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Class: move ​

Movement action for stalkers, monsters, and vehicles.

Source ​

C++ class move

Custom Constructor ​

move

Remarks ​

The overload family is split between generic movement goals, vehicle input flags, and monster-only movement actions. Use the constructor group that matches the object receiving the resulting entity_action.

Extends ​

Constructors ​

Constructor ​

ts
new move(): move;

Create an empty movement action.

Returns ​

move

Overrides ​

EngineBinding.constructor

Constructor ​

ts
new move(action: number): move;

Create a vehicle input action.

Parameters ​

ParameterTypeDescription
actionnumberInput key id.

Returns ​

move

Remarks ​

Uses move input-key flags such as fwd, back, left, right, handbrake, on, and off.

Overrides ​

ts
EngineBinding.constructor

Constructor ​

ts
new move(action: number, value: number): move;

Create a timed vehicle input action.

Parameters ​

ParameterTypeDescription
actionnumberInput key id.
valuenumberAction duration or value.

Returns ​

move

Remarks ​

Uses move input-key flags. The time value limits how long the input action remains active.

Overrides ​

ts
EngineBinding.constructor

Constructor ​

ts
new move(
   bodyState: TXR_body_state, 
   movementType: TXR_movement_type, 
   pathType: TXR_detail_path_type, 
   game_object: game_object): move;

Move toward an object with explicit body, movement, and path modes.

Parameters ​

ParameterTypeDescription
bodyStateTXR_body_stateBody state id.
movementTypeTXR_movement_typeMovement type id.
pathTypeTXR_detail_path_typeDetail path type id.
game_objectgame_objectTarget object.

Returns ​

move

Overrides ​

ts
EngineBinding.constructor

Constructor ​

ts
new move(
   bodyState: TXR_body_state, 
   movementType: TXR_movement_type, 
   pathType: TXR_detail_path_type, 
   game_object: game_object, 
   value: number): move;

Move toward an object with a speed value.

Parameters ​

ParameterTypeDescription
bodyStateTXR_body_stateBody state id.
movementTypeTXR_movement_typeMovement type id.
pathTypeTXR_detail_path_typeDetail path type id.
game_objectgame_objectTarget object.
valuenumberSpeed or distance value.

Returns ​

move

Overrides ​

ts
EngineBinding.constructor

Constructor ​

ts
new move(
   bodyState: TXR_body_state, 
   movementType: TXR_movement_type, 
   pathType: TXR_detail_path_type, 
   patrol: patrol): move;

Move along a patrol path.

Parameters ​

ParameterTypeDescription
bodyStateTXR_body_stateBody state id.
movementTypeTXR_movement_typeMovement type id.
pathTypeTXR_detail_path_typeDetail path type id.
patrolpatrolPatrol path parameters.

Returns ​

move

Overrides ​

ts
EngineBinding.constructor

Constructor ​

ts
new move(
   bodyState: TXR_body_state, 
   movementType: TXR_movement_type, 
   pathType: TXR_detail_path_type, 
   patrol: patrol, 
   value: number): move;

Move along a patrol path with a speed value.

Parameters ​

ParameterTypeDescription
bodyStateTXR_body_stateBody state id.
movementTypeTXR_movement_typeMovement type id.
pathTypeTXR_detail_path_typeDetail path type id.
patrolpatrolPatrol path parameters.
valuenumberSpeed or distance value.

Returns ​

move

Overrides ​

ts
EngineBinding.constructor

Constructor ​

ts
new move(
   bodyState: TXR_body_state, 
   movementType: TXR_movement_type, 
   pathType: TXR_detail_path_type, 
   vector: vector): move;

Move toward a position.

Parameters ​

ParameterTypeDescription
bodyStateTXR_body_stateBody state id.
movementTypeTXR_movement_typeMovement type id.
pathTypeTXR_detail_path_typeDetail path type id.
vectorvectorTarget position.

Returns ​

move

Overrides ​

ts
EngineBinding.constructor

Constructor ​

ts
new move(
   bodyState: TXR_body_state, 
   movementType: TXR_movement_type, 
   pathType: TXR_detail_path_type, 
   vector: vector, 
   value: number): move;

Move toward a position with a speed value.

Parameters ​

ParameterTypeDescription
bodyStateTXR_body_stateBody state id.
movementTypeTXR_movement_typeMovement type id.
pathTypeTXR_detail_path_typeDetail path type id.
vectorvectorTarget position.
valuenumberSpeed or distance value.

Returns ​

move

Overrides ​

ts
EngineBinding.constructor

Constructor ​

ts
new move(vector: vector, value: number): move;

Move toward a position with distance.

Parameters ​

ParameterTypeDescription
vectorvectorTarget position.
valuenumberDistance value.

Returns ​

move

Overrides ​

ts
EngineBinding.constructor

Constructor ​

ts
new move(moveAction: TXR_move, vector: vector): move;

Create a monster movement action toward a position.

Parameters ​

ParameterTypeDescription
moveActionTXR_moveMonster movement action id.
vectorvectorTarget position.

Returns ​

move

Remarks ​

Monster-only overload using MonsterSpace::EScriptMonsterMoveAction values exposed on move.

Overrides ​

ts
EngineBinding.constructor

Constructor ​

ts
new move(moveAction: TXR_move, patrol: patrol): move;

Create a monster movement action along a patrol path.

Parameters ​

ParameterTypeDescription
moveActionTXR_moveMonster movement action id.
patrolpatrolPatrol path parameters.

Returns ​

move

Remarks ​

Monster-only overload using MonsterSpace::EScriptMonsterMoveAction values exposed on move.

Overrides ​

ts
EngineBinding.constructor

Constructor ​

ts
new move(moveAction: TXR_move, game_object: game_object): move;

Create a monster movement action toward an object.

Parameters ​

ParameterTypeDescription
moveActionTXR_moveMonster movement action id.
game_objectgame_objectTarget object.

Returns ​

move

Remarks ​

Monster-only overload using MonsterSpace::EScriptMonsterMoveAction values exposed on move.

Overrides ​

ts
EngineBinding.constructor

Constructor ​

ts
new move(
   moveAction: TXR_move, 
   vector: vector, 
   value: number): move;

Create a monster movement action toward a position with distance.

Parameters ​

ParameterTypeDescription
moveActionTXR_moveMonster movement action id.
vectorvectorTarget position.
valuenumberDistance value.

Returns ​

move

Remarks ​

Monster-only overload. The distance is the stop distance from the target.

Overrides ​

ts
EngineBinding.constructor

Constructor ​

ts
new move(
   moveAction: TXR_move, 
   value: number, 
   vector: vector): move;

Create a monster movement action toward a position from a node id.

Parameters ​

ParameterTypeDescription
moveActionTXR_moveMonster movement action id.
valuenumberNode or point id.
vectorvectorTarget position.

Returns ​

move

Remarks ​

Monster-only overload. The node id lets the engine build the movement goal from a known level graph point.

Overrides ​

ts
EngineBinding.constructor

Constructor ​

ts
new move(
   moveAction: TXR_move, 
   value: number, 
   vector: vector, 
   value2: number): move;

Create a monster movement action toward a position from a node id with distance.

Parameters ​

ParameterTypeDescription
moveActionTXR_moveMonster movement action id.
valuenumberNode or point id.
vectorvectorTarget position.
value2numberDistance value.

Returns ​

move

Remarks ​

Monster-only overload. The final value is the stop distance from the target.

Overrides ​

ts
EngineBinding.constructor

Constructor ​

ts
new move(
   moveAction: TXR_move, 
   patrol: patrol, 
   value: number): move;

Create a monster movement action along a patrol path with distance.

Parameters ​

ParameterTypeDescription
moveActionTXR_moveMonster movement action id.
patrolpatrolPatrol path parameters.
valuenumberDistance value.

Returns ​

move

Remarks ​

Monster-only overload. The distance is the stop distance from the patrol target.

Overrides ​

ts
EngineBinding.constructor

Constructor ​

ts
new move(
   moveAction: TXR_move, 
   game_object: game_object, 
   value: number): move;

Create a monster movement action toward an object with distance.

Parameters ​

ParameterTypeDescription
moveActionTXR_moveMonster movement action id.
game_objectgame_objectTarget object.
valuenumberDistance value.

Returns ​

move

Remarks ​

Monster-only overload. The distance is the stop distance from the target object.

Overrides ​

ts
EngineBinding.constructor

Constructor ​

ts
new move(
   moveAction: TXR_move, 
   vector: vector, 
   value: number, 
   speedParam: number): move;

Create a monster movement action toward a position with speed mode.

Parameters ​

ParameterTypeDescription
moveActionTXR_moveMonster movement action id.
vectorvectorTarget position.
valuenumberDistance value.
speedParamnumberSpeed parameter id.

Returns ​

move

Remarks ​

Monster-only overload. speedParam is a MonsterSpace::EScriptMonsterSpeedParam value.

Overrides ​

ts
EngineBinding.constructor

Constructor ​

ts
new move(
   moveAction: TXR_move, 
   patrol: patrol, 
   value: number, 
   speedParam: number): move;

Create a monster movement action along a patrol path with speed mode.

Parameters ​

ParameterTypeDescription
moveActionTXR_moveMonster movement action id.
patrolpatrolPatrol path parameters.
valuenumberDistance value.
speedParamnumberSpeed parameter id.

Returns ​

move

Remarks ​

Monster-only overload. speedParam is a MonsterSpace::EScriptMonsterSpeedParam value.

Overrides ​

ts
EngineBinding.constructor

Constructor ​

ts
new move(
   moveAction: TXR_move, 
   game_object: game_object, 
   value: number, 
   speedParam: number): move;

Create a monster movement action toward an object with speed mode.

Parameters ​

ParameterTypeDescription
moveActionTXR_moveMonster movement action id.
game_objectgame_objectTarget object.
valuenumberDistance value.
speedParamnumberSpeed parameter id.

Returns ​

move

Remarks ​

Monster-only overload. speedParam is a MonsterSpace::EScriptMonsterSpeedParam value.

Overrides ​

ts
EngineBinding.constructor

Methods ​

body() ​

ts
body(bodyState: TXR_body_state): void;

Set body state.

Parameters ​

ParameterTypeDescription
bodyStateTXR_body_stateBody state id.

Returns ​

void


completed() ​

ts
completed(): boolean;

Returns ​

boolean

Whether the movement action is complete.


input() ​

ts
input(inputKey: number): void;

Set input key action.

Parameters ​

ParameterTypeDescription
inputKeynumberInput key id.

Returns ​

void


move() ​

ts
move(movementType: TXR_movement_type): void;

Set movement type.

Parameters ​

ParameterTypeDescription
movementTypeTXR_movement_typeMovement type id.

Returns ​

void


object() ​

ts
object(game_object: game_object): void;

Set target object.

Parameters ​

ParameterTypeDescription
game_objectgame_objectTarget object.

Returns ​

void


path() ​

ts
path(pathType: TXR_detail_path_type): void;

Set detail path type.

Parameters ​

ParameterTypeDescription
pathTypeTXR_detail_path_typeDetail path type id.

Returns ​

void


patrol() ​

ts
patrol(patrolPath: CPatrolPath, path_name: string): void;

Set patrol path from a native patrol path pointer.

Parameters ​

ParameterTypeDescription
patrolPathCPatrolPathInternal native patrol path handle.
path_namestringPatrol path name copied into the movement action.

Returns ​

void

Source ​

src/xrGame/script_movement_action_script.cpp, move.patrol binding.

Remarks ​

This low-level binding expects an internal CPatrolPath*, not the public patrol parameter object. Prefer the movement action constructors that accept patrol unless native code passes a raw patrol path pointer.


position() ​

ts
position(vector: vector): void;

Set target position.

Parameters ​

ParameterTypeDescription
vectorvectorTarget position.

Returns ​

void

Properties ​

__name ​

ts
readonly __name: string;

LuaBind instance constructor name.

Inherited from ​

EngineBinding.__name


__name ​

ts
readonly static __name: string;

LuaBind class constructor name.

Inherited from ​

EngineBinding.__name


back ​

ts
readonly static back: 4;

Engine enum value for move.back.


criteria ​

ts
readonly static criteria: 2;

Engine enum value for move.criteria.


crouch ​

ts
readonly static crouch: 0;

Engine enum value for move.crouch.


curve ​

ts
readonly static curve: 0;

Engine enum value for move.curve.


curve_criteria ​

ts
readonly static curve_criteria: 2;

Engine enum value for move.curve_criteria.


default ​

ts
readonly static default: 0;

Engine enum value for move.default.


dodge ​

ts
readonly static dodge: 1;

Engine enum value for move.dodge.


down ​

ts
readonly static down: 64;

Engine enum value for move.down.


drag ​

ts
readonly static drag: 3;

Engine enum value for move.drag.


force ​

ts
readonly static force: 1;

Engine enum value for move.force.


fwd ​

ts
readonly static fwd: 2;

Engine enum value for move.fwd.


handbrake ​

ts
readonly static handbrake: 128;

Engine enum value for move.handbrake.


jump ​

ts
readonly static jump: 4;

Engine enum value for move.jump.


left ​

ts
readonly static left: 8;

Engine enum value for move.left.


line ​

ts
readonly static line: 0;

Engine enum value for move.line.


none ​

ts
readonly static none: 1;

Engine enum value for move.none.


off ​

ts
readonly static off: 512;

Engine enum value for move.off.


on ​

ts
readonly static on: 256;

Engine enum value for move.on.


ts
readonly static right: 16;

Engine enum value for move.right.


run ​

ts
readonly static run: 1;

Fast run movement type, not sprint but generic fast movement.


run_fwd ​

ts
readonly static run_fwd: 2;

Engine enum value for move.run_fwd.


run_with_leader ​

ts
readonly static run_with_leader: 7;

Engine enum value for move.run_with_leader.


stand ​

ts
readonly static stand: 2;

Engine enum value for move.stand.


standing ​

ts
readonly static standing: 1;

Engine enum value for move.standing.


steal ​

ts
readonly static steal: 5;

Engine enum value for move.steal.


up ​

ts
readonly static up: 32;

Engine enum value for move.up.


walk ​

ts
readonly static walk: 0;

Normal walk movement type, generic movement type used in most cases.


walk_bkwd ​

ts
readonly static walk_bkwd: 1;

Engine enum value for move.walk_bkwd.


walk_fwd ​

ts
readonly static walk_fwd: 0;

Engine enum value for move.walk_fwd.


walk_with_leader ​

ts
readonly static walk_with_leader: 6;

Engine enum value for move.walk_with_leader.