Warhorse ScripBind documentation
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CScriptBindEntity Methods

The methods of the CScriptBindEntity class are listed here.

 
Name 
Description 
 
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. 
 
Syntax: Entity.ActivateOutput()
 
 
Syntax: Entity.ActivatePlayerPhysics( bEnable )
 
 
Syntax: Entity.AddConstraint() 
 
Syntax: Entity.AddImpulse()
 
 
Syntax: Entity.AttachChild( childEntityId, flags )
 
 
Syntax: Entity.AttachSurfaceEffect( nSlot, effect, countPerUnit, form, typ, countScale, sizeScale )
 
 
Syntax: Entity.AwakeCharacterPhysics( nSlot, sRootBoneName, nAwake )
 
 
Syntax: Entity.AwakeEnvironment() 
 
Syntax: Entity.AwakePhysics( nAwake )
 
 
Syntax: Entity.BreakToPieces()
Breaks static geometry in slot 0 into sub objects and spawn them as particles or entities.
 
 
Syntax: Ang3 Entity.CalcWorldAnglesFromRelativeDir( dir )
 
 
Syntax: Entity.CancelSubpipe() 
 
syntax: Entity.ChangeAttachmentMaterial(attachmentName, materialName)
 
 
Syntax: Entity.CharacterUpdateAlways( characterSlot, updateAlways )
 
 
Syntax: Entity.CharacterUpdateOnRender( characterSlot, bUpdateOnRender )
 
 
Syntax: Entity.CheckCollisions()
 
 
Syntax: Entity.UpdateShaderParamCallback()
Check all the currently set shader param callbacks on the renderproxy with the current state of the entity 
 
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. 
 
Syntax: Entity.CopySlotTM( destSlot, srcSlot, includeTranslation )
Copies the TM (Transformation Matrix) of the slot. 
 
Syntax: Entity.CountLinks() 
 
syntax: Entity.CreateBoneAttachment( characterSlot, boneName, attachmentName )
 
 
Syntax: Entity.CreateCameraProxy()
Create a proxy camera object for the entity, allows entity to serve as camera source for material assigned on the entity.
 
 
Syntax: Entity.CreateLink( const char *name, entityID ) - param 'entityID' is optional 
 
Syntax: Entity.CreateRenderProxy()
Create a proxy render object for the entity, allows entity to be rendered without loading any assets in immediately. 
 
syntax: Entity.CreateSkinAttachment( characterSlot, attachmentName ) 
 
syntax: Entity.Damage()
 
 
Syntax: Entity.DeleteParticleEmitter(slot)
Deletes particles emitter from 3dengine.
 
 
Syntax: Entity.DeleteThis()
Deletes this entity.
 
 
syntax: Entity.DestroyAttachment( characterSlot, attachmentName )
 
 
Syntax: Entity.DestroyPhysics()
! Destroys the physics of an entity object 
 
Syntax: Entity.DetachAll()
 
 
Syntax: Entity.DetachThis()
 
 
Syntax: Entity.DisableAnimationEvent( nSlot, sAnimation )
 
 
Syntax: Entity.DrawSlot( nSlot )
Enables/Disables drawing of object or character at specified slot of the entity. 
 
Syntax: Entity.EnableBoneAnimation( characterSlot, layer, boneName, status ) 
 
Syntax: Entity.EnableBoneAnimationAll( characterSlot, layer, status ) 
 
Syntax: Entity.EnableDecals( slot, enable ) 
 
Syntax: Entity.EnableInheritXForm()
Enables/Disable entity from inheriting transformation from the parent.
 
 
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 )
 
 
Syntax: Entity.EnablePhysics( bEnable )
 
 
Syntax: Entity.EnableProceduralFacialAnimation( enable ) 
 
Syntax: Entity.FadeGlobalDensity( nSlot, fadeTime, newGlobalDensity )
Sets the fade global density. 
 
Syntax: Entity.ForceCharacterUpdate( characterSlot, updateAlways )
 
 
Syntax: Entity.ForwardTriggerEventsTo( entityId ) 
 
Syntax: Entity.FreeAllSlots()
Delete all objects on every slot part of the entity.
 
 
Syntax: Entity.FreeSlot( nSlot )
Delete all objects from specified slot. 
 
Syntax: Entity.GetAIName()
! Get the AI name of the entity. Can be different than entity name. @return AI Name of the entity 
 
Syntax: Entity.GetAngles()
Gets the angle of the entity.
 
 
syntax: Entity.GetAnimationLength( characterSlot, animation )
 
 
 
 
syntax: Entity.GetAnimationTime( nSlot, nLayer )
 
 
Syntax: Entity.GetArchetype()
Retrieve the archetype of the entity. Return: name of entity archetype, nil if no archetype.
Return name of the archetype. 
 
syntax: Entity.GetAttachmentBone( characterSlot, attachmentName )
 
 
syntax: Entity.GetAttachmentCGF( characterSlot, attachmentName )
 
 
Syntax: Entity.GetBoneAngularVelocity( characterSlot, oneName ) 
 
Syntax: Entity.GetBoneDir()
 
 
Syntax: float Entity.GetBoneLocal( boneName, trgDir ) 
 
Syntax: Entity.GetBoneNameFromTable()
 
 
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 
 
Syntax: Entity.GetBoneVelocity( characterSlot, boneName ) 
 
Syntax: Entity.GetCenterOfMassPos()
Gets the position of the entity center of mass.
! Get the position of the entity's physical center of mass @return Three component vector containing the entity's center of mass 
 
Syntax: Entity.GetCharacter( nSlot )
Gets the character for the specified slot if there is any.
 
 
Syntax: Entity.GetChild( int nIndex )
 
 
Syntax: Entity.GetChildCount()
 
 
syntax: Entity.GetCurAnimation()
 
 
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. 
 
Syntax: float Entity.GetDistance( entityId )
Return the distance from entity specified with entityId 
 
syntax: Entity.GetEntitiesInContact()
 
 
syntax: Entity.GetEntityMaterial() 
 
syntax: Entity.GetExplosionImpulse()
 
 
syntax: Entity.GetExplosionObstruction()
 
 
Syntax: Entity.GetFlags() 
 
Syntax: Entity.GetFlagsExtended()
 
 
syntax: Entity.GetGeomCachePrecachedTime()
Gets time delta from current playback position to last ready to play frame
! Activates/deactivates geom cache drawing 
 
Syntax: Entity.GetGravity() 
 
 
 
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 
 
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 
 
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 
 
Syntax: Entity.GetLink() 
 
Syntax: Entity.GetLinkName( targetId ) 
 
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: Vec3 Entity.GetLocalAngles( vAngles )
 
 
Syntax: Entity.GetLocalBBox()
 
 
Syntax: Vec3 Entity.GetLocalPos()
! Get the position of the entity @return Three component vector containing the entity position 
 
Syntax: float Entity.GetLocalScale()
 
 
Syntax: Entity.GetLodRatio()
 
 
Syntax: Entity.GetMass()
! Get the mass of the entity @return mass of the entity; 
 
syntax: Entity.GetMaterial()
! Get the name of custom entity material. 
 
Syntax: Entity.GetMaterialFloat( nSlotId, nSubMtlId, sParamName )
Change material parameter. 
 
Syntax: Entity.GetMaterialVec3( nSlotId, nSubMtlId, sParamName ) 
 
Syntax: Entity.GetName()
! Get the name of the entity @return Name of the entity 
 
Syntax: Entity.GetParent()
 
 
Syntax: Entity.GetParentSlot( child )
 
 
Syntax: Entity.GetPhysicalStats()
Some more physics related.
get some physical infos such mass and gravity 
 
Syntax: Entity.GetPos()
Gets the position of the entity.
 
 
Syntax: Entity.GetProjectedWorldBBox()
 
 
Syntax: Entity.GetRawId()
Returns entityId in raw numeric format.
! Get the id of the entity in number form @return Entity id as number 
 
Syntax: Entity.GetScale()
Gets the scaling value for the entity.
 
 
Syntax: Entity.GetSlotAngles( nSlot )
Gets the slot angles. 
 
Syntax: Entity.GetSlotCount()
Gets the count of the slots.
 
 
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 
 
Syntax: Entity.GetSlotPos( nSlot )
Gets the slot position. 
 
Syntax: Entity.GetSlotScale( nSlot )
Gets the slot scale amount. 
 
Syntax: Entity.GetSlotWorldDir( nSlot )
Gets the World direction of the slot. 
 
Syntax: Entity.GetSlotWorldPos( nSlot )
Gets the World position of the slot. 
 
Syntax: Entity.GetSpeed()
! Get the speed of the entity @return Speed in float value 
 
syntax: Entity.GetState()
 
 
Syntax: Entity.GetSubmergedVolume( slot, planeNormal, planeOrigin ) 
 
Syntax: Entity.GetTimeSinceLastSeen()
 
 
syntax: Entity.GetTouchedPoint()
Retrieves point of collision for rigid body.
!retrieves point of collision for rigid body 
 
syntax: Entity.GetTouchedSurfaceID()
!retrieve the material id(surfaceid) of the object in contact with the entity @return the material id of the colliding entity 
 
Syntax: Entity.GetTriggerBBox()
 
 
Syntax: Entity.GetUpdateRadius()
 
 
Syntax: Entity.GetVelocity()
! Get the velocity of the entity @return Three component vector containing the velocity position 
 
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 
 
Syntax: Entity.GetViewDistRatio()
 
 
Syntax: Entity.GetVolume(slot) 
 
Syntax: Vec3 Entity.GetWorldAngles( vAngles )
 
 
Syntax: Entity.GetWorldBBox()
 
 
Syntax: Entity.GetWorldBoundsCenter()
Gets the world bbox center for the entity (defaults to entity position if no bbox present).
 
 
Syntax: Vec3 Entity.GetWorldDir()
 
 
Syntax: Vec3 Entity.GetWorldPos()
 
 
Syntax: float Entity.GetWorldScale()
 
 
syntax: Entity.GotoState( sState )
 
 
Syntax: Entity.HasFlags( flags ) 
 
Syntax: Entity.HasFlags( flags )
 
 
Hide 
Syntax: Entity.Hide()
The function has one optional parameter. If value of this parameter is nonzero, entity is hidden. Default value is 1.
 
 
syntax: Entity.HideAllAttachments( characterSlot, hide, hideShadow )
 
 
syntax: Entity.HideAttachment( characterSlot, attachmentName, hide, hideShadow )
 
 
syntax: Entity.HideAttachmentMaster( characterSlot, hide )
 
 
Syntax: Entity.IgnorePhysicsUpdatesOnSlot( nSlot )
Ignore physics when it try to update the position of a slot. 
 
Syntax: Entity.InsertSubpipe() 
 
Syntax: Entity.IntersectRay( slot, rayOrigin, rayDir, maxDistance ) 
 
Syntax: Entity.InvalidateLocalBBox( )
 
 
Syntax: Entity.InvalidateTrigger()
 
 
Syntax: Entity.IsActive( bActivate )
Retrieve active status of entity. Return: true - Entity is active. false - Entity is not active.
 
 
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 
 
Syntax: Entity.IsColliding() 
 
Syntax: float Entity.IsEntityInside(entityId) 
 
Syntax: Entity.IsEntityInsideArea( areaId, entityId ) 
 
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)
 
 
syntax: Entity.IsGeomCacheStreaming()
Returns true if geom cache is streaming
! Returns true if geom cache is streaming 
 
syntax: Entity.IsHidden() 
 
syntax: Entity.IsInState( sState )
 
 
Syntax: Entity.IsPointInsideArea( areaId, point ) 
 
Syntax: Entity.IsSlotCharacter( slot )
Checks if the slot is a character. 
 
Syntax: Entity.IsSlotGeometry( slot )
Checks if the slot is a geometry. 
 
Syntax: Entity.IsSlotLight( slot )
Checks if the slot is a light. 
 
Syntax: Entity.IsSlotParticleEmitter( slot )
Checks if the slot is a particle emitter. 
 
Syntax: Entity.IsSlotValid( nSlot )
Checks if the slot is valid. 
 
Syntax: Entity.IsUsingPipe( pipename )
Returns true if entity is running the given goalpipe or has it inserted 
 
syntax: Entity.KillTimer() 
 
Syntax: Entity.LoadCharacter( nSlot, sFilename )
Load CGF geometry into the entity slot. 
 
Syntax: Entity.LoadCloud( nSlot, sFilename )
Loads the cloud XML file into the entity slot. 
 
Syntax: Entity.LoadFogVolume( nSlot, table )
Loads the fog volume XML file into the entity slot. 
 
Syntax: Entity.LoadGeomCache( int nSlot,const char *sFilename )
Load geom cache into the entity slot. 
 
Syntax: Entity.LoadLight( nSlot, lightTable )
Load CGF geometry into the entity slot. 
 
Syntax: Entity.LoadLightShape( nSlot, sLightShapeFile)
Loads CGF geometry into the entity slot. 
 
Syntax: Entity.LoadObject( nSlot, sFilename )
Load CGF geometry into the entity slot. 
 
Syntax: Entity.LoadObjectLattice( nSlot )
Load lattice into the entity slot. 
 
Syntax: Entity.LoadObject( nSlot, sFilename, nFlags )
Load CGF geometry into the entity slot. 
 
Syntax: Entity.LoadParticleEffect( nSlot, sEffectName, fPulsePeriod, bPrime, fScale )
Loads CGF geometry into the entity slot. 
 
 
 
Syntax: Entity.LoadSubObject( nSlot, sFilename, sGeomName )
Load geometry of one CGF node into the entity slot. 
 
Syntax: Entity.LoadVolumeObject( nSlot, sFilename )
Loads volume object. 
 
Syntax: Entity.MaterialFlashInvoke()
 
 
Syntax: Entity.MultiplyWithSlotTM( slot, pos )
Multiplies with the TM (Transformation Matrix) of the slot. 
 
Syntax: Entity.NetPresent() 
 
Syntax: Entity.NoBulletForce( state ) 
 
Syntax: Entity.NoExplosionCollision() 
 
Syntax: Entity.PassParamsToPipe() 
 
Syntax: Entity.PauseSound( SoundId )
Pauses/Unpauses playing sound. 
 
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... more 
 
syntax: Entity.PhysicalizeAttachment( characterSlot, attachmentName, physicalize ) 
 
Syntax: Entity.PhysicalizeSlot( slot, physicsParams )
 
 
Syntax: Entity.PlayFacialAnimation( name, looping ) 
 
Syntax: Entity.PlaySound( SoundId )
Start playing the specified sound and attach it to the entity. Sound will move and rotate with the entity. 
 
Syntax: Entity.PlaySoundEvent( sSoundOrEventName, vOffset, vDirection, nSoundFlags, nSoundFlagsExtended, nSemantic )
First pass impl. and docu.
plays a sound or a subgroup-sound 
 
Syntax: Entity.PlaySoundEventEx( sSoundFilename, nSoundFlags, nSoundFlagsExtended, fVolume, vOffset, minRadius, maxRadius, nSemantic )
Play sound file attached to the entity. 
 
Syntax: Entity.PreLoadParticleEffect( sEffectName )
Pre-loads a particle effect. 
 
Syntax: Entity.ProcessBroadcastEvent()
 
 
Syntax: Entity.RagDollize(slot)
 
 
Syntax: Entity.ReattachSoftEntityVtx( partId ) 
 
Syntax: Entity.RedirectAnimationToLayer0( characterSlot, redirect ) 
 
Syntax: Entity.RegisterForAreaEvents(enable)
Registers the script proxy so that it receives area events. for this entity.
 
 
Syntax: Entity.RemoveAllLinks() 
 
Syntax: Entity.RemoveDecals()
 
 
Syntax: Entity.RemoveLink( const char *name, int linkIndex ) - param 'linkIndex' is optional 
 
Syntax: Entity.RenderAlways(enable)
Enables 'always render' on the render node, skipping any kind of culling
 
 
Syntax: Entity.RenderShadow() 
 
syntax: Entity.ReplaceMaterial( slot, name, replacement )
 
 
Syntax: Entity.ResetAnimation( characterSlot, layer )
! Resets the animation of a character @param pos Number of the character slot @see CScriptBindEntity::LoadCharacter @see CEntity::StartAnimation 
 
syntax: Entity.ResetAttachment( characterSlot, attachmentName )
 
 
syntax: Entity.ResetMaterial( slot )
 
 
Syntax: Entity.ResetPhysics()
 
 
Syntax: Entity.SelectPipe()
 
 
Syntax: Entity.SetAIName()
 
 
Syntax: Entity.SetAngles( vAngles )
Sets the angle of the entity.
 
 
Syntax: Entity.SetAnimateOffScreenShadow( bAnimateOffScreenShadow )
 
 
Syntax: Entity.SetAnimationBlendOut( characterSlot, layer, blendOut ) 
 
Syntax: Entity.SetAnimationEvent( nSlot, sAnimation )
 
 
syntax: Entity.SetAnimationFlip( characterSlot, flip ) 
 
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) 
 
syntax: Entity.SetAnimationSpeed( characterSlot, layer, speed )
 
 
syntax: Entity.SetAnimationTime( nSlot, nLayer, fTime )
 
 
syntax: Entity.SetAttachmentAngles( characterSlot, attachmentName, angles ) 
 
syntax: Entity.SetAttachmentCGF( characterSlot, attachmentName, filePath )
 
 
syntax: Entity.SetAttachmentDir() 
 
syntax: Entity.SetAttachmentEffect( characterSlot, attachmentName, effectName, offset, dir, scale, flags ) 
 
syntax: Entity.SetAttachmentLight( characterSlot, attachmentName, lightTable, flags )
 
 
syntax: Entity.SetAttachmentObject( characterSlot, attachmentName, entityId, slot, flags )
 
 
syntax: Entity.SetAttachmentPos( characterSlot, attachmentName, pos ) 
 
Syntax: Entity.SetCharacterPhysicParams() 
 
Syntax: Entity.SetCloudMovementProperties( nSlot, table )
Sets the cloud movement properties. 
 
Syntax: Entity.SetColliderMode( mode )
! Set the position of the entity @param vec Three component vector containing the entity position 
 
Syntax: Entity.SetDefaultIdleAnimations()
 
 
Syntax: Entity.SetDirectionVector( direction )
 
 
Syntax: Entity.SetFlags( flags, mode )
Mode: 0->or 1->and 2->xor 
 
Syntax: Entity.SetFlagsExtended( flags, mode )
Mode: 0->or 1->and 2->xor
 
 
syntax: Entity.SetGeomCacheDrawing()
Activates/deactivates geom cache drawing
! Activates/deactivates geom cache drawing 
 
syntax: Entity.SetGeomCacheParams()
Sets geometry cache parameters
! Sets the parameters of a geometry cache 
 
syntax: Entity.SetGeomCachePlaybackTime()
Sets the playback time
! Sets the playback time of a geometry cache 
 
syntax: Entity.SetGeomCacheStreaming()
Activates/deactivates geom cache streaming
! Activates/deactivates geom cache streaming 
 
Syntax: Entity.SetLightBlendParams( int nSlot, char const* tex1, char const* tex2, float blend_weight)
changes the blend textures and weight for probe blending
 
 
Syntax: Entity.SetLightColorParams( nSlot, color, specular_multiplier)
changes the color related params of an existing light
 
 
Syntax: Entity.SetLinkTarget(name, targetId) 
 
Syntax: Entity.SetLocalAngles( vAngles )
 
 
Syntax: Entity.SetLocalBBox( vMin, vMax )
 
 
Syntax: Entity.SetLocalPos( vPos )
! Set the position of the entity @param vec Three component vector containing the entity position 
 
Syntax: Entity.SetLocalScale( fScale )
 
 
Syntax: Entity.SetLodRatio()
! 0..254 (value is autmatically clamed to to this range) 
 
syntax: Entity.SetMaterial()
! Set the material of the entity @param materialName Name of material. 
 
Syntax: Entity.SetMaterialFloat( nSlotId, nSubMtlId, sParamName, fValue )
Change material parameter. 
 
Syntax: Entity.SetMaterialVec3( nSlotId, nSubMtlId, sParamName, vVec3 ) 
 
Syntax: Entity.SetName()
! Set the name of the entity @param sName String containing the new entity name 
 
Syntax: Entity.SetParentSlot( child, parent )
 
 
Syntax: Entity.SetPhysicParams() 
 
Syntax: Entity.SetPos( vPos )
Sets the position of the entity. 
 
Syntax: Entity.SetPublicParam()
 
 
Syntax: Entity.SetRegisterInSectors() 
 
Syntax: Entity.SetScale( fScale )
Sets the scaling value for the entity.
 
 
syntax: Entity.SetScriptUpdateRate( nMillis ) 
 
Syntax: Entity.SetLightCasterException( nLightSlot, nGeometrySlot )
Entity render node will be a caster exception for light loaded in nLightSlot. 
 
Syntax: Entity.GetSlotAngles( nSlot, v )
Sets the slot angles. 
 
Syntax: Entity.SetSlotHud3D( nSlot )
Setup flags for use as 3D HUD entity. 
 
Syntax: Entity.SetSlotPos( nSlot, v )
Sets the slot position. 
 
Syntax: Entity.SetSlotPosAndDir( nSlot, pos, dir )
Sets the slot position and direction. 
 
Syntax: Entity.SetSlotScale( nSlot, fScale )
Sets the slot scale amount. 
 
Syntax: Entity.SetSlotWorldTM( nSlot, pos, dir )
Sets the World TM (Transformation Matrix) of the slot. 
 
Syntax: Entity.SetSoundEffectRadius( fEffectRadius)
Sets the effect radius for a sound entity (e.g. volume ambient sound, reverb preset). 
 
Syntax: Entity.SetSoundSphereSpec( soundId, radius )
 
 
Syntax: Entity.SetStateClientside()
true=prevents error when state changes on the client and does not sync state changes to the client 
 
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. 
 
syntax: Entity.SetTimer() 
 
Syntax: Entity.SetTriggerBBox( vMin, vMax )
 
 
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.  
 
Syntax: Entity.SetUpdateRadius()
 
 
Syntax: Entity.SetVelocity(velocity)
! Set the velocity of the entity 
 
Syntax: Entity.GetVelocityEx(velocity, angularVelocity)
! Set the velocity and angular velocity of the entity 
 
Syntax: Entity.SetViewDistRatio()
! 0..254 (value is autmatically clamed to to this range) 
 
Syntax: Entity.SetViewDistUnlimited()
! do not fade out object - no matter how far away it is 
 
Syntax: Entity.SetVolumeObjectMovementProperties( nSlot, table )
Sets the properties of the volume object movement.
 
 
Syntax: Entity.SetWorldAngles( vAngles )
 
 
Syntax: Entity.SetWorldPos( vPos )
 
 
Syntax: Entity.SetWorldScale( fScale )
 
 
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 
 
Syntax: Entity.StopAllSounds()
Stop all sounds played on the entity.
 
 
Syntax: Entity.StopAnimation( characterSlot, layer ) 
 
Syntax: Entity.StopSound( SoundId )
Stop sound played on the entity. Only sound started for this entity will be stopped. 
 
Syntax: Entity.ToGlobal( slotId, point )
transform pos from local to world coordinates. uses object when slot<0 
 
Syntax: Entity.ToLocal( slotId, point )
transform pos from world to local coordinates. uses object when slot<0 
 
Syntax: Entity.TriggerEvent()
 
 
Syntax: Entity.UnSeenFrames()
 
 
Syntax: Entity.UpdateAreas() 
 
Syntax: Entity.UpdateLightClipBounds( nSlot )
Update the clip bounds of the light from the linked entities 
 
Syntax: Entity.UpdateSlotPhysics( slot )
 
 
Syntax: Entity.VectorToGlobal( slotId, dir )
transform vector from local to world coordinates. uses object when slot<0 
 
Syntax: Entity.VectorToLocal( slotId, dir )
transform vector from world to local coordinates. uses object when slot<0 
 
Name 
Description 
 
 
 
This is GetMemoryUsage, a member of class CScriptBindEntity. 
 
 
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