The methods of the C_ScriptBind_Actor class are listed here.
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Syntax: actor.AddFrost( float frost ) Adds the specified frost amount. | |
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Syntax: Actor.AttachVulnerabilityEffect( int characterSlot, int partid, Vec3 hitPos, float radius, const char* effect, const char* attachmentIdentifier) Attaches vulnerability effect. | |
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Syntax: Actor.CameraShake( float amount,float duration,float frequency,Vec3 pos ) Applies a shake movement to the camera. | |
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Syntax: Actor.CanEnemyFight(ScriptHandle enemy) Returns true if enemy can fight - is alive and is known for combat system | |
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Syntax: Actor.ChangeAnimGraph( const char *graph, int layer ) Changes the animation graph. | |
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Syntax: Actor.CheckInventoryRestrictions( const char *itemClassName ) Checks if there is any restriction in the inventory for the specific item class. | |
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Syntax: Actor.CheckVirtualInventoryRestrictions( SmartScriptTable inventory, const char *itemClassName ) Checks if there is any restriction in the virtual inventory for the specific item class. | |
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Syntax: Actor.ClearEnemy() Tells to actor there is no enemy | |
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Syntax: Actor.CreateCodeEvent( SmartScriptTable params ) Creates a code event. | |
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Syntax: Actor.CreateIKLimb( int slot, const char *limbName, const char *rootBone, const char *midBone, const char *endBone, int flags ) Creates an IK (Inverse Kinematics) limb. | |
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Syntax: Actor.DumpActorInfo() Dumps actor info in the log file. | |
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Syntax: Actor.EnableAspect( const char *aspect, bool enable ) Enables/Disables the specified aspect. | |
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Clothing ============================================= Syntax: Actor.EquipClothingPreset( "46ea38bb-0be7-ca10-a8ac-d526056c04b3" ) Clothing preset is equipped to actor. Dirt level of actor is used for new items. Health of equipment slots is ignored. | |
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Syntax: Actor.EquipInventoryItem( ScriptHandle itemId ) Equips item from inventory | |
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Syntax: Actor.Fall( Vec3 hitPos ) Makes the actor falling down. | |
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Syntax: Actor.GetAngles() Gets the rotation angle of the actor. | |
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Syntax: Actor.GetArmor() Gets the amount of armor. | |
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Syntax: Actor.GetChannel() Gets network channel. | |
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Syntax: Actor.GetCloseColliderParts( int characterSlot, Vec3 hitPos, float radius ) Gets the closer collider parts. | |
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Syntax: Actor.GetClosestAttachment( int characterSlot, Vec3 testPos, float maxDistance, const char* suffix ) Gets the closest attachment to the specified position within the specified distance. | |
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Syntax: Actor.GetCombatDistance() Gets configuration of combatants 0 - undefined 1 - too close 2 - optimal distance 3 - too far | |
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Syntax: Actor.GetCombatDistance() Gets optimal distance from opponent (depends on weapon) | |
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Syntax: Actor.GetCurrentAnimationState() Gets the state for the current animation. | |
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Syntax: Actor.GetExtensionParams( const char *extension, SmartScriptTable params ) Gets the parameters for the specified extension. | |
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Syntax: actor.GetFrozenAmount() Gets the frozen amount. | |
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Combat Actor iface ============================================= Syntax: Actor.GetGardDistance() Gets the distance from opponent in (gard to gard metric) | |
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Syntax: Actor.GetHeadDir() Gets the the actor's head direction. has to be changed! (maybe bone position) | |
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Syntax: Actor.GetHeadPos() Gets the actor's head position. has to be changed! (maybe bone position) | |
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Syntax: Actor.GetHealth() Gets the amount of health. NOTE: call soul.GetHealth() | |
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Syntax: Actor.GetInitialClothingPreset() Returns string - GUID of initial clothing preset | |
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Syntax: Actor.GetLinkedEntity() Returns entity which is this actor linked to. | |
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Syntax: Actor.GetMaxArmor() Gets the maximum amount of armor. | |
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Syntax: Actor.GetMaxHealth() Gets the maximum amount of health. | |
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Syntax: Actor.GetPhysicalizationProfile() Gets the physicalization profile. | |
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Syntax: Actor.GetSpectatorMode() Gets the current spectator mode. | |
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Syntax: Actor.GoLimp() Makes the Actor having a limp. OBSOLETE: in 3.5 | |
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Syntax: Actor.IsFlying() Checks if the actor is flying. | |
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Syntax: Actor.IsGhostPit() Checks if the actor in the vehicle is hidden. | |
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Syntax: Actor.IsLocalClient() Checks if the script is runnin on a local client. | |
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Syntax: Actor.IsPlayer() Checks if the actor is the player. | |
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Syntax: Actor.LinkToEntity() Links the Actor to an entity. | |
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Syntax: Actor.PostPhysicalize() Forces the physical proxy to be rebuilt. | |
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Syntax: Actor.QueueAnimationState( const char *animationState ) Pushes an animation state into the queue. | |
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Syntax: Actor.RagDollize() Activates the ragdoll death animations for the Actor. | |
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Syntax: Actor.RenderScore( ScriptHandle player, int kills, int deaths, int ping ) Renders the score to the HUD. | |
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Syntax: Actor.ResetScores() Resets scores. | |
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Syntax: Actor.ResetVulnerabilityEffects( int characterSlot ) Resets the vulnerability effects. | |
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Syntax: actor.Revive() Revives the Actor. | |
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Syntax: Actor.SetAngles( Ang3 vAngles ) Sets the rotation angle for the actor. TOFIX:rendundant with CScriptBind_Entity::SetAngles | |
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Syntax: Actor.SetAnimationInput( const char * inputID, const char * value ) Sets the animation input. | |
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Syntax: Actor.SetClothingDirtLevel(0) Sets dirt level on all equipped items | |
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Syntax: Actor.SetEnemy(ScriptHandle enemy) Tells to actor who is enemy | |
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Syntax: Actor.SetExtensionActivation( const char *extension, bool activation ) | |
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Syntax: Actor.SetExtensionParams( const char *extension, SmartScriptTable params ) Sets some parameters to the specified extension. | |
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Syntax: Actor.SetHealth( float health ) OBSOLETE: use soul.SetHealth(). | |
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Syntax: Actor.SetLookIK(true) Enable/disable look IK for this actor | |
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Syntax: Actor.SetMaxHealth( float health ) Sets the maximum of health. | |
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Syntax: Actor.SetMovementControlledByAnimation(true); Enables or disables animation controlled movement for an actor. | |
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Syntax: Actor.SetMovementRestriction(true, true) Sets movement restriction. First param is bAllowSprint and second param is bAllowRun. | |
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Syntax: Actor.SetPhysicalizationProfile( const char *profile ) Sets the physicalization profile. | |
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Syntax: Actor.SetSearchBeam( Vec3 dir ) Sets the search beam. | |
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Syntax: Actor.SetSpectatorMode( int mode, ScriptHandle targetId ) Sets the specified spectator mode. | |
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Syntax: Actor.SetSpeedMultiplier(float) Value multiplies absolute speed in all stances. | |
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Syntax: Actor.SetStats() Sets somes tats for the actor. set some status of the actor | |
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Syntax: Actor.SetVariationInput( const char *name, const char* value ) Sets variation input value. | |
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Syntax: Actor.SetViewLimits( IFunctionHandler *pH,Vec3 dir,float rangeH,float rangeV ) Sets the limit of the view. | |
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Syntax: Actor.SetViewShake( Ang3 shakeAngle, Vec3 shakeShift, float duration, float frequency, float randomness ) Sets the shake movement for the view. | |
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Syntax: Actor.SimulateOnAction( IFunctionHandler *pH,const char *action,int mode,float value ) | |
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Syntax: Actor.StandUp() Makes the Actor standing up. | |
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Syntax: Actor.StopTimeWarp() Stops time warp effect | |
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Syntax: Actor.TrackViewControlled( int characterSlot ) Checks if the track view is controlled. | |
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Syntax: Actor.UnequipInventoryItem( ScriptHandle itemId ) Unequips item from inventory | |
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Syntax: Actor.VectorToLocal() Converts a vector to the local coordinates system. | |
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Time effects ============================================= Syntax: Actor.WarpTime(float wantedSpeed, float duration) Slowdown/speedup actor animation for given time period |
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Copyright (c) 2012. All rights reserved.
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