Category:Core AI Functions: Difference between revisions
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Latest revision as of 23:23, 23 October 2017
Core AI Function Category
Functions that deal with the core artificial intelligence engine
Functions
| Name | Brief Description |
|---|---|
| An action that causes an object to close a door. | |
| Forces an NPC to follow an object. | |
| Attempts to move an NPC to a location. | |
| Attempts to move an NPC to a certain distance of a target object even if a clear path doesn't exist. | |
| Causes the caller to try to move away from a location | |
| Cause the action subject to move to a certain distance away from a target. | |
| Moves an NPC to a location before executing further actions in the action queue. | |
| Cause action subject to move to a certain distance of a target object. | |
| Causes the subject to walk to a random location close to itself. | |
| Causes a creature to run to its exit waypoint and disappear. | |
| Checks whether an object is an henchman or not. | |
| Used in DetermineCombatRound to keep a henchmen bashing doors | |
| Gets the number of enemies in a sphere shape around a target. | |
| Gets how many friendly creatures are within a spherical range of a target object. | |
| Checks to see if an NPC has a valid waypoint to walk to. | |
| Determines class-specific tactics. | |
| Determines if a spell is the same as the one previously cast by the creature. | |
| This function cannot be used | |
| Determines NPC actions during any given round. | |
| Makes a creature use behave a special way overriding default behavior. | |
| Seeks out an enemy more than 3m away | |
| Retrieves the current AI (artificial intelligence) level that a creature is running at. | |
| Test whether a creature is in a particular behavior state. | |
| Determines the best talent of a creature from a group of talents. | |
| The distance in meters between two objects | |
| The distance in meters between two locations in the game. | |
| The distance from the caller of the script to the object in meters. | |
| Get the member of oFactionMember's faction that has taken the most hit points of damage. | |
| Returns TRUE if the executing object can use ActivateFleeToExit. | |
| Determines the distance in meters that the associate should follow its 'master' at. | |
| Determines the creature that is going to attack another creature in the current combat round. | |
| Determines whether a creature is "fighting". | |
| Retrieves the last spell that was cast by the calling creature. | |
| Gets the last living, non plot creature that performed a hostile act against the object. | |
| Returns the last PC that rested. | |
| Gets the last perceived object which can no longer be heard. | |
| Check if a conversation pattern has been activated in an OnConversation event. | |
| Use the four archetypes to determine the most dangerous group type facing the NPC. | |
| Determines a NPC's state of mind toward another object. | |
| Determines the number of creatures of a race within 20 meters. | |
| Determines whether a creature has a certain condition set by BioWare's core AI system. | |
| Makes a creature act out some animations where they stand to look more lifelike. | |
| Makes a creature act out some animations to look more lifelike. | |
| Determines whether the adventurer prefers using a weapon type. | |
| Removes a sleep effect on a successful listen check. | |
| Sets NPC to respond to numerous alerts sent by PC or other NPCs. | |
| Makes an NPC move to their initial waypoint. | |
| Sets the AI (artificial intelligence) level of a creature. | |
| Sets an NPC associate's start location to it's current location. | |
| Sets an NPC's behavior. | |
| Sets a local variable that stores the spell ID of the last spell cast. | |
| Sets whether an object should listen. | |
| Prepares the listening patterns to allow for the AI to function properly. | |
| Sets an object to listen to a particular pattern. | |
| Stores the condition of an NPC warning status. | |
| Sets custom flags that influence the default AI scripts provided by BioWare. | |
| Specifies the visual special effect and specific creature to be summoned based on the spell cast. | |
| Creates an encounter that is meant to help an attacked NPC. | |
| Tells an NPC to return to their first waypoint. | |
| Determines course of action while in melee combat for all NPCs. | |
| Determines best course of action for NPC spell-caster when in melee combat. | |
| Determines if the NPC has the ability to see invisible creatures through feat or spell. | |
| Determines whether a combat talent could be used on an object. | |
| Determines whether a creature could possibly be disarmed. | |
| Make an NPC creature walk a series of preset waypoints. |
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