The methods of the CScriptBindAction class are listed here.
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Name |
Description |
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Syntax: Action.ActivateEffect( name ) Activates the specified effect. | |
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Syntax: Action.ActivateExtensionForGameObject( entityId, extension, activate ) Activates a specified extension for a game object. | |
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Syntax: Action.AddRangeSignal( entityId, fAngle, fFlexibleBoundary, sSignal ) Adds an angle for the signal. | |
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Syntax: Action.AddRangeSignal( entityId, fRadius, fFlexibleBoundary, sSignal ) Adds a range for the signal. | |
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Syntax: Action.AddTargetRangeSignal( entityId, targetId, fRadius, fFlexibleBoundary, sSignal ) | |
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Syntax: Action.BanPlayer( entityId, message ) Bans a specified player. | |
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Syntax: Action.BindGameObjectToNetwork( entityId ) Binds game object to the network. | |
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Syntax: Action.CacheItemGeometry( itemName ) Caches an item geometry. | |
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Syntax: Action.CacheItemSound( itemName ) Caches an item sound. | |
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Syntax: Action.ClearEntityTags( entityId ) Clears the tag for the specified entity. | |
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Syntax: Action.ClearStaticTag( entityId, staticId ) Clears the specified static tag for the specified entity. | |
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Syntax: Action.ConnectToServer( server ) Connects to the specified server. | |
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Syntax: Action.CreateGameObjectForEntity( entityId ) Creates a game object for the specified entity. | |
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Syntax: Action.DestroyRangeSignaling( entityId ) | |
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Syntax: Action.DisableSignalTimer( entityId, sText ) Disables the signal timer. | |
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Syntax: Action.DontSyncPhysics( entityId ) Doesn't sync physics for the specified entity. | |
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Syntax: Action.EnableRangeSignaling( entityId, bEnable ) Enable/Disable range signalling for the specified entity. | |
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Syntax: Action.EnableSignalTimer( entityId, sText ) Enables the signal timer. | |
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Syntax: Action.ForceGameObjectUpdate( entityId, force ) Forces the game object to be updated. | |
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Syntax: Action.GetClassName( classId ) Returns the matching class name if available for specified classId. | |
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This is GetMemoryUsage, a member of class CScriptBindAction. | |
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Syntax: Action.GetPlayerList() Checks the current players list. | |
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Syntax: Action.GetServer( number ) Gets the server. | |
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Syntax: Action.GetServerTime() Gets the current time on the server. | |
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Syntax: Action.GetWaterInfo( pos ) Gets information about the water at the position pos. | |
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Syntax: Action.HasAI( entityId ) Returns if the entity has an AI object associated to it, meaning it has been registered with the AI System | |
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Syntax: Action.IsChannelOnHold( channelId ) Checks if the specified channel is on hold. | |
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Syntax: Action.IsChannelSpecial() Gets if the channel is a special one. | |
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Syntax: Action.IsClient() Checks if the current script runs on a client. | |
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Syntax: Action.IsGameObjectProbablyVisible( gameObject ) Checks if an object is probably visible. | |
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Syntax: Action.IsGameStarted() Checks if the game is started. | |
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Syntax: Action.IsImmersivenessEnabled() Gets if the immersive multiplayer is enabled. | |
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Syntax: Action.IsRMIServer() Checks if the current script is running on an RMI (Remote Method Invocation) server. | |
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Syntax: Action.IsServer() Checks if the current script runs on a server. | |
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Syntax: Action.LoadXML(definitionFile, dataFile ) | |
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Syntax: Action.PauseGame( pause ) Puts the game into pause mode. | |
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Syntax: Action.Persistant2DText( text, size, color, name, timeout ) Adds a persistent 2D text. | |
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Syntax: Action.PersistantArrow( pos, radius, dir, color, name, timeout ) Adds a persistent arrow to the world. | |
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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 | |
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Syntax: Action.PersistantLine( start, end, color, name, timeout ) Adds a persistent line to the world. | |
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Syntax: Action.PersistantSphere( pos, radius, color, name, timeout ) Adds a persistent sphere to the world. | |
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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. | |
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Syntax: Action.RefreshPings() Refreshes pings for all the servers listed. | |
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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 | |
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This is Release, a member of class CScriptBindAction. | |
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Syntax: Action.ResetRangeSignaling( entityId ) | |
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Syntax: Action.ResetSignalTimer( entityId, sText ) Resets the rate for the signal timer. | |
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Syntax: Action.ResetToNormalCamera() Resets the camera to the last valid view stored. | |
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Syntax: Action.SaveXML(definitionFile, dataFile, dataTable) | |
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Syntax: Action.SendGameplayEvent( entityId, event ) Sends an event for the gameplay. | |
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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. | |
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Syntax: Action.SetNetworkParent( entityId, parentId ) Sets the network parent. | |
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Syntax: Action.SetSignalTimerRate( entityId, sText, fRateMin, fRateMax ) Sets the rate for the signal timer. | |
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Syntax: Action.SetViewCamera() Saves the previous valid view and override it with the current camera settings. |
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