NPCs#
For settings, see AI Settings.
NPC Utils#
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void UpdateEnemyMemoryFromTeammates(entity guy)#
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void UpdateEnemyMemoryWithinRadius(entity guy, number radius)#
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void SetEnableNPCs(bool enabled)#
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void ToggleNPCPathsForEntity(entity ent, bool pathable)#
Controls if
ent
is traversable by NPCs
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void ToggleNPCPathsForEntityAtPosition(entity ent, vector pos, bool pathable)#
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void TransitionNPCPathsForEntity(entity ent, vector pos, bool b)#
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void SetVisibleEntitiesInConeQueriableEnabled(entity ent, bool enabled)#
NPC Squads#
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void CreateNPCSquad(string name)#
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int GetNPCSquadSize(string name)#
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void SetNPCSquadMode(string name, number mode)#
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array<entity> ScriptGetNPCArrayBySquad(string name)#
Skits#
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void SkitSetDistancesToClosestHarpoints()#
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array<entity> GetSkitNodeArray_NearPlayers()#
Get skit nodes sorted by nearest to average player position with some randomization
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array<entity> GetSkitNodeArray_NearHardpoints()#
Get skit nodes sorted by nearest to hardpoints with some randomization
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array<entity> GetSkitNodeArray_NearPos()#
Get skit nodes sorted by nearest to pos with some randomization
Dangerous Areas#
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void AI_CreateDangerousArea(entity lifetimeEnt, entity weaponOrProjectile, float radius, int safeTeam, bool affectsNormalArmor, bool affectsHeavyArmor)#
Create a known dangerous are that AI should avoid if necessary. The lifetime of the danger is tied to an entity
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void AI_CreateDangerousArea_Static(entity lifetimeEnt, entity weaponOrProjectile, float radius, int safeTeam, bool affectsNormalArmor, bool affectsHeavyArmor, vector staticOrigin)#
Same as AI_CreateDangerousArea except the origin is always in a single place
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void AI_CreateDangerousArea_DamageDef(int damageDef, entity lifetimeEnt, int safeTeam, bool affectsNormalArmor, bool affectsHeavyArmor)#
Create dangerous area using damage def
AIN#
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bool AINFileIsUpToDate()#
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bool AINExists()#
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void SetAINScriptVersion(int version)#
Spawners#
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array<entity> GetSpawnerArrayByClassName(string className)#
Get array of spawners matching a class name
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array<entity> GetSpawnerArrayByScriptName(string name)#
Get array of spawners matching a script name
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entity GetSpawnerByScriptName(string name)#