Class stalker_ids

Source

C++ class stalker_ids

Custom Constructor

stalker_ids

Hierarchy

  • stalker_ids

Constructors

Properties

action_accomplish_task action_aim_enemy action_alife_planner action_anomaly_planner action_combat_planner action_communicate_with_customer action_critically_wounded action_danger_by_sound_planner action_danger_grenade_look_around action_danger_grenade_planner action_danger_grenade_search action_danger_grenade_take_cover action_danger_grenade_take_cover_after_explosion action_danger_grenade_wait_for_explosion action_danger_in_direction_detour action_danger_in_direction_hold_position action_danger_in_direction_look_out action_danger_in_direction_planner action_danger_in_direction_search action_danger_in_direction_take_cover action_danger_planner action_danger_unknown_look_around action_danger_unknown_planner action_danger_unknown_search action_danger_unknown_take_cover action_dead action_death_planner action_detour_enemy action_dying action_find_ammo action_find_item_to_kill action_gather_items action_get_distance action_get_item_to_kill action_get_ready_to_kill action_hold_position action_kill_enemy action_kill_enemy_if_not_visible action_kill_if_enemy_critically_wounded action_kill_if_player_on_the_path action_kill_wounded_enemy action_look_out action_make_item_killing action_no_alife action_post_combat_wait action_prepare_wounded_enemy action_reach_customer_location action_reach_task_location action_reach_wounded_enemy action_retreat_from_enemy action_script action_search_enemy action_smart_terrain_task action_solve_zone_puzzle action_sudden_attack action_take_cover detect_anomaly get_out_of_anomaly property_alife property_alive property_already_dead property_anomaly property_cover_actual property_cover_reached property_critically_wounded property_danger property_danger_by_sound property_danger_grenade property_danger_in_direction property_danger_unknown property_dead property_enemy property_enemy_critically_wounded property_enemy_detoured property_found_ammo property_found_item_to_kill property_grenade_exploded property_in_cover property_inside_anomaly property_item_can_kill property_item_to_kill property_items property_looked_around property_looked_out property_panic property_position_holded property_pure_enemy property_puzzle_solved property_ready_to_detour property_ready_to_kill property_script property_see_enemy property_smart_terrain_task property_use_crouch_to_look_out property_use_suddenness sound_alarm sound_attack_allies_several_enemies sound_attack_allies_single_enemy sound_attack_no_allies sound_backup sound_detour sound_die sound_die_in_anomaly sound_enemy_critically_wounded sound_enemy_killed_or_wounded sound_enemy_lost_no_allies sound_enemy_lost_with_allies sound_friendly_grenade_alarm sound_grenade_alarm sound_humming sound_injuring sound_injuring_by_friend sound_kill_wounded sound_need_backup sound_panic_human sound_panic_monster sound_running_in_danger sound_script sound_search1_no_allies sound_search1_with_allies sound_tolls sound_wounded

Constructors

Properties

action_accomplish_task: 7
action_aim_enemy: 16
action_alife_planner: 88
action_anomaly_planner: 90
action_combat_planner: 89
action_communicate_with_customer: 9
action_critically_wounded: 36
action_danger_by_sound_planner: 73
action_danger_grenade_look_around: 85
action_danger_grenade_planner: 72
action_danger_grenade_search: 86
action_danger_grenade_take_cover: 82
action_danger_grenade_take_cover_after_explosion: 84
action_danger_grenade_wait_for_explosion: 83
action_danger_in_direction_detour: 80
action_danger_in_direction_hold_position: 79
action_danger_in_direction_look_out: 78
action_danger_in_direction_planner: 71
action_danger_in_direction_search: 81
action_danger_in_direction_take_cover: 77
action_danger_planner: 91
action_danger_unknown_look_around: 75
action_danger_unknown_planner: 70
action_danger_unknown_search: 76
action_danger_unknown_take_cover: 74
action_dead: 0
action_death_planner: 87
action_detour_enemy: 25
action_dying: 1
action_find_ammo: 15
action_find_item_to_kill: 13
action_gather_items: 2
action_get_distance: 24
action_get_item_to_kill: 12
action_get_ready_to_kill: 17
action_hold_position: 23
action_kill_enemy: 19
action_kill_enemy_if_not_visible: 29
action_kill_if_enemy_critically_wounded: 37
action_kill_if_player_on_the_path: 35
action_kill_wounded_enemy: 33
action_look_out: 22
action_make_item_killing: 14
action_no_alife: 3
action_post_combat_wait: 34
action_prepare_wounded_enemy: 32
action_reach_customer_location: 8
action_reach_task_location: 6
action_reach_wounded_enemy: 30
action_retreat_from_enemy: 20
action_script: 92
action_search_enemy: 26
action_smart_terrain_task: 4
action_solve_zone_puzzle: 5
action_sudden_attack: 28
action_take_cover: 21
detect_anomaly: 11
get_out_of_anomaly: 10
property_alife: 3
property_alive: 0

Whether object is alive.

property_already_dead: 2
property_anomaly: 46
property_cover_actual: 42
property_cover_reached: 43
property_critically_wounded: 29
property_danger: 8
property_danger_by_sound: 41
property_danger_grenade: 40
property_danger_in_direction: 39
property_danger_unknown: 38
property_dead: 1
property_enemy: 7

Whether object has any enemy.

property_enemy_critically_wounded: 30
property_enemy_detoured: 21
property_found_ammo: 12
property_found_item_to_kill: 10
property_grenade_exploded: 45
property_in_cover: 18
property_inside_anomaly: 47
property_item_can_kill: 11
property_item_to_kill: 9
property_items: 6

Whether object has valuable items to be looted after death.

property_looked_around: 44
property_looked_out: 19
property_panic: 17

Whether object should panic.

property_position_holded: 20
property_pure_enemy: 23
property_puzzle_solved: 4

Whether object has solved zone puzzle. Originally alife was different and it was end goal of each stalker. To solve zone puzzle stalkers collected artefacts, did quests etc.

property_ready_to_detour: 14
property_ready_to_kill: 13
property_script: 74
property_see_enemy: 15

Whether object see enemy.

property_smart_terrain_task: 5
property_use_crouch_to_look_out: 24
property_use_suddenness: 22
sound_alarm: 4
sound_attack_allies_several_enemies: 7
sound_attack_allies_single_enemy: 6
sound_attack_no_allies: 5
sound_backup: 8
sound_detour: 9
sound_die: 0
sound_die_in_anomaly: 1
sound_enemy_critically_wounded: 24
sound_enemy_killed_or_wounded: -805289984 = -805289984
sound_enemy_lost_no_allies: 12
sound_enemy_lost_with_allies: 13
sound_friendly_grenade_alarm: 20
sound_grenade_alarm: 19
sound_humming: 3
sound_injuring: 2
sound_injuring_by_friend: 14
sound_kill_wounded: 23
sound_need_backup: 21
sound_panic_human: 15
sound_panic_monster: 16
sound_running_in_danger: 22
sound_script: 27
sound_search1_no_allies: 11
sound_search1_with_allies: 10
sound_tolls: 17
sound_wounded: 18

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