Public Member Functions | |
uint & | AIFlags () |
EnumAIFlags. | |
void | SetupAISpawnFlags () |
call after setting your actors spawnflags for them to take effect on the kAI | |
int & | AttackChance () |
0-100 | |
float & | AttackRange () |
squared | |
float & | MeleeRange () |
squared | |
float & | LeashRadius () |
squared | |
float & | SightRange () |
squared | |
float & | LoudRange () |
squared | |
float & | QuietRange () |
squared | |
float & | FlyHeight () |
squared | |
float & | SightFOV () |
in rads | |
int & | Agitation () |
0-300. 0-99=IDLE, 100-199=AGITATED, 200-300=CHASE | |
float & | AnimScalar () |
default = 1.0f | |
float & | BlendScalar () |
default = 10.0f | |
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const bool | IsStale () const |
Actor is marked as removed and is waiting to be freed from memory when it next checks if there are no more references to this actor. | |
kAngle & | Yaw () |
kAngle & | Pitch () |
kAngle & | Roll () |
kVec3 & | Origin () |
Position in world space. | |
kVec3 & | Scale () |
kVec3 & | PrevOrigin () |
void | SetTarget (kActor@ actor) |
kActor | GetTarget () |
void | SetSector (const uint sectorIndex) |
void | Remove () |
Removes the actor and sets stale to true. Actor will only internally be removed when there are no references to this actor. | |
kVec3 & | Velocity () |
kVec3 & | Movement () |
kQuat & | Rotation () |
int16 & | Health () |
int & | Type () |
The actors Type ID. | |
int & | ImpactType () |
EnumImpactType. | |
int & | ImpactTypeDmg () |
EnumImpactType. Overrides the damage def used. if is -1 (default) then does not override ImpactType() | |
bool & | IgnoreSectorHeightChange (void) |
if true will not change position(or velocity and movement) when sector height changes. | |
int & | ModelVariation () |
int & | SpeciesMask () |
uint & | Flags () |
EnumActorFlags. | |
const uint | SpawnFlags1 () const |
EnumActorSpawnFlags1. | |
const uint | SpawnFlags2 () const |
EnumActorSpawnFlags2. | |
const uint | SpawnFlags3 () const |
EnumActorSpawnFlags3. | |
const int | TID () const |
float & | Radius () |
float & | Height () |
float & | StepHeight () |
AKA Dead Height. Used for moving up steps, figuring out if in waterheight, and the height of the actor when they are dead so you can still shoot them. | |
float & | WallRadius () |
float & | Gravity () |
float & | Friction () |
float & | AnimSpeed () |
float & | BounceDamp () |
float & | FloorHeight () |
float & | CeilingHeight () |
const int | SectorIndex () |
const int | AreaID () const |
bool | InstanceOf (const kStr &in className) const |
example: InstanceOf("kexPuppet") | |
void | PlaySound (const kStr &in soundPath) |
void | PlaySoundWithLookupID (const int soundID) |
void | StopSound () |
void | StopLoopingSounds () |
const int | GameTicks () const |
kAnimState & | AnimState () |
kRenderModel | RenderModel () |
const bool | InWater () const |
bool | CheckPosition (const kVec3 &in origin) |
checks if the actor can move to this location | |
bool | CheckPosition (const float angle, const float distance) |
calls CheckPosition(kVec3 origin) with origin being: Actor.Origin() + (angle*distance*Actor.Radius()) | |
float | GetTurnYaw (const kVec3 &in lookAtLocation) const |
float | GetAvoidanceAngle (const kVec3 &in lookAtLocation, const float distance) |
const float | GetWaterHeight () const |
const bool | CanSee (kActor@ actor, const uint excludeClipFlags=0) |
excludeClipFlags to ignore/disable (EnumClipFlags) | |
uint & | ClipFlags () |
EnumClipFlags. | |
kDictMem | Definition () |
get actors def data | |
bool | OnGround () const |
int | GetWaterLevel () const |
EnumWaterLevel. | |
kActor | CastToActor () |
Casts to a kActor. Only used for kPuppet Actor(). | |
kAI | CastToAI () |
Casts to kAI. returns null if isn't a kAI. | |
void | SpawnProjectile (const kStr &in fxPath, const kVec3 &in pos, const kVec3 &in targetLocation, const float maxAngle) |
void | MeleeObject (const kStr &in damageType, const kVec3 &in offset, const float radius) |
void | SpawnFx (const kStr &in fxPath, const kVec3 &in pos) |
void | SpawnFx (const kStr &in fxPath, const kVec3 &in pos, const kQuat &in rot) |
kVec3 | GetTransformedVector (const kVec3 &in vector) |
float | DistanceToPoint (const kVec3 &in point) const |
calls DistanceToPoint(x,y,z) | |
float | DistanceToPoint (const float x, const float y, const float z) const |
actors point is in the center | |
void | InflictGenericDamage (kActor@ inflictor, const int damage) |
void | InflictGenericDamage (kActor@ inflictor, const kexStr &damageDef, const int damage) |
Can pass in a damage def. The damageDef keys used are mainly for custom scripting purposes only. Only the following keys are used internally when calling this function: bImpact, impactDamp, impactFalloff, bKnockback, knockBackForce. | |
void | InflictDamage (kActor@ inflictor, const kStr &in damageDef) |
void | InteractActorsAtPosition (const kVec3 &in pos, const kStr &in callbackFunc, const float arg1=0, const float arg2=0, const float arg3=0, const float arg4=0) |
Calls a script function on all actors that are in the AreaNodes contained inside a bounds. The bounds is calculated as: pos + this actors bounds(model bounds) + this actors radius. | |
kScriptObject | ScriptObject () |
void | MoveToPosition (const float x, const float y) |
Moves the world object to a desired position at xy coordinates. Movement will use hitscan collision for quick collision tests. | |
bool | RandomDecision (const int randomBit) const |
randomBit should be >= 2. if a random value has the bit set and actors GameTicks also has the bit set then returns true. | |
void | SetPosition (const kVec3 &in pos, const bool clearInterpolation=true) |
best way to set an actors position, will also set the sector and optionally clear interpolation | |
const int16 | SpawnParams (const int paramID) const |
Get a map actors param value. | |
const float | GetCeilingHeight () const |
calculates the ceiling height from the actors sector and origin. Returns 0 if not in a sector. | |
const float | GetFloorHeight () const |
calculates the floor height from the actors sector and origin. Returns 0 if not in a sector. | |
void | RunFxEvent (const kStr &in fxEventName) |
Runs an ActorFX event. Example: RunFxEvent("Enemy_Freeze");. | |
bool | FxEventActive () |
Returns true if FxEvent is running. | |
const int | GetSectorIndexAtLocation (const kVec3 &in pos, uint excludeClipFlags=0) |
excludeClipFlags to ignore/disable (EnumClipFlags) | |
void | MarkPersistentBit (const bool clear) |
const bool | IsPersistentMarked () |
void | SetHeadTrackTarget (kActor@ actor) |
void | ClearInterpolation () |
void | AutomapToggle (const bool show) |
Use with Game.AutomapCustom(true);. | |
void | SetAutomapColor (const int r, const int g, const int b) |
void | SetSpawnParams (const int param, const int16 value) |
Sets the actors param value. all params are int16. | |
void | SetSpawnFlags1 (const uint flags) |
EnumActorSpawnFlags1. | |
void | SetSpawnFlags2 (const uint flags) |
EnumActorSpawnFlags2. | |
void | SetSpawnFlags3 (const uint flags) |
EnumActorSpawnFlags3. | |
void | SetupSpawnParams () |
call after setting your actors spawnflags for them to take effect on the kActor | |
void | SetCustomDeadHeight (const bool bUse, const float height) |
Height of actor when they are dead. Only for non map actors. (actors spawned with ActorFactory) | |
const float | GetCustomDeadHeight () |
const bool | GetUsingCustomDeadHeight () |
const bool | OverridingKeyTouchTID () |
used only for key pickups | |
const int16 | GetOverrideKeyTouchTID () |
used only for key pickups | |
void | OverrideKeyTouchTID (const bool bOverride, const int16 tid) |
used only for key pickups to tell what key it is in the hub | |
bool & | SkipKeyTouchCinema () |
used only for key pickups | |
void | SetModel (kStr &in modelFile, kStr &in animFile) |
a way to set the model/anim for actors that had no model set previously | |
bool & | TriggerInvincibility () |
Can't damage if true. Gets set to true if enemy has trigger anim and false when activated. | |
bool & | DrawDelay () |
Don't draw until has ticked once. | |
void | GetBoundsMinMax (kVec3 &out min, kVec3 &out max) const |
actor must not be sleeping and have a model set and not be a pickup. otherwise will return default min/max values of (-128, -128, -128) (128, 128, 128) | |
const int | MapActorIndex () const |
Returns -1 if not a map actor. | |
int & | DifficultyMode () |
The difficulty this actor is currently set to. | |
void | OverrideOnDamageValue (const int damage, const bool bOverride=true) |
call in OnPreDamage | |
bool & | NoKnockBack () |
Will not receive knock back movement from things like the alien weapon for example. | |
const float | BaseHeight () const |
height of actor when spawned or when kAI regenerated | |
void | RunAction (const int funcID, const float w=0.0f, const float x=0.0f, const float y=0.0f, const float z=0.0f) |
run a function on the actor defined in defs/animActions.txt | |
float & | AirFriction () |
default = 1.0f | |
float & | WaterFriction () |
default = 0.5f (same as Friction) | |
float & | Mass () |
default = GAME_SCALE * 1.0f | |
const float | GetSkyHeight () const |
bool & | ChildOfTarget (void) |
if this actors Target is an actor that belongs to the owner of the Fx, explosion or melee attack then won't collide/get damaged. | |
kVec3 | DamageOrigin (void) const |
The Origin point of the attacker (Fx, Actor, or null (returns this actors origin in that case)) who damaged this actor last. Gets set before OnPreDamage. | |
kVec3 | DamageVelocity (void) const |
The Velocity of the attacker (Fx, Actor, or null (returns this actors velocity in that case)) who damaged this actor last. Gets set before OnPreDamage. | |
const bool | CanSee (kPuppet@ puppet, const uint excludeClipFlags=0) |
excludeClipFlags to ignore/disable (EnumClipFlags). Note: This function that takes in the kPuppet arg is only available for kActor, not for kPuppet or kAI or kWeapon. | |
const kVec3 & | PrevLerpOrigin (void) const |
const kQuat & | PrevLerpRotation (void) const |
const kAngle & | PrevLerpPitch (void) const |
const kAngle & | PrevLerpRoll (void) const |
const kAngle & | PrevLerpYaw (void) const |
bool | HasCustomRef (void) const |
void | AddCustomRef (void) |
Keeps the actor from getting freed from memory. | |
void | ClearCustomRef (void) |
Allows the actor to get freed from memory if it has no references. This will be called automatically when level is unloaded. | |
void | SetupHeadTrack (const kStr &in headTrackDef) |
Sets a headtrack. | |
float & | SoundPitchModify () |
Override the final pitch of sounds owned by this actor. A value of 1000 raises the pitch by the amount tiny cheat does. A value of -1000 lowers the pitch by the amount the big head cheat does. Set to 0 to stop overriding. if less than 1 will override with no pitch change so tiny and big head mode don't affect it. | |
void | RotateAroundOrigin (const kAngle &in angle, const kVec3 &in platformOrigin, const bool setPos=true) |
The angle amount to rotate this actors position. if setPos is true will use SetPosition to position the actor else will use MoveToPosition. | |
void | LinkArea () |
Links the actor to an area node so that internally the actor can be found in quick searches (similar to a kd tree) for explosive damage radius checks, when InteractActorsAtPosition is called, kAI GetAttention checks, and collision checks against actors. Should only call whenever you set the actors Origin() directly. Calling MoveToPosition or SetPosition or when the actors movement is updated by velocity changes or by gravity then LinkArea will be called internally. | |
Definition at line 1246 of file t1_scriptAPI.cpp.
int & kAI::Agitation | ( | ) |
0-300. 0-99=IDLE, 100-199=AGITATED, 200-300=CHASE
uint & kAI::AIFlags | ( | ) |
EnumAIFlags.
float & kAI::AnimScalar | ( | ) |
default = 1.0f
int & kAI::AttackChance | ( | ) |
0-100
float & kAI::AttackRange | ( | ) |
squared
float & kAI::BlendScalar | ( | ) |
default = 10.0f
float & kAI::FlyHeight | ( | ) |
squared
float & kAI::LeashRadius | ( | ) |
squared
float & kAI::LoudRange | ( | ) |
squared
float & kAI::MeleeRange | ( | ) |
squared
float & kAI::QuietRange | ( | ) |
squared
void kAI::SetupAISpawnFlags | ( | ) |
call after setting your actors spawnflags for them to take effect on the kAI
float & kAI::SightFOV | ( | ) |
in rads
float & kAI::SightRange | ( | ) |
squared