &#160;
RemoveMinimapEntity Syntax: GameRules.RemoveMinimapEntity( ScriptHandle entityId ) Removes a mipmap entity. &#160;
RemoveObjective Syntax: GameRules.RemoveObjective( int teamId, const char *objective ) Removes an objective. &#160;
RemoveSpawnGroup Syntax: GameRules.RemoveSpawnGroup(groupId) Removes spawn group. &#160;
RemoveSpawnLocation Syntax: GameRules.RemoveSpawnLocation(id) Removes the span location. &#160;
RemoveSpawnLocationFromSpawnGroup Syntax: GameRules.RemoveSpawnLocationFromSpawnGroup(groupId,location) Removes a spawn location from spawn group. &#160;
RemoveSpectatorLocation Syntax: GameRules.RemoveSpectatorLocation( ScriptHandle id ) Removes a spectator location.&#160;
RemoveTeam Syntax: GameRules.RemoveTeam( int teamId ) Removes the specified team. &#160;
RenamePlayer Syntax: GameRules.RenamePlayer( ScriptHandle playerId, const char *name ) Renames the player. &#160;
ResetEntities Syntax: GameRules.ResetEntities( ) &#160;
ResetGameStartTimer Syntax: GameRules.ResetGameStartTimer() Resets game start timer. &#160;
ResetGameTime Syntax: GameRules.ResetGameTime() Resets the game time. &#160;
ResetHitMaterials Syntax: GameRules.ResetHitMaterials() Resets the hit materials. &#160;
ResetHitTypes Syntax: GameRules.ResetHitTypes() Resets the hit types. &#160;
ResetMinimap Syntax: GameRules.ResetMinimap( ) &#160;
ResetObjectives Syntax: GameRules.ResetObjectives( ) Resets all the objectives. &#160;
ResetPreRoundTime Syntax: GameRules.ResetPreRoundTime() Resets the pre-round time. &#160;
ResetReviveCycleTime Syntax: GameRules.ResetReviveCycleTime() Resets the revive cycle time. &#160;
ResetRoundTime Syntax: GameRules.ResetRoundTime() Resets the round time. &#160;
ResetSynchedStorage Syntax: GameRules.ResetSynchedStorage() Resets the sync storage. &#160;
RevivePlayer Syntax: GameRules.RevivePlayer( ScriptHandle playerId, Vec3 pos, Vec3 angles, int teamId, bool clearInventory ) Revives the player. &#160;
RevivePlayerInVehicle Syntax: GameRules.RevivePlayerInVehicle( ScriptHandle playerId, ScriptHandle vehicleId, int seatId, int teamId, bool clearInventory ) Revives a player inside a vehicle. &#160;
ScheduleEntityRemoval Syntax: GameRules.ScheduleEntityRemoval( ScriptHandle entityId, float timer, bool visibility ) Schedules the removal of the specified entity. &#160;
ScheduleEntityRespawn Syntax: GameRules.ScheduleEntityRespawn( ScriptHandle entityId, bool unique, float timer ) Schedules a respawning of the specified entity. &#160;
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. &#160;
SendDamageIndicator Syntax: GameRules.SendDamageIndicator( ScriptHandle targetId, ScriptHandle shooterId, ScriptHandle weaponId ) Send a damage indicator from the shooter to the target. &#160;
SendHitIndicator Syntax: GameRules.SendHitIndicator( ScriptHandle shooterId ) Sends a hit indicator. &#160;
SendTextMessage Syntax: GameRules.SendTextMessage( int type, const char *msg ) Sends a text message type with the specified text. &#160;
ServerExplosion Syntax: GameRules.ServerExplosion( ScriptHandle shooterId, ScriptHandle weaponId, float dmg, Vec3 pos, Vec3 dir, float radius, float angle, float pressure, float holesize ) &#160;
ServerHit Syntax: GameRules.ServerHit( ScriptHandle targetId, ScriptHandle shooterId, ScriptHandle weaponId, float dmg, float radius, int materialId, int partId, int typeId ) &#160;
SetInvulnerability Syntax: GameRules.SetInvulnerability( ScriptHandle playerId, bool invulnerable ) Sets/unsets invulnerability for the specified player. &#160;
SetObjectiveEntity Syntax: GameRules.SetObjectiveEntity( int teamId, const char *objective, ScriptHandle entityId ) Sets the objective entity. &#160;
SetObjectiveStatus Syntax: GameRules.SetObjectiveStatus( int teamId, const char *objective, int status ) Sets the status of an objective. &#160;
SetPlayerSpawnGroup Syntax: GameRules.SetPlayerSpawnGroup(ScriptHandle playerId, ScriptHandle groupId) Sets the player spawn group. &#160;
SetSynchedEntityValue Syntax: GameRules.SetSynchedEntityValue( ScriptHandle entityId, int key ) Sets a sync entity value. &#160;
SetSynchedGlobalValue Syntax: GameRules.SetSynchedGlobalValue( int key , value) Sets a sync global value. &#160;
SetTeam Syntax: GameRules.SetTeam( int teamId, ScriptHandle playerId ) Adds a player to a team. &#160;
SetTeamDefaultSpawnGroup Syntax: GameRules.SetTeamDefaultSpawnGroup( int teamId, groupId) Sets the default spawn group for the team. &#160;
SpawnPlayer Syntax: GameRules.SpawnPlayer( int channelId, const char *name, const char *className, Vec3 pos, Vec3 angles ) Spawns a player. &#160;
SPNotifyPlayerKill Syntax: GameRules.SPNotifyPlayerKill( ScriptHandle targetId, ScriptHandle weaponId, bool bHeadShot ) Notifies that the player kills somebody.&#160;
TextMessage Syntax: GameRules.TextMessage( ) Displays a text message type with the specified text. &#160;
C_ScriptBind_Horse Class
GetHorse &#160;
AttachTo &#160;
HasRider Syntax: Horse.HasRider() &#160;
IsMountable Syntax: Horse.IsMountable &#160;
C_ScriptBind_Human Class
GetHuman &#160;
AttachEntityToHand Syntax: Human.AttachEntityToHand(id, hand) Attaches entity to human&#39;s hand &#160;
AttachTo &#160;
CanTalk Syntax: Human.CanTalk() Checks if this human have something to say. &#160;
CycleWeapon Syntax: Human.CycleWeapon() Cycle between primary and secondary weapon set &#160;
DetachFromHand Syntax: Human.DetachFromHand(hand) removes item from human&#39;s hand - drops if not equip or holster otherwise &#160;
Dismount Syntax: Human.Dismount() Mounts selected horse. &#160;
DoStepOnGrindstone Syntax: Human.DoStepOnGrindstone() Perform single step on grindstone, use SetWheelSpeed() for constant speed and automatic pedalling. &#160;
DrawFromInventory Syntax: Human.DrawItemFromInventory( itemId, hand, animate ) Spawn item from inventory to human hands and animate drawing it from somewhere &#160;
DrawWeapon Syntax: Human.DrawWeapon() Draw active weapon set &#160;
ForceDismount Syntax: Human.Dismount() Mounts selected horse. &#160;
ForceMount Syntax: Human.Mount(EntityId horseId) Mounts selected horse. &#160;
GetDialogRequestSourceName Syntax: Human.GetDialogRequestSourceName() Returns name of entity which initiated dialog request with this human. &#160;
GetHorseMountPoint Syntax: Horse.GetHorseMountPoint(EntityId horseId, Vector3 pos, Vector3 dir) &#160;
GetItemInHand &#160;
GetTotalQuality Syntax: Human.GetTotalQuality() Get current health of the weapon. Range &lt;0,1&gt;. 1 is best. &#160;
GetWheelSpeed Syntax: Human.GetWheelSpeed() Returns current wheel speed of the grindstone on which is sharpening performed. Range &lt;0,1&gt;. &#160;
GrabOnLadder Syntax: Actor.GrabOnLadder() Grabs actor on a ladder &#160;
HolsterToInventory Syntax: Human.HolsterToInventory( hand, animate ) Despawn inventory item and animate holstering it to somewhere &#160;
HolsterWeapon Syntax: Human.HolsterWeapon() Holster active weapon set &#160;
InterruptDialog Syntax: Human.InterruptDialog() Interrupts an ongoing dialog. &#160;
IsOnLadder Syntax: Actor.IsOnLadder() Returns 0/1 depending on if actor is already grabbed on a ladder &#160;
IsSharpeningActive Syntax: Human.IsSharpeningActive) Returns sharpening state. True after StartSharpening and false after StopSharpening. &#160;
IsWeaponDrawn Syntax: Human.IsWeaponDrawn() return true if human have any weapon set active &#160;
Mount Syntax: Human.Mount(EntityId horseId) Mounts selected horse. &#160;
MoveToWorstZone Syntax: Human.MoveToWorstZone() Moves to worst sharpened zone or stay on same position, if weapon is sharpened evenly. &#160;
PickUpItem Syntax: Human.PickUpItem( itemId, toHand ) Picks up an item &#160;
PlaceItem Syntax: Human.Place( itemId, entityId, fromHand) Places an item &#160;
PlayAnim &#160;
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. &#160;
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. &#160;
SetAnimMotionParam &#160;
SetGrindstone Syntax: Human.SetGrindstone(EntityId entityId) Sets which grindstone will be used for sharpening. &#160;
SetOptimalRotation Syntax: Human.SetOptimalRotation() Sets optimal rotation on which weapon is sharpened correctly. &#160;
SetSharpeningPosition Syntax: Human.SetSharpeningPosition(float value) Weapon will slowly move to desired position. &#160;
SetSharpeningPressure Syntax: Human.SetSharpeningPressure(float value) Set sharpening pressure, more pressure requires more energy but increases sharpening efficiency. &#160;
SetSharpeningRotation Syntax: Human.SetSharpeningRotation(float value) Weapon will slowly move to desired rotation, use SetOptimalRotation() to sharpen weapon correctly &#160;
SetWheelSpeed Syntax: Human.SetWheelSpeed(float value) Sets speed of grindstone wheel on which is sharpening performed. &#160;
StartReading &#160;
StartSharpening Syntax: Human.StartSharpening(EntityId grindstoneId) Starts sharpening weapon in primary slot on selected grindstone. &#160;
StartSharpeningWeapon Syntax: Human.StartSharpeningWeapon(EntityId grindstoneId, int itemId) Starts sharpening weapon in selected inventory item on selected grindstone. &#160;
StopAnim &#160;
StopSharpening Syntax: Human.StopSharpening() Stops sharpening, reseting state of the grindstone and setting new health to the weapon according to the results of sharpening. &#160;
ToggleWeapon Syntax: Human.ToggleWeapon() Toggle active weapon set &#160;
C_ScriptBind_Inventory Class
AddItem Syntax: Inventory.AddItem( ScriptHandle id ) Adds item defined by id. &#160;
AttachTo &#160;
DetachFrom &#160;
Dump Syntax: Inventory.Dump() Dumps the inventory. &#160;
FindItem Syntax: Inventory.FindItem( classIdText ) Finds an item that matches to class id. &#160;
GetCount Syntax: Inventory.GetCount() Gets the number of the inventory elements. &#160;
GetCountOfCategory Syntax: Inventory.GetCountOfCategory( const char* category ) Gets the number of element of the specified category inside the inventory. &#160;
GetCountOfClass Syntax: Inventory.GetCountOfClass( char const* classIdText ) Gets the number of element of the specified DB id inside the inventory. &#160;
GetId Syntax: Inventory.GetId() Returns runtime inventory id. &#160;
GetInventoryTable Syntax: Inventory.GetInventoryTable() Gets the inventory table. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class C_ScriptBind_Inventory.&#160;
GetMoney Syntax: Inventory.GetMoney() Returns amount of money in this inventory converted into float &#160;
HasItem Syntax: Inventory.HasItem( ScriptHandle itemId ) Returns true if item is in this inventory. &#160;
Release This is Release, a member of class C_ScriptBind_Inventory.&#160;
RemoveAllItems Syntax: Inventory.RemoveAllItems() Removes all items from the inventory. &#160;
RemoveItem Syntax: Inventory.RemoveItem( id ) Removes an item from the inventory. &#160;
RemoveMoney Syntax: Inventory.RemoveMoney(5.5) Removes 5.5 of actual currency. Money are removed only if inventory have such amount. &#160;
Validate Syntax: Inventory.Validate() Validates the inventory. &#160;
C_ScriptBind_ItemManager Class
CreateItem creates new item with defined health and amount &#160;
GetItem Syntax: ItemManager.GetItem( id ) Returns item script table which can be used to access item specific data &#160;
GetItemUIName Syntax: ItemManager.GetItemUIName( classId ) Returns UI name of the item. &#160;
RemoveItem Syntax: ItemManager.RemoveItem( id ) Removes item. Item creation/remove might be disabled on master to avoid cheating. &#160;
ValidateId Syntax: ItemManager.ValidateId( id ) After game load this function returns new item id assigned to old item id. All item id&#39;s needs to be validated after game load! &#160;
C_ScriptBind_PickableItem Class
AttachTo &#160;
CanPickUp Syntax: Item.CanPickUp( ScriptHandle userId ) Checks if the item can be picked up by the user. &#160;
CanUse Syntax: Item.CanUse( ScriptHandle userId ) Checks if the item can be used by the user. &#160;
GetExtensionParams Syntax: Item.GetExtensionParams( const char *extension, SmartScriptTable params ) Gets extension parameters. &#160;
GetHealth Syntax: Item.GetHealth() Gets item health. &#160;
GetId Syntax: Item.GetId() Gets item id &#160;
GetMaxHealth Syntax: Item.GetMaxHealth() Gets the maximum item health. &#160;
GetMountedAngleLimits Syntax: Item.GetMountedAngleLimits() Gets the mounted angle limits for the item. &#160;
GetMountedDir Syntax: Item.GetMountedDir() Gets the mounted direction for the item. &#160;
GetOwnerId Syntax: Item.GetOwnerId() Gets the identifier of the item&#39;s owner. &#160;
GetParams Syntax: Item.GetParams() Gets the item parameters. &#160;
GetStats Syntax: Item.GetStats() Gets the item statistics. &#160;
GetUIName Syntax: Item.GetUIName() Gets the UI name. &#160;
IsDestroyed Syntax: Item.IsDestroyed() Event that occurs when the item is destroyed. &#160;
IsFromShop Syntax: Item.IsFromShop() Returns true if the item is owner by some shop and can be bought instead of picked &#160;
IsMounted Syntax: Item.IsMounted() Checks if the item is mounted. &#160;
IsOversized Syntax: Item.IsOversized() Returns true if the item is too big to be picket up &#160;
IsUsed Syntax: Item.IsUsed() Checks if the item is used. &#160;
OnHit Syntax: Item.OnHit( SmartScriptTable hitTable ) Events that occurs when the item is hit. &#160;
OnUsed Syntax: Item.OnUsed( ScriptHandle userId ) Events that occurs when the item is used. &#160;
PlayAnimation Syntax: Item.PlayAnimation( const char *animationName ) Plays the specified animation. &#160;
Quiet Syntax: Item.Quiet() Quiets the item. &#160;
Reset Syntax: Item.Reset() Resets the item. &#160;
Select Syntax: Item.Select( bool select ) Selects/deselects the item. &#160;
SetExtensionActivation Syntax: Item.SetExtensionActivation( const char *extension, bool activation ) Activates/deactivates an extension. &#160;
SetExtensionParams Syntax: Item.SetExtensionParams( const char *extension, SmartScriptTable params ) Sets extension parameters. &#160;
SetMountedAngleLimits Syntax: Item.SetMountedAngleLimits( float min_pitch, float max_pitch, float yaw_range ) Sets the mounted angle limits (yaw-pitch). &#160;
StartUse Syntax: Item.StartUse( ScriptHandle userId ) The specified user now will start to use the item. &#160;
StopUse Syntax: Item.StopUse( ScriptHandle userId ) The specified user now will stop to use the item. &#160;
Use Syntax: Item.Use( ScriptHandle userId ) The specified user now will use the item. &#160;
C_ScriptBind_Environment Class
AddPickable &#160;
HidePicked &#160;
MakeHole &#160;
C_ScriptBind_Map Class
C_ScriptBind_Map::CallScript (char*, char*)
C_ScriptBind_Map::CallScript (char*, std::list&lt;string&gt;&amp;)
CallScript This is the overview for the CallScript method overload.&#160;
C_ScriptBind_Backgammon Class
AcceptGame Syntax: Backgammon.AcceptGame(EntityGUID opponentId, EntityGUID playerId) Opponent accepted previous request. &#160;
EndGame Syntax: Backgammon.EndGame(EntityGUID playerId) Player requests game end. &#160;
MoveChecker Syntax: Backgammon.MoveChecker(EntityGUID playerId, int pointFrom, int pointTo) Player requires move from point to point. &#160;
OfferBet Syntax: Backgammon.OfferBet(EntityGUID playerId, int money) Player offers his bet for current game. &#160;
RequestGame Syntax: Backgammon.RequestGame(EntityGUID playerId, EntityGUID opponentId, EntityGUID boardId) Player requests new game with an opponent. &#160;
RollDice Syntax: Backgammon.RollDice(EntityGUID playerId) Player rolled the dice. &#160;
RolledDice Syntax: Backgammon.RolledDice(EntityGUID playerId) Player finished rolling the dice. &#160;
C_ScriptBind_Quest Class
C_ScriptBind_Quest::CallScript (char*, char*)
C_ScriptBind_Quest::CallScript (char*, std::list&lt;string&gt;&amp;)
CallScript This is the overview for the CallScript method overload.&#160;
CompleteQuestObjective Syntax: QuestSystem.CompleteQuestObjective(const char *questName, int objectiveId) Complete objective of quest with id, even if objective was not active before &#160;
GetActiveObjectives Syntax: QuestSystem.GetActiveObjectives(const char *questName) Returns table with ids of active objectives &#160;
GetObjectiveExpCoeff Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered &#160;
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 &#160;
IsQuestActive Syntax: QuestSystem.IsQuestActive(const char *questName) Returns true if quest is active, false if not, or quest does not exist &#160;
IsQuestCompleted Syntax: QuestSystem.IsQuestCompleted(const char *questName) Returns true if quest is completed, false if not, or quest or objective does not exist &#160;
LoadScripts &#160;
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 &#160;
OpenInventory Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered &#160;
PlayerEnteredTrigger Syntax: QuestSystem.PlayerEnteredTrigger(const char *placeAssetName) Called from script when player enters ProximityTrigger or AreaTrigger &#160;
ReloadQuest Syntax: QuestSystem.ReloadQuest() Reload quest DB tables !WH_CTSW(WH_CTSW_MASTER)&#160;
ReloadQuestAssets Syntax: QuestSystem.ReloadQuestAssets() Prepare assets for quest, used when asset (usually entity) in level was added/removed !WH_CTSW(WH_CTSW_MASTER)&#160;
ReloadQuests Syntax: QuestSystem.ReloadQuests() Reload all quests &#160;
ResetQuest Syntax: QuestSystem.ResetQuest(const char *questName) Reset quest (repeat count, tracked object count) &#160;
StartQuest Syntax: QuestSystem.StartQuest(const char *questName) Start quest if loaded from xml &#160;
TriggerCondition Syntax: QuestSystem.TriggerCondition() Trigger condition evaluation of all types for current active objectives &#160;
TriggerConditionForAsset Syntax: QuestSystem.TriggerConditionForAsset(const char *assetName) Trigger condition evaluation of type SCRIPT for an asset of current active objectives &#160;
C_ScriptBind_Calendar Class
GetGameTime Syntax: Calendar.GetGameTime() Returns game time (whole seconds from start of level) &#160;
GetWorldDay Syntax: Calendar.GetWorldDay() Returns number of whole days from start of level. &#160;
GetWorldDayOfWeek Syntax: Calendar.GetWorldDayOfWeek() Returns ordinal number of day in current week. Range is &lt;0,6&gt; monday is 0 &#160;
GetWorldHourOfDay Syntax: Calendar.GetWorldHourOfDay() Returns hour of current day. Range is &lt;0,24) The number is float. &#160;
GetWorldTime Syntax: Calendar.GetWorldTime() Returns world time (whole seconds from start of level) &#160;
GetWorldTimeRatio Syntax: Calendar.GetWorldTimeRatio() Returns ratio of world time. &#160;
IsFakedTimeOfDay Syntax: Calendar.IsFakedTimeOfDay() Returns true in case fake time of day is on. &#160;
IsWorldTimePaused Syntax: Calendar.IsWorldTimePaused() Returns true if world time is paused. &#160;
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. &#160;
SetWorldTime Syntax: Calendar.SetWorldTime(3000) Sets ratio of world time. &#160;
SetWorldTimePaused Syntax: Calendar.SetWorldTimePaused(true) Pauses/unpauses world time. &#160;
SetWorldTimeRatio Syntax: Calendar.SetWorldTimeRatio(30) Sets ratio of world time. &#160;
UnfakeTimeOfDay Syntax: Calendar.UnfakeTimeOfDay() Switches CryEngine back to our world time &#160;
RPG
_GetConstant This is _GetConstant, a member of class C_ScriptBind_RPGModule.&#160;
_SetConstant This is _SetConstant, a member of class C_ScriptBind_RPGModule.&#160;
GetHobbies Syntax: RPG.GetHobbies() Returns a table indexed by hobby names.&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class C_ScriptBind_RPGModule.&#160;
Help Syntax: RPG.Help() Print RPG constants/params with their values. You can supply one string argument to filter the results.&#160;
Release This is Release, a member of class C_ScriptBind_RPGModule.&#160;
C_ScriptBind_Soul Class
AddBuff Syntax: soul:AddBuff(string buff_id) Adds buff identified by the database id. Returns the instance id. &#160;
AddSkillXP Syntax: soul:AddSkillXP(string skill, float xp) Adds experience points. Returns how many levels had been reached (0 if no level was reached).&#160;
AddStatXP Syntax: soul:AddStatXP(string stat, float xp) Adds experience points. Returns how many levels had been reached (0 if no level was reached).&#160;
AttachTo This is AttachTo, a member of class C_ScriptBind_Soul.&#160;
DetachFrom &#160;
GetArchetype Syntax: soul:GetArchetype() Returns a table containing the archetype properties. &#160;
GetGatherMult Syntax: soul:GetGatherMult( ScriptHandle id) gets gather skill multiplier &#160;
GetHobbies Syntax: soul:GetHobbies() Returns a table containing all soul&#39;s hobbies. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class C_ScriptBind_Soul.&#160;
GetRoles Syntax: soul:GetRoles() Returns a table=array containing role ids. &#160;
GetSchedule Syntax: soul:GetSchedule() Returns a table containing float-encoded times indexed by activities. &#160;
GetSkillLevel Syntax: soul:GetSkillLevel(string skill) Get skill value using string name (use skill_name from database).&#160;
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).&#160;
GetSocialClass Syntax: soul:GetSocialClass() Returns social class as a table with Id, Name and Wealth keys.&#160;
GetState Syntax: soul:GetState(string state) returns state value for a given name (health, stamina,...)&#160;
GetStatLevel Syntax: soul:GetStatLevel(string stat) returns stat value for a given name (str, agi, spc, vit, hea, bar, ...)&#160;
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, ...)&#160;
Release This is Release, a member of class C_ScriptBind_Soul.&#160;
RemoveBuff Syntax: soul:RemoveBuff(buffInstanceId) Forces removal of a buff. Supply the buff instance id.&#160;
SetSkillLevel Syntax: soul:SetSkillLevel(string skill, float level) Set skill level using string name (use skill_name from database).&#160;
SetState Syntax: soul:SetState(string state, float value) sets state value for a given name (health, stamina,...)&#160;
SetStatLevel Syntax: soul:SetStatLevel(string stat, float level) sets stat level, for example soul:SetStatLevel(&#39;str&#39;, 20), sets strength to 20&#160;
C_ScriptBind_Shop Class
AcquireShop &#160;
CloseShop &#160;
EnableRestockingOnOpen &#160;
FindItemInShop Looks for item in owned shop and returns inventory slot for this item (or same one) &#160;
FindShopInventoryForItem Looks for shop&#39;s inventory id where this item belongs to &#160;
GetBusinessHoursBegin returns float &#160;
GetBusinessHoursEnd returns float &#160;
GetShopDBIdByLinkedEntityId returns shop DB Id. Returns -1 in case entity is linked to no shop &#160;
IsLinkedWithShop &#160;
IsShopOpened returns bool &#160;
OnPropertyChange needed by editor &#160;
OpenInventory &#160;
OpenShop &#160;
ReleaseShop needed by editor &#160;
RestockShop &#160;
SetShopModule &#160;
C_ScriptBind_Building Class
BindToModule &#160;
OnDestroy needed by editor &#160;
OnPropertyChange needed by editor if !WH_CTSW(WH_CTSW_MASTER)&#160;
OnSpawn &#160;
OnStart &#160;
C_ScriptBind_InteractionPoint Class
BindToModule &#160;
OnDestroy needed by editor &#160;
OnPropertyChange needed by editor if !WH_CTSW(WH_CTSW_MASTER)&#160;
OnSpawn &#160;
OnStart &#160;
SignalDeliveryEvent &#160;
C_ScriptBind_Experimental Class
CanSee This is CanSee, a member of class C_ScriptBind_Experimental.&#160;
CanSeeStr This is CanSeeStr, a member of class C_ScriptBind_Experimental.&#160;
GetBodyManager BODY MANAGER &amp; VISUAL MAP is initialized later than ScriptBind_Experimental &#160;
GetVisualMap This is GetVisualMap, a member of class C_ScriptBind_Experimental.&#160;
TeleportToEntity LUA METHODS&#160;
TeleportToLocation This is TeleportToLocation, a member of class C_ScriptBind_Experimental.&#160;
C_ScriptBind_SmartObject Class
AttachTo &#160;
BindToModule &#160;
GetHelperLinks &#160;
GetHelperLinkTarget &#160;
GetHelpers Smart object helpers related methods &#160;
GetHelpersCategory &#160;
GetHelperUserData &#160;
C_ScriptBind_XGenAIModule Class
BindToModule &#160;
OnDestroy needed by editor &#160;
OnPropertyChange needed by editor if !WH_CTSW(WH_CTSW_MASTER)&#160;
OnSpawn &#160;
OnStart &#160;
SendMessageToEntity &#160;
CScriptBind_Game Class
CacheResource &#160;
CreateSavepoint creates savepoint of type E_SGT_SavePoint &#160;
DebugDrawAABB This is DebugDrawAABB, a member of class CScriptBind_Game.&#160;
DebugDrawCone This is DebugDrawCone, a member of class CScriptBind_Game.&#160;
DebugDrawCylinder Debug&#160;
DebugDrawPersistanceDirection This is DebugDrawPersistanceDirection, a member of class CScriptBind_Game.&#160;
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.&#160;
DeletePrefab &#160;
HidePrefab &#160;
IsDemo if the code is compiled on a &quot;*Demo*&quot; configuration &#160;
IsPlayer Syntax: Game.IsPlayer() Checks if the given entity is player. &#160;
LoadPrefabLibrary &#160;
MovePrefab &#160;
PauseGame Syntax: Game.PauseGame( bool pause ) Pauses the game. &#160;
SpawnPrefab &#160;
StopTimeWarp Syntax: Actor.StopTimeWarp() Stops time warp effect &#160;
WarpTime Time effects ============================================= Syntax: Actor.WarpTime(float wantedSpeed, float duration) Slowdown/speedup global time for given time period&#160;

Generated: 6/13/2014 11:43:52 AM,  Number of changes: 15

Member nameDescription
GetGUID &#160;
AcceptGame Syntax: Backgammon.AcceptGame(EntityGUID opponentId, EntityGUID playerId) Opponent accepted previous request. &#160;
EndGame Syntax: Backgammon.EndGame(EntityGUID playerId) Player requests game end. &#160;
MoveChecker Syntax: Backgammon.MoveChecker(EntityGUID playerId, int pointFrom, int pointTo) Player requires move from point to point. &#160;
OfferBet Syntax: Backgammon.OfferBet(EntityGUID playerId, int money) Player offers his bet for current game. &#160;
RequestGame Syntax: Backgammon.RequestGame(EntityGUID playerId, EntityGUID opponentId, EntityGUID boardId) Player requests new game with an opponent. &#160;
RollDice Syntax: Backgammon.RollDice(EntityGUID playerId) Player rolled the dice. &#160;
RolledDice Syntax: Backgammon.RolledDice(EntityGUID playerId) Player finished rolling the dice. &#160;
GetActiveObjectives Syntax: QuestSystem.GetActiveObjectives(const char *questName) Returns table with ids of active objectives &#160;
AcceptGame Syntax: Backgammon.AcceptGame(EntityId opponentId, EntityId playerId) Opponent accepted previous request. &#160;
EndGame Syntax: Backgammon.EndGame(EntityId playerId) Player requests game end. &#160;
MoveChecker Syntax: Backgammon.MoveChecker(EntityId playerId, int pointFrom, int pointTo) Player requires move from point to point. &#160;
OfferBet Syntax: Backgammon.OfferBet(EntityId playerId, int money) Player offers his bet for current game. &#160;
RequestGame Syntax: Backgammon.RequestGame(EntityId playerId, EntityId opponentId, EntityId boardId) Player requests new game with an opponent. &#160;
RollDice Syntax: Backgammon.RollDice(EntityId playerId) Player rolled the dice. &#160;

Generated: 6/2/2014 7:28:09 PM,  Number of changes: 1

Member nameDescription
RemoveBuff Syntax: soul:RemoveBuff(buffInstanceId) Forces removal of a buff. Supply the buff instance id.&#160;

Generated: 5/28/2014 2:55:50 PM,  Number of changes: 15

Member nameDescription
CompleteQuestObjective Syntax: QuestSystem.CompleteQuestObjective(const char *questName, int objectiveId) Complete objective of quest with id, even if objective was not active before &#160;
GetObjectiveExpCoeff Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered &#160;
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 &#160;
IsQuestActive Syntax: QuestSystem.IsQuestActive(const char *questName) Returns true if quest is active, false if not, or quest does not exist &#160;
IsQuestCompleted Syntax: QuestSystem.IsQuestCompleted(const char *questName) Returns true if quest is completed, false if not, or quest or objective does not exist &#160;
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 &#160;
OpenInventory Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered &#160;
PlayerEnteredTrigger Syntax: QuestSystem.PlayerEnteredTrigger(const char *placeAssetName) Called from script when player enters ProximityTrigger or AreaTrigger &#160;
ReloadQuest Syntax: QuestSystem.ReloadQuest() Reload quest DB tables !WH_CTSW(WH_CTSW_MASTER)&#160;
ReloadQuestAssets Syntax: QuestSystem.ReloadQuestAssets() Prepare assets for quest, used when asset (usually entity) in level was added/removed !WH_CTSW(WH_CTSW_MASTER)&#160;
ReloadQuests Syntax: QuestSystem.ReloadQuests() Reload all quests &#160;
ResetQuest Syntax: QuestSystem.ResetQuest(const char *questName) Reset quest (repeat count, tracked object count) &#160;
StartQuest Syntax: QuestSystem.StartQuest(const char *questName) Start quest if loaded from xml &#160;
TriggerCondition Syntax: QuestSystem.TriggerCondition() Trigger condition evaluation of all types for current active objectives &#160;
TriggerConditionForAsset Syntax: QuestSystem.TriggerConditionForAsset(const char *assetName) Trigger condition evaluation of type SCRIPT for an asset of current active objectives &#160;

Generated: 5/22/2014 2:18:46 AM,  Number of changes: 1

Member nameDescription
GetHobbies Syntax: RPG.GetHobbies() Returns a table indexed by hobby names.&#160;

Generated: 5/13/2014 3:55:29 PM,  Number of changes: 1

Member nameDescription
AddBuff Syntax: soul:AddBuff(string buff_id) Adds buff identified by the database id. Returns the instance id. &#160;

Generated: 5/13/2014 12:51:18 PM,  Number of changes: 7

Member nameDescription
PlaceItem Syntax: Human.Place( itemId, entityId, fromHand) Places an item &#160;
CanEnemyFight Syntax: Actor.CanEnemyFight(ScriptHandle enemy) Returns true if enemy can fight - is alive and is known for combat system &#160;
ClearEnemy Syntax: Actor.ClearEnemy() Tells to actor there is no enemy &#160;
GetCombatConfiguration Syntax: Actor.GetCombatDistance() Gets configuration of combatants 0 - undefined 1 - too close 2 - optimal distance 3 - too far &#160;
GetCombatDistance Syntax: Actor.GetCombatDistance() Gets optimal distance from opponent (depends on weapon) &#160;
GetGardDistance Combat Actor iface ============================================= Syntax: Actor.GetGardDistance() Gets the distance from opponent in (gard to gard metric) &#160;
SetEnemy Syntax: Actor.SetEnemy(ScriptHandle enemy) Tells to actor who is enemy &#160;

Generated: 5/2/2014 1:56:26 AM,  Number of changes: 1

Member nameDescription
GetArchetype Syntax: soul:GetArchetype() Returns a table containing the archetype properties. &#160;

Generated: 5/1/2014 12:08:34 PM,  Number of changes: 1

Member nameDescription
GetSocialClass Syntax: soul:GetSocialClass() Returns social class as a table with Id, Name and Wealth keys.&#160;

Generated: 4/30/2014 2:01:18 AM,  Number of changes: 1

Member nameDescription
Hide Syntax: Entity.Hide() &#160;
Syntax: Entity.Hide() The function has one optional parameter. If value of this parameter is nonzero, entity is hidden. Default value is 1. &#160;

Generated: 4/28/2014 1:36:46 PM,  Number of changes: 24

Member nameDescription
GetFlagsExtended Syntax: Entity.GetFlagsExtended() &#160;
GetGeomCachePrecachedTime syntax: Entity.GetGeomCachePrecachedTime() Gets time delta from current playback position to last ready to play frame ! Activates/deactivates geom cache drawing&#160;
HasFlagsExtended Syntax: Entity.HasFlags( int flags ) &#160;
IsGeomCacheStreaming syntax: Entity.IsGeomCacheStreaming() Returns true if geom cache is streaming ! Returns true if geom cache is streaming&#160;
LoadGeomCache Syntax: Entity.LoadGeomCache( int nSlot,const char *sFilename ) Load geom cache into the entity slot.&#160;
SetFlagsExtended Syntax: Entity.SetFlagsExtended( int flags, int mode ) Mode: 0-&gt;or 1-&gt;and 2-&gt;xor &#160;
SetGeomCacheDrawing syntax: Entity.SetGeomCacheDrawing() Activates/deactivates geom cache drawing ! Activates/deactivates geom cache drawing&#160;
SetGeomCacheParams syntax: Entity.SetGeomCacheParams() Sets geometry cache parameters ! Sets the parameters of a geometry cache&#160;
SetGeomCachePlaybackTime syntax: Entity.SetGeomCachePlaybackTime() Sets the playback time ! Sets the playback time of a geometry cache&#160;
SetGeomCacheStreaming syntax: Entity.SetGeomCacheStreaming() Activates/deactivates geom cache streaming ! Activates/deactivates geom cache streaming&#160;
SendEvent Syntax: MusicLogic.SendEvent( const char * pEventName ) Send an event to the music logic. &#160;
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&#160;
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&#160;
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&#160;
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&#160;
DeletePrefab &#160;
HidePrefab &#160;
LoadPrefabLibrary &#160;
MovePrefab &#160;
SpawnPrefab &#160;
GetFrozenAmount Syntax: Vehicle.GetFrozenAmount() Gets the frozen amount. &#160;
SetFrozenAmount Syntax: Vehicle.SetFrozenAmount( float frost ) Sets the frozen amount. &#160;
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&#160;
FreezeEntity Syntax: GameRules.FreezeEntity( ScriptHandle entityId, bool freeze, bool vapor, bool force )&#160;
IsFrozen Syntax: GameRules.IsFrozen( ScriptHandle entityId ) Checks if the entity is frozen. &#160;
ShatterEntity Syntax: GameRules.ShatterEntity( ScriptHandle entityId, Vec3 pos, Vec3 impulse ) Shatters an entity. &#160;

Generated: 4/18/2014 7:17:35 PM,  Number of changes: 1

Member nameDescription
SendMessageToEntity &#160;

Generated: 4/14/2014 4:24:14 PM,  Number of changes: 7

Member nameDescription
C_ScriptBind_Backgammon Class
AcceptGame Syntax: Backgammon.AcceptGame(EntityId opponentId, EntityId playerId) Opponent accepted previous request. &#160;
EndGame Syntax: Backgammon.EndGame(EntityId playerId) Player requests game end. &#160;
MoveChecker Syntax: Backgammon.MoveChecker(EntityId playerId, int pointFrom, int pointTo) Player requires move from point to point. &#160;
OfferBet Syntax: Backgammon.OfferBet(EntityId playerId, int money) Player offers his bet for current game. &#160;
RequestGame Syntax: Backgammon.RequestGame(EntityId playerId, EntityId opponentId, EntityId boardId) Player requests new game with an opponent. &#160;
RollDice Syntax: Backgammon.RollDice(EntityId playerId) Player rolled the dice. &#160;

Generated: 4/11/2014 1:02:11 PM,  Number of changes: 1

Member nameDescription
IsWeaponDrawn Syntax: Human.IsWeaponDrawn() return true if human have weapon in hand &#160;
Syntax: Human.IsWeaponDrawn() return true if human have any weapon set active &#160;

Generated: 4/11/2014 1:44:37 AM,  Number of changes: 1

Member nameDescription
GetRoles Syntax: soul:GetRoles() Returns a table=array containing role ids. &#160;

Generated: 4/10/2014 1:11:15 PM,  Number of changes: 11

Member nameDescription
AnalyzeRequest Syntax: DialogModule.AnalyzeRequest() Analyze dialog request situation. Checks if entities are in correct distance and facing correct directions. &#160;
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. &#160;
StartMonolog Syntax: DialogModule.StartMonolog(entity, 2258) Start monolog using dialog system. Specific topic can be selected. &#160;
GetId Syntax: Item.GetId() Gets item id &#160;
GetSchedule Syntax: soul:GetSchedule() Returns a table containing float-encoded times indexed by activities. &#160;
SetState Syntax: soul:SetState(string state, float value) sets state value for a given name (health, stamina,...) &#160;
Syntax: soul:SetState(string state, float value) sets state value for a given name (health, stamina,...)&#160;
CallScript &#160;
LoadScripts &#160;
HolsterItem Syntax: Human.HolsterItem( bool holster ) Puts back/extracts the current weapon in the holster. &#160;
SelectItem Syntax: Human.SelectItem( ScriptHandle itemId ) Selects the specified item. &#160;
SelectItemByName Syntax: Human.SelectItemByName( const char *name ) Selects an item using its name. &#160;

Generated: 4/4/2014 9:28:14 AM,  Number of changes: 1

Member nameDescription
SetAnimMotionParam &#160;

Generated: 4/3/2014 1:42:58 AM,  Number of changes: 6

Member nameDescription
RPG
_GetConstant This is _GetConstant, a member of class C_ScriptBind_RPGModule.&#160;
_SetConstant This is _SetConstant, a member of class C_ScriptBind_RPGModule.&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class C_ScriptBind_RPGModule.&#160;
Help Syntax: RPG.Help() Print RPG constants/params with their values. You can supply one string argument to filter the results.&#160;
Release This is Release, a member of class C_ScriptBind_RPGModule.&#160;

Generated: 4/2/2014 1:37:33 AM,  Number of changes: 1

Member nameDescription
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. &#160;
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. &#160;

Generated: 3/30/2014 1:35:29 AM,  Number of changes: 11

Member nameDescription
GetAnimationSpeed &#160;
EquipInventoryItem Syntax: Actor.EquipInventoryItem( ScriptHandle itemId ) Equips item from inventory &#160;
UnequipInventoryItem Syntax: Actor.UnequipInventoryItem( ScriptHandle itemId ) Unequips item from inventory &#160;
DrawFromInventory Syntax: Human.DrawItemFromInventory( itemId, hand, animate ) Spawn item from inventory to human hands and animate drawing it from somewhere &#160;
AddPickable &#160;
MakeHole &#160;
EquipInventoryItem Syntax: Actor.EquipInventoryItem( ScriptHandle itemId ) Equips item from inventory &#160;
UnequipInventoryItem Syntax: Actor.UnequipInventoryItem( ScriptHandle itemId ) Unequips item from inventory &#160;
DrawFromInventory Syntax: Human.DrawItemFromInventory( itemId, hand, animate ) Spawn item from inventory to human hands and animate drawing it from somewhere &#160;
AddPickable &#160;
MakeHole &#160;

Generated: 3/28/2014 1:46:55 AM,  Number of changes: 1

Member nameDescription
GetHobbies Syntax: soul:GetHobbies() Returns a table containing all soul&#39;s hobbies. &#160;

Generated: 3/26/2014 4:26:37 PM,  Number of changes: 16

Member nameDescription
C_ScriptBindFramework Class
ScriptHandlerToString Syntax: Framework.ScriptHandlerToString(sriptHandle) Returns string. In case &quot;sriptHandle&quot; is nil the empty string is returned. &#160;
AddItem Syntax: Inventory.AddItem( ScriptHandle id ) Adds item defined by id. &#160;
GetCountOfClass Syntax: Inventory.GetCountOfId( int itemId ) Gets the number of element of the specified DB id inside the inventory. &#160;
Syntax: Inventory.GetCountOfClass( char const* classIdText ) Gets the number of element of the specified DB id inside the inventory. &#160;
HasItem Syntax: Inventory.HasItem( ScriptHandle itemId ) Returns true if item is in this inventory. &#160;
RemoveAllItems Syntax: Inventory.RemoveAllItems( ScriptHandle id ) Removes all items from the inventory. &#160;
Syntax: Inventory.RemoveAllItems() Removes all items from the inventory. &#160;
RemoveItem Syntax: Inventory.RemoveItem( id ) Removes an item from the inventory. &#160;
GetItem Syntax: ItemManager.GetItem( id ) Returns item script table which can be used to access item specific data &#160;
RemoveItem Syntax: ItemManager.RemoveItem( id ) Removes item. Item creation/remove might be disabled on master to avoid cheating. &#160;
ValidateId Syntax: ItemManager.ValidateId( id ) After game load this function returns new item id assigned to old item id. All item id&#39;s needs to be validated after game load! &#160;
AddItem Syntax: Inventory.AddItem( T_Item id ) Adds item defined by id. &#160;
HasItem Syntax: Inventory.HasItem( int itemId ) Returns true if item is in inventory. &#160;
RemoveItem Syntax: Inventory.RemoveItem( id ) Removes an item from the inventory. &#160;
GetItem Syntax: ItemManager.GetItem( id ) Returns item script table which can be used to access item specific data &#160;
RemoveItem Syntax: ItemManager.RemoveItem( id ) Removes item. Item creation/remove might be disabled on master to avoid cheating. &#160;
ValidateId Syntax: ItemManager.ValidateId( id ) After game load this function returns new item id assigned to old item id. All item id&#39;s needs to be validated after game load! &#160;

Generated: 3/26/2014 5:17:42 AM,  Number of changes: 11

Member nameDescription
GetEntityByGUID Syntax: System.GetEntityByGUID( SmartScriptTable dataTable ) Retrieve entity table for the first entity withe the given EntityGUID&#160;
GetHelperLinks &#160;
GetHelperLinkTarget &#160;
GetHelpers Smart object helpers related methods &#160;
GetHelpersCategory &#160;
GetHelperUserData &#160;
GetHelperLinks &#160;
GetHelperLinkTarget &#160;
GetHelpers Smart object helpers related methods &#160;
GetHelpersCategory &#160;
GetHelperUserData &#160;

Generated: 3/25/2014 10:31:14 AM,  Number of changes: 12

Member nameDescription
CreateLink Syntax: Entity.CreateLink( const char *name )&#160;
Syntax: Entity.CreateLink( const char *name, entityID ) - param 'entityID' is optional&#160;
RemoveLink Syntax: Entity.RemoveLink( const char *name )&#160;
Syntax: Entity.RemoveLink( const char *name, int linkIndex ) - param 'linkIndex' is optional&#160;
CheckInventoryRestrictions Syntax: Actor.CheckInventoryRestrictions( const char *itemClassName ) Checks if there is any restriction in the inventory for the specific item class. &#160;
CheckVirtualInventoryRestrictions Syntax: Actor.CheckVirtualInventoryRestrictions( SmartScriptTable inventory, const char *itemClassName ) Checks if there is any restriction in the virtual inventory for the specific item class. &#160;
EquipInventoryItem Syntax: Actor.EquipInventoryItem( ScriptHandle itemId ) Equips item from inventory &#160;
UnequipInventoryItem Syntax: Actor.UnequipInventoryItem( ScriptHandle itemId ) Unequips item from inventory &#160;
CheckInventoryRestrictions Syntax: Human.CheckInventoryRestrictions( const char *itemClassName ) Checks if there is any restriction in the inventory for the specific item class. &#160;
CheckVirtualInventoryRestrictions Syntax: Human.CheckVirtualInventoryRestrictions( SmartScriptTable inventory, const char *itemClassName ) Checks if there is any restriction in the virtual inventory for the specific item class. &#160;
EquipClothingPreset OBSOLETE - use C_ScriptBind_Actor::EquipClothingPreset Syntax: Human.EquipClothingPreset( &quot;46ea38bb-0be7-ca10-a8ac-d526056c04b3&quot; ) Clothing preset is equipped to actor. Dirt level of actor is used for new items. Health of equipment slots is ignored. &#160;
EquipInventoryItem Syntax: Human.EquipInventoryItem( ScriptHandle itemId ) Equips item from inventory &#160;
GetInitialClothingPreset OBSOLETE - use C_ScriptBind_Actor::GetInitialClothingPreset Syntax: Human.GetInitialClothingPreset() &#160;
UnequipInventoryItem Syntax: Human.UnequipInventoryItem( ScriptHandle itemId ) Unequips item from inventory &#160;

Generated: 3/22/2014 1:58:45 AM,  Number of changes: 4

Member nameDescription
ClearForcedLookDir &#160;
ClearForcedLookObjectId &#160;
SetForcedLookDir &#160;
SetForcedLookObjectId &#160;

Generated: 3/18/2014 1:34:45 AM,  Number of changes: 2

Member nameDescription
SetAIBodyId Syntax: Actor.SetAIBodyId(55)&#160;
SetAIBrainId Syntax: Actor.SetAIBrainId(5)&#160;

Generated: 3/15/2014 1:31:43 AM,  Number of changes: 5

Member nameDescription
GetItemInHand &#160;
PlayAnim &#160;
StopAnim &#160;
MakeHole &#160;
InitBookEntity &#160;

Generated: 3/13/2014 6:00:45 PM,  Number of changes: 10

Member nameDescription
AddStatXP Syntax: soul:AddStatXP(string stat, float xp) Adds experience points. Returns how many levels had been reached (0 if no level was reached).&#160;
AttachTo This is AttachTo, a member of class C_ScriptBind_Soul.&#160;
DetachFrom &#160;
GetStatLevel Syntax: soul:GetStatLevel(string stat) returns stat value for a given name (str, agi, spc, vit, hea, bar, ...)&#160;
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, ...)&#160;
SetStatLevel Syntax: soul:SetStatLevel(string stat, float level) sets stat level, for example soul:SetStatLevel(&#39;str&#39;, 20), sets strength to 20&#160;
AttachTo This is AttachTo, a member of class C_ScriptBind_Soul.&#160;
DetachFrom This is DetachFrom, a member of class C_ScriptBind_Soul.&#160;
GetStat Syntax: soul:GetStat(string stat) returns stat value for a given name (str, agi, spc, vit, hea, bar, ...)&#160;
SetStat Syntax: soul:SetStat(string stat, float value) sets stat value, for example soul:SetStat(&#39;str&#39;, 20), sets strength to 20 &#160;

Generated: 3/10/2014 10:11:10 AM,  Number of changes: 1

Member nameDescription
Kill Syntax: actor.Kill() Kills the Actor. &#160;

Generated: 3/5/2014 10:57:37 AM,  Number of changes: 6

Member nameDescription
AddSkillXP Syntax: soul:AddSkillXP(string skill, float xp) Adds experience points. Returns how many levels had been reached (0 if no level was reached).&#160;
GetSkillLevel Syntax: soul:GetSkillLevel(string skill) Get skill value using string name (use skill_name from database).&#160;
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).&#160;
SetSkillLevel Syntax: soul:SetSkillLevel(string skill, float level) Set skill level using string name (use skill_name from database).&#160;
GetSkill Syntax: soul:GetSkill(string skill) Get skill value using string name (use skill_name from database). &#160;
SetSkill Syntax: soul:SetSkill(string skill, float value) Set skill value using string name (use skill_name from database).&#160;

Generated: 3/4/2014 2:32:05 PM,  Number of changes: 16

Member nameDescription
GetSkill Syntax: soul:GetSkill(string skill) Get skill value using string name (use skill_name from database).&#160;
Syntax: soul:GetSkill(string skill) Get skill value using string name (use skill_name from database). &#160;
GetStat Syntax: soul:GetStat(string stat) returns stat value for a given name (str, agi, spc, vit, hea, bar, ...)&#160;
GetState Syntax: soul:GetState(string state) returns state value for a given name (health, stamina,...)&#160;
SetStat Syntax: soul:SetStat(string stat, float value) sets stat value, for example soul:SetStat(&#39;str&#39;, 20), sets strength to 20 &#160;
SetState Syntax: soul:SetState(string state, float value) sets state value for a given name (health, stamina,...) &#160;
GetAgility Syntax: soul:GetAgility() gets the agility stat&#160;
GetCurrStamina Syntax: soul:GetCurrStamina() gets percentage of stamina&#160;
GetFood Syntax: soul:GetFood() Amount of food 0..120.&#160;
GetHealth Syntax: soul:GetHealth() gets health 0..100&#160;
GetStrength Syntax: soul:GetStrength() gets the strength stat&#160;
GetVigour Syntax: soul:GetVigour() vigour 0..100&#160;
GetVitality Syntax: soul:GetVitality() gets the vitality stat&#160;
SetCurrStamina Syntax: soul:SetCurrStamina(float value) sets CurrStamina to new value&#160;
SetFood Syntax: soul:SetFood(float value) sets Food to new value&#160;
SetHealth Syntax: soul:SetHealth( ScriptHandle id, value) sets health to new value&#160;
SetVigour Syntax: soul:SetVigour(float value) sets Vigour to new value&#160;

Generated: 2/24/2014 7:27:51 PM,  Number of changes: 16

Member nameDescription
GetSkill Syntax: soul:GetSkill(string skill) Get skill value using string name (use skill_name from database).&#160;
SetSkill Syntax: soul:SetSkill(string skill, float value) Set skill value using string name (use skill_name from database).&#160;
C_ScriptBind_SmartObject Class
AttachTo &#160;
BindToModule &#160;
GetHelperLinks &#160;
GetHelperLinkTarget &#160;
GetHelpers Smart object helpers related methods &#160;
GetHelpersCategory &#160;
GetHelperUserData &#160;
C_ScriptBind_XGenAIModule Class
BindToModule &#160;
OnDestroy needed by editor &#160;
OnPropertyChange needed by editor if !WH_CTSW(WH_CTSW_MASTER)&#160;
OnSpawn &#160;
OnStart &#160;

Generated: 2/13/2014 4:25:02 PM,  Number of changes: 4

Member nameDescription
SetAIBodyId Syntax: Actor.SetAIBodyId(55)&#160;
SetAIBrainId Syntax: Actor.SetAIBrainId(5)&#160;
SetAIBodyId Syntax: Actor.SetAIBodyId(55)&#160;
SetAIBrainId Syntax: Actor.SetAIBrainId(5)&#160;

Generated: 2/11/2014 7:32:57 PM,  Number of changes: 2

Member nameDescription
InitBookEntity &#160;
StartReading &#160;

Generated: 2/5/2014 3:58:49 PM,  Number of changes: 3

Member nameDescription
SetAIBodyId Syntax: Actor.SetAIBodyId(55)&#160;
SetAIBrainId Syntax: Actor.SetAIBrainId(5)&#160;
SetClothingDirtLevel Syntax: Actor.SetClothingDirtLevel() Sets dirt level on all equipped items &#160;
Syntax: Actor.SetClothingDirtLevel(0) Sets dirt level on all equipped items &#160;

Generated: 2/5/2014 11:18:48 AM,  Number of changes: 1

Member nameDescription
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.&#160;
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.&#160;

Generated: 2/4/2014 3:52:26 PM,  Number of changes: 1

Member nameDescription
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.&#160;
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.&#160;

Generated: 2/4/2014 1:32:26 PM,  Number of changes: 1

Member nameDescription
GetLinkTarget Syntax: Entity.GetLinkTarget( const char *name )&#160;
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.&#160;

Generated: 1/28/2014 7:39:49 AM,  Number of changes: 13

Member nameDescription
EquipClothingPreset Clothing ============================================= Syntax: Actor.EquipClothingPreset( &quot;46ea38bb-0be7-ca10-a8ac-d526056c04b3&quot; ) Clothing preset is equipped to actor. Dirt level of actor is used for new items. Health of equipment slots is ignored. &#160;
GetInitialClothingPreset Syntax: Actor.GetInitialClothingPreset() Returns string - GUID of initial clothing preset &#160;
GetLinkedEntity Syntax: Actor.GetLinkedEntity() Returns entity which is this actor linked to.&#160;
Syntax: Actor.GetLinkedEntity() Returns entity which is this actor linked to. &#160;
GetSpectatorMode Syntax: Actor.GetSpectatorMode() Gets the current spectator mode.&#160;
Syntax: Actor.GetSpectatorMode() Gets the current spectator mode. &#160;
SetClothingDirtLevel Syntax: Actor.SetClothingDirtLevel() Sets dirt level on all equipped items &#160;
SetLookIK Syntax: Actor.SetLookIK(true) Enable/disable look IK for this actor&#160;
Syntax: Actor.SetLookIK(true) Enable/disable look IK for this actor &#160;
SetSpectatorMode Syntax: Actor.SetSpectatorMode( int mode, ScriptHandle targetId ) Sets the specified spectator mode.&#160;
Syntax: Actor.SetSpectatorMode( int mode, ScriptHandle targetId ) Sets the specified spectator mode. &#160;
SetSpeedMultiplier Syntax: Actor.SetSpeedMultiplier(float) Value multiplies absolute speed in all stances.&#160;
Syntax: Actor.SetSpeedMultiplier(float) Value multiplies absolute speed in all stances. &#160;
SetVariationInput Syntax: Actor.SetVariationInput( const char *name, const char* value ) Sets variation input value.&#160;
Syntax: Actor.SetVariationInput( const char *name, const char* value ) Sets variation input value. &#160;
StopTimeWarp Syntax: Actor.StopTimeWarp() Stops time warp effect&#160;
Syntax: Actor.StopTimeWarp() Stops time warp effect &#160;
EquipClothingPreset Syntax: Human.EquipClothingPreset( &quot;46ea38bb-0be7-ca10-a8ac-d526056c04b3&quot; ) Clothing preset is equipped to actor. Dirt level of actor is used for new items. Health of equipment slots is ignored. &#160;
OBSOLETE - use C_ScriptBind_Actor::EquipClothingPreset Syntax: Human.EquipClothingPreset( &quot;46ea38bb-0be7-ca10-a8ac-d526056c04b3&quot; ) Clothing preset is equipped to actor. Dirt level of actor is used for new items. Health of equipment slots is ignored. &#160;
GetInitialClothingPreset Syntax: Human.GetInitialClothingPreset() Equips selected preset, already equipped item will be handled according to equip policy. &#160;
OBSOLETE - use C_ScriptBind_Actor::GetInitialClothingPreset Syntax: Human.GetInitialClothingPreset() &#160;
GetActor &#160;

Generated: 1/24/2014 12:32:17 PM,  Number of changes: 35

Member nameDescription
GetHealth Syntax: Actor.GetHealth() Gets the amount of health. &#160;
Syntax: Actor.GetHealth() Gets the amount of health. NOTE: call soul.GetHealth() &#160;
SetHealth Syntax: Actor.SetHealth( float health ) Sets the amount of health. &#160;
Syntax: Actor.SetHealth( float health ) OBSOLETE: use soul.SetHealth(). &#160;
C_ScriptBind_Soul Class
AttachTo This is AttachTo, a member of class C_ScriptBind_Soul.&#160;
DetachFrom This is DetachFrom, a member of class C_ScriptBind_Soul.&#160;
GetAgility Syntax: soul:GetAgility() gets the agility stat&#160;
GetCurrStamina Syntax: soul:GetCurrStamina() gets percentage of stamina&#160;
GetFood Syntax: soul:GetFood() Amount of food 0..120.&#160;
GetGatherMult Syntax: soul:GetGatherMult( ScriptHandle id) gets gather skill multiplier &#160;
GetHealth Syntax: soul:GetHealth() gets health 0..100&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class C_ScriptBind_Soul.&#160;
GetStrength Syntax: soul:GetStrength() gets the strength stat&#160;
GetVigour Syntax: soul:GetVigour() vigour 0..100&#160;
GetVitality Syntax: soul:GetVitality() gets the vitality stat&#160;
Release This is Release, a member of class C_ScriptBind_Soul.&#160;
SetCurrStamina Syntax: soul:SetCurrStamina(float value) sets CurrStamina to new value&#160;
SetFood Syntax: soul:SetFood(float value) sets Food to new value&#160;
SetHealth Syntax: soul:SetHealth( ScriptHandle id, value) sets health to new value&#160;
SetVigour Syntax: soul:SetVigour(float value) sets Vigour to new value&#160;
C_ScriptBind_RPG Class
AttachTo This is AttachTo, a member of class C_ScriptBind_RPG.&#160;
DetachFrom This is DetachFrom, a member of class C_ScriptBind_RPG.&#160;
GetGatherMult Syntax: rpg.GetGatherMult( ScriptHandle id) gets gather skill multiplier &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class C_ScriptBind_RPG.&#160;
GetSoulStats This is GetSoulStats, a member of class C_ScriptBind_RPG.&#160;
Release This is Release, a member of class C_ScriptBind_RPG.&#160;
SetAgility Syntax: rpg.SetAgility( ScriptHandle id, value) sets Agility to new value&#160;
SetCurrStamina Syntax: rpg.SetCurrStamina( ScriptHandle id, value) sets CurrStamina to new value&#160;
SetDeathReason Syntax: rpg.SetDeathReason( ScriptHandle id, int value) sets DeathReason to new value&#160;
SetFood Syntax: rpg.SetFood( ScriptHandle id, value) sets Food to new value&#160;
SetHealth Syntax: rpg.SetHealth( ScriptHandle id, value) sets health to new value&#160;
SetStrength Syntax: rpg.SetStrength( ScriptHandle id, value) sets Strength to new value&#160;
SetToHeal Syntax: rpg.SetToHeal( ScriptHandle id, value) sets ToHeal to new value&#160;
SetVigour Syntax: rpg.SetVigour( ScriptHandle id, value) sets Vigour to new value&#160;
SetVitality Syntax: rpg.SetVitality( ScriptHandle id, value) sets Vitality to new value&#160;

Generated: 1/22/2014 9:26:58 AM,  Number of changes: 3

Member nameDescription
SetLookIK Syntax: Actor.SetLookIK(true) Enable/disable look IK for this actor&#160;
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. &#160;
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. &#160;

Generated: 1/15/2014 2:26:14 PM,  Number of changes: 2

Member nameDescription
PlayAnimation Syntax: Item.PlayAnimation( const char *animationName ) Plays the specified animation. &#160;
PlayAction Syntax: Item.PlayAction( const char *actionName ) Plays the specified action. &#160;

Generated: 1/9/2014 9:35:36 PM,  Number of changes: 1

Member nameDescription
SetLightBlendParams Syntax: Entity.SetLightBlendParams( int nSlot, char const* tex1, char const* tex2, float blend_weight) changes the blend textures and weight for probe blending &#160;

Generated: 1/7/2014 5:26:55 PM,  Number of changes: 1

Member nameDescription
DropItem Syntax: Human.DropItem( ScriptHandle itemId ) Drops the specified item. &#160;

Generated: 1/7/2014 11:10:10 AM,  Number of changes: 4

Member nameDescription
AttachEntityToHand Syntax: Human.AttachEntityToHand(id, hand) Attaches entity to human&#39;s hand &#160;
PickUpItem Syntax: Human.PickUpItem( itemId, toHand ) Picks up an item &#160;
AttachEntityToHand Syntax: Human.AttachEntityToHand(id, hand) Attaches entity to human&#39;s hand &#160;
PickUpItem Syntax: Human.PickUpItem( itemId, toHand ) Picks up an item &#160;

Generated: 12/21/2013 4:17:35 AM,  Number of changes: 6

Member nameDescription
ForceMount Syntax: Human.Mount(EntityId horseId) Mounts selected horse. &#160;
GetHorseMountPoint Syntax: Horse.GetHorseMountPoint(EntityId horseId, Vector3 pos, Vector3 dir) &#160;
Mount Syntax: Human.Mount(EntityId horseId) Mounts selected horse. &#160;
ForceMount Syntax: Human.Mount(EntityId horseId) Mounts selected horse. &#160;
GetHorseMountPoint Syntax: Horse.GetHorseMountPoint(EntityId horseId, Vector3 pos, Vector3 dir) &#160;
Mount Syntax: Human.Mount(EntityId horseId) Mounts selected horse. &#160;

Generated: 12/18/2013 6:40:13 PM,  Number of changes: 5

Member nameDescription
Dismount Syntax: Human.Dismount() Mounts selected horse. &#160;
ForceDismount Syntax: Human.Dismount() Mounts selected horse. &#160;
ForceMount Syntax: Human.Mount(EntityId horseId) Mounts selected horse. &#160;
GetHorseMountPoint Syntax: Horse.GetHorseMountPoint(EntityId horseId, Vector3 pos, Vector3 dir) &#160;
Mount Syntax: Human.Mount() Mounts selected horse. &#160;
Syntax: Human.Mount(EntityId horseId) Mounts selected horse. &#160;

Generated: 12/6/2013 4:15:39 AM,  Number of changes: 1

Member nameDescription
SetMaxStamina Syntax: rpg.SetMaxStamina( ScriptHandle id, value) sets MaxStamina to new value&#160;

Generated: 12/5/2013 4:14:36 AM,  Number of changes: 3

Member nameDescription
GetItemUIName Syntax: ItemManager.GetItemUIName( classId ) Returns UI name of the item. &#160;
AddPickable &#160;
AddPickable &#160;

Generated: 11/21/2013 2:51:45 PM,  Number of changes: 2

Member nameDescription
CheckValidity Syntax: BindingTool.CheckValidity() Checks bindings validity in database for current level. &#160;
Validate Syntax: BindingTool.Validate() Validates bindings in database for current level. &#160;

Generated: 10/25/2013 4:04:07 AM,  Number of changes: 5

Member nameDescription
C_ScriptBind_Environment Class
AddPickable &#160;
HidePicked &#160;
GetGatherMult Syntax: rpg.GetGatherMult( ScriptHandle id) gets gather skill multiplier &#160;
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.&#160;

Generated: 10/21/2013 12:37:37 PM,  Number of changes: 1

Member nameDescription
EquipClothingPreset Syntax: Human.EquipClothingPreset( &quot;46ea38bb-0be7-ca10-a8ac-d526056c04b3&quot; ) Returns GUID of clothing preset selected in editor for this human &#160;
Syntax: Human.EquipClothingPreset( &quot;46ea38bb-0be7-ca10-a8ac-d526056c04b3&quot; ) Clothing preset is equipped to actor. Dirt level of actor is used for new items. Health of equipment slots is ignored. &#160;

Generated: 10/17/2013 8:16:18 PM,  Number of changes: 4

Member nameDescription
AcquireInventory returns Id of inventory &#160;
LoadInventoryFromDB clears inventory and loads inventory items from DB &#160;
AcquireInventory returns Id of inventory &#160;
LoadInventoryFromDB clears inventory and loads inventory items from DB &#160;

Generated: 9/23/2013 7:59:50 PM,  Number of changes: 87

Member nameDescription
DrawFromInventory Syntax: Human.DrawItemFromInventory( slotid, hand, animate ) Spawn item from inventory to human hands and animate drawing it from somewhere &#160;
Syntax: Human.DrawItemFromInventory( itemId, hand, animate ) Spawn item from inventory to human hands and animate drawing it from somewhere &#160;
EquipInventoryItem Syntax: Human.EquipInventoryItem( ScriptHandle itemId ) Equips item from inventory &#160;
StartSharpeningWeapon Syntax: Human.StartSharpeningWeapon(EntityId grindstoneId, int slotId) Starts sharpening weapon in selected inventory slot on selected grindstone. &#160;
Syntax: Human.StartSharpeningWeapon(EntityId grindstoneId, int itemId) Starts sharpening weapon in selected inventory item on selected grindstone. &#160;
UnequipInventoryItem Syntax: Human.UnequipInventoryItem( ScriptHandle itemId ) Unequips item from inventory &#160;
AddItem Syntax: Inventory.AddItem( T_Item id ) Adds item defined by id. &#160;
FindItem Syntax: Inventory.FindItem( ScriptHandle itemId ) Finds an item from its identifier. &#160;
Syntax: Inventory.FindItem( classIdText ) Finds an item that matches to class id. &#160;
GetCountOfCategory Syntax: Inventory.GetCountOfCategory( const char* category ) Gets the number of element of the specified category inside the inventory. &#160;
GetCountOfClass Syntax: Inventory.GetCountOfId( int itemId ) Gets the number of element of the specified DB id inside the inventory. &#160;
HasItem Syntax: Inventory.HasItem( int itemId ) Returns true if item is in inventory. &#160;
RemoveItem Syntax: Inventory.RemoveItem( id ) Removes an item from the inventory. &#160;
C_ScriptBind_ItemManager Class
CreateItem creates new item with defined health and amount &#160;
GetItem Syntax: ItemManager.GetItem( id ) Returns item script table which can be used to access item specific data &#160;
RemoveItem Syntax: ItemManager.RemoveItem( id ) Removes item. Item creation/remove might be disabled on master to avoid cheating. &#160;
ValidateId Syntax: ItemManager.ValidateId( id ) After game load this function returns new item id assigned to old item id. All item id&#39;s needs to be validated after game load! &#160;
C_ScriptBind_PickableItem Class
AttachTo &#160;
CanPickUp Syntax: Item.CanPickUp( ScriptHandle userId ) Checks if the item can be picked up by the user. &#160;
CanUse Syntax: Item.CanUse( ScriptHandle userId ) Checks if the item can be used by the user. &#160;
GetExtensionParams Syntax: Item.GetExtensionParams( const char *extension, SmartScriptTable params ) Gets extension parameters. &#160;
GetHealth Syntax: Item.GetHealth() Gets item health. &#160;
GetMaxHealth Syntax: Item.GetMaxHealth() Gets the maximum item health. &#160;
GetMountedAngleLimits Syntax: Item.GetMountedAngleLimits() Gets the mounted angle limits for the item. &#160;
GetMountedDir Syntax: Item.GetMountedDir() Gets the mounted direction for the item. &#160;
GetOwnerId Syntax: Item.GetOwnerId() Gets the identifier of the item&#39;s owner. &#160;
GetParams Syntax: Item.GetParams() Gets the item parameters. &#160;
GetStats Syntax: Item.GetStats() Gets the item statistics. &#160;
GetUIName Syntax: Item.GetUIName() Gets the UI name. &#160;
IsDestroyed Syntax: Item.IsDestroyed() Event that occurs when the item is destroyed. &#160;
IsFromShop Syntax: Item.IsFromShop() Returns true if the item is owner by some shop and can be bought instead of picked &#160;
IsMounted Syntax: Item.IsMounted() Checks if the item is mounted. &#160;
IsOversized Syntax: Item.IsOversized() Returns true if the item is too big to be picket up &#160;
IsUsed Syntax: Item.IsUsed() Checks if the item is used. &#160;
OnHit Syntax: Item.OnHit( SmartScriptTable hitTable ) Events that occurs when the item is hit. &#160;
OnUsed Syntax: Item.OnUsed( ScriptHandle userId ) Events that occurs when the item is used. &#160;
PlayAction Syntax: Item.PlayAction( const char *actionName ) Plays the specified action. &#160;
Quiet Syntax: Item.Quiet() Quiets the item. &#160;
Reset Syntax: Item.Reset() Resets the item. &#160;
Select Syntax: Item.Select( bool select ) Selects/deselects the item. &#160;
SetExtensionActivation Syntax: Item.SetExtensionActivation( const char *extension, bool activation ) Activates/deactivates an extension. &#160;
SetExtensionParams Syntax: Item.SetExtensionParams( const char *extension, SmartScriptTable params ) Sets extension parameters. &#160;
SetMountedAngleLimits Syntax: Item.SetMountedAngleLimits( float min_pitch, float max_pitch, float yaw_range ) Sets the mounted angle limits (yaw-pitch). &#160;
StartUse Syntax: Item.StartUse( ScriptHandle userId ) The specified user now will start to use the item. &#160;
StopUse Syntax: Item.StopUse( ScriptHandle userId ) The specified user now will stop to use the item. &#160;
Use Syntax: Item.Use( ScriptHandle userId ) The specified user now will use the item. &#160;
EquipItemInSlot Syntax: Human.EquipItemInSlot( ScriptHandle itemId ) Equips item from selected inventory slot &#160;
UnequipItemInSlot Syntax: Human.UnequipItemInSlot( ScriptHandle itemId ) Unequips item from selected inventory slot &#160;
AddItem Syntax: Inventory.AddItem( ScriptHandle id ) Adds item with parameters passed from parameter table: item = { sItemClassId = &quot;0&quot;, -- GUID of item class in database sOwnerId = &quot;0&quot;, -- GUID of the item owner fHealth = 1, -- 1 is 100% health &#160;
AddItemWithId Syntax: Inventory.AddItemWithId( ScriptHandle id ) Adds new item with classIdText from DB to the inventory (with default settings). &#160;
AddItemWithIdWithHealth Syntax: Inventory.AddItemWithIdWithHealth( ScriptHandle id ) Adds new item with classIdText from DB to the inventory (with default settings). &#160;
AddMoney Syntax: Inventory.AddMoney(5.5) Adds 5.5 of actual currency. &#160;
Clear Syntax: Inventory.Clear() Clears the inventory. &#160;
GetCountOfClass Syntax: Inventory.GetCountOfClass( const char* className ) Gets the number of element of the specified class inside the inventory. &#160;
GetCountOfId Syntax: Inventory.GetCountOfId( int itemId ) Gets the number of element of the specified DB id inside the inventory. &#160;
GetItem Syntax: Inventory.GetItem( int slotId ) Gets the table of an item in the specified slot. &#160;
GetItemId Syntax: Inventory.GetItemId( int slotId ) Gets the item id in the specified slot. &#160;
RemoveItem Syntax: Inventory.RemoveItem( ScriptHandle id ) Removes an item from the inventory. &#160;
C_ScriptBind_Item Class
AttachTo &#160;
CanPickUp Syntax: Item.CanPickUp( ScriptHandle userId ) Checks if the item can be picked up by the user. &#160;
CanUse Syntax: Item.CanUse( ScriptHandle userId ) Checks if the item can be used by the user. &#160;
GetExtensionParams Syntax: Item.GetExtensionParams( const char *extension, SmartScriptTable params ) Gets extension parameters. &#160;
GetHealth Syntax: Item.GetHealth() Gets item health. &#160;
GetMaxHealth Syntax: Item.GetMaxHealth() Gets the maximum item health. &#160;
GetMountedAngleLimits Syntax: Item.GetMountedAngleLimits() Gets the mounted angle limits for the item. &#160;
GetMountedDir Syntax: Item.GetMountedDir() Gets the mounted direction for the item. &#160;
GetOwnerId Syntax: Item.GetOwnerId() Gets the identifier of the item&#39;s owner. &#160;
GetParams Syntax: Item.GetParams() Gets the item parameters. &#160;
GetStats Syntax: Item.GetStats() Gets the item statistics. &#160;
GetUIName Syntax: Item.GetUIName() Gets the UI name. &#160;
IsDestroyed Syntax: Item.IsDestroyed() Event that occurs when the item is destroyed. &#160;
IsFromShop Syntax: Item.IsFromShop() Returns true if the item is owner by some shop and can be bought instead of picked &#160;
IsMounted Syntax: Item.IsMounted() Checks if the item is mounted. &#160;
IsOversized Syntax: Item.IsOversized() Returns true if the item is too big to be picket up &#160;
IsUsed Syntax: Item.IsUsed() Checks if the item is used. &#160;
OnHit Syntax: Item.OnHit( SmartScriptTable hitTable ) Events that occurs when the item is hit. &#160;
OnUsed Syntax: Item.OnUsed( ScriptHandle userId ) Events that occurs when the item is used. &#160;
PlayAction Syntax: Item.PlayAction( const char *actionName ) Plays the specified action. &#160;
Quiet Syntax: Item.Quiet() Quiets the item. &#160;
Reset Syntax: Item.Reset() Resets the item. &#160;
Select Syntax: Item.Select( bool select ) Selects/deselects the item. &#160;
SetExtensionActivation Syntax: Item.SetExtensionActivation( const char *extension, bool activation ) Activates/deactivates an extension. &#160;
SetExtensionParams Syntax: Item.SetExtensionParams( const char *extension, SmartScriptTable params ) Sets extension parameters. &#160;
SetMountedAngleLimits Syntax: Item.SetMountedAngleLimits( float min_pitch, float max_pitch, float yaw_range ) Sets the mounted angle limits (yaw-pitch). &#160;
StartUse Syntax: Item.StartUse( ScriptHandle userId ) The specified user now will start to use the item. &#160;
StopUse Syntax: Item.StopUse( ScriptHandle userId ) The specified user now will stop to use the item. &#160;
Use Syntax: Item.Use( ScriptHandle userId ) The specified user now will use the item. &#160;

Generated: 9/21/2013 4:28:30 AM,  Number of changes: 1

Member nameDescription
SCCPOINTID Syntax: GameCodeCoverage.SCCPOINTID(&quot;MyPoint_ProximityTrigger_OnEntered&quot;, idx); Same as SCCPOINT but will pas one additional user index to callback. &#160;

Generated: 9/18/2013 4:32:45 AM,  Number of changes: 1

Member nameDescription
IsFakedTimeOfDay Syntax: Calendar.IsFakedTimeOfDay(30) Returns true in case fake time of day is on. &#160;
Syntax: Calendar.IsFakedTimeOfDay() Returns true in case fake time of day is on. &#160;

Generated: 9/14/2013 4:28:27 AM,  Number of changes: 2

Member nameDescription
GetWorldTimeRatio Syntax: Calendar.GetWorldTimeRatio(30) Returns ratio of world time. &#160;
Syntax: Calendar.GetWorldTimeRatio() Returns ratio of world time. &#160;
SetWorldTime Syntax: Calendar.SetWorldTime(30) Sets ratio of world time. &#160;
Syntax: Calendar.SetWorldTime(3000) Sets ratio of world time. &#160;

Generated: 9/13/2013 4:28:32 AM,  Number of changes: 14

Member nameDescription
C_ScriptBind_Calendar Class
GetGameTime Syntax: Calendar.GetGameTime() Returns game time (whole seconds from start of level) &#160;
GetWorldDay Syntax: Calendar.GetWorldDay() Returns number of whole days from start of level. &#160;
GetWorldDayOfWeek Syntax: Calendar.GetWorldDayOfWeek() Returns ordinal number of day in current week. Range is &lt;0,6&gt; monday is 0 &#160;
GetWorldHourOfDay Syntax: Calendar.GetWorldHourOfDay() Returns hour of current day. Range is &lt;0,24) The number is float. &#160;
GetWorldTime Syntax: Calendar.GetWorldTime() Returns world time (whole seconds from start of level) &#160;
GetWorldTimeRatio Syntax: Calendar.GetWorldTimeRatio(30) Returns ratio of world time. &#160;
IsFakedTimeOfDay Syntax: Calendar.IsFakedTimeOfDay(30) Returns true in case fake time of day is on. &#160;
IsWorldTimePaused Syntax: Calendar.IsWorldTimePaused() Returns true if world time is paused. &#160;
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. &#160;
SetWorldTime Syntax: Calendar.SetWorldTime(30) Sets ratio of world time. &#160;
SetWorldTimePaused Syntax: Calendar.SetWorldTimePaused(true) Pauses/unpauses world time. &#160;
SetWorldTimeRatio Syntax: Calendar.SetWorldTimeRatio(30) Sets ratio of world time. &#160;
UnfakeTimeOfDay Syntax: Calendar.UnfakeTimeOfDay() Switches CryEngine back to our world time &#160;

Generated: 9/12/2013 4:26:32 AM,  Number of changes: 7

Member nameDescription
C_ScriptBind_Experimental Class
CanSee This is CanSee, a member of class C_ScriptBind_Experimental.&#160;
CanSeeStr This is CanSeeStr, a member of class C_ScriptBind_Experimental.&#160;
GetBodyManager BODY MANAGER &amp; VISUAL MAP is initialized later than ScriptBind_Experimental &#160;
GetVisualMap This is GetVisualMap, a member of class C_ScriptBind_Experimental.&#160;
TeleportToEntity LUA METHODS&#160;
TeleportToLocation This is TeleportToLocation, a member of class C_ScriptBind_Experimental.&#160;

Generated: 9/9/2013 5:59:22 PM,  Number of changes: 4

Member nameDescription
C_ScriptBind_Map Class
C_ScriptBind_Map::CallScript (char*, char*)
C_ScriptBind_Map::CallScript (char*, std::list&lt;string&gt;&amp;)
CallScript This is the overview for the CallScript method overload.&#160;

Generated: 9/9/2013 12:12:40 PM,  Number of changes: 28

Member nameDescription
C_ScriptBindFSM Class
AIAnimEx &#160;
AIGoto !WH_CTSW(WH_CTSW_MASTER) &#160;
BlackBoardDelete &#160;
BlackBoardExists &#160;
BlackBoardGetFloat &#160;
BlackBoardGetInt &#160;
BlackBoardGetString &#160;
BlackBoardSetFloat &#160;
BlackBoardSetInt &#160;
BlackBoardSetString blackboard of a soul &#160;
CallScript &#160;
FSMFunctionWithParam0 test functions test of binding&#160;
FSMFunctionWithParam1 &#160;
FSMFunctionWithParam1String &#160;
FSMFunctionWithParam2 &#160;
FSMFunctionWithParam3 &#160;
LoadScripts &#160;
MyBlackBoardDelete &#160;
MyBlackBoardExists &#160;
MyBlackBoardGetFloat &#160;
MyBlackBoardGetInt &#160;
MyBlackBoardGetString &#160;
MyBlackBoardSetFloat &#160;
MyBlackBoardSetInt &#160;
MyBlackBoardSetString blackboard of the current soul &#160;
PlayAnimation &#160;
SetSoulList &#160;

Generated: 9/6/2013 11:39:00 AM,  Number of changes: 13

Member nameDescription
C_ScriptBind_Building Class
BindToModule &#160;
OnDestroy needed by editor &#160;
OnPropertyChange needed by editor if !WH_CTSW(WH_CTSW_MASTER)&#160;
OnSpawn &#160;
OnStart &#160;
C_ScriptBind_InteractionPoint Class
BindToModule &#160;
OnDestroy needed by editor &#160;
OnPropertyChange needed by editor if !WH_CTSW(WH_CTSW_MASTER)&#160;
OnSpawn &#160;
OnStart &#160;
SignalDeliveryEvent &#160;

Generated: 9/4/2013 4:26:51 AM,  Number of changes: 2

Member nameDescription
C_ScriptBind_UberLodTool Class
Validate Syntax: UberLodTool.Validate() Validates UberLods in database for current level. TODO &#160;

Generated: 8/30/2013 4:22:02 AM,  Number of changes: 25

Member nameDescription
AttachEntityToHand Syntax: Human.AttachEntityToHand(id, hand) Attaches entity to human&#39;s hand &#160;
CycleWeapon Syntax: Human.CycleWeapon() Cycle between primary and secondary weapon set &#160;
DetachFromHand Syntax: Human.DetachFromHand(hand) removes item from human&#39;s hand - drops if not equip or holster otherwise &#160;
DrawFromInventory Syntax: Human.DrawItemFromInventory( slotid, hand, animate ) Spawn item from inventory to human hands and animate drawing it from somewhere &#160;
DrawWeapon Syntax: Human.DrawWeapon() Draw active weapon set &#160;
GrabOnLadder Syntax: Actor.GrabOnLadder() Grabs actor on a ladder &#160;
HolsterToInventory Syntax: Human.HolsterToInventory( hand, animate ) Despawn inventory item and animate holstering it to somewhere &#160;
HolsterWeapon Syntax: Human.HolsterWeapon() Holster active weapon set &#160;
IsOnLadder Syntax: Actor.IsOnLadder() Returns 0/1 depending on if actor is already grabbed on a ladder &#160;
IsWeaponDrawn Syntax: Human.IsWeaponDrawn() return true if human have weapon in hand &#160;
PickUpItem Syntax: Human.PickUpItem( itemId, toHand ) Picks up an item &#160;
ToggleWeapon Syntax: Human.ToggleWeapon() Toggle active weapon set &#160;
GrabOnLadder Syntax: Actor.GrabOnLadder() Grabs actor on a ladder &#160;
IsOnLadder Syntax: Actor.IsOnLadder() Returns 0/1 depending on if actor is already grabbed on a ladder &#160;
DrawPrimaryWeapon Syntax: Human.DrawPrimaryWeapon() Draw primary weapon &#160;
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 &#160;
DrawSecondaryWeapon Syntax: Human.DrawSecondaryWeapon() Draw secondary weapon &#160;
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 &#160;
HolsterPrimaryWeapon Syntax: Human.HolsterPrimaryWeapon() Holster primary weapon &#160;
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 &#160;
HolsterSecondaryWeapon Syntax: Human.HolsterSecondaryWeapon() Holster secondary weapon &#160;
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 &#160;
PickUpItem Syntax: Human.PickUpItem( ScriptHandle itemId ) Picks up an item &#160;
TogglePrimaryWeapon Syntax: Human.TogglePrimaryWeapon() Toggle primary weapon &#160;
ToggleSecondaryWeapon Syntax: Human.ToggleSecondaryWeapon() Toggle secondary weapon &#160;

Generated: 8/8/2013 9:11:28 AM,  Number of changes: 4

Member nameDescription
DebugDrawAABB This is DebugDrawAABB, a member of class CScriptBind_Game.&#160;
DebugDrawCone This is DebugDrawCone, a member of class CScriptBind_Game.&#160;
DebugDrawCylinder Debug&#160;
DebugDrawPersistanceDirection This is DebugDrawPersistanceDirection, a member of class CScriptBind_Game.&#160;

Generated: 8/6/2013 6:10:32 PM,  Number of changes: 3

Member nameDescription
GetColumnInfo Syntax: Database.GetTableInfo(&quot;weapons&quot;) Returns lua table with description of one column. &#160;
Syntax: Database.GetColumnInfo(&quot;weapons&quot;, 2) Returns lua table with description of one column. &#160;
GetTableLine Syntax: Database.GetTableLine(&quot;weapons&quot;) Returns lua table with members of one data line. &#160;
Syntax: Database.GetTableLine(&quot;weapons&quot;, 5) Returns lua table with members of one data line. &#160;
LoadTable Syntax: Database.LoadTable(&quot;weapons&quot;) Loads or reloads table. Returns true if table is loaded. &#160;

Generated: 7/31/2013 7:04:55 PM,  Number of changes: 2

Member nameDescription
C_ScriptBind_UberLodTool Class
Validate Syntax: UberLodTool.Validate() Validates UberLods in database for current level. TODO &#160;

Generated: 7/25/2013 9:49:42 AM,  Number of changes: 1

Member nameDescription
IsEditing Syntax: System.IsEditing() Checks if the system is in pure editor mode, ie. not editor game mode.&#160;

Generated: 7/15/2013 6:06:07 PM,  Number of changes: 1

Member nameDescription
SCCPOINT Syntax: GameCodeCoverage.SCCPOINT(&quot;MyPoint_ProximityTrigger_OnEntered&quot;);&#160;

Generated: 7/11/2013 11:07:59 AM,  Number of changes: 7

Member nameDescription
C_ScriptBind_GameCodeCoverage Class
CheckNumCCCPointHits Syntax: GameCodeCoverage.CheckNumCCCPointHits(&quot;ActorStance_OtherActorStartHorse&quot;);&#160;
EnableReportUnwatched Syntax: GameCodeCoverage.EnableReportUnwatched(true);&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class C_ScriptBind_GameCodeCoverage.&#160;
Reset Syntax: GameCodeCoverage.Reset();&#160;
ResetCCCPointHitCounters Syntax: GameCodeCoverage.ResetCCCPointHitCounters(&quot;ActorStance_OtherActorStartHorse&quot;);&#160;
WatchCCCPoint Syntax: GameCodeCoverage.WatchCCCPoint(&quot;ActorStance_OtherActorStartHorse&quot;, {});&#160;

Generated: 7/2/2013 5:55:15 PM,  Number of changes: 1

Member nameDescription
CacheResource &#160;

Generated: 6/29/2013 3:49:22 AM,  Number of changes: 6

Member nameDescription
PlayerSetViewAngles &#160;
AddAngularImpulse Syntax: Actor.AddAngularImpulse( Ang3 vAngular,float deceleration,float duration ) Sets and angular impulse to the actor.&#160;
DamageInfo Syntax: Actor.DamageInfo( ScriptHandle shooter, ScriptHandle target, ScriptHandle weapon, float damage, const char *damageType ) Gets damage info. &#160;
GetViewAngleOffset Syntax: Actor.GetViewAngleOffset() Gets the offset angle for the view. &#160;
SetMovementTarget Syntax: Actor.SetMovementTarget( Vec3 pos, Vec3 target, Vec3 up, float speed ) Sets the target movement.&#160;
SetViewAngleOffset Syntax: Actor.SetViewAngleOffset() Sets the offset angle for the view. &#160;

Generated: 6/28/2013 2:13:22 PM,  Number of changes: 1

Member nameDescription
Validate Syntax: Database.Validate() Validates bindings in database for current level. &#160;
Syntax: BindingTool.Validate() Validates bindings in database for current level. &#160;

Generated: 6/27/2013 3:50:27 AM,  Number of changes: 2

Member nameDescription
C_ScriptBind_BindingTool Class
Validate Syntax: Database.Validate() Validates bindings in database for current level. &#160;

Generated: 6/20/2013 7:20:16 PM,  Number of changes: 2

Member nameDescription
GetParams Syntax: Actor.GetParams() Gets the Actor parameters. get some infos from the actor&#160;
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&#160;

Generated: 6/1/2013 3:59:39 AM,  Number of changes: 8

Member nameDescription
SetEvent Syntax: MusicLogic.SetEvent( int eMusicEvent ) Sets an event in the music logic. &#160;
StartLogic Syntax: MusicLogic.StartLogic() Starts the music logic. &#160;
StopLogic Syntax: MusicLogic.StopLogic() Stops the music logic. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_MusicLogic.&#160;
SetEvent Syntax: MusicLogic.SetEvent( int eMusicEvent ) Sets an event in the music logic. &#160;
StartLogic Syntax: MusicLogic.StartLogic() Starts the music logic. &#160;
StopLogic Syntax: MusicLogic.StopLogic() Stops the music logic. &#160;
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_MusicLogic.&#160;

Generated: 5/27/2013 5:42:34 PM,  Number of changes: 158

Member nameDescription
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 &#160;
Syntax: Network.DelegateAuthority(ScriptHandle ent, int channel) Delegate authority for an object to some client. &#160;
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: &#160;
Syntax: Network.Expose() &#160;
ChangeSeat Syntax: Vehicle.ChangeSeat(ScriptHandle actorHandle, int seatId, bool isAnimationEnabled ) Makes the actor changing the seat inside the vehicle. &#160;
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.&#160;
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 &#39;isAiming&#39; state. &#160;
SetLastOpResult This is SetLastOpResult, a member of class CScriptBind_AI.&#160;
AllowLowerBodyToTurn Syntax: AI.LockBodyTurn(entityID, bAllowLowerBodyToTurn)&#160;
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).&#160;
ClearForReload Syntax: AI.ClearForReload() Clears all goalpipes from the system&#160;
Syntax: AI.ClearForReload(string szPipeName) Clears all goalpipes from the system&#160;
CreateStimulusEventInRange This is CreateStimulusEventInRange, a member of class CScriptBind_AI.&#160;
DestroyAllTPSQueries Syntax: AI.DestroyAllTPSQueries() Destroys all the tactical point system queries. &#160;
Syntax: AI2.DestroyAllTPSQueries() Destroys all the tactical point system queries. &#160;
GetAlertness &#160;
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&#39;s devalued and can&#39;t be found again for some seconds (unless specified in flags)&#160;
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&#39;s devalued and can&#39;t be found again for some seconds (unless specified in flags)&#160;
GetAttentionTargetEntity Syntax: AI.GetAttentionTargetEntity(entityId) returns the given entity&#39;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)&#160;
GetDistanceToClosestGroupMember This is GetDistanceToClosestGroupMember, a member of class CScriptBind_AI.&#160;
GetGroupAveragePosition Syntax: AI.GetGroupAveragePosition(entityId, properties, returnPos) gets the average position of the (leader&#39;s) group members&#160;
GetGroupScopeUserCount Syntax: AI.GetGroupScopeUserCount(entityID, bAllowLowerBodyToTurn)&#160;
GetGroupTarget Syntax: AI.GetGroupTarget(entityId [,bHostileOnly [,bLiveOnly]]) Returns the most threatening attention target amongst the agents in the given entity&#39;s group (see IAgent.h for definition of alert status)&#160;
GetGroupTargetCount Syntax: AI.GetGroupTargetCount(entityId [,bHostileOnly [,bLiveOnly]]) Returns the number of attention targets amongst the agents in the given entity&#39;s group&#160;
GetGroupTargetType // // Syntax: AI.GetGroupTarget(entityId [,bHostileOnly [,bLiveOnly]]) // Description: Returns the most threatening attention target amongst the agents in the given entity&#39;s group // (see IAgent.h for definition of alert status) // Arguments: // entityId - AI&#39;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-&gt;GetParamCount()&lt;1) { AIWarningID(&quot;&quot;, &quot;GetGroupTarget: Too few parameters.&quot; ); return pH-&gt;EndFunction(); } GET_ENTITY(1); if (pEntity) { IAIObject* pAI = pEntity-&gt;GetAI(); IAIActor* pAIActor = CastToIAIActorSafe(pAI); if (pAIActor) { int groupId... <a href='CScriptBind_AI__GetGroupTargetType@IFunctionHandler__@int.html'>more</a>&#160;
This is GetGroupTargetType, a member of class CScriptBind_AI.&#160;
GetLeader Syntax: AI.GetLeader(groupID | entityID ) returns the leader&#39;s name of the given groupID / entity&#160;
GetNearestPathOfTypeInRange Syntax: AI.GetNearestPathOfTypeInRange(entityId, pos, range, type &lt;, devalue, useStartNode, ignoreCurrentPath&gt;) 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&#39;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>&#160;
Syntax: AI.GetNearestPathOfTypeInRange(entityId, pos, range, type &lt;, devalue, useStartNode&gt;) 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&#39;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>&#160;
IsAimReady This is IsAimReady, a member of class CScriptBind_AI.&#160;
IsMovingInCover Syntax: AI.IsMovingInCover(entityId) &#160;
NotifyReinfDone &#160;
QueueBubbleMessage Syntax: AI.QueueBubbleMessage(entityID, message, flags)&#160;
RequestToStopMovement This is RequestToStopMovement, a member of class CScriptBind_AI.&#160;
SequenceBehaviorReady This is SequenceBehaviorReady, a member of class CScriptBind_AI.&#160;
SequenceInterruptibleBehaviorLeft This is SequenceInterruptibleBehaviorLeft, a member of class CScriptBind_AI.&#160;
SequenceNonInterruptibleBehaviorLeft This is SequenceNonInterruptibleBehaviorLeft, a member of class CScriptBind_AI.&#160;
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).&#160;
SetBehaviorTreeEvaluationEnabled Syntax: AI.SetBehaviorTreeEvaluationEnabled(entityID, enable)&#160;
SetCollisionAvoidanceRadiusIncrement This is SetCollisionAvoidanceRadiusIncrement, a member of class CScriptBind_AI.&#160;
SetLeader Syntax: AI.SetLeader(entityID ) Set the given entity as Leader (associating a CLeader object to it and creating it if it doesn&#39;t exist) Only one leader can be set per group&#160;
UpdateGlobalPerceptionScale Syntax: AI.UpdateGlobalPerceptionScale(visualScale, audioScale, [filterType], [faction])&#160;
ChangeAttachmentMaterial &#160;
CheckShaderParamCallbacks Syntax: Entity.UpdateShaderParamCallback() Check all the currently set shader param callbacks on the renderproxy with the current state of the entity&#160;
GetWorldDir Syntax: Vec3 Entity.GetWorldDir() &#160;
ReattachSoftEntityVtx This is ReattachSoftEntityVtx, a member of class CScriptBind_Entity.&#160;
RelinkBoneAttachments Syntax: Entity.RelinkBoneAttachments()&#160;
RenderAlways Syntax: Entity.RenderAlways() Enables &#39;always render&#39; on the render node, skipping any kind of culling &#160;
SetAnimateOffScreenShadow Syntax: Entity.SetAnimateOffScreenShadow( bool bAnimateOffScreenShadow ) &#160;
SetLightColorParams Syntax: Entity.SetLightColorParams( int nSlot,Vec3 color, float specular_multiplier, float HDRDynamic) changes the color related params of an existing light &#160;
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&#160;
DrawTriStrip Syntax: System.DrawTriStrip(ScriptHandle handle, int nMode, SmartScriptTable vtxs, float r, float g, float b, float alpha ) Draws a triangle strip. &#160;
Syntax: System.DrawTriStrip(ScriptHandle handle, int nMode, SmartScriptTable vtxs, float r, float g, float b, float alpha ) Draws a triangle strip.&#160;
GetHDRDynamicMultiplier Syntax: System.GetHDRDynamicMultiplier() Gets hte HDR dynamic multiplier. &#160;
Syntax: System.GetHDRDynamicMultiplier() Gets hte HDR dynamic multiplier.&#160;
SetHDRDynamicMultiplier Syntax: System.SetHDRDynamicMultiplier( float fMul ) Sets the HDR dynamic multiplier. &#160;
Syntax: System.SetHDRDynamicMultiplier( float fMul ) Sets the HDR dynamic multiplier.&#160;
GoLimp Syntax: Actor.GoLimp() Makes the Actor having a limp. &#160;
Syntax: Actor.GoLimp() Makes the Actor having a limp. OBSOLETE: in 3.5 &#160;
CScriptBind_IKInteractions Class
GetMemoryUsage This is GetMemoryUsage, a member of class CScriptBind_IKInteractions.&#160;
ReadAditionalPropertiesFromEntity public because the FlowGraph node will also use this (to avoid code duplication) &#160;
Release This is Release, a member of class CScriptBind_IKInteractions.&#160;
BlockAutomaticDoors Syntax: Vehicle.BlockAutomaticDoors() Broadcast to the vehicle the message to automatically block the doors. &#160;
ChangeSeat Syntax: Vehicle.ChangeSeat(ScriptHandle actorHandle, int seatId, bool isAnimationEnabled ) Makes the actor changing the seat inside the vehicle. &#160;
CloseAutomaticDoors Syntax: Vehicle.CloseAutomaticDoors() Broadcast to the vehicle the message to automatically close the doors. &#160;
Destroy Syntax: Vehicle.Destroy() Destroys the vehicle. &#160;
ExtractGears Syntax: Vehicle.ExtractGears() Broadcast to the vehicle the message to extract gears. &#160;
GetCollisionDamageThreshold Syntax: Vehicle.GetCollisionDamageThreshold() Gets the collision damage threshold. &#160;
GetExtensionParams Syntax: Vehicle.GetExtensionParams( const char *extension, SmartScriptTable params ) Gets extension parameters. &#160;
GetMovementDamageRatio Syntax: Vehicle.GetMovementDamageRatio() Gets the movement damage ratio. &#160;
GetMovementType Syntax: Vehicle.GetMovementType() Gets the movement type. &#160;
GetOwnerId Syntax: Vehicle.GetOwnerId() Gets the vehicle owner identifier. &#160;
GetRepairableDamage Syntax: Vehicle.GetRepairableDamage() &#160;
GetSelfCollisionMult Syntax: Vehicle.GetSelfCollisionMult( Vec3 velocity, Vec3 normal, int partId, ScriptHandle colliderId ) Gets self collision mult. &#160;
GetVehiclePhysicsStatus Syntax: Vehicle.GetVehiclePhysicsStatus( SmartScriptTable statusTable ) Gets the vehicle physics status. &#160;
IsEmpty Syntax: Vehicle.IsEmpty() Checks if the vehicle is empty. &#160;
IsFlipped Syntax: Vehicle.IsFlipped() Checks if the vehicle is flipped. &#160;
IsPartInsideRadius Syntax: Vehicle.IsPartInsideRadius( int slot, Vec3 pos, float radius ) Checks if a part is inside the specified radius. &#160;
IsSubmerged Syntax: Vehicle.IsSubmerged() Checks if the vehicle is submerged. &#160;
KillAbandonTimer Syntax: Vehicle.KillAbandonTimer() Kills the abandon timer. &#160;
MultiplyWithEntityLocalTM Syntax: Vehicle.MultiplyWithEntityLocalTM( ScriptHandle entityHandle, Vec3 pos ) Multiplies with the entity local transformation matrix. &#160;
OnPassengerKilled Syntax: Vehicle.OnPassengerKilled( ScriptHandle passengerHandle ) Event that occurs if the passenger is killed. &#160;
OpenAutomaticDoors Syntax: Vehicle.OpenAutomaticDoors() Broadcast to the vehicle the message to automatically open the doors. &#160;
RefreshPhysicsGeometry Syntax: Vehicle.RefreshPhysicsGeometry( ScriptHandle partHandle, int slot, int physIndex ) Refreshes the physics geometry. &#160;
RetractGears Syntax: Vehicle.RetractGears() Broadcast to the vehicle the message to retract gears. &#160;
SetAmmoCount Syntax: Vehicle.SetAmmoCount( const char *name, int amount ) Sets the amount of the specified ammunition. &#160;
SetExtensionActivation Syntax: Vehicle.SetExtensionActivation( const char *extension, bool bActivated ) Activates/deactivates the extension.&#160;
SetExtensionParams Syntax: Vehicle.SetExtensionParams( const char *extension, SmartScriptTable params ) Sets extension parameters. &#160;
SetMaxSpeed Syntax: Vehicle.SetMaxSpeed(id) Sets the maximum/top speed of a vehicle &#160;
SetMovementMode Syntax: Vehicle.SetMovementMode( int mode ) Sets the movement mode. &#160;
SetMovementSoundVolume Syntax: Vehicle.SetMovementSoundVolume( float volume ) Sets the sound volume for the movement. &#160;
SetOwnerId Syntax: Vehicle.SetOwnerId( ScriptHandle ownerId ) Sets the owner identifier for the vehicle. &#160;
SetPlayerToSit Syntax: Vehicle.SetPlayerToSit( ScriptHandle playerId, int flags ) Sets the player sitting into the vehicle. &#160;
StartAbandonTimer Syntax: Vehicle.StartAbandonTimer( bool force, float timer) Starts the abandon timer. &#160;
UpdateVehicleAnimation Syntax: Vehicle.UpdateVehicleAnimation( ScriptHandle entity, int slot ) Updates the vehicle animation. &#160;
IsLocked Syntax: VehicleSeat.IsLocked(actor) Checks if the seat is locked for the specified actor. &#160;
RemovePassenger Syntax: VehicleSeat.RemovePassenger() Removes the passenger from the seat. &#160;
SetPassenger Syntax: VehicleSeat.SetPassenger( ScriptHandle passengerHandle, bool isThirdPerson ) Sets the specified passenger to the seat. &#160;
DeleteDynamicEntities Syntax: Action.DeleteDynamicEntities() Deletes dynamic entities (like pieces of broken objects) &#160;
LoadXMLFromFile Syntax: Action.LoadXMLFromFile( const char * xmlFile )&#160;
AddItem Syntax: Inventory.Release(ScriptHandle id) Adds an item to the inventory. &#160;
FindItem Syntax: Inventory.FindItem( ScriptHandle itemId ) Finds an item from its identifier. &#160;
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. &#160;
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. &#160;
GetCapacity Syntax: Inventory.GetCapacity() Gets the inventory capacity. &#160;
GetCount Syntax: Inventory.GetCount() Gets the number of the inventory elements. &#160;
GetCountOfClass Syntax: Inventory.GetCountOfClass() Gets the number of element of the specified class inside the inventory. &#160;
GetHolsteredItemId Syntax: Inventory.GetHolsteredItemId() Gets the identifier for the holstered item. &#160;
GetInventoryTable Syntax: Inventory.GetInventoryTable() Gets the inventory table. &#160;
GetItem Syntax: Inventory.GetItem( int slotId ) Gets the item in the specified slot. &#160;
GetLastItem Syntax: Inventory.GetLastItem() Gets the last used item. &#160;
GetLastItemId Syntax: Inventory.GetLastItemId() Gets the identifier for the last used item. &#160;
ReloadWeapons Syntax: Inventory.ReloadWeapons() Reloads weapons. &#160;
RemoveItem Syntax: Inventory.RemoveItem(ScriptHandle id) Removes an item from the inventory. &#160;
ResetAmmo Syntax: Inventory.ResetAmmo() Resets ammunition. &#160;
SetAmmoCapacity Syntax: Inventory.SetAmmoCapacity( const char *ammoName, int max ) Sets the specific ammunition capacity. &#160;
SetCapacity Syntax: Inventory.SetCapacity( int size ) Sets the inventory capacity. &#160;
SetCurrentItemId Syntax: Inventory.GetCurrentItem( ScriptHandle itemId ) Sets the specified item as the current one. &#160;
SetHolsteredItemId Syntax: Inventory.SetHolsteredItemId( ScriptHandle itemId ) Sets the specified item as the holstered item. &#160;
SetLastItemId Syntax: Inventory.SetLastItemId( ScriptHandle itemId ) Sets the specified item as the last used one. &#160;
Validate Syntax: Inventory.Validate() Validates the inventory. &#160;
LogSlots &#160;
AddRange This is AddRange, a member of class CScriptBind_AI.&#160;
ChangeRange This is ChangeRange, a member of class CScriptBind_AI.&#160;
Friendly Syntax: AI.Friendly(entityId, entity2Id|AIObjectName) returns true if the two entities are friendly&#160;
GenerateUniqueTacticGroupId Syntax: AI.GenerateUniqueTacticGroupId( ) Returns a unique tactic group Id to use&#160;
GetAttentionTargetEntity Syntax: AI.GetAttentionTargetEntity(entityId) returns the given entity&#39;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)&#160;
GetCoordinationEnvironment Syntax: AI.GetCoordinationEnvironment( coordinationID )&#160;
GetCoordinationInput Syntax: AI.GetCoordinationInput( coordinationID, name )&#160;
GetCurrentCoordination Syntax: AI.GetCurrentCoordination( entityID )&#160;
GetCurrentCoordinationName Syntax: AI.GetCurrentCoordinationName( entityID )&#160;
GetDirOnPathBySegNo Syntax: AI.GetDirOnPathBySegNo(pathname, segNo) returns path direction at the point identified by segNo segNo - segment ratio pathname - designer&#39;s path name &#160;
GetEntityTacticGroupId Syntax: AI.GetEntityTacticGroupId( entity ) Gets which tactic group Id an entity belongs to&#160;
GetGroupVariable Syntax: AI.GetBehaviorVariable( entity, variableName, value ) Returns a behavior variable for the specified actor&#160;
GetLastSmartObjectExitPoint Syntax: AI.GetLastSmartObjectExitPoint( userEntityId, pos) Returns the last used navigational smart object&#39;s exit point&#160;
GetPlayerThreatLevel Syntax: AI.GetPlayerThreatValue() Returns the value of player’s threat level (float number from 0 to 1.0)&#160;
GetRangeState This is GetRangeState, a member of class CScriptBind_AI.&#160;
GetReaction Syntax: AI.GetReaction(entityId, entity2Id | AIObjectName) returns reaction of entity towards entity2 (friendly/neutral/hostile ATM)&#160;
GetTargetThreat Syntax: AI.GetTargetThreat(entityId) Returns the threat type of current entity&#39;s attention target.&#160;
IsFlightSpaceVoid &#160;
IsFlightSpaceVoidByRadius &#160;
LoadGroupBehaviors Syntax: AI.LoadGroupBehaviors( folderName, extension, globalEnv)&#160;
LoadPathfindProperties This is LoadPathfindProperties, a member of class CScriptBind_AI.&#160;
Neutral Syntax: AI.Neutral(entityId, entity2Id|AIObjectName) returns true if the two entities are neutral&#160;
ResetRanges This is ResetRanges, a member of class CScriptBind_AI.&#160;
SendBTGlobalSignal Syntax: AI.SendBTGlobalSignal( signal, data ) Send a signal to the BT global activation conditions&#160;
SetCoordinationInput Syntax: AI.SetCoordinationInput( coordinationID, name, value )&#160;
SetEntityTacticGroupId Syntax: AI.SetEntityTacticGroupId( entity, groupId ) Sets which tactic group Id an entity belongs to&#160;
SetForcedNavigationCompVec &#160;
SetGroupVariable Syntax: AI.SetBehaviorVariable( entity, variableName, value ) Sets a behavior variable for the specified actor&#160;
StartCoordinationWithEntity Syntax: AI.StartCoordinationWithEntity( groupID, coordinationName, entityID )&#160;
StartCoordinationWithSelectMembers Syntax: AI.StartCoordinationWithSelectMembers( coordinationName, validMembers )&#160;
StopCoordination Syntax: AI.StopCoordination( coordinationID )&#160;
StopCoordinationForActor Syntax: AI.StopCoordinationForActor( coordinationID, entityId )&#160;
SetSlotFlags Syntax: Entity.SetSlotFlags( int nSlot, const int nFlags, int mode ) Set flags for entity slot.&#160;
IsPlaying Syntax: Movie.IsPlaying(const char *sSequenceName) Checks if the specified sequence is currently playing.&#160;
CacheAudioFile Syntax: Sound.CacheAudioFile(sName, audioFileCacheType) Caches a single *.fsb file or *.fsb files of a game hint.&#160;
RemoveCachedAudioFile Syntax: Sound.RemoveCachedAudioFile(sName, bNow) Removes a single *.fsb file or *.fsb files of a game hint.&#160;
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&#160;
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. &#160;
GetFrameRate Syntax: System.GetFrameRate() Gets the frame rate.&#160;
GetFrameTimeUI Syntax: System.GetFrameTimeUI() Gets the UI frame time.&#160;
GetRealFrameTime Syntax: System.GetRealFrameTime() Gets the real frame time.&#160;
GetUsedMemory Syntax: System.GetUsedMemory() Gets the used memory&#160;
IsEditorGameMode Syntax: System.IsEditorGameMode() Checks if the system is the editor and in-game (CTRL+G).&#160;
LoadTimeOfDayFile Syntax: System.LoadTimeOfDayFile(filename) Loads a TOD file for the timeofday system &#160;
SetScreenShader Syntax: System.DrawRectShader( const char *pszShaderName) NOT SUPPORTED ANYMORE. &#160;
SetSystemShaderRenderFlags Syntax: System.SetSystemShaderRenderFlags( const char *pszShaderName, const char *pszFlagName, bool bEnable) Sets the render flags for the system shader. &#160;

Generated: 4/25/2013 3:09:40 PM,  Number of changes: 1

Member nameDescription
InvalidateLocalBBox Syntax: Entity.InvalidateLocalBBox( ) &#160;

Generated: 4/22/2013 2:34:52 PM,  Number of changes: 6

Member nameDescription
GetColumnInfo returns lua table with description of one column &#160;
Syntax: Database.GetTableInfo(&quot;weapons&quot;) Returns lua table with description of one column. &#160;
GetTableInfo returns lua table with C_Table properties &#160;
Syntax: Database.GetTableInfo(&quot;weapons&quot;) Returns lua table with C_Table properties. &#160;
GetTableLine returns lua table with members of one data line &#160;
Syntax: Database.GetTableLine(&quot;weapons&quot;) Returns lua table with members of one data line. &#160;
EquipClothingPreset Syntax: Human.EquipClothingPreset( &quot;46ea38bb-0be7-ca10-a8ac-d526056c04b3&quot; ) Returns GUID of clothing preset selected in editor for this human &#160;
GetInitialClothingPreset Syntax: Human.GetInitialClothingPreset() Equips selected preset, already equipped item will be handled according to equip policy. &#160;
EquipClothingPreset Syntax: Human.EquipClothingPreset( &quot;46ea38bb-0be7-ca10-a8ac-d526056c04b3&quot; ) Adds the specified frost amount. &#160;

Generated: 4/15/2013 5:10:12 PM,  Number of changes: 5

Member nameDescription
DrawSecondaryWeapon Syntax: Human.DrawSecondaryWeapon() Draw secondary weapon &#160;
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 &#160;
HolsterSecondaryWeapon Syntax: Human.HolsterSecondaryWeapon() Holster secondary weapon &#160;
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 &#160;
ToggleSecondaryWeapon Syntax: Human.ToggleSecondaryWeapon() Toggle secondary weapon &#160;

Generated: 4/12/2013 3:45:05 AM,  Number of changes: 2

Member nameDescription
GrabOnLadder Syntax: Actor.GrabOnLadder() Grabs actor on a ladder &#160;
IsOnLadder Syntax: Actor.IsOnLadder() Returns 0/1 depending on if actor is already grabbed on a ladder &#160;

Generated: 3/14/2013 5:42:05 PM,  Number of changes: 2

Member nameDescription
SetMaxSpeed Syntax: Vehicle.SetMaxSpeed(id) Sets the maximum/top speed of a vehicle &#160;
ResetAgentState Syntax: AI.ResetAgentState(entityId,stateLabel) Resets a particular aspect of the agent&#39;s state, such as &quot;lean&quot; Intended to keep these workaround concepts together.&#160;
Syntax: AI.ResetAgentState(entityId,stateLabel) Resets a particular aspect of the agent&#39;s state, such as &quot;lean&quot; Intended to keep these hacky concepts together.&#160;

Generated: 3/14/2013 12:34:16 PM,  Number of changes: 4

Member nameDescription
Trace
GetMemoryUsage This is GetMemoryUsage, a member of class C_ScriptBind_Trace.&#160;
PlotXY Syntax: Trace.PlotXY(level, x, y, tag)&#160;
TableXY This is TableXY, a member of class C_ScriptBind_Trace.&#160;

Generated: 3/9/2013 5:05:38 AM,  Number of changes: 1

Member nameDescription
GetSmartObjectHelper Syntax: AI.GetSmartObjectHelper( entityId, className, helperName ) Returns table with position and direction vector of given SO helper&#160;

Generated: 1/30/2013 3:26:34 PM,  Number of changes: 4

Member nameDescription
AcquireInventory returns Id of inventory &#160;
AcquireShop &#160;
AquireInventory returns Id of inventory &#160;
AquireShop &#160;

Generated: 1/30/2013 4:08:07 AM,  Number of changes: 16

Member nameDescription
C_ScriptBind_RPG Class
AttachTo This is AttachTo, a member of class C_ScriptBind_RPG.&#160;
DetachFrom This is DetachFrom, a member of class C_ScriptBind_RPG.&#160;
GetMemoryUsage This is GetMemoryUsage, a member of class C_ScriptBind_RPG.&#160;
GetSoulStats This is GetSoulStats, a member of class C_ScriptBind_RPG.&#160;
Release This is Release, a member of class C_ScriptBind_RPG.&#160;
SetAgility Syntax: rpg.SetAgility( ScriptHandle id, value) sets Agility to new value&#160;
SetCurrStamina Syntax: rpg.SetCurrStamina( ScriptHandle id, value) sets CurrStamina to new value&#160;
SetDeathReason Syntax: rpg.SetDeathReason( ScriptHandle id, int value) sets DeathReason to new value&#160;
SetFood Syntax: rpg.SetFood( ScriptHandle id, value) sets Food to new value&#160;
SetHealth Syntax: rpg.SetHealth( ScriptHandle id, value) sets health to new value&#160;
SetMaxStamina Syntax: rpg.SetMaxStamina( ScriptHandle id, value) sets MaxStamina to new value&#160;
SetStrength Syntax: rpg.SetStrength( ScriptHandle id, value) sets Strength to new value&#160;
SetToHeal Syntax: rpg.SetToHeal( ScriptHandle id, value) sets ToHeal to new value&#160;
SetVigour Syntax: rpg.SetVigour( ScriptHandle id, value) sets Vigour to new value&#160;
SetVitality Syntax: rpg.SetVitality( ScriptHandle id, value) sets Vitality to new value&#160;

Generated: 1/21/2013 4:53:10 PM,  Number of changes: 1

Member nameDescription
IsDemo if the code is compiled on a &quot;*Demo*&quot; configuration &#160;

Generated: 1/19/2013 3:56:13 AM,  Number of changes: 4

Member nameDescription
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 &#160;
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 &#160;
UnequipItemInSlot Syntax: Human.UnequipItemInSlot( ScriptHandle itemId ) Unequips item from selected inventory slot &#160;
DrawPrimaryWeaponWithAnim Syntax: Human.DrawPrimaryWeaponWithAnim( const char* animInput ) Draw primary weapon with animation input &#160;

Generated: 1/18/2013 11:07:06 AM,  Number of changes: 1

Member nameDescription
ClearEnemy Syntax: Actor.ClearEnemy() Tells to actor there is no enemy &#160;

Generated: 1/17/2013 9:07:50 PM,  Number of changes: 1

Member nameDescription
DrawPrimaryWeaponWithAnim Syntax: Human.DrawPrimaryWeaponWithAnim( const char* animInput ) Draw primary weapon with animation input &#160;

Generated: 1/14/2013 1:48:57 PM,  Number of changes: 1

Member nameDescription
CanEnemyFight Syntax: Actor.CanEnemyFight(ScriptHandle enemy) Returns true if enemy can fight - is alive and is known for combat system &#160;

Generated: 1/11/2013 11:50:24 AM,  Number of changes: 4

Member nameDescription
CreateSavepoint creates savepoint of type E_SGT_SavePoint &#160;
GetNumLightsActivated Syntax: Game.GetNumLightsActivated() Gets the number of activated lights. &#160;
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&#160;
QueryBattleStatus Syntax: Game.QueryBattleStatus() Queries battle status, range from 0 (quiet) to 1 (full combat). &#160;

Generated: 1/7/2013 3:53:42 AM,  Number of changes: 2

Member nameDescription
AIGoto &#160;
!WH_CTSW(WH_CTSW_MASTER) &#160;
FSMFunctionWithParam0 test functions &#160;
test functions test of binding&#160;

Generated: 1/5/2013 3:54:20 AM,  Number of changes: 2

Member nameDescription
AddItem Syntax: Inventory.AddItem( ScriptHandle id ) Adds item with parameters passed from parameter table. &#160;
Syntax: Inventory.AddItem( ScriptHandle id ) Adds item with parameters passed from parameter table: item = { sItemClassId = &quot;0&quot;, -- GUID of item class in database sOwnerId = &quot;0&quot;, -- GUID of the item owner fHealth = 1, -- 1 is 100% health &#160;
GetUIName Syntax: Item.GetUIName() Gets the UI name. &#160;

Generated: 1/3/2013 3:51:19 AM,  Number of changes: 1

Member nameDescription
AddItemWithIdWithHealth Syntax: Inventory.AddItemWithIdWithHealth( ScriptHandle id ) Adds new item with classIdText from DB to the inventory (with default settings). &#160;

Generated: 12/28/2012 3:50:48 AM,  Number of changes: 1

Member nameDescription
IsMountable Syntax: Horse.IsMountable &#160;

Generated: 12/13/2012 3:52:36 AM,  Number of changes: 2

Member nameDescription
WarpTime Time effects ============================================= Syntax: Actor.WarpTime(float wantedSpeed, float duration) Slowdown/speedup global time for given time period&#160;
WarpTime Time effects ============================================= Syntax: Actor.WarpTime(float wantedSpeed, float duration) Slowdown/speedup global time for given time period&#160;

Generated: 12/12/2012 1:58:48 PM,  Number of changes: 1

Member nameDescription
SetVariationInput Syntax: Actor.SetVariationInput( const char *name, const char* value ) Sets variation input value.&#160;

Generated: 11/27/2012 7:35:43 PM,  Number of changes: 7

Member nameDescription
GetLinkedEntity Syntax: Actor.GetLinkedEntity() Returns entity which is this actor linked to.&#160;
SetMovementRestriction Syntax: Actor.SetMovementRestriction(true, true) Sets movement restriction. First param is bAllowSprint and second param is bAllowRun.&#160;
SetSpeedMultiplier Syntax: Actor.SetSpeedMultiplier(float) Value multiplies absolute speed in all stances.&#160;
C_ScriptBind_Horse Class
GetHorse Syntax: Horse.GetHorse() Gets the horse.&#160;
&#160;
HasRider Syntax: Horse.HasRider() &#160;
Horse

Generated: 11/26/2012 8:30:28 PM,  Number of changes: 291

Member nameDescription
CreateQueryFromTacticalSpec This is CreateQueryFromTacticalSpec, a member of class CScriptBind_AI.&#160;
GetEntityFromParam Fetch entity pointer from script parameter Fetch entity pointer from script parameter&#160;
GetEntityIdFromParam Fetch entity ID from script parameter Fetch entity ID from script parameter&#160;
GetGroupSpatialProperties &#160;
GetSignalExtraData This is GetSignalExtraData, a member of class CScriptBind_AI.&#160;
RayWorldIntersectionWrapper wrapper, to make it use tick-counter&#160;
CScriptBind_AI::SetPFProperties (AgentMovementAbility&amp;, EAIPathType)
CScriptBind_AI::SetPFProperties (AgentMovementAbility&amp;, string&amp;)
CScriptBind_AI::SetPFProperties (IFunctionHandler *)
SetPFProperties This is the overview for the SetPFProperties method overload.&#160;
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&#160;
AddAggressiveTarget Syntax: AI.AddAggressiveTarget(entityId, targetId) Add the target Id as an aggressive potential target to the entity&#39;s list&#160;
AddCombatClass Creates new combat class &#160;
AddCoverEntity This is AddCoverEntity, a member of class CScriptBind_AI.&#160;
AddFormationPoint Syntax: AI.AddFormationPoint(name, sightangle, distance,offset, [unit_class [,distanceAlt,offsetAlt]] ) Adds a follow-type node to a formation descriptor&#160;
AddFormationPointFixed Syntax: AI.AddFormationPointFixed(name,sightangle, x,y,z [,unit_class] ) Adds a node with a fixed offset to a formation descriptor&#160;
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.&#160;
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>&#160;
AddPersonallyHostile &#160;
AddRange This is AddRange, a member of class CScriptBind_AI.&#160;
AgentLookAtPos Syntax: AI.AgentLookAtPos(entityId, pos) Makes the entityId look at certain position&#160;
Animation &#160;
AssignPathTypeToSOUser This is AssignPathTypeToSOUser, a member of class CScriptBind_AI.&#160;
CScriptBind_AI::AssignPFPropertiesToPathType (IFunctionHandler *)
AutoDisable AutoDisable&#160;
BeginGoalPipe Syntax: AI.BeginGoalPipe(string szPipeName ) Creates a goal pipe and allows to start filling it.&#160;
BeginGroup Syntax: AI.BeginGroup() to define group of goals &#160;
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().&#160;
BehaviorEvent This is BehaviorEvent, a member of class CScriptBind_AI.&#160;
BreakEvent This is BreakEvent, a member of class CScriptBind_AI.&#160;
CanFireInStance Syntax: AI.CanFireInStance(entityId,stance) Returns if AI can fire at his target in the given stance at his current position&#160;
CanMelee Syntax: AI.CanMelee(entityId) returns 1 if the AI is able to do melee attack.&#160;
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)&#160;
ChangeFormation Syntax: AI.ChangeFormation(entityId, name [,scale] ) Changes the formation descriptor for the current formation of given entity&#39;s group (if there is a formation)&#160;
ChangeMovementAbility Syntax: AI.ChangeMovementAbility( entityId, paramEnum, paramValue ) Changes an enumerated AI movement ability parameter.&#160;
ChangeParameter Syntax: AI.ChangeParameter( entityId, paramEnum, paramValue ) Changes an enumerated AI parameter.&#160;
ChangeRange This is ChangeRange, a member of class CScriptBind_AI.&#160;
CheckForFriendlyAgentsAroundPoint Syntax: AI.CheckForFriendlyAgentsAroundPoint( entityID, point, radius)&#160;
CheckMeleeDamage Syntax: AI.CheckMeleeDamage(entityId,targetId,radius,minheight,maxheight,angle) returns 1 if the AI performing melee is actually hitting target.&#160;
CheckVehicleColision &#160;
ClearForReload Syntax: AI.ClearForReload() Clears all goalpipes from the system&#160;
ClearMovementContext Syntax: AI.ResetMovementContext(entityId) reset the given entity&#39;s movement context&#160;
ClearPotentialTargets Syntax: AI.ClearPotentialTargets(entityId) Clears all the potential targets from the AI&#39;s perception handler&#160;
ClearTempTarget Syntax: AI.ClearTempTarget(entityId,) Removes the entity&#39;s temporary potential target, so it is no longer considered for target selection&#160;
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&#160;
CreateFormation Syntax: AI.CreateFormation( string name ) Creates a formation descriptor and adds a fixed node at 0,0,0 (owner&#39;s node)&#160;
CreateGoalPipe Syntax: AI.CreateGoalPipe(string szPipeName ) Used for warnings about data/script errors&#160;
CreateGroupFormation Syntax: AI.CreateGroupFormation(entityId, leaderId) Creates a group formation with leader (or updates leader)&#160;
CreateStimulusEvent Syntax: AI.CreateStimulusEvent(entityId, targetId, stimulusName, pData) Creates a target track stimulus event for the entity using the specified data&#160;
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&#160;
DebugReportHitDamage Syntax: AI.DebugReportHitDamage(pVictimEntity, pShooterEntity) Creates a debug report for the hit damage. DebugReportHitDamage&#160;
DestroyAllTPSQueries Syntax: AI.DestroyAllTPSQueries() Destroys all the tactical point system queries. &#160;
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&#160;
DropTarget Syntax: AI.DropTarget(entityId, targetId) Clears the target from the AI&#39;s perception handler&#160;
EnableCoverFire Syntax: AI.EnableCoverFire(entityId,enable) enables/disables fire when the FIREMODE_COVER is selected&#160;
EnableFire Syntax: AI.EnableFire(entityId,enable) enables/disables fire&#160;
EnableUpdateLookTarget Syntax: AI.EnableUpdateLookTarget(entityID, bEnable)&#160;
EnableWeaponAccessory Syntax: AI.EnableWeaponAccessory(entityId, accessory, state) Enables or disables certain weapon accessory usage.&#160;
EndGoalPipe Syntax: AI.EndGoalPipe() Ends creating a goal pipe &#160;
EndGroup Syntax: AI.EndGroup() to define end of group of goals &#160;
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.&#160;
Error Syntax: AI.Error(string szMessage ) Used when we really can&#39;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&#160;
EvalHidespot &#160;
EvalPeek Syntax: AI.EvalPeek(entityId, bGetOptimalSide) Evaluates if an AI object can peek from his current position entityId - AI&#39;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&#160;
Event &#160;
ExecuteAction Syntax: AI.ExecuteAction( action, participant1 [, participant2 [, ... , participantN ] ] ) Executes an Action on a set of Participants&#160;
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&#39;s devalued and can&#39;t be found again for some seconds (unless specified in flags)&#160;
FindStandbySpotInShape AI.FindStandbySpotInShape(centerPos, targetPos, anchorType); FindStandbySpotInShape&#160;
FindStandbySpotInSphere AI.FindStandbySpotInShape(centerPos, targetPos, anchorType); FindStandbySpotInSphere&#160;
FreeSignal Syntax: AI.FreeSignal(int signalType, string SignalText, position, radius [, entityID [,signalExtraData]] ) Sends a signal to anyone in a given radius around a position &#160;
Friendly Syntax: AI.Friendly(entityId, entity2Id|AIObjectName) returns true if the two entities are friendly&#160;
GenerateUniqueTacticGroupId Syntax: AI.GenerateUniqueTacticGroupId( ) Returns a unique tactic group Id to use&#160;
GetAIObjectPosition Syntax: AI.GetAIObjectPosition(entityId | string AIObjectName) get the given AIObject&#39;s position&#160;
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&#39;s devalued and can&#39;t be found again for some seconds (unless specified in flags)&#160;
GetAttentionTargetAIType Syntax: AI.GetAttentionTargetAIType(entityId) returns the given entity&#39;s attention target AI type (AIOBJECT_*)&#160;
GetAttentionTargetDirection Syntax: AI.GetAttentionTargetDirection(entityId, returnDir) returns the given entity&#39;s attention target&#39;s direction&#160;
GetAttentionTargetDistance Syntax: AI.GetAttentionTargetDistance(entityId) returns the given entity&#39;s attention target&#39;s distance to the entity&#160;
GetAttentionTargetEntity Syntax: AI.GetAttentionTargetEntity(entityId) returns the given entity&#39;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)&#160;
GetAttentionTargetOf Syntax: AI.GetAttentionTargetOf(entityId) returns the given entity&#39;s attention target&#160;
GetAttentionTargetPosition Syntax: AI.GetAttentionTargetPosition(entityId, returnPos) returns the given entity&#39;s attention target&#39;s position&#160;
GetAttentionTargetThreat Syntax: AI.GetAttentionTargetThreat( entityID )&#160;
GetAttentionTargetType Syntax: AI.GetAttentionTargetType(entityId) returns the given entity&#39;s attention target type (AITARGET_*)&#160;
GetAttentionTargetViewDirection Syntax: AI.GetAttentionTargetViewDirection(entityId, returnDir) returns the given entity&#39;s attention target&#39;s view direction&#160;
GetBeaconPosition Syntax: AI.GetBeaconPosition(entityId | string AIObjectName, returnPos) get the beacon&#39;s position for the given entity/object&#39;s group&#160;
GetBehaviorBlackBoard Syntax: AI.GetBehaviorBlackBoard( entity ) retrieves given AIActor current behavior&#39;s black board (a lua table)&#160;
GetBehaviorVariable Syntax: AI.GetBehaviorVariable( entity, variableName, value ) Returns a behavior variable for the specified actor&#160;
GetBiasedDirection Syntax: AI.GetBiasedDirection(entityId) Get biased direction of certain point&#160;
GetCoordinationEnvironment Syntax: AI.GetCoordinationEnvironment( coordinationID )&#160;
GetCoordinationInput Syntax: AI.GetCoordinationInput( coordinationID, name )&#160;
GetCurrentCoordination Syntax: AI.GetCurrentCoordination( entityID )&#160;
GetCurrentCoordinationName Syntax: AI.GetCurrentCoordinationName( entityID )&#160;
GetCurrentHideAnchor Syntax: AI.GetCurrentHideAnchor(entityId) Returns the name of the current anchor the entity is using for cover&#160;
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.&#160;
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.&#160;
GetDirOnPathBySegNo Syntax: AI.GetDirOnPathBySegNo(pathname, segNo) returns path direction at the point identified by segNo segNo - segment ratio pathname - designer&#39;s path name &#160;
GetDistanceAlongPath Syntax: AI.GetDistanceAlongPath(entityId1,entityid2) returns the distance between entity1 and entity2, along entity1&#39;s path&#160;
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&#160;
GetEnclosingSpace Returns the estimated surrounding navigable space in meters. &#160;
GetEntityTacticGroupId Syntax: AI.GetEntityTacticGroupId( entity ) Gets which tactic group Id an entity belongs to&#160;
GetExtraPriority This is GetExtraPriority, a member of class CScriptBind_AI.&#160;
GetFactionOf This is GetFactionOf, a member of class CScriptBind_AI.&#160;
GetFlyingVehicleFlockingPos &#160;
GetFormationLookingPoint Syntax: AI.GetFormationLookingPoint(entityId) Gets the looking point position inside the formation&#160;
GetFormationPointClass Syntax: AI.AddFormationPoint(name, distance,offset,sightangle, [unit_class [,distanceAlt,offsetAlt]] ) Adds a follow-type node to a formation descriptor&#160;
GetFormationPointPosition Syntax: AI.GetFormationPointPosition(entityId,pos ) gets the AI&#39;s formation point position&#160;
GetFormationPosition Syntax: AI.GetFormationPosition(entityId) Gets the Relative position inside the formation&#160;
GetForwardDir Attention Target / perception related functions &#160;
GetGroupAlertness &#160;
GetGroupCount Syntax: AI.GetGroupCount(entityId, flags, type) returns the given entity&#39;s group members count&#160;
GetGroupMember Syntax: AI.GetGroupMember(entityId|groupId,idx,flags,type) returns the idx-th entity in the given group&#160;
GetGroupOf Syntax: AI.GetGroupOf(entityId) returns the given entity&#39;s group id&#160;
GetGroupScriptTable This is GetGroupScriptTable, a member of class CScriptBind_AI.&#160;
GetGroupTargetEntity This is GetGroupTargetEntity, a member of class CScriptBind_AI.&#160;
GetGroupTargetThreat This is GetGroupTargetThreat, a member of class CScriptBind_AI.&#160;
GetGroupTargetType // // Syntax: AI.GetGroupTarget(entityId [,bHostileOnly [,bLiveOnly]]) // Description: Returns the most threatening attention target amongst the agents in the given entity&#39;s group // (see IAgent.h for definition of alert status) // Arguments: // entityId - AI&#39;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-&gt;GetParamCount()&lt;1) { AIWarningID(&quot;&quot;, &quot;GetGroupTarget: Too few parameters.&quot; ); return pH-&gt;EndFunction(); } GET_ENTITY(1); if (pEntity) { IAIObject* pAI = pEntity-&gt;GetAI(); IAIActor* pAIActor = CastToIAIActorSafe(pAI); if (pAIActor) { int groupId... <a href='CScriptBind_AI__GetGroupTargetType@IFunctionHandler__@int.html'>more</a>&#160;
GetGroupVariable Syntax: AI.GetBehaviorVariable( entity, variableName, value ) Returns a behavior variable for the specified actor&#160;
GetHeliAdvancePoint Helicopter/VTOL related functions /////////////////////////////////////////////////////////////////////////////////////////////////////// Helicopter combat, should be merged with GetAlienApproachParams &#160;
GetLastSmartObjectExitPoint Syntax: AI.GetLastSmartObjectExitPoint( userEntityId, pos) Returns the last used navigational smart object&#39;s exit point&#160;
GetLastUsedSmartObject Syntax: AI.GetLastUsedSmartObject( userEntityId ) Returns the last used smart object&#160;
GetMemoryFireType Syntax: AI.GetMemoryFireType(entityId) Returns how the puppet handles firing at its memory target&#160;
GetNavigationType Syntax: AI.GetNavigationType(entityId) returns the navigation type value at the specified entity&#39;s position, given the entity navigation properties&#160;
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&#160;
GetNearestHidespot Syntax: AI.GetNearestHidespot(entityId, rangeMin, rangeMax &lt;, center&gt;) Returns position of a nearest hidepoint within specified range, returns nil if no hidepoint is found. entityId - AI&#39;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. &#160;
GetNearestPathOfTypeInRange Syntax: AI.GetNearestPathOfTypeInRange(entityId, pos, range, type &lt;, devalue, useStartNode, ignoreCurrentPath&gt;) 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&#39;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>&#160;
GetNearestPointOnPath Syntax: AI.GetNearestPointOnPath( entityId, pathname , vPos ) returns a nearest point on the path from vPos entityId - AI&#39;s entity id pathname - designers path name &#160;
GetObjectBlackBoard Syntax: AI.GetObjectBlackBoard( entity ) retrieves given object&#39;s black board (a lua table)&#160;
GetObjectRadius Syntax: AI.GetObjectRadius(entityId) Returns the radius of specified AI object. entityId - AI&#39;s entity id GetObjectRadius&#160;
GetParameter Syntax: AI.GetParameter( entityId, paramEnum ) Changes an enumerated AI parameter.&#160;
GetPathLoop Syntax: AI.GetPathSegNoOnPath( entityId, pathname ) returns true if the path is looped entityId - AI&#39;s entity id pathname - designers path name &#160;
GetPathSegNoOnPath Syntax: AI.GetPathSegNoOnPath( entityId, pathname , vPos ) returns segment ratio ( 0.0 start point 100.0 end point ) entityId - AI&#39;s entity id pathname - designers path name &#160;
GetPeakThreatLevel Syntax: AI.GetPeakThreatLevel( entityID )&#160;
GetPeakThreatType Syntax: AI.GetPeakThreatType( entityID )&#160;
GetPlayerThreatLevel Syntax: AI.GetPlayerThreatValue() Returns the value of player’s threat level (float number from 0 to 1.0)&#160;
GetPointOnPathBySegNo Syntax: AI.GetPathSegNoOnPath( entityId, pathname , segNo ) returns point by segment ratio ( 0.0 start point 100.0 end point ) entityId - AI&#39;s entity id segNo - segment ratio pathname - designers path name &#160;
GetPosturePriority Syntax: AI.GetPosturePriority(entityId, postureName) Set the given entity&#39;s posture priority&#160;
GetPotentialTargetCount Syntax: AI.GetPotentialTargetCount( ScriptHandle entityID ) Retrieves the number of potential targets for an entity from a specified factions&#160;
GetPotentialTargetCountFromFaction Syntax: AI.GetPotentialTargetCountFromFaction( ScriptHandle entityID, string name ) Retrieves the number of potential targets for an entity from a specified factions&#160;
GetPredictedPosAlongPath Syntax: AI.GetPredictedPosAlongPath( entityId, time,retPos ) Get&#39;s the agent preticted position along his path at a given time entityId - AI&#39;s entity id time - prediction time (sec) retPos - return point value return: true if successful &#160;
GetPreviousBehaviorName Syntax: AI.GetPreviousBehaviorName( entityID )&#160;
GetPreviousPeakThreatLevel Syntax: AI.GetPreviousPeakThreatLevel( entityID )&#160;
GetPreviousPeakThreatType Syntax: AI.GetPreviousPeakThreatType( entityID )&#160;
GetProbableTargetPosition Syntax: AI.GetProbableTargetPosition(entityId) Returns the probable target position of the AI. entityId - AI&#39;s entity id GetProbableTargetPosition&#160;
GetRangeState This is GetRangeState, a member of class CScriptBind_AI.&#160;
GetReaction Syntax: AI.GetReaction(entityId, entity2Id | AIObjectName) returns reaction of entity towards entity2 (friendly/neutral/hostile ATM)&#160;
GetReactionOf This is GetReactionOf, a member of class CScriptBind_AI.&#160;
GetRefPointDirection Syntax: AI.GetRefPointDirection(entity Ent ) Get the entity&#39;s reference point direction&#160;
GetRefPointPosition Syntax: AI.GetRefPointPosition(entity Ent) Get the entity&#39;s reference point World position&#160;
GetRefShapeName Syntax: AI.GetRefShapeName(entityId) Returns the reference shape name.&#160;
GetSoundPerceptionDescriptor Syntax: AI.GetSoundPerceptionDescriptor(entityId, soundType, descriptorTable) Fills descriptorTable with info about how perception works for the entity dealing with soundType&#160;
GetStance Syntax: AI.GetStance(entityId) get the given entity&#39;s stance&#160;
GetSubTypeOf Syntax: AI.GetSubTypeOf(entityId) returns the given entity&#39;s sub type&#160;
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 }&#160;
GetTargetSubType Syntax: AI.GetTargetSubType(entityId) Returns the subtype of current entity&#39;s attention target&#160;
GetTargetThreat Syntax: AI.GetTargetThreat(entityId) Returns the threat type of current entity&#39;s attention target.&#160;
GetTargetType Syntax: AI.GetTargetType(entityId) Returns the type of current entity&#39;s attention target (memory, human, none etc)&#160;
GetTotalLengthOfPath Syntax: AI.GetTotalLengthOfPath( entityId, pathname ) returns a total length of the path entityId - AI&#39;s entity id pathname - designers path name &#160;
GetTypeOf Syntax: AI.GetTypeOf(entityId) returns the given entity&#39;s type&#160;
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.&#160;
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 &lt;=0 the rank is specified in entity.Properties.nRank;&#160;
GoTo Syntax: AI.GoTo(entityId, vDestination) This function is intended to allow AI Actor (the entity) go to the specified destination&#160;
Hostile Syntax: AI.Hostile(entityId, entity2Id|AIObjectName) returns true if the two entities are hostile&#160;
IgnoreCurrentHideObject Syntax: AI.IgnoreCurrentHideObject(entityId) Marks the current hideobject unreachable (will be omitted from future hidespot selections).&#160;
IntersectsForbidden tank/warrior related functions /////////////////////////////////////////////////////////////////////////////////////////////////////// Syntax: AI.IsPointInFlightRegion(start,end) check if the line is in a Forbidden Region&#160;
InvalidateHidespot &#160;
IsAgentInAgentFOV Syntax: AI.IsAgentInAgentFOV(entityId, entityId2) Check if the entity2 is within the entity FOV&#160;
IsAgentInTargetFOV Syntax: AI.IsAgentInTargetFOV(entityId, fov) Checks if the entity is in the FOV of the attention target.&#160;
IsCoverCompromised Syntax: AI.IsCoverCompromised(entityId) &#160;
IsEnabled Syntax: AI.IsEnabled( entityId ) Returns true if entity&#39;s AI is enabled&#160;
IsFireEnabled Syntax: AI.IsFireEnabled(entityId) checks if ai is allowed to fire or not&#160;
IsFlightSpaceVoid &#160;
IsFlightSpaceVoidByRadius &#160;
IsGoalPipe Syntax: AI.IsGoalPipe(string szPipeName) Checks is a goalpipe of certain name exists already, returns true if pipe exists.&#160;
IsInCover Syntax: AI.IsInCover(entityId)&#160;
IsLowHealthPauseActive Syntax: AI.IsLowHealthPauseActive( entityID )&#160;
IsLowOnAmmo Syntax: AI.IsLowOnAmmo(entityId) &#160;
IsMoving Syntax: AI.IsMoving(entityId) Returns true if the agent desires to move.&#160;
IsMovingToCover Syntax: AI.IsMovingToCover(entityId) &#160;
IsOutOfAmmo Syntax: AI.IsOutOfAmmo(entityId) &#160;
IsPersonallyHostile This is IsPersonallyHostile, a member of class CScriptBind_AI.&#160;
IsPointInFlightRegion Syntax: AI.IsPointInFlightRegion(point) check if the point is in the Flight Region&#160;
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&#160;
IsPointInWaterRegion Syntax: AI.IsPointInFlightRegion(point) check if the point is in the Flight Region&#160;
IsPunchableObjectValid Syntax: AI.IsPunchableObjectValid(userId,objectId,origPos) Checks if a punchable object is valid. &#160;
IsTakingCover Syntax: AI.IsTakingCover(entityId, [distanceThreshold]) &#160;
LoadBehaviors Syntax: AI.LoadBehaviors( folderName, extension, globalEnv)&#160;
LoadCharacters Syntax: AI.LoadCharacters( folderName, tbl)&#160;
LoadGoalPipes XML support for goal pipes&#160;
LoadGroupBehaviors Syntax: AI.LoadGroupBehaviors( folderName, extension, globalEnv)&#160;
LogComment Syntax: AI.LogComment(string szMessage ) Used to indicate info that would be useful for debugging, but there&#39;s too much of it for it to be enabled all the time&#160;
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)&#160;
LogProgress Syntax: AI.LogProgress(string szMessage ) Used to indicate &quot;progress markers&quot; - e.g. during loading&#160;
MeleePunchableObject Syntax: AI.MeleePunchableObject(entityId,objectId,origPos)&#160;
ModifySmartObjectStates Syntax: AI.ModifySmartObjectStates( entityId, listStates ) Adds/Removes smart object states of a given entity&#160;
Neutral Syntax: AI.Neutral(entityId, entity2Id|AIObjectName) returns true if the two entities are neutral&#160;
NotifyGroup This is NotifyGroup, a member of class CScriptBind_AI.&#160;
NotifySurpriseEntityAction NotifySurpriseEntityAction&#160;
ParseTables Syntax: AI.ParseTables( firstTable,parseMovementAbility,pH,aiParams,updateAlways )&#160;
PlayCommunication Syntax: AI.PlayCommunication(entityId, commName, channelName[, targetId] [, targetPos]) Plays communication on the AI agent. Plays communication on the AI agent.&#160;
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.&#160;
ProcessBalancedDamage Syntax: AI.ProcessBalancedDamage(pShooterEntity, pTargetEntity, damage, damageType) Processes balanced damage.&#160;
PushGoal Syntax: AI.PushGoal(string szPipeName, string goalName, int blocking [,{params}] ) Used for warnings about data/script errors&#160;
PushLabel Syntax: AI.PushLabel(string szPipeName, string szLabelName) Used in combination with &quot;branch&quot; goal operation to identify jump destination&#160;
RecComment Syntax: AI.RecComment(string szMessage ) Record comment with AIRecorder.&#160;
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&#160;
RegisterInterestedActor Syntax: AI.RegisterInterestedActor(entityId, fInterestFilter, fAngleInDegrees) Registers the interested actor with the interest system Any errors go to error log&#160;
RegisterInterestingEntity Syntax: AI.RegisterInterestingEntity(entityId, baseInterest, category, aiAction) Registers the entity with the interest system Any errors go to error log&#160;
RegisterTacticalPointQuery Syntax: AI.RegisterTacticalPointQuery( querySpecTable ) Get a query ID for the given tactical point query&#160;
RegisterTargetTrack Syntax: AI.RegisterTargetTrack(entityId, configuration, targetLimit, classThreat) Registers the AI object to use the given target track configuration for target selection&#160;
Release This is Release, a member of class CScriptBind_AI.&#160;
RemoveCoverEntity This is RemoveCoverEntity, a member of class CScriptBind_AI.&#160;
RemovePersonallyHostile This is RemovePersonallyHostile, a member of class CScriptBind_AI.&#160;
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_*)&#160;
ResetAgentLookAtPos Syntax: AI.ResetAgentLookAtPos(entityId) Makes the entityId resets a previous call to AgentLookAtPos()&#160;
ResetAgentState Syntax: AI.ResetAgentState(entityId,stateLabel) Resets a particular aspect of the agent&#39;s state, such as &quot;lean&quot; Intended to keep these workaround concepts together.&#160;
ResetParameters Syntax: AI.ResetParameters(entityId, PropertiesTable, PropertiesInstanceTable) Resets all the AI parameters&#160;
ResetPersonallyHostiles This is ResetPersonallyHostiles, a member of class CScriptBind_AI.&#160;
ResetRanges This is ResetRanges, a member of class CScriptBind_AI.&#160;
RunStartupScript RunStartupScript&#160;
ScaleFormation Syntax: AI.ScaleFormation(entityId,scale ) changes the scale factor of the given entity&#39;s formation (if there is)&#160;
SendBTGlobalSignal Syntax: AI.SendBTGlobalSignal( signal, data ) Send a signal to the BT global activation conditions&#160;
SetAdjustPath &#160;
SetAlarmed Syntax: AI.SetAlarmed( entityId ) This function sets the entity to be &quot;perception alarmed&quot;&#160;
SetAssesmentMultiplier Syntax: AI.SetAssesmentMultiplier(AIObjectType, float multiplier) set the assesment multiplier factor for the given AIObject type&#160;
SetAttentiontarget Syntax: AI.SetAttentiontarget(entityId, targetId) Set a new attention target&#160;
SetBeaconPosition Syntax: AI.SetBeaconPosition(entityId | string AIObjectName, pos) Set the beacon&#39;s position for the given entity/object&#39;s group&#160;
SetBehaviorVariable Syntax: AI.SetBehaviorVariable( entity, variableName, value ) Sets a behavior variable for the specified actor&#160;
SetCharacter Syntax: AI.SetCharacter(entityId, newCharater) Sets the AI character of the entity.&#160;
SetContinuousMotion Syntax: AI.SetContinuousMotion( entityID, continuousMotion )&#160;
SetCoordinationInput Syntax: AI.SetCoordinationInput( coordinationID, name, value )&#160;
SetCoverCompromised Syntax: AI.SetCoverCompromised(entityId) &#160;
SetEntitySpeedRange Syntax: AI.SetEntitySpeedRange( userEntityId, urgency, defaultSpeed, minSpeed, maxSpeed, stance = all) This function allows the user to override the entity&#39;s speed range for the given urgency&#160;
SetEntityTacticGroupId Syntax: AI.SetEntityTacticGroupId( entity, groupId ) Sets which tactic group Id an entity belongs to&#160;
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&#160;
SetFactionOf This is SetFactionOf, a member of class CScriptBind_AI.&#160;
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)&#160;
SetFireMode Syntax: AI.SetFireMode(entityId,mode) immediately sets firemode&#160;
SetForcedNavigation &#160;
SetForcedNavigationCompVec &#160;
SetFormationAngleThreshold Syntax: AI.SetFormationAngleThreshold(entityId, fAngleThreshold ) Sets the Relative position inside the formation&#160;
SetFormationLookingPoint Syntax: AI.SetFormationLookingPoint(entityId, v3RelativePosition ) Sets the Relative looking point position inside the formation&#160;
SetFormationPosition Syntax: AI.SetFormationPosition(entityId, v2RelativePosition ) Sets the Relative position inside the formation&#160;
SetFormationUpdate Syntax: AI.SetFormationUpdate(entityId,update ) changes the update flag of the given entity&#39;s formation (if there is) - the formation is no more updated if the flag is false&#160;
SetFormationUpdateSight Syntax: AI.SetFormationUpdateSight(entityId, range, minTime, maxTime ) sets a random angle rotation for the given entity&#39;s formation sight directions&#160;
SetGroupVariable Syntax: AI.SetBehaviorVariable( entity, variableName, value ) Sets a behavior variable for the specified actor&#160;
SetIgnorant Syntax: AI.SetIgnorant(entityId, int ignorant) makes an AI ignore system signals, visual stimuli and sound stimuli&#160;
SetInCover Syntax: AI.SetInCover(entityId, inCover)&#160;
SetMemoryFireType Syntax: AI.SetMemoryFireType(entityId,type) Sets how the puppet handles firing at its memory target&#160;
SetMovementContext Syntax: AI.SetMovementContext(entityId,context) set the given entity&#39;s movement context&#160;
SetPathAttributeToFollow Syntax: AI.SetPathAttributeToFollow(entityId, flg) Set the attribute of the path to be used in &#39;followpath&#39; goal operation. entityId - AI&#39;s entity id &#160;
SetPathToFollow Syntax: AI.SetPathToFollow(entityId, pathName) Set the name of the path to be used in &#39;followpath&#39; goal operation. entityId - AI&#39;s entity id pathName - (string) name of the path to set to be followed. &#160;
SetPFBlockerRadius Syntax: AI.SetPFBlocker(entityId, blocker, radius) &#160;
SetPointListToFollow Syntax: AI.SetPointListToFollow(entityId, pointlist, howmanypoints, bspline, navtype) Set a point list for followpath goal op entityId - AI&#39;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>&#160;
SetPosturePriority Syntax: AI.SetPosturePriority(entityId, postureName, priority) Set the given entity&#39;s posture priority&#160;
SetPostures Syntax: AI.SetPostures(entityId, postures) Set the given entity&#39;s postures&#160;
SetReactionOf This is SetReactionOf, a member of class CScriptBind_AI.&#160;
SetRefPointAtDefensePos Syntax: AI.SetRefPointAtDefensePos(entityId, point2defend,distance) Set the entity refpoint position in an intermediate distance between the entity&#39;s att target and the given point entityId - AI&#39;s entity id point2defend - point to defend distance - max distance to keep from the point &#160;
SetRefPointDirection Syntax: AI.SetRefPointDirection( Vector&amp; vRefPointDir ) Sets the reference point&#39;s World position of an entity&#160;
SetRefPointPosition Syntax: AI.SetRefPointPosition(entity ent, Vector&amp; vRefPointPos ) Sets the reference point&#39;s World position of an entity&#160;
SetRefPointRadius Syntax: AI.SetRefPointRadius(entity.id, radius) Sets the reference point&#39;s radius.&#160;
SetRefpointToAnchor Syntax: AI.SetRefpointToAnchor(entityId,rangeMin,rangeMax,findType,findMethod) Sets a reference point to an anchor. &#160;
SetRefPointToGrenadeAvoidTarget &#160;
SetRefpointToPunchableObject Syntax: AI.SetRefpointToPunchableObject(entityId,range) Sets the reference point to the punchable object. &#160;
SetRefShapeName Syntax: AI.SetRefShapeName(entityId, name) Sets the reference shape name.&#160;
SetSmartObjectState Syntax: AI.SetSmartObjectState( entityId, stateName ) Sets only one single smart object state replacing all other states&#160;
SetSoundPerceptionDescriptor Syntax: AI.SetSoundPerceptionDescriptor(entityId, soundType, descriptorTable) Sets data on how perception works for the entity dealing with soundType&#160;
SetSpeed Syntax: AI.SetSpeed(entityId, urgency) This function allows the user to override the entity&#39;s current speed (urgency)&#160;
SetStance Syntax: AI.SetStance(entityId,stance) set the given entity&#39;s stance&#160;
SetTargetTrackClassThreat Syntax: AI.SetTargetTrackClassThreat(entityId, classThreat) Sets the class threat for the entity for target track usage&#160;
SetTempTargetPriority Syntax: AI.SetTempTargetPriority(entityId, priority) Set the selection priority of the temp target over other potential targets&#160;
SetTerritoryShapeName Syntax: AI.SetTerritoryShapeName(entityId, shapeName) Sets the territory of the AI Actor.&#160;
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.&#160;
SetUseSecondaryVehicleWeapon Syntax: AI.SetUseSecondaryVehicleWeapon(entityId, bUseSecondary) Sets if the AI should use the secondary weapon when firing from a vehicle gunner seat if possible&#160;
SetVehicleStickTarget &#160;
Signal Syntax: AI.Signal(signalFilter,int signalType, string SignalText, senderId [, signalExtraData] ) Sends a signal to an entity or a group of entities&#160;
SmartObjectEvent Syntax: AI.SmartObjectEvent( actionName, userEntityId, objectEntityId [, vRefPoint] ) Executes a smart action&#160;
SoundEvent Syntax: AI.SoundEvent(position, radius, threat, interest, entityId) Generates a sound event in the AI system with the given parameters.&#160;
StartCoordinationWithEntity Syntax: AI.StartCoordinationWithEntity( groupID, coordinationName, entityID )&#160;
StartCoordinationWithSelectMembers Syntax: AI.StartCoordinationWithSelectMembers( coordinationName, validMembers )&#160;
StopCommunication Syntax: AI.StopCommunication(playID) Stops given communication. Stops given communication.&#160;
StopCoordination Syntax: AI.StopCoordination( coordinationID )&#160;
StopCoordinationForActor Syntax: AI.StopCoordinationForActor( coordinationID, entityId )&#160;
ThrowGrenade Syntax: AI.ThrowGrenade(entityId,grenadeType,regTargetType) throws a specified grenade at target type without interrupting fire mode&#160;
TriggerCurrentTargetTrackPulse This is TriggerCurrentTargetTrackPulse, a member of class CScriptBind_AI.&#160;
UnregisterInterestedActor Syntax: AI.UnregisterInterestedActor(entityId) Unregisters the entity with the interest system Any errors go to error log&#160;
UnregisterInterestingEntity Syntax: AI.UnregisterInterestingEntity(entityId) Unregisters the entity with the interest system Any errors go to error log&#160;
UnregisterTargetTrack Syntax: AI.UnregisterTargetTrack(entityId) Unregisters the AI object with the target track manager&#160;
UpdateTempTarget Syntax: AI.UpdateTempTarget(entityId, vPos) Updates the entity&#39;s temporary potential target to the given position&#160;
UpTargetPriority Syntax: AI.UpTargetPriority(entityId, targetId, float increment) modifies the current entity&#39;s target priority for the given target if the given target is among the entity&#39;s target list&#160;
VisualEvent Syntax: AI.VisualEvent(entityId, targetId) Generates a visual event in the AI system with the given parameters.&#160;
Warning Syntax: AI.Warning(string szMessage ) Used for warnings about data/script errors&#160;
CScriptBind_AI::AssignPFPropertiesToPathType (IFunctionHandler*)

Generated: 11/19/2012 6:47:59 PM,  Number of changes: 1

Member nameDescription
LoadXMLFromFile Syntax: Action.LoadXMLFromFile( const char * xmlFile ) 

Generated: 11/13/2012 9:27:42 PM,  Number of changes: 3

Member nameDescription
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  

Generated: 11/13/2012 2:36:07 PM,  Number of changes: 20

Member nameDescription
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.