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