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C_ScriptBindHuman Methods

The methods of the C_ScriptBindHuman class are listed here.

 
Name 
Description 
 
This is the overview for the GetHuman method overload. 
 
Name 
Description 
 
Syntax: Human.AttachEntityToHand(id, hand)
Attaches entity to human's hand
 
 
 
 
Syntax: Human.CanBeRobbed(EntityId victimEntityId)
Find out if actor can be robbed 
 
Syntax: Human.CanInteractWith()
Checks if entity is close enough to interact with another one. @deprecated use Actor.CanInteractWith
 
 
Syntax: Human.CanTalk()
Checks if this human have something to say. @deprecated use Actor.CanTalk
 
 
Syntax: Human.CanUseLadder(ladderEntity,useOnlyFromFront)
Return 0/1 depending if the ladder can be climbed on
 
 
Syntax: Human.DetachFromHand(hand)
removes item from human's hand - drops if not equip or holster otherwise
 
 
Syntax: Human.Dismount()
Mounts selected horse.
 
 
Syntax: Human.DoBonding(EntityId horseId)
Bond selected horse.
 
 
Syntax: Human.DrawFromInventory( itemId, hand, animate )
Spawn item from inventory to human hands and animate drawing it from somewhere
 
 
Syntax: Human.DrawWeapon()
Draw active weapon set
 
 
Syntax: Human.DryHerb(id, amount)
Dry herbs functionality.
 
 
Syntax: Human.Dismount()
Mounts selected horse.
 
 
Syntax: Human.Mount(EntityId horseId)
Mounts selected horse.
 
 
Syntax: Human.GetDialogRequestSourceName()
Returns name of entity which initiated dialog request with this human.
 
 
Syntax: Human.GetHorse()
Returns WUID of a horse the human is mounted on, otherwise returns invalid WUID.
 
 
Syntax: Horse.GetHorseMountPoint(EntityId horseId, Vector3 pos, Vector3 dir)
 
 
 
 
Syntax: Human.GetTorchLightArchetype()
Gets the light archetype to use for torches for this human (can vary based on script contexts, is/isnt't player)
 
 
Syntax: Human.GrabOnLadder()
Grabs actor on a ladder
 
 
Syntax: Human.HolsterToInventory( hand, animate )
Despawn inventory item and animate holstering it to somewhere
 
 
Syntax: Human.HolsterWeapon()
Holster active weapon set
 
 
Syntax: Human.InterruptDialogs()
Interrupts all ongoing dialogs.
 
 
Syntax: Human.IsInDialog()
Checks if this human is currently in dialogue/monologue.
 
 
Syntax: Human.IsMounted()
Returns if a human is mounted on a horse
 
 
Syntax: Human.IsOnLadder()
Returns 0/1 depending on if actor is already grabbed on a ladder
 
 
Syntax: Human.IsPickpocketing()
True if human is pickpocketing 
 
Syntax: Human.IsWeaponDrawn()
return true if human have any weapon set active
 
 
Syntax: Human.Mount(EntityId horseId)
Mounts selected horse.
 
 
Syntax: Human.PickUpItem( itemId, toHand )
Picks up an item
 
 
Syntax: Human.Place( itemId, entityId, fromHand)
Places an item
 
 
 
 
Syntax: Human.PrepareFood(id, type, amount)
Cooking functionality. 
 
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. 
 
Syntax: Human.RequestPickpocketing(EntityId victimEntityId, mode)
Start stealing from victim 
 
 
 
 
 
 
 
Syntax: Human.ToggleWeapon()
Toggle active weapon set
 
 
Syntax: Human.ToggleWeaponSet(set)
Toggle selected weapon set if available.
 
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