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
watchAdd 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
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
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)
Optional
value2: numberOptional
value3: numberOptional
value4: numberOptional
value5: numberOptional
value6: numberRemove callback.
type of callback
null to reset
0 todo;
Optional
cb: (this: void) => voidOptional
object: T1 todo;
Optional
cb: (this: void) => voidOptional
object: T2 todo;
Optional
cb: (this: void, item: game_object, money_direction: boolean, money: number) => voidOptional
object: T3 todo;
Optional
cb: (this: void, money_get: number, money_put: number) => voidOptional
object: T4 todo;
Works with script_zone objects.
Optional
cb: (this: void, zone: game_object, object: game_object) => voidOptional
object: T5 todo;
Works with script_zone objects.
Optional
cb: (this: void, zone: game_object, object: game_object) => voidOptional
object: T6 todo;
Optional
cb: (this: void, xobject: game_object) => voidOptional
object: T7 todo;
Optional
cb: (this: void, xobject: game_object) => voidOptional
object: T8 todo;
Optional
cb: (this: void, target: game_object, killer: game_object) => voidOptional
object: T9 todo;
Optional
cb: (Optional
object: T11 todo:
Optional
cb: (this: void, npc: game_object, info_id: string) => voidOptional
object: T13 todo;
Optional
cb: (this: void, task: CGameTask, state: TXR_TaskState) => voidOptional
object: T14 todo;
Optional
cb: (this: void, spot_type: string, id: number) => voidOptional
object: T15 Use some object.
Optional
cb: (this: void, object: game_object) => voidOptional
object: TRemove callback.
type of callback
Optional
cb: (this: void, object: game_object, who: game_object) => voidnull to reset
Optional
object: T16 Entity got hit.
Optional
cb: (Optional
object: T17 todo;
Optional
cb: (Optional
object: T18 todo;
Optional
cb: (this: void, object: game_object, movement_type: number, unknown: -1) => voidOptional
object: T26 todo;
27 todo;
Optional
cb: (Optional
object: T28 todo;
Optional
cb: (this: void, object: game_object, item: game_object) => voidOptional
object: T29 todo;
Optional
cb: (this: void, object: game_object, item: game_object) => voidOptional
object: T30 todo;
Optional
cb: (this: void, skip_multi_anim_check?: boolean) => voidOptional
object: object31 todo;
Optional
cb: (this: void) => voidOptional
object: T32 todo;
Optional
cb: (this: void) => voidOptional
object: T33 todo;
Optional
cb: (this: void) => voidOptional
object: T34 todo;
Optional
cb: (this: void, object: game_object, box: game_object, item: game_object) => voidOptional
object: T35 Callback executed when weapon has no ammo to fire.
Optional
cb: (this: void, object: game_object, suitable_ammo_total: number) => voidOptional
object: T36 Callback executed on hud animation stop. Called from CHudItem class internals.
Optional
cb: (Optional
object: T37 todo;
Optional
cb: (this: void, key: number) => voidOptional
object: T38 todo;
Optional
cb: (this: void, key: number) => voidOptional
object: T39 todo;
Optional
cb: (this: void, key: number) => voidOptional
object: T46 todo: item_to_belt
Optional
cb: (this: void, object: game_object) => voidOptional
object: T47 todo: item_to_slot
Optional
cb: (this: void, object: game_object) => voidOptional
object: T48 todo: item_to_ruck
Optional
cb: (this: void, object: game_object) => voidOptional
object: T49 Callback executed when weapon is zoomed in.
Optional
cb: (this: void, owner: game_object, weapon: game_object) => voidOptional
object: T50 Callback executed when weapon is zoomed out.
Optional
cb: (this: void, owner: game_object, weapon: game_object) => voidOptional
object: T51 Callback executed when magazine ammo is elapsed and empty.
Optional
cb: (this: void, owner: game_object, weapon: game_object) => voidOptional
object: T52 Callback executed when magazine ammo is elapsed and empty.
Optional
cb: (this: void, object: game_object, suitable_ammo_total: number) => voidOptional
object: T53 todo: actor_before_death
Optional
cb: (this: void, killer_id: number) => voidOptional
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: game_object) => voidOptional
object: 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