The methods of the C_ScriptBindXGenAIModule class are listed here.
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Undocumented internal functions used in dataMetaTable | |
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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. | |
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Syntax: XGenAIModule.AddRecordedIntellectForFaderProfiling(wuid); Adds intellect of given object for replay tool recording during next fader profiling | |
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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. | |
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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 | |
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Syntax: XGenAIModule.GetBrainVariable(wuid, name); Returns brain variable 'name'. | |
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Syntax: XGenAIModule.GetCombatSimulatorHumanExperimentParams() Returns parameters for the currently running human experiment with combat simulator. | |
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Syntax: XGenAIModule.GetMyWUID(self) Retrieves the wuid of the entity based on its entity id, use with the self table only | |
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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. | |
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Syntax: XGenAIModule.GetWuidDebugString(entity.this.id) Returns debug description of the wuid. | |
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Syntax: XGenAIModule.ClothingLink(wuid); Returns true if the stash has any scheduler clothing link Retunrs NULL in case of failure | |
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Syntax: XGenAIModule.IgnorePerception(WUID perceptorId, WUID perceptibleId, string timeout, bool isWorldTime, bool uninterruptible); Make perceptor ignore a perceptible. | |
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Syntax: XGenAIModule.IsPointInAreaWithLabel(Vec3 pos, string label); | |
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Syntax: XGenAIModule.IsPointInAreaWithLabel(WUID pos, string label); | |
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Syntax: XGenAIModule.LootEnd(lootedWuid); Marks player as not looting | |
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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. | |
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needed by editor | |
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needed by editor | |
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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 | |
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Syntax: XGenAIModule.ProduceSound(sound_enum, pos, multiplier); Produces 0-1 multiplied sound at given position | |
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Syntax: XGenAIModule.ProduceSoundWUID(sound_enum, wuid, multiplier); Produces 0-1 multiplied sound at given wuid | |
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Syntax: XGenAIModule.SaveCombatSimulatorHumanExperimentResult(playerHealth,opponentHealth) Saves the result of a human experiment. | |
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Syntax: XGenAIModule.SetBrainVariable(wuid, name, data); Sets 'data' in the brain variable 'name'. | |
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Syntax: XGenAIModule.SetPlayerDogMode(set) Set given mode to the players companion. | |
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Syntax: XGenAIModule.SpawnEntity{ Name="...", ... } or XGenAIModule.SpawnEntity(params), where params is table with Properties, named after individual arguments | |
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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. | |
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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. | |
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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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Copyright (c) 2012. All rights reserved.
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