Warhorse ScripBind documentation
ContentsIndexHome
PreviousUpNext
CScriptBindAI Methods

The methods of the CScriptBindAI class are listed here.

 
Name 
Description 
 
 
 
Fetch entity pointer from script parameter
Fetch entity pointer from script parameter 
 
Fetch entity ID from script parameter
Fetch entity ID from script parameter 
 
 
 
 
 
wrapper, to make it use tick-counter 
 
This is SetLastOpResult, a member of class CScriptBindAI. 
 
This is the overview for the SetPFProperties method overload. 
 
Name 
Description 
 
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 
 
Syntax: AI.AddAggressiveTarget( entityId, targetId )
Add the target Id as an aggressive potential target to the entity's list 
 
Creates new combat class
 
 
This is AddCoverEntity, a member of class CScriptBindAI. 
 
Syntax: AI.AddFormationPoint(name, sightangle, distance, offset, [unit_class [,distanceAlt, offsetAlt]] )
Adds a follow-type node to a formation descriptor 
 
Syntax: AI.AddFormationPointFixed(name, sightangle, x, y, z [,unit_class])
Adds a node with a fixed offset to a formation descriptor 
 
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. 
 
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... more 
 
Syntax: AI.AddPersonallyHostile(entityID, hostileID)
 
 
Syntax: AI.AgentLookAtPos(entityId, pos)
Makes the entityId look at certain position 
 
Syntax: AI.LockBodyTurn(entityID, bAllowLowerBodyToTurn) 
 
 
 
 
 
This is the overview for the AssignPFPropertiesToPathType method overload. 
 
AutoDisable 
 
Syntax: AI.BeginGoalPipe( szPipeName )
Creates a goal pipe and allows to start filling it. 
 
Syntax: AI.BeginGroup()
to define group of goals
 
 
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(). 
 
This is BehaviorEvent, a member of class CScriptBindAI. 
 
This is BreakEvent, a member of class CScriptBindAI. 
 
Syntax: AI.CanFireInStance(entityId, stance)
Returns if AI can fire at his target in the given stance at his current position 
 
Syntax: AI.CanMelee(entityId)
returns 1 if the AI is able to do melee attack. 
 
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) 
 
Syntax: AI.ChangeFormation(entityId, name [,scale] )
Changes the formation descriptor for the current formation of given entity's group (if there is a formation) 
 
Syntax: AI.ChangeMovementAbility( entityId, paramEnum, paramValue )
Changes an enumerated AI movement ability parameter. 
 
Syntax: AI.ChangeParameter( entityId, paramEnum, paramValue )
Changes an enumerated AI parameter. 
 
Syntax: AI.CheckForFriendlyAgentsAroundPoint( entityID, point, radius) 
 
Syntax: AI.CheckMeleeDamage(entityId, targetId, radius, minheight, maxheight, angle)
returns 1 if the AI performing melee is actually hitting target. 
 
 
 
Syntax: AI.ClearAnimationTag(entityId, tagName) 
 
Syntax: AI.ClearForReload( szPipeName )
Clears all goalpipes from the system 
 
Syntax: AI.ResetMovementContext(entityId)
reset the given entity's movement context 
 
Syntax: AI.ClearPotentialTargets( entityId )
Clears all the potential targets from the AI's perception handler 
 
Syntax: AI.ClearTempTarget( entityId )
Removes the entity's temporary potential target, so it is no longer considered for target selection 
 
Syntax: AI.ConstrainPointInsideGenericShape(position, shapeName[, checkHeight])
Returns the nearest point inside specified shape. 
 
Syntax: AI.CreateFormation( name )
Creates a formation descriptor and adds a fixed node at 0,0,0 (owner's node). 
 
Syntax: AI.CreateGoalPipe( szPipeName )
Used for warnings about data/script errors 
 
Syntax: AI.CreateGroupFormation(entityId, leaderId)
Creates a group formation with leader (or updates leader) 
 
Syntax: AI.CreateStimulusEvent(entityId, targetId, stimulusName, pData)
Creates a target track stimulus event for the entity using the specified data 
 
This is CreateStimulusEventInRange, a member of class CScriptBindAI. 
 
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. 
 
Syntax: AI.DebugReportHitDamage(pVictimEntity, pShooterEntity)
Creates a debug report for the hit damage.
DebugReportHitDamage 
 
Syntax: AI2.DestroyAllTPSQueries()
Destroys all the tactical point system queries.
 
 
Syntax: AI.DistanceToGenericShape(position, shapeName[, checkHeight])
Returns true if the point is inside the specified shape. 
 
Syntax: AI.DropTarget( entityId, targetId )
Clears the target from the AI's perception handler 
 
Syntax: AI.EnableCoverFire(entityId, enable)
enables/disables fire when the FIREMODE_COVER is selected 
 
Syntax: AI.EnableFire(entityId, enable)
enables/disables fire 
 
Syntax: AI.EnableUpdateLookTarget(entityID, bEnable) 
 
Syntax: AI.EnableWeaponAccessory(entityId, accessory, state)
Enables or disables certain weapon accessory usage. 
 
Syntax: AI.EndGoalPipe()
Ends creating a goal pipe
 
 
Syntax: AI.EndGroup()
to define end of group of goals
 
 
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. 
 
Syntax: AI.Error( szMessage )
Used when we really can't handle some data/situation. The code following this should struggle on so that the original cause (e.g. data) of the problem can be fixed in the editor, but in game this would halt execution 
 
 
 
Syntax: AI.EvalPeek(entityId [, bGetOptimalSide])
Evaluates if an AI object can peek from his current position 
 
 
 
Syntax: AI.ExecuteAction( action, participant1 [, participant2 [, ... , participantN ] ] )
Executes an Action on a set of Participants 
 
Syntax: AI.FindObjectOfType( entityId, radius, AIObjectType, flags [,returnPosition [,returnDirection]] ) | AI.FindObjectOfType( position, radius, AIObjectType, [,returnPosition [,returnDirection]] )
returns the closest AIObject of a given type around a given entity/position; once an AIObject is found, it's devalued and can't be found again for some seconds (unless specified in flags) 
 
AI.FindStandbySpotInShape(centerPos, targetPos, anchorType);
FindStandbySpotInShape 
 
AI.FindStandbySpotInSphere(centerPos, targetPos, anchorType);
FindStandbySpotInSphere 
 
Syntax: AI.FreeSignal( signalType, SignalText, position, radius [, entityID [,signalExtraData]] )
Sends a signal to anyone in a given radius around a position
 
 
Syntax: AI.GetAIObjectPosition( entityId | AIObjectName )
get the given AIObject's position 
 
 
 
Syntax: AI.GetAnchor( entityId, radius, AIAnchorType, searchType [,returnPosition [,returnDirection]] )
returns the closest Anchor of a given type around a given entity; once an Anchor is found, it's devalued and can't be found again for some seconds (unless specified in flags) 
 
Syntax: AI.GetAttentionTargetAIType( entityId )
returns the given entity's attention target AI type (AIOBJECT_*) 
 
Syntax: AI.GetAttentionTargetDirection( entityId, returnDir )
returns the given entity's attention target's direction 
 
Syntax: AI.GetAttentionTargetDistance( entityId )
returns the given entity's attention target's distance to the entity 
 
Syntax: AI.GetAttentionTargetEntity( entityId )
returns the given entity's attention target entity (if it is an entity) or the owner entity of the attention target if it is a dummy object (if there is an owner entity) 
 
Syntax: AI.GetAttentionTargetOf( entityId )
returns the given entity's attention target 
 
Syntax: AI.GetAttentionTargetPosition( entityId, returnPos )
returns the given entity's attention target's position 
 
Syntax: AI.GetAttentionTargetThreat( entityID ) 
 
Syntax: AI.GetAttentionTargetType( entityId )
returns the given entity's attention target type (AITARGET_*) 
 
Syntax: AI.GetAttentionTargetViewDirection( entityId, returnDir )
returns the given entity's attention target's view direction 
 
Syntax: AI.GetBeaconPosition( entityId | AIObjectName, returnPos )
get the beacon's position for the given entity/object's group 
 
Syntax: AI.GetBehaviorBlackBoard( entity )
retrieves given AIActor current behaviour's black board (a Lua table) 
 
Syntax: AI.GetBehaviorVariable( entity, variableName, value )
Returns a behavior variable for the specified actor 
 
Syntax: AI.GetBiasedDirection(entityId)
Get biased direction of certain point 
 
Syntax: AI.GetCurrentHideAnchor( entityId )
Returns the name of the current anchor the entity is using for cover 
 
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. 
 
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. 
 
Syntax: AI.GetDistanceAlongPath(entityId1, entityid2)
returns the distance between entity1 and entity2, along entity1's path 
 
Syntax: AI.GetDistanceToClosestGroupMember(entityId) 
 
Syntax: AI.GetEnclosingGenericShapeOfType(position, type[, checkHeight])
Returns the name of the first shape that is enclosing the specified point and is of specified type 
 
 
 
Syntax: AI.GetExtraPriority( enemyEntityId )
get an extra priority value to the entity which is given by enemyEntityId 
 
Syntax: AI.GetFactionOf( entityID ) 
 
 
 
Syntax: AI.GetFormationLookingPoint(entityId)
Gets the looking point position inside the formation 
 
Syntax: AI.AddFormationPoint(name, position )
Adds a follow-type node to a formation descriptor 
 
Syntax: AI.GetFormationPointPosition(entityId, pos)
gets the AI's formation point position 
 
Syntax: AI.GetFormationPosition(entityId)
Gets the Relative position inside the formation 
 
Attention Target / perception related functions
 
 
 
 
Syntax: AI.GetGroupAveragePosition( entityId, properties, returnPos )
gets the average position of the (leader's) group members 
 
Syntax: AI.GetGroupCount( entityId, flags, type )
returns the given entity's group members count 
 
Syntax: AI.GetGroupMember( entityId|groupId, idx, flags, type)
returns the idx-th entity in the given group 
 
Syntax: AI.GetGroupOf( entityId )
returns the given entity's group id 
 
Syntax: AI.GetGroupScopeUserCount(entityID, bAllowLowerBodyToTurn) 
 
Syntax: AI.GetGroupScriptTable( groupID ) 
 
Syntax: AI.GetGroupTarget( entityId [,bHostileOnly [,bLiveOnly]] )
Returns the most threatening attention target amongst the agents in the given entity's group (see IAgent.h for definition of alert status) 
 
Syntax: AI.GetGroupTargetCount( entityId [,bHostileOnly [,bLiveOnly]] )
Returns the number of attention targets amongst the agents in the given entity's group 
 
Syntax: AI.GetGroupTargetEntity( groupID ) 
 
Syntax: AI.GetGroupTargetThreat( groupID ) 
 
Syntax: AI.GetGroupTargetType( groupID ) 
 
 
 
Syntax: AI.GetLastUsedSmartObject( userEntityId )
Returns the last used smart object 
 
Syntax: AI.GetLeader( groupID | entityID )
returns the leader's name of the given groupID / entity 
 
Syntax: AI.GetMemoryFireType(entityId)
Returns how the puppet handles firing at its memory target 
 
Syntax: AI.GetNavigationType(entityId)
returns the navigation type value at the specified entity's position, given the entity navigation properties 
 
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 
 
Syntax: AI.GetNearestHidespot(entityId, rangeMin, rangeMax [, center])
Returns position of a nearest hidepoint within specified range, returns nil if no hidepoint is found. 
 
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. 
 
Syntax: AI.GetNearestPointOnPath( entityId, pathname, vPos )
returns a nearest point on the path from vPos 
 
Syntax: AI.GetObjectBlackBoard( entity )
retrieves given object's black board (a Lua table) 
 
Syntax: AI.GetObjectRadius(entityId)
Returns the radius of specified AI object. 
 
Syntax: AI.GetParameter( entityId, paramEnum )
Changes an enumerated AI parameter. 
 
Syntax: AI.GetPathSegNoOnPath( entityId, pathname )
returns true if the path is looped 
 
Syntax: AI.GetPathSegNoOnPath( entityId, pathname, vPos )
returns segment ratio ( 0.0 start point 100.0 end point ) 
 
Syntax: AI.GetPeakThreatLevel( entityID ) 
 
Syntax: AI.GetPeakThreatType( entityID ) 
 
Syntax: AI.GetPathSegNoOnPath( entityId, pathname, segNo )
returns point by segment ratio ( 0.0 start point 100.0 end point ) 
 
Syntax: AI.GetPosturePriority(entityId, postureName)
Set the given entity's posture priority 
 
Syntax: AI.GetPotentialTargetCount( entityID )
Retrieves the number of potential targets for an entity from a specified factions. 
 
Syntax: AI.GetPotentialTargetCountFromFaction( entityID, name )
Retrieves the number of potential targets for an entity from a specified factions. 
 
Syntax: AI.GetPredictedPosAlongPath( entityId, time, retPos )
Gets the agent predicted position along his path at a given time 
 
Syntax: AI.GetPreviousBehaviorName( entityID ) 
 
Syntax: AI.GetPreviousPeakThreatLevel( entityID ) 
 
Syntax: AI.GetPreviousPeakThreatType( entityID ) 
 
Syntax: AI.GetProbableTargetPosition(entityId)
Returns the probable target position of the AI. 
 
This is GetReactionOf, a member of class CScriptBindAI. 
 
Syntax: AI.GetRefPointDirection(entityId)
Get the entity's reference point direction 
 
Syntax: AI.GetRefPointPosition(entityId)
Get the entity's reference point World position 
 
Syntax: AI.GetRefShapeName(entityId)
Returns the reference shape name. 
 
Syntax: AI.GetSmartObjectHelper( entityId, className, helperName )
Returns table with position and direction vector of given SO helper 
 
Syntax: AI.GetSoundPerceptionDescriptor(entityId, soundType, descriptorTable)
Fills descriptorTable with info about how perception works for the entity dealing with soundType 
 
Syntax: AI.GetStance(entityId)
get the given entity's stance 
 
Syntax: AI.GetSubTypeOf( entityId )
returns the given entity's sub type 
 
Syntax: AI.GetTacticalPoints( entityId, tacPointSpec, point )
Get a point matching a description, related to an entity. Format of a point is: { x,y,z } 
 
Syntax: AI.GetTargetSubType(entityId)
Returns the subtype of current entity's attention target 
 
Syntax: AI.GetTargetType(entityId)
Returns the type of current entity's attention target (memory, human, none etc) 
 
Syntax: AI.GetTotalLengthOfPath( entityId, pathname )
returns a total length of the path 
 
Syntax: AI.GetTypeOf( entityId )
returns the given entity's type 
 
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. 
 
Syntax: AI.GetUnitInRank( groupID [,rank] )
Returns the entity in the group id in the given rank position, or the highest if rank == nil or rank <=0 the rank is specified in entity.Properties.nRank; 
 
GoTo 
Syntax: AI.GoTo(entityId, vDestination)
This function is intended to allow AI Actor (the entity) go to the specified destination 
 
Syntax: AI.Hostile( entityId, entity2Id|AIObjectName )
returns true if the two entities are hostile 
 
Syntax: AI.IgnoreCurrentHideObject( entityId )
Marks the current hideobject unreachable (will be omitted from future hidespot selections). 
 
Syntax: AI.IsPointInFlightRegion(start, end)
check if the line is in a Forbidden Region 
 
 
 
Syntax: AI.IsAgentInAgentFOV(entityId, entityId2)
Check if the entity2 is within the entity FOV 
 
Syntax: AI.IsAgentInTargetFOV(entityId, fov)
Checks if the entity is in the FOV of the attention target. 
 
Syntax: AI.IsAimReady(entityIdHandle) 
 
Syntax: AI.IsCoverCompromised(entityId) 
 
Syntax: AI.IsEnabled( entityId )
Returns true if entity's AI is enabled 
 
Syntax: AI.IsFireEnabled(entityId)
checks if ai is allowed to fire or not 
 
Syntax: AI.IsGoalPipe( szPipeName )
Checks is a goalpipe of certain name exists already, returns true if pipe exists. 
 
Syntax: AI.IsInCover(entityId) 
 
Syntax: AI.IsLowHealthPauseActive( entityID ) 
 
Syntax: AI.IsLowOnAmmo(entityId) 
 
Syntax: AI.IsMoving(entityId)
Returns true if the agent desires to move. 
 
Syntax: AI.IsMovingInCover(entityId) 
 
Syntax: AI.IsMovingToCover(entityId) 
 
Syntax: AI.IsOutOfAmmo(entityId) 
 
Syntax: AI.IsPersonallyHostile(entityID, hostileID) 
 
Syntax: AI.IsPointInFlightRegion(point)
check if the point is in the Flight Region 
 
Syntax: AI.IsPointInsideGenericShape(position, shapeName[, checkHeight])
Returns true if the point is inside the specified shape. 
 
Syntax: AI.IsPointInFlightRegion(point)
check if the point is in the Flight Region 
 
Syntax: AI.IsPunchableObjectValid(userId, objectId, origPos)
Checks if a punchable object is valid.
 
 
Syntax: AI.IsTakingCover(entityId, [distanceThreshold]) 
 
Syntax: AI.LoadBehaviors( folderName, extension, globalEnv) 
 
Syntax: AI.LoadCharacters(folderName, tbl) 
 
XML support for goal pipes ///////////////////////////////////////////////////////////////////////////////////////////////////////  
 
Syntax: AI.LogComment( szMessage )
Used to indicate info that would be useful for debugging, but there's too much of it for it to be enabled all the time 
 
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) 
 
Syntax: AI.LogProgress( szMessage )
Used to indicate "progress markers" - e.g. during loading 
 
Syntax: AI.MeleePunchableObject(entityId, objectId, origPos) 
 
Syntax: AI.ModifySmartObjectStates( entityId, listStates )
Adds/Removes smart object states of a given entity 
 
This is NotifyGroup, a member of class CScriptBindAI. 
 
 
 
NotifySurpriseEntityAction 
 
Syntax: AI.ParseTables( firstTable,parseMovementAbility,pH,aiParams,updateAlways ) 
 
Syntax: AI.PlayCommunication(entityId, commName, channelName[, targetId] [, targetPos])
Plays communication on the AI agent.
Plays communication on the AI agent. 
 
Syntax: AI.PlayReadabilitySound(entityId, soundName)
Plays readability sound on the AI agent. This call does not do any filtering like playing readability using signals. 
 
Syntax: AI.ProcessBalancedDamage(pShooterEntity, pTargetEntity, damage, damageType)
Processes balanced damage. 
 
Syntax: AI.PushGoal( szPipeName, goalName, blocking [,{params}] )
Used for warnings about data/script errors 
 
Syntax: AI.PushLabel( szPipeName, szLabelName )
Used in combination with "branch" goal operation to identify jump destination 
 
Syntax: AI.QueueBubbleMessage(entityID, message, flags) 
 
Syntax: AI.RecComment( szMessage )
Record comment with AIRecorder. 
 
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 
 
Syntax: AI.RegisterInterestedActor(entityId, fInterestFilter, fAngleInDegrees)
Registers the interested actor with the interest system Any errors go to error log 
 
Syntax: AI.RegisterInterestingEntity(entityId, baseInterest, category, aiAction)
Registers the entity with the interest system Any errors go to error log 
 
Syntax: AI.RegisterTacticalPointQuery( querySpecTable )
Get a query ID for the given tactical point query 
 
Syntax: AI.RegisterTargetTrack(entityId, configuration, targetLimit, classThreat)
Registers the AI object to use the given target track configuration for target selection 
 
This is Release, a member of class CScriptBindAI. 
 
This is RemoveCoverEntity, a member of class CScriptBindAI. 
 
Syntax: AI.RemovePersonallyHostile(entityID, hostileID) 
 
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_*) 
 
Syntax: AI.RequestToStopMovement(entityId) 
 
Syntax: AI.ResetAgentLookAtPos(entityId)
Makes the entityId resets a previous call to AgentLookAtPos() 
 
Syntax: AI.ResetAgentState(entityId,stateLabel)
Resets a particular aspect of the agent's state, such as "lean" Intended to keep these hacky concepts together. 
 
Syntax: AI.ResetParameters( entityId, bProcessMovement, PropertiesTable, PropertiesInstanceTable )
Resets all the AI parameters 
 
Syntax: AI.ResetPersonallyHostiles(entityID, hostileID) 
 
RunStartupScript 
 
Syntax: AI.ScaleFormation(entityId, scale)
changes the scale factor of the given entity's formation (if there is) 
 
Syntax: AI.SequenceBehaviorReady(entityId) 
 
Syntax: AI.SequenceInterruptibleBehaviorLeft(entityId) 
 
Syntax: AI.SequenceNonInterruptibleBehaviorLeft(entityId) 
 
 
 
Syntax: AI.SetAlarmed( entityId )
This function sets the entity to be "perception alarmed" 
 
Syntax: AI.SetAnimationTag(entityId, tagName) 
 
Syntax: AI.SetAssesmentMultiplier(AIObjectType, multiplier)
set the assesment multiplier factor for the given AIObject type 
 
Syntax: AI.SetAttentiontarget(entityId, targetId)
Set a new attention target 
 
Syntax: AI.SetBeaconPosition( entityId | AIObjectName, pos )
Set the beacon's position for the given entity/object's group 
 
Syntax: AI.SetBehaviorTreeEvaluationEnabled(entityID, enable) 
 
Syntax: AI.SetBehaviorVariable( entity, variableName, value )
Sets a behaviour variable for the specified actor 
 
Syntax: AI.SetCharacter(entityId, newCharater)
Sets the AI character of the entity. 
 
Syntax: AI.SetCollisionAvoidanceRadiusIncrement(entityId, radius) 
 
Syntax: AI.SetContinuousMotion( entityID, continuousMotion ) 
 
Syntax: AI.SetCoverCompromised(entityId)
 
 
Syntax: AI.SetEntitySpeedRange( userEntityId, urgency, defaultSpeed, minSpeed, maxSpeed, stance = all)
This function allows the user to override the entity's speed range for the given urgency 
 
Syntax: AI.SetExtraPriority( enemyEntityId, increment )
Set a extra priority value to the entity which is given by enemyEntityId 
 
Syntax: AI.SetFactionOf( entityID, factionName )
Make the specified entity a member of the named faction. 
 
Syntax: AI.SetFactionThreatMultiplier(nSpecies, multiplier)
set the threat multiplier factor for the given species (if 0, species is not hostile to any other) 
 
Syntax: AI.SetFireMode(entityId, mode)
immediately sets firemode 
 
 
 
Syntax: AI.SetFormationAngleThreshold(entityId, fAngleThreshold )
Sets the Relative position inside the formation 
 
Syntax: AI.SetFormationLookingPoint(entityId, v3RelativePosition )
Sets the Relative looking point position inside the formation 
 
Syntax: AI.SetFormationPosition(entityId, v2RelativePosition )
Sets the Relative position inside the formation 
 
Syntax: AI.SetFormationUpdate(entityId, update)
changes the update flag of the given entity's formation (if there is) - the formation is no more updated if the flag is false 
 
Syntax: AI.SetFormationUpdateSight(entityId, range, minTime, maxTime )
sets a random angle rotation for the given entity's formation sight directions 
 
Syntax: AI.SetIgnorant( entityId, ignorant )
makes an AI ignore system signals, visual stimuli and sound stimuli 
 
Syntax: AI.SetInCover(entityId, inCover) 
 
Syntax: AI.SetLeader( entityID )
Set the given entity as Leader (associating a CLeader object to it and creating it if it doesn't exist) Only one leader can be set per group 
 
Syntax: AI.SetMemoryFireType(entityId, type)
Sets how the puppet handles firing at its memory target 
 
Syntax: AI.SetMovementContext(entityId, context)
set the given entity's movement context 
 
Syntax: AI.SetPathAttributeToFollow(entityId, flag)
Set the attribute of the path to be used in 'followpath' goal operation. 
 
Syntax: AI.SetPathToFollow(entityId, pathName)
Set the name of the path to be used in 'followpath' goal operation. 
 
Syntax: AI.SetPFBlockerRadius(entityId, blocker, radius)
 
 
Syntax: AI.SetPointListToFollow(entityId, pointlist, howmanypoints, bspline [, navtype])
Set a point list for followpath goal op 
 
Syntax: AI.SetPosturePriority(entityId, postureName, priority)
Set the given entity's posture priority 
 
Syntax: AI.SetPostures(entityId, postures)
Set the given entity's postures 
 
This is SetReactionOf, a member of class CScriptBindAI. 
 
Syntax: AI.SetRefPointAtDefensePos(entityId, point2defend, distance)
Set the entity refpoint position in an intermediate distance between the entity's att target and the given point 
 
Syntax: AI.SetRefPointDirection( vRefPointDir )
Sets the reference point's World position of an entity 
 
Syntax: AI.SetRefPointPosition(entityId, vRefPointPos)
Sets the reference point's World position of an entity 
 
Syntax: AI.SetRefPointRadius(entityId, radius)
Sets the reference point's radius. 
 
Syntax: AI.SetRefpointToAnchor(entityId, rangeMin, rangeMax, findType, findMethod)
Sets a reference point to an anchor.
 
 
 
 
Syntax: AI.SetRefpointToPunchableObject(entityId, range)
Sets the reference point to the punchable object.
 
 
Syntax: AI.SetRefShapeName(entityId, name)
Sets the reference shape name. 
 
Syntax: AI.SetSmartObjectState( entityId, stateName )
Sets only one single smart object state replacing all other states 
 
Syntax: AI.SetSoundPerceptionDescriptor(entityId, soundType, descriptorTable)
Sets data on how perception works for the entity dealing with soundType 
 
Syntax: AI.SetSpeed(entityId, urgency)
This function allows the user to override the entity's current speed (urgency) 
 
Syntax: AI.SetStance(entityId, stance)
set the given entity's stance 
 
Syntax: AI.SetTargetTrackClassThreat(entityId, classThreat)
Sets the class threat for the entity for target track usage 
 
Syntax: AI.SetTempTargetPriority( entityId, priority )
Set the selection priority of the temp target over other potential targets 
 
Syntax: AI.SetTerritoryShapeName(entityId, shapeName)
Sets the territory of the AI Actor. 
 
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. 
 
Syntax: AI.SetUseSecondaryVehicleWeapon(entityId, bUseSecondary)
Sets if the AI should use the secondary weapon when firing from a vehicle gunner seat if possible 
 
 
 
Syntax: AI.Signal(signalFilter, signalType, SignalText, senderId [, signalExtraData] )
Sends a signal to an entity or a group of entities 
 
Syntax: AI.SmartObjectEvent( actionName, userEntityId, objectEntityId [, vRefPoint] )
Executes a smart action 
 
Syntax: AI.SoundEvent(position, radius, threat, interest, entityId)
Generates a sound event in the AI system with the given parameters. 
 
Syntax: AI.StopCommunication(playID)
Stops given communication.
Stops given communication. 
 
Syntax: AI.ThrowGrenade(entityId, grenadeType, regTargetType)
throws a specified grenade at target type without interrupting fire mode 
 
This is TriggerCurrentTargetTrackPulse, a member of class CScriptBindAI. 
 
Syntax: AI.UnregisterInterestedActor(entityId)
Unregisters the entity with the interest system Any errors go to error log 
 
Syntax: AI.UnregisterInterestingEntity(entityId)
Unregisters the entity with the interest system Any errors go to error log 
 
Syntax: AI.UnregisterTargetTrack(entityId)
Unregisters the AI object with the target track manager 
 
Syntax: AI.UpdateGlobalPerceptionScale(visualScale, audioScale, [filterType], [faction]) 
 
Syntax: AI.UpdateTempTarget( entityId, vPos )
Updates the entity's temporary potential target to the given position 
 
Syntax: AI.UpTargetPriority( entityId, targetId, increment )
modifies the current entity's target priority for the given target if the given target is among the entity's target list 
 
Syntax: AI.VisualEvent(entityId, targetId)
Generates a visual event in the AI system with the given parameters. 
 
Syntax: AI.Warning( szMessage )
Used for warnings about data/script errors 
Copyright (c) 2012. All rights reserved.