The methods of the C_ScriptBind_Human class are listed here.
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Description |
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Name |
Description |
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Syntax: Human.AttachEntityToHand(id, hand) Attaches entity to human's hand | |
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Syntax: Human.CanTalk() Checks if this human have something to say. | |
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Syntax: Human.CycleWeapon() Cycle between primary and secondary weapon set | |
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Syntax: Human.DetachFromHand(hand) removes item from human's hand - drops if not equip or holster otherwise | |
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Syntax: Human.Dismount() Mounts selected horse. | |
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Syntax: Human.DoStepOnGrindstone() Perform single step on grindstone, use SetWheelSpeed() for constant speed and automatic pedalling. | |
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Syntax: Human.DrawItemFromInventory( itemId, hand, animate ) Spawn item from inventory to human hands and animate drawing it from somewhere | |
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Syntax: Human.DrawWeapon() Draw active weapon set | |
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Syntax: Human.Dismount() Mounts selected horse. | |
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Syntax: Human.Mount(EntityId horseId) Mounts selected horse. | |
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Syntax: Human.GetDialogRequestSourceName() Returns name of entity which initiated dialog request with this human. | |
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Syntax: Horse.GetHorseMountPoint(EntityId horseId, Vector3 pos, Vector3 dir) | |
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Syntax: Human.GetTotalQuality() Get current health of the weapon. Range <0,1>. 1 is best. | |
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Syntax: Human.GetWheelSpeed() Returns current wheel speed of the grindstone on which is sharpening performed. Range <0,1>. | |
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Syntax: Actor.GrabOnLadder() Grabs actor on a ladder | |
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Syntax: Human.HolsterToInventory( hand, animate ) Despawn inventory item and animate holstering it to somewhere | |
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Syntax: Human.HolsterWeapon() Holster active weapon set | |
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Syntax: Human.InterruptDialog() Interrupts an ongoing dialog. | |
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Syntax: Actor.IsOnLadder() Returns 0/1 depending on if actor is already grabbed on a ladder | |
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Syntax: Human.IsSharpeningActive) Returns sharpening state. True after StartSharpening and false after StopSharpening. | |
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Syntax: Human.IsWeaponDrawn() return true if human have any weapon set active | |
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Syntax: Human.Mount(EntityId horseId) Mounts selected horse. | |
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Syntax: Human.MoveToWorstZone() Moves to worst sharpened zone or stay on same position, if weapon is sharpened evenly. | |
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Syntax: Human.PickUpItem( itemId, toHand ) Picks up an item | |
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Syntax: Human.Place( itemId, entityId, fromHand) Places an item | |
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Syntax: Human.ReadyForDialog(false) Notifies dialog manager that this human is ready for dialog. This is a response to signal dialog request start which handled by AI. | |
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Syntax: Human.RequestDialog(entity) Requests dialog with this human. 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. | |
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Syntax: Human.SetGrindstone(EntityId entityId) Sets which grindstone will be used for sharpening. | |
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Syntax: Human.SetOptimalRotation() Sets optimal rotation on which weapon is sharpened correctly. | |
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Syntax: Human.SetSharpeningPosition(float value) Weapon will slowly move to desired position. | |
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Syntax: Human.SetSharpeningPressure(float value) Set sharpening pressure, more pressure requires more energy but increases sharpening efficiency. | |
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Syntax: Human.SetSharpeningRotation(float value) Weapon will slowly move to desired rotation, use SetOptimalRotation() to sharpen weapon correctly | |
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Syntax: Human.SetWheelSpeed(float value) Sets speed of grindstone wheel on which is sharpening performed. | |
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Syntax: Human.StartSharpening(EntityId grindstoneId) Starts sharpening weapon in primary slot on selected grindstone. | |
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Syntax: Human.StartSharpeningWeapon(EntityId grindstoneId, int itemId) Starts sharpening weapon in selected inventory item on selected grindstone. | |
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Syntax: Human.StopSharpening() Stops sharpening, reseting state of the grindstone and setting new health to the weapon according to the results of sharpening. | |
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Syntax: Human.ToggleWeapon() Toggle active weapon set |
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Copyright (c) 2012. All rights reserved.
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