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C_ScriptBindXGenAIModule Methods

The methods of the C_ScriptBindXGenAIModule class are listed here.

 
Name 
Description 
 
Undocumented internal functions used in dataMetaTable
 
 
 
 
Syntax: XGenAIModule.AddLink( fromId, toId, 'TagName');
Adds a link between the linkable objects from and to. The specified tag is used - it must exists! Returns true if the link has been added, false otherwise.
 
 
Syntax: XGenAIModule.AddRecordedIntellectForFaderProfiling(wuid);
Adds intellect of given object for replay tool recording during next fader profiling
 
 
Syntax: XGenAIModule.DespawnPerceptibleVolume(WUID pos, float rad, float height, float vis, float conspic, string label, string timer, bool isWorldTime);
Despawns perceptible volume with given params.
 
 
Syntax: XGenAIModule.FindLinks( fromId, 'TagName');
Returns all links from given linkableObject with a given tag. Results are stored in array Returns NULL in case of failure
 
 
Syntax: XGenAIModule.GetBrainVariable(wuid, name);
Returns brain variable 'name'.
 
 
Syntax: XGenAIModule.GetCombatSimulatorHumanExperimentParams()
Returns parameters for the currently running human experiment with combat simulator.
 
 
 
 
 
 
Syntax: XGenAIModule.GetMyWUID(self)
Retrieves the wuid of the entity based on its entity id, use with the self table only
 
 
Syntax: XGenAIModule.GetOwner( myLinkableObjectWuid );
Finds out ownership of given linkable object. Returns wuid of the owner NPC or invalid wuid if there is no owner.
 
 
Syntax: XGenAIModule.GetWuidDebugString(entity.this.id)
Returns debug description of the wuid.
 
 
Syntax: XGenAIModule.ClothingLink(wuid);
Returns true if the stash has any scheduler clothing link Retunrs NULL in case of failure
 
 
Syntax: XGenAIModule.IgnorePerception(WUID perceptorId, WUID perceptibleId, string timeout, bool isWorldTime, bool uninterruptible);
Make perceptor ignore a perceptible.
 
 
 
 
 
 
Syntax: XGenAIModule.IsPointInAreaWithLabel(Vec3 pos, string label);
 
 
Syntax: XGenAIModule.IsPointInAreaWithLabel(WUID pos, string label);
 
 
 
 
 
 
 
 
 
 
Syntax: XGenAIModule.LootEnd(lootedWuid);
Marks player as not looting
 
 
 
 
Syntax: XGenAIModule.MakeTableFromType(typeName);
Creates a new table, which contains a Lua representation of an instance of type `typeName`. Meant to be used in conjuntion with the XGenAIModule.SendMessageToEntityData(...) function.
 
 
needed by editor
 
 
needed by editor
 
 
 
 
 
 
Syntax: XGenAIModule.PlaceToSlotFromInventory( itemWuid, slotWuid )
Places given item to given slot. Guaranteed to work ONLY if the item is in inventory, and NOT in world
 
 
Syntax: XGenAIModule.ProduceSound(sound_enum, pos, multiplier);
Produces 0-1 multiplied sound at given position
 
 
Syntax: XGenAIModule.ProduceSoundWUID(sound_enum, wuid, multiplier);
Produces 0-1 multiplied sound at given wuid
 
 
Syntax: XGenAIModule.SaveCombatSimulatorHumanExperimentResult(playerHealth,opponentHealth)
Saves the result of a human experiment.
 
 
 
 
 
 
 
 
Syntax: XGenAIModule.SetBrainVariable(wuid, name, data);
Sets 'data' in the brain variable 'name'.
 
 
 
 
Syntax: XGenAIModule.SetPlayerDogMode(set)
Set given mode to the players companion.
 
 
Syntax: XGenAIModule.SpawnEntity{ Name="...", ... } or XGenAIModule.SpawnEntity(params), where params is table with Properties, named after individual arguments 
 
Syntax: XGenAIModule.SpawnPerceptibleVolume(Vec3 pos, float rad, float height, float vis, float conspic, string label, string timer, bool isWorldTime);
Spawns perceptible volume with given params. If timer is empty string, infinite is used.
 
 
Syntax: XGenAIModule.SpawnPerceptibleVolume(WUID pos, float rad, float height, float vis, float conspic, string label, string timer, bool isWorldTime);
Spawns perceptible volume with given params. If timer is empty string, infinite is used.
 
 
Syntax: XGenAIModule.TryEndCombat(entity.this.id)
Tries to end combat mode. Returns true if the NPCs are already not in the combat mode.
 
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