Actor Script

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Revision as of 06:40, 18 February 2012 by imported>Fowl (→‎Events: OnDying event)
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Extends: ObjectReference Script

Script for the manipulation of actor instances.

Definition

ScriptName Actor extends ObjectReference

Properties

None

Global Functions

None

Member Functions

  • Function AddPerk(Perk akPerk)
    • Adds the specified perk to this actor.
  • bool Function AddShout(Shout akShout)
    • Adds the specified shout to this actor.
  • bool Function AddSpell(Spell akSpell, bool abVerbose)
    • Adds the specified spell to this actor.
  • Function AddToFaction(Faction akFaction)
    • Adds the actor to the specified faction at rank 0. If the Actor is already in the given faction, this function does nothing.
  • Function AllowBleedoutDialogue(bool abCanTalk)
    • Flags this actor as able to speak to the player when he is in bleed out and is essential down
  • Function AllowPCDialogue(bool abTalk)
    • Enables or disables the player's ability to talk to this actor.
  • Function AttachAshPile(Form akAshPileBase)
    • Attaches an "ash pile" to this actor using the passed-in form (or leveled item list) as a base.
  • Function ClearArrested()
    • Clears this actor's arrested state.
  • Function ClearExtraArrows()
    • Clears any arrow 3d on the actor.
  • Function ClearForcedLandingMarker()
    • Clears any forced landing marker on this actor.
  • Function ClearKeepOffsetFromActor()
    • Clears any keep offset from this actor.
  • Function ClearLookAt()
    • Clears this actor's script-forced look at target.
  • Function DamageActorValue(string asValueName, float afDamage)
    • Damages the specified actor value by the specified amount.
  • Function DamageAV(string asValueName, float afDamage)
    • Alias for DamageActorValue().
  • Function DispelAllSpells() native
    • Dispel all spell from this actor
  • bool Function DispelSpell(Spell akSpell) native
    • Dispel a spell from this actor
  • Function DoCombatSpellApply(Spell akSpell, ObjectReference akTarget) native
    • Apply a spell to a target in combat
  • Function EnableAI(bool abEnable)
    • Enables or disables this actor's AI.
  • Function EquipItem(Form akItem, bool abPreventRemoval, bool abSlient)
    • Equips the specified item on this actor.
  • Function EquipShout(Shout akShout)
    • Forces this actor to equip this shout.
  • Function EquipSpell(Spell akSpell, int aiSource)
    • Forces this actor to equip thes spell, in the specified source.
  • Function EvaluatePackage()
    • Forces the AI to re-evaluate its package stack.
  • Function ForceActorValue(string asValueName, float afNewValue)
    • Forces the specified actor value to the specified value.
  • Function ForceAV(string asValueName, float afNewValue)
    • Alias for ForceActorValue().
  • ActorBase Function GetActorBase()
    • Returns the base actor object for this actor.
  • float Function GetActorValue(string asValueName)
    • Retrieves the specified actor value from the actor.
  • float Function GetActorValuePercentage(string asValueName)
    • Retrieves the specified actor value from the actor as a percentage of its maximum value. (From 0 to 1)
  • float Function GetAV(string asValueName)
    • Alias for GetActorValue().
  • float Function GetAVPercentage(string asValueName)
    • Alias for GetActorValuePercentage().
  • float Function GetBaseActorValue(string asValueName)
    • Gets the base value of the specified actor value.
  • float Function GetBaseAV(string asValueName)
    • Alias for GetBaseActorValue().
  • int Function GetBribeAmount()
    • Returns the amount of gold required to bribe this actor.
  • Faction Function GetCrimeFaction()
    • Obtains this actor's crime faction.
  • int Function GetCombatState()
    • Obtains this actor's current combat state.
  • Actor Function GetCombatTarget()
    • Obtains this actor's current combat target.
  • Package Function GetCurrentPackage()
    • Obtains the current package this actor's AI is running.
  • Actor Function GetDialogueTarget()
    • Obtains the actor's current dialogue target
  • int Function GetEquippedItemType(int aiHand)
    • Obtains the type of item equipped in the specified hand.
  • Armor Function GetEquippedShield()
    • Obtains the currently equipped shield on this actor.
  • Shout Function GetEquippedShout()
    • Obtains the currently equipped shout on this actor.
  • Spell Function GetEquippedSpell(int aiSource)
    • Obtains the currently equipped spell in the specified source on this actor.
  • Weapon Function GetEquippedWeapon(bool abLeftHand)
    • Obtains the currently equipped weapon on this actor.
  • int Function GetFactionRank(Faction akFaction)
    • Retrieves this actor's rank in the specified faction.
  • int Function GetFactionReaction(Actor akOther)
    • Obtains this actor's faction-based reaction to the other actor.
  • int Function GetFlyingState()
    • Obtains this actor's current flying state.
  • ObjectReference Function GetForcedLandingMarker()
    • Obtains the landing marker the actor is forced to land at (if any).
  • int Function GetGoldAmount()
    • Gets the amount of gold this actor has on his person.
  • int Function GetHighestRelationshipRank()
    • Gets this actor's highest relationship rank.
  • Actor Function GetKiller()
    • Gets this actor's killer. Returns None if this actor isn't dead.
  • int Function GetLevel() native
    • Gets this actor's current level.
  • ActorBase Function GetLeveledActorBase()
    • Returns a leveled actor's "temporary" base object.
  • float Function GetLightLevel()
    • Returns this actor's current light level
  • int Function GetLowestRelationshipRank()
    • Gets this actor's lowest relationship rank.
  • bool Function GetNoBleedoutRecovery()
    • Gets whether this actor can recover from bleedout or not.
  • bool Function GetPlayerControls() native
    • Queries whether this actor receives player input
  • Race Function GetRace()
    • Returns this actor's race.
  • int Function GetRelationshipRank(Actor akOther)
    • Retrieves the relationship rank between this actor and another.
  • int Function GetSitState()
    • Obtains this actor's sit state.
  • int Function GetSleepState()
    • Obtains this actor's sleep state.
  • float Function GetVoiceRecoveryTime()
    • Gets the voice recovery time from the actor.
  • bool Function HasAssociation(AssociationType akAssociation, Actor akOther)
    • Returns whether this actor has the specified association with the other actor.
  • bool Function HasFamilyRelationship(Actor akOther)
    • Returns whether this actor has a family relationship with the other actor.
  • bool Function HasLOS(ObjectReference akOther)
    • Checks to see if this actor has line-of-sight to another. (Only the player can do a LOS check to a non-actor)
  • bool Function HasMagicEffect(MagicEffect akEffect)
    • Checks to see if this actor is currently being affected by the given Magic Effect
  • bool Function HasMagicEffectWithKeyword(Keyword akKeyword)
    • Checks to see if this actor is currently being affected by a Magic Effect with the given Keyword
  • bool Function HasParentRelationship(Actor akOther)
    • Returns whether this actor has a parent relationship with the other actor.
  • bool Function HasPerk(Perk akPerk)
    • Checks to see if this actor has the given Perk
  • bool Function HasSpell(Form akForm)
    • Checks to see if this actor has the given Spell or Shout
  • bool Function IsAlarmed()
    • Obtains whether this actor is alarmed or not.
  • bool Function IsAlerted()
    • Returns if this actor is alerted or not.
  • bool Function IsAllowedToFly()
    • Is this actor allowed to fly?
  • bool Function IsArrested()
    • Returns whether this actor is currently arrested or not.
  • bool Function IsArrestingTarget()
    • Is this actor currently arresting his target? Only valid on alerted guards.
  • bool Function IsBleedingOut()
    • Is this actor currently bleeding out?
  • bool Function IsBribed()
    • Gets if this actor has been bribed by the player.
  • bool Function IsChild()
    • Is this actor a child?
  • bool Function IsCommandedActor()
    • Is this actor commanded by another?
  • bool Function IsDead()
    • Obtains whether this actor is dead or not.
  • bool Function IsDetectedBy(Actor akOther)
    • Is this actor detected by the other one?
  • bool Function IsDoingFavor()
    • Is this actor currently flagged as doing a favor for the player?
  • bool Function IsEquipped(Form akItem)
    • Is the specified object equipped on this actor?
  • bool Function IsEssential()
    • Is this actor essential?
  • bool Function IsFlying()
    • Is this actor currently flying?
  • bool Function IsGhost()
    • Is this actor flagged as a ghost?
  • bool Function IsGuard()
    • Obtains whether this actor is a guard or not.
  • bool Function IsHostileToActor(Actor akActor)
    • Is this actor hostile to another actor?
  • bool Function IsInCombat()
    • Obtains whether this actor is in combat or not.
  • bool Function IsInFaction(Faction akFaction)
    • Returns whether this actor is in the specified faction.
  • bool Function IsInKillMove()
    • Returns whether this actor is in a kill move or not.
  • bool Function IsIntimidated()
    • Gets if this actor has been intimidated by the player.
  • bool Function IsPlayersLastRiddenHorse()
    • Returns whether this actor is the horse the player last rode.
  • bool Function IsPlayerTeammate()
    • Returns whether this actor is currently a teammate of the player.
  • bool Function IsRunning()
    • Returns whether this actor is current running.
  • bool Function IsSneaking()
    • Is this actor currently sneaking?
  • bool Function IsSprinting()
    • Is this actor currently sprinting?
  • bool Function IsTrespassing()
    • Returns whether this actor is currently trespassing or not.
  • bool Function IsUnconscious()
    • Is this actor currently unconscious?
  • bool Function IsWeaponDrawn()
    • Does this actor have his equipped weapon and/or magic spell drawn?
  • Function KeepOffsetFromActor(Actor arTarget, float afOffsetX, float afOffsetY, float afOffsetZ, float afOffsetAngleX, float afOffsetAngleY, float afOffsetAngleZ, float afCatchUpRadius, float afFollowRadius)
    • Makes the actor switch to a state where it will try to keep a given offset from another actor
  • Function Kill(Actor akKiller)
    • Kills this actor with the specified actor as the guilty party.
  • Function KillEssential(Actor akKiller)
    • Kills this actor, even if he is essential.
  • Function KillSilent(Actor akKiller)
    • Kills this actor without a kill event with the killer being the guilty party
  • Function MakePlayerFriend()
    • Makes the actor a friend of the player.
  • Function ModActorValue(string asValueName, float afAmount)
    • Modifies the specified actor value by the specified amount.
  • Function ModAV(string asValueName, float afAmount)
    • Alias for ModActorValue().
  • Function ModFactionRank(Faction akFaction, int aiMod)
    • Modifies this actor's rank in the specified faction.
  • Function MoveToPackageLocation()
    • Pops this actor to the initial location for its current package.
  • Function OpenInventory(bool abForceOpen)
    • Opens this actor's inventory as if you were pick-pocketing them.
  • bool Function PathToReference(ObjectReference aTarget, float afWalkRunPercent)
    • Makes the actor path to the target reference at the speed given by afWalkRunercent.
  • bool Function PlayIdle(Idle akIdle)
    • Plays the passed idle on this actor.
  • bool Function PlayIdleWithTarget(Idle akIdle, ObjectReference akTarget)
    • Plays the passed idle on this actor, overriding the actor's current target with the one given.
  • Function PlaySubGraphAnimation(string asEventName)
    • Sends the event passed to the actor's sub graphs.
  • Function RemoveFromFaction(Faction akFaction)
    • Removes this actor from the specified faction.
  • Function RemoveFromAllFactions()
    • Removes this actor from all factions they are associated with.
  • Function RemovePerk(Perk akPerk)
    • Removes the specified perk from this actor.
  • bool Function RemoveShout(Shout akShout)
    • Removes the specified shout from this actor.
  • bool Function RemoveSpell(Spell akSpell)
    • Removes the specified spell from this actor.
  • Function ResetHealthAndLimbs()
    • Resets this actor's health and limb state.
  • Function RestoreActorValue(string asValueName, float afAmount)
    • Restores damage done to the specified actor value.
  • Function RestoreAV(string asValueName, float afAmount)
    • Alias for RestoreActorValue().
  • Function Resurrect()
    • Resurrects this actor.
  • Function SendAssaultAlarm()
    • Has this actor behave as if they were assaulted.
  • Function SendTrespassAlarm(Actor akCriminal)
    • Has this actor behave as if they caught the criminal trespassing
  • Function SetActorValue(string asValueName, float afValue)
    • Sets the specified actor value on the actor to the passed-in value.
  • Function SetAlert(bool abAlerted)
    • Flags this actor as currently alerted (or clears it)
  • Function SetAllowFlying(bool abAllowed)
    • Flags this actor as whether they are allowed to fly or not (lands them if they are flying and not allowed to)
  • Function SetAlpha(float afTargetAlpha, bool abFade)
    • Sets this actor's alpha - optionally fading to that value rather then popping.
  • Function SetAttackActorOnSight(bool abAttackOnSight)
    • Flags this actor to be attacked by all actors when detected.
  • Function SetAV(string asValueName, float afValue)
    • Alias for SetActorValue().
  • Function SetBribed(bool abBribe)
    • Sets if this actor is being bribed by the player.
  • Function SetCrimeFaction(Faction akFaction)
    • Sets the faction that this actor reports crimes to.
  • Function SetCriticalStage(int aiStage)
    • Sets this actor's current critical stage (applying any related effects)
  • Function SetDoingFavor(bool abDoingFavor)
    • Flags this actor as doing a favor for the player.
  • Function SetFactionRank(Faction akFaction, int aiRank)
    • Sets this actor's rank in the specified faction, adding it to the faction if necessary.
  • Function SetForcedLandingMarker(ObjectReference aMarker)
    • Forces the landing marker for this actor to the passed-in one.
  • Function SetGhost(bool abIsGhost)
    • Sets this actor as a ghost or not.
  • Function SetHeadTracking(bool abEnable)
    • Enables or disables this actor's head tracking.
  • Function SetIntimidated(bool abIntimidate)
    • Sets if this actor is being intimidated by the player.
  • Function SetLookAt(ObjectReference akTarget, bool abPathingLookAt)
    • Sets this actor's look at target, optionally using it for pathing as well.
  • Function SetNoBleedoutRecovery(bool abAllowed)
    • Sets or clears the "no bleedout recovery" flag on this actor.
  • Function SetNotShowOnStealthMeter(bool abNotShow)
    • Sets this actor to not effect the detection level on the stealth meter if he is not hostile to the player
  • Function SetOutfit(Outfit akOutfit,bool abSleepOutfit)
    • Change the default or sleep outfit and queue the models to be worn now.
  • Function SetPlayerControls(bool abControls)
    • Set/reset whether player input being sent to the actor.
  • Function SetPlayerResistingArrest()
    • Flags the player as resisting arrest from this actor's faction.
  • Function SetPlayerTeammate(bool abTeammate, bool abCanDoFavor)
    • Sets (or clears) this actor as a teammate of the player and if the teammate can do favors.
  • Function SetRace(Race akRace)
    • Sets the actor's race
  • Function SetRelationshipRank(Actor akOther, int aiRank)
    • Sets the relationship rank between this actor and another.
  • Function SetRestrained(bool abRestrained)
    • Flags this actor as restrained or not.
  • Function SetUnconscious(bool abIsUnconscious)
    • Sets this actor as unconscious or not.
  • Function SetVehicle(ObjectReference akVehicle)
    • Attaches or detaches this actor from a vehicle.
  • Function SetVoiceRecoveryTime(float afTime)
    • Sets the voice recovery time on the actor.
  • Function ShowBarterMenu()
    • Shows the barter menu for this actor.
  • Function ShowGiftMenu()
    • Shows the give/take menu for this actor.
  • Function StartCannibal(Actor akTarget)
    • Has the actor feed on a dead actor.
  • Function StartCombat(Actor akTarget)
    • Attempts to initiate combat with the other actor.
  • Function StartVampireFeed(Actor akTarget)
    • Has the actor vampire feed on a sleeping actor
  • Function StopCombat()
    • Removes this actor from combat.
  • Function StopCombatAlarm()
    • Stops all combat and alarms against this actor.
  • bool Function TrapSoul(Actor akTarget)
    • Attempts to soul trap the target actor - and returns if it succeeded or not.
  • Function UnequipAll()
    • Unequips all items from this actor.
  • Function UnequipItem(Form akItem, bool abPreventEquip, bool abSilent)
    • Unequips an item from this actor.
  • Function UnequipShout(Shout akShout)
    • Unequips the specified shout from this actor.
  • Function UnequipSpell(Spell akSpell, int aiSource)
    • Unequips the specified spell from the specified source on this actor.
  • Function UnlockOwnedDoorsInCell()
    • Has this actor unlock any doors he owns in the cell he's currently in (if it is an interior).
  • bool Function WillIntimidateSucceed()
    • Returns whether an intimidation attempt by the player against this actor will succeed or not.
  • bool Function WornHasKeyword(Keyword akKeyword)
    • Returns whether or not this actor is wearing anything with the specified keyword.

Events

  • Event OnCombatStateChanged(Actor akTarget, int aeCombatState)
    • Sent when this actor's combat state changes.
  • Event OnDeath(Actor akKiller)
    • Event received when this actor dies.
  • Event OnDying(Actor akKiller)
    • Event received when this actor begins to die.
  • Event OnEnterBleedout()
    • Event received when this object enters bleedout.
  • Event OnGetUp(ObjectReference akFurniture)
    • Event received when this actor gets up off the specified furniture.
  • Event OnLocationChange(Location akOldLoc, Location akNewLoc)
    • Event received when the actor moves from one location to another.
  • Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference)
    • Event received when this actor equips an object.
  • Event OnObjectUnequipped(Form akBaseObject, ObjectReference akReference)
    • Event received when this actor unequips an object.
  • Event OnPackageChange(Package akOldPackage)
    • Event received when this actor changes away from a package.
  • Event OnPackageEnd(Package akOldPackage)
    • Event received when this actor ends a package.
  • Event OnPackageStart(Package akNewPackage)
    • Event received when this actor starts running a new package.
  • Event OnRaceSwitchComplete()
    • Event received when this actor finishes switching races.
  • Event OnSit(ObjectReference akFurniture)
    • Event received when this actor sits on the specified furniture.