Actor Script: Difference between revisions

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link to the definition of what "alerted" means; minor punctuation edits
m (Spelling error 'abSlient' changed to 'abSilent')
(link to the definition of what "alerted" means; minor punctuation edits)
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'''Float [[GetLightLevel - Actor|GetLightLevel]]()'''
'''Float [[GetLightLevel - Actor|GetLightLevel]]()'''
*Returns this actor's current light level
*Returns this actor's current light level.


'''Int [[GetLowestRelationshipRank - Actor|GetLowestRelationshipRank]]()'''
'''Int [[GetLowestRelationshipRank - Actor|GetLowestRelationshipRank]]()'''
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'''Bool [[GetPlayerControls - Actor|GetPlayerControls]]()'''
'''Bool [[GetPlayerControls - Actor|GetPlayerControls]]()'''
*Queries whether this actor receives player input
*Queries whether this actor receives player input.


'''Race [[GetRace - Actor|GetRace]]()'''
'''Race [[GetRace - Actor|GetRace]]()'''
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'''Bool [[HasLOS - Actor|HasLOS]](ObjectReference ''akOther'')'''
'''Bool [[HasLOS - Actor|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)
*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 [[HasMagicEffect - Actor|HasMagicEffect]](MagicEffect ''akEffect'')'''
'''Bool [[HasMagicEffect - Actor|HasMagicEffect]](MagicEffect ''akEffect'')'''
*Checks to see if this actor is currently being affected by the given Magic Effect
*Checks to see if this actor is currently being affected by the given Magic Effect.


'''Bool [[HasMagicEffectWithKeyword - Actor|HasMagicEffectWithKeyword]](Keyword ''akKeyword'')'''
'''Bool [[HasMagicEffectWithKeyword - Actor|HasMagicEffectWithKeyword]](Keyword ''akKeyword'')'''
*Checks to see if this actor is currently being affected by a Magic Effect with the given Keyword
*Checks to see if this actor is currently being affected by a Magic Effect with the given Keyword.


'''Bool [[HasParentRelationship - Actor|HasParentRelationship]](Actor ''akOther'')'''
'''Bool [[HasParentRelationship - Actor|HasParentRelationship]](Actor ''akOther'')'''
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'''Bool [[IsAlerted - Actor|IsAlerted]]()'''
'''Bool [[IsAlerted - Actor|IsAlerted]]()'''
*Returns if this actor is alerted or not.
*Returns if this actor is [[:Category:Detection#Definitions|alerted]] or not.


'''Bool [[IsAllowedToFly - Actor|IsAllowedToFly]]()'''
'''Bool [[IsAllowedToFly - Actor|IsAllowedToFly]]()'''
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'''[[SetAlert - Actor|SetAlert]](Bool ''abAlerted'')'''
'''[[SetAlert - Actor|SetAlert]](Bool ''abAlerted'')'''
*Flags this actor as currently alerted (or clears it)
*Flags this actor as currently [[:Category:Detection#Definitions|alerted]] (or clears it)


'''[[SetAllowFlying - Actor|SetAllowFlying]](Bool ''abAllowed'')'''
'''[[SetAllowFlying - Actor|SetAllowFlying]](Bool ''abAllowed'')'''
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'''[[SetAlpha - Actor|SetAlpha]](Float ''afTargetAlpha'', Bool ''abFade'')'''
'''[[SetAlpha - Actor|SetAlpha]](Float ''afTargetAlpha'', Bool ''abFade'')'''
*Sets this actor's alpha - optionally fading to that value rather then popping.
*Sets this actor's alpha transparency - optionally fading to that value rather then popping.


'''[[SetAttackActorOnSight - Actor|SetAttackActorOnSight]](Bool ''abAttackOnSight'')'''
'''[[SetAttackActorOnSight - Actor|SetAttackActorOnSight]](Bool ''abAttackOnSight'')'''
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'''[[RegenerateHead - Actor|RegenerateHead]]()'''
'''[[RegenerateHead - Actor|RegenerateHead]]()'''
*Updates an Actors head mesh.
*Updates the actor's head mesh.


'''[[EquipItemEx - Actor|EquipItemEx]](Form ''item'', Int ''equipSlot'', Bool ''preventUnequip'', Bool ''equipSound'')'''
'''[[EquipItemEx - Actor|EquipItemEx]](Form ''item'', Int ''equipSlot'', Bool ''preventUnequip'', Bool ''equipSound'')'''
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'''[[UpdateWeight - Actor|UpdateWeight]](Float ''neckDelta'')'''
'''[[UpdateWeight - Actor|UpdateWeight]](Float ''neckDelta'')'''
*Visually updates the actors weight.
*Visually updates the actor's weight.


'''Bool [[IsAIEnabled - Actor|IsAIEnabled]]()'''
'''Bool [[IsAIEnabled - Actor|IsAIEnabled]]()'''
*Returns whether the actors AI is enabled
*Returns whether the actor's AI is enabled


'''Bool [[IsSwimming - Actor|IsSwimming]]()'''
'''Bool [[IsSwimming - Actor|IsSwimming]]()'''
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'''[[SheatheWeapon - Actor|SheatheWeapon]]()'''
'''[[SheatheWeapon - Actor|SheatheWeapon]]()'''
*Sheathes the actors weapon.
*Sheathes the actor's weapon.


'''Faction[] [[GetFactions - Actor| GetFactions]](int ''minRank'', int ''maxRank'')'''
'''Faction[] [[GetFactions - Actor| GetFactions]](int ''minRank'', int ''maxRank'')'''
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