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C_ScriptBind_Actor Methods

The methods of the C_ScriptBind_Actor class are listed here.

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