Protected
constructorStatic
Readonly
action_Static
Readonly
alifeStatic
Readonly
alifeStatic
Readonly
animationIntensity of actor bleeding. 0 - no bleeding.
Static
Readonly
dialog_Static
Readonly
dummyStatic
Readonly
enemyStatic
Readonly
friendStatic
Readonly
game_Object health value From 0 to 1.
Static
Readonly
info_Static
Readonly
level_Static
Readonly
movementStatic
Readonly
neutralStatic
Readonly
no_Static
Readonly
no_Static
Readonly
objectStatic
Readonly
particleStatic
Readonly
patrol_Static
Readonly
relation_Static
Readonly
relation_Static
Readonly
relation_Static
Readonly
relation_Static
Readonly
soundStatic
Readonly
watchtarget position to check
if target position is accessible by the object
target vertex ID to check
if target vertex is accessible by the object
Add action for game object entity. Depending on priority pushes it to back or front of actions list.
action to perform
whether it is high priority action
Sets provided planner as debugged
for stalker object.
As result, when console command ai_dbg_stalker on
is toggled, GOAP state of planner is displayed.
Requires mixed
build engine.
action planner to show in stalker stats when debugging is enabled
Drop item from inventory.
game object to drop
Return formula: personal_goodwill + reputation_goodwill + rank_goodwill + community_goodwill + community_to_community
target client object
goodwill level from object to target
Display in-game UI notification.
notification title
notification text
notification icon texture
delay before show notification
time to show notification before hiding it
Optional
type: numbertype of the notification (eNews = 0, eTalk = 1)
Show talk dialog message with icon.
title of the message
text of the message
icon to display in message image
path in form XML to message template
Give game task for an object, usually it is actor object.
Returns level of goodwill stored for an object. No strict formulas, just get actual value.
target client object
goodwill level to target object
Iterate over all item upgrades.
callback to call on each iteration to check installed upgrades
Iterate over game object inventory.
Runs supplied callback for each item in inventory of the object.
If callback returns true
, the cycle breaks.
callback to run for each item
target object to run callback for (actually unused by the engine)
Remove callback.
type of callback
null to reset
2 todo;
Optional
cb: ((this, item, money_direction, money) => void)Optional
object: T4 todo;
Works with script_zone objects.
Optional
cb: ((this, zone, object) => void)Optional
object: T4 todo;
Works with script_zone objects.
Optional
cb: ((this, zone, object) => void)Optional
object: T8 todo;
Optional
cb: ((this, target, killer) => void)Optional
object: T9 todo;
Optional
cb: ((this, object, action_type, point_index) => void)Optional
object: T11 todo:
Optional
cb: ((this, npc, info_id) => void)Optional
object: T13 todo;
Optional
cb: ((this, task, state) => void)Optional
object: T15 Use some object.
Optional
cb: ((this, object) => void)Optional
object: TOptional
cb: ((this, object, who) => void)Optional
object: T16 Entity got hit.
Optional
cb: ((this, object, damage, direction, who, bone_id) => void)Optional
object: T17 todo;
Optional
cb: ((this, object, source_id, sound_type, position, sound_power) => void)Optional
object: T26 todo;
Optional
cb: ((this, distance, current_position, vertex_id) => void)Optional
object: T27 todo;
Optional
cb: ((this, damage, impulse, hit_type, who_id) => void)Optional
object: T28 todo;
Optional
cb: ((this, object, item) => void)Optional
object: T29 todo;
Optional
cb: ((this, object, item) => void)Optional
object: T30 todo;
Optional
cb: ((this, skip_multi_anim_check?) => void)Optional
skip_multi_anim_check: booleanOptional
object: object34 todo;
Optional
cb: ((this, object, box, item) => void)Optional
object: TOptional
max_radius: numberOptional
is_agressive: booleanOptional
mid_radius: numberOptional
max_radius: numberOptional
is_agressive: booleanOptional
mid_radius: numberOptional
value1: numberOptional
value2: numberOptional
torso_look: booleanOptional
fire_object: booleanOptional
no_pitch: booleanOptional
cb: ((object) => void)Optional
object: objectGenerated using TypeDoc
Client object base presentation as script object. Generic in-game entities from items to mutants and stalkers wrapped with luabind export.
Source
C++ class game_object
Custom Constructor
game_object