The methods of the C_ScriptBindHuman class are listed here.
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Name |
Description |
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This is the overview for the GetHuman method overload. |
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Name |
Description |
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Syntax: Human.AttachEntityToHand(id, hand) Attaches entity to human's hand | |
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Syntax: Human.CanBeRobbed(EntityId victimEntityId) Find out if actor can be robbed | |
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Syntax: Human.CanInteractWith() Checks if entity is close enough to interact with another one. @deprecated use Actor.CanInteractWith | |
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Syntax: Human.CanTalk() Checks if this human have something to say. @deprecated use Actor.CanTalk | |
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Syntax: Human.CanUseLadder(ladderEntity,useOnlyFromFront) Return 0/1 depending if the ladder can be climbed on | |
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Syntax: Human.DetachFromHand(hand) removes item from human's hand - drops if not equip or holster otherwise | |
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Syntax: Human.Dismount() Mounts selected horse. | |
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Syntax: Human.DoBonding(EntityId horseId) Bond selected horse. | |
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Syntax: Human.DrawFromInventory( itemId, hand, animate ) Spawn item from inventory to human hands and animate drawing it from somewhere | |
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Syntax: Human.DrawWeapon() Draw active weapon set | |
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Syntax: Human.DryHerb(id, amount) Dry herbs functionality. | |
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Syntax: Human.Dismount() Mounts selected horse. | |
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Syntax: Human.Mount(EntityId horseId) Mounts selected horse. | |
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Syntax: Human.GetDialogRequestSourceName() Returns name of entity which initiated dialog request with this human. | |
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Syntax: Human.GetHorse() Returns WUID of a horse the human is mounted on, otherwise returns invalid WUID. | |
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Syntax: Horse.GetHorseMountPoint(EntityId horseId, Vector3 pos, Vector3 dir) | |
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Syntax: Human.GetTorchLightArchetype() Gets the light archetype to use for torches for this human (can vary based on script contexts, is/isnt't player) | |
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Syntax: Human.GrabOnLadder() Grabs actor on a ladder | |
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Syntax: Human.HolsterToInventory( hand, animate ) Despawn inventory item and animate holstering it to somewhere | |
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Syntax: Human.HolsterWeapon() Holster active weapon set | |
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Syntax: Human.InterruptDialogs() Interrupts all ongoing dialogs. | |
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Syntax: Human.IsInDialog() Checks if this human is currently in dialogue/monologue. | |
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Syntax: Human.IsMounted() Returns if a human is mounted on a horse | |
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Syntax: Human.IsOnLadder() Returns 0/1 depending on if actor is already grabbed on a ladder | |
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Syntax: Human.IsPickpocketing() True if human is pickpocketing | |
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Syntax: Human.IsWeaponDrawn() return true if human have any weapon set active | |
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Syntax: Human.Mount(EntityId horseId) Mounts selected horse. | |
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Syntax: Human.PickUpItem( itemId, toHand ) Picks up an item | |
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Syntax: Human.Place( itemId, entityId, fromHand) Places an item | |
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Syntax: Human.PrepareFood(id, type, amount) Cooking functionality. | |
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Syntax: Human.RequestDialog(entity, roles, bOnce) Requests dialog with this human. roles - meta roles override for source soul Dialog does not start immediately but it only notifies targeted entity that somebody wants to interact with it. If target entity does not respond in proper time the request is canceled automatically. Returns true in case request was successfully accepted by dialog manager. In some cases it can return false which means that dialog was refused. | |
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Syntax: Human.RequestPickpocketing(EntityId victimEntityId, mode) Start stealing from victim | |
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Syntax: Human.ToggleWeapon() Toggle active weapon set | |
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Syntax: Human.ToggleWeaponSet(set) Toggle selected weapon set if available. |
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Copyright (c) 2012. All rights reserved.
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