ProtectedconstructorStatic Readonlyaction_Static ReadonlyalifeStatic ReadonlyalifeStatic ReadonlyanimationIntensity of actor bleeding. 0 - no bleeding.
Static Readonlydialog_Static ReadonlydummyStatic ReadonlyenemyStatic ReadonlyfriendStatic Readonlygame_Object health value From 0 to 1.
Static Readonlyinfo_Static Readonlylevel_Static ReadonlymovementStatic ReadonlyneutralStatic Readonlyno_Static Readonlyno_Static ReadonlyobjectStatic ReadonlyparticleStatic Readonlypatrol_Static Readonlyrelation_Static Readonlyrelation_Static Readonlyrelation_Static Readonlyrelation_Static ReadonlysoundStatic ReadonlywatchAdd 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
For bloodsuckers specifically set current visibility state.
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
Optionaltype: 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
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)
Optionalvalue2: numberOptionalvalue3: numberOptionalvalue4: numberOptionalvalue5: numberOptionalvalue6: numberRemove callback.
type of callback
null to reset
0 todo;
Optionalcb: (this: void) => voidOptionalobject: T1 todo;
Optionalcb: (this: void) => voidOptionalobject: T2 todo;
Optionalcb: (this: void, item: game_object, money_direction: boolean, money: number) => voidOptionalobject: T3 todo;
Optionalcb: (this: void, money_get: number, money_put: number) => voidOptionalobject: T4 todo;
Works with script_zone objects.
Optionalcb: (this: void, zone: game_object, object: game_object) => voidOptionalobject: T5 todo;
Works with script_zone objects.
Optionalcb: (this: void, zone: game_object, object: game_object) => voidOptionalobject: T6 todo;
Optionalcb: (this: void, xobject: game_object) => voidOptionalobject: T7 todo;
Optionalcb: (this: void, xobject: game_object) => voidOptionalobject: T8 todo;
Optionalcb: (this: void, target: game_object, killer: game_object) => voidOptionalobject: T9 todo;
Optionalcb: (Optionalobject: T11 todo:
Optionalcb: (this: void, npc: game_object, info_id: string) => voidOptionalobject: T13 todo;
Optionalcb: (this: void, task: CGameTask, state: TXR_TaskState) => voidOptionalobject: T14 todo;
Optionalcb: (this: void, spot_type: string, id: number) => voidOptionalobject: T15 Use some object.
Optionalcb: (this: void, object: game_object) => voidOptionalobject: TRemove callback.
type of callback
Optionalcb: (this: void, object: game_object, who: game_object) => voidnull to reset
Optionalobject: T16 Entity got hit.
Optionalcb: (Optionalobject: T17 todo;
Optionalcb: (Optionalobject: T18 todo;
Optionalcb: (this: void, object: game_object, movement_type: number, unknown: -1) => voidOptionalobject: T26 todo;
27 todo;
Optionalcb: (Optionalobject: T28 todo;
Optionalcb: (this: void, object: game_object, item: game_object) => voidOptionalobject: T29 todo;
Optionalcb: (this: void, object: game_object, item: game_object) => voidOptionalobject: T30 todo;
Optionalcb: (this: void, skip_multi_anim_check?: boolean) => voidOptionalobject: object31 todo;
Optionalcb: (this: void) => voidOptionalobject: T32 todo;
Optionalcb: (this: void) => voidOptionalobject: T33 todo;
Optionalcb: (this: void) => voidOptionalobject: T34 todo;
Optionalcb: (this: void, object: game_object, box: game_object, item: game_object) => voidOptionalobject: T35 Callback executed when weapon has no ammo to fire.
Optionalcb: (this: void, object: game_object, suitable_ammo_total: number) => voidOptionalobject: T36 Callback executed on hud animation stop. Called from CHudItem class internals.
Optionalcb: (Optionalobject: T37 todo;
Optionalcb: (this: void, key: number) => voidOptionalobject: T38 todo;
Optionalcb: (this: void, key: number) => voidOptionalobject: T39 todo;
Optionalcb: (this: void, key: number) => voidOptionalobject: T46 todo: item_to_belt
Optionalcb: (this: void, object: game_object) => voidOptionalobject: T47 todo: item_to_slot
Optionalcb: (this: void, object: game_object) => voidOptionalobject: T48 todo: item_to_ruck
Optionalcb: (this: void, object: game_object) => voidOptionalobject: T49 Callback executed when weapon is zoomed in.
Optionalcb: (this: void, owner: game_object, weapon: game_object) => voidOptionalobject: T50 Callback executed when weapon is zoomed out.
Optionalcb: (this: void, owner: game_object, weapon: game_object) => voidOptionalobject: T51 Callback executed when magazine ammo is elapsed and empty.
Optionalcb: (this: void, owner: game_object, weapon: game_object) => voidOptionalobject: T52 Callback executed when magazine ammo is elapsed and empty.
Optionalcb: (this: void, object: game_object, suitable_ammo_total: number) => voidOptionalobject: T53 todo: actor_before_death
Optionalcb: (this: void, killer_id: number) => voidOptionalobject: TOptionalmax_radius: numberOptionalis_agressive: booleanOptionalmid_radius: numberOptionalmax_radius: numberOptionalis_agressive: booleanOptionalmid_radius: numberOptionalvalue1: numberOptionalvalue2: numberOptionaltorso_look: booleanOptionalfire_object: booleanOptionalno_pitch: booleanOptionalcb: (object: game_object) => voidOptionalobject: object
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