Difference between revisions of "Actor Script"

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829 bytes added ,  12:38, 20 February 2012
imported>Cipscis
(→‎Notes: Added note about actors in leveled actor lists not allowing scripts)
imported>Jog
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== Member Functions ==
== Member Functions ==
*Function [[AddPerk - Actor|AddPerk]](Perk akPerk)
'''Function [[AddPerk - Actor|AddPerk]](Perk akPerk)'''
**Adds the specified perk to this actor.
*Adds the specified perk to this actor.
*bool Function [[AddShout - Actor|AddShout]](Shout akShout)
 
**Adds the specified shout to this actor.
'''bool Function [[AddShout - Actor|AddShout]](Shout akShout)'''
*bool Function [[AddSpell - Actor|AddSpell]](Spell akSpell, bool abVerbose)
*Adds the specified shout to this actor.
**Adds the specified spell to this actor.
 
*Function [[AddToFaction - Actor|AddToFaction]](Faction akFaction)
'''bool Function [[AddSpell - Actor|AddSpell]](Spell akSpell, bool abVerbose)'''
**Adds the actor to the specified faction at rank 0. If the Actor is already in the given faction, this function does nothing.
*Adds the specified spell to this actor.
*Function [[AllowBleedoutDialogue - Actor|AllowBleedoutDialogue]](bool abCanTalk)
 
**Flags this actor as able to speak to the player when he is in bleed out and is essential down
'''Function [[AddToFaction - Actor|AddToFaction]](Faction akFaction)'''
*Function [[AllowPCDialogue - Actor|AllowPCDialogue]](bool abTalk)
*Adds the actor to the specified faction at rank 0. If the Actor is already in the given faction, this function does nothing.
**Enables or disables the player's ability to talk to this actor.
 
*Function [[AttachAshPile - Actor|AttachAshPile]](Form akAshPileBase)
'''Function [[AllowBleedoutDialogue - Actor|AllowBleedoutDialogue]](bool abCanTalk)'''
**Attaches an "ash pile" to this actor using the passed-in form (or leveled item list) as a base.
*Flags this actor as able to speak to the player when he is in bleed out and is essential down
*Function [[ClearArrested - Actor|ClearArrested]]()
 
**Clears this actor's arrested state.
'''Function [[AllowPCDialogue - Actor|AllowPCDialogue]](bool abTalk)'''
*Function [[ClearExtraArrows - Actor|ClearExtraArrows]]()
*Enables or disables the player's ability to talk to this actor.
**Clears any arrow 3d on the actor.
 
*Function [[ClearForcedLandingMarker - Actor|ClearForcedLandingMarker]]()
'''Function [[AttachAshPile - Actor|AttachAshPile]](Form akAshPileBase)'''
**Clears any forced landing marker on this actor.
*Attaches an "ash pile" to this actor using the passed-in form (or leveled item list) as a base.
*Function [[ClearKeepOffsetFromActor - Actor|ClearKeepOffsetFromActor]]()
 
**Clears any keep offset from this actor.
'''Function [[ClearArrested - Actor|ClearArrested]]()'''
*Function [[ClearLookAt - Actor|ClearLookAt]]()
*Clears this actor's arrested state.
**Clears this actor's script-forced look at target.
 
*Function [[DamageActorValue - Actor|DamageActorValue]](string asValueName, float afDamage)
'''Function [[ClearExtraArrows - Actor|ClearExtraArrows]]()'''
**Damages the specified actor value by the specified amount.
*Clears any arrow 3d on the actor.
*Function [[DamageActorValue - Actor|DamageAV]](string asValueName, float afDamage)
 
**Alias for DamageActorValue().
'''Function [[ClearForcedLandingMarker - Actor|ClearForcedLandingMarker]]()'''
*Function [[DispelAllSpells - Actor|DispelAllSpells]]() native
*Clears any forced landing marker on this actor.
**Dispel all spell from this actor
 
*bool Function [[DispelSpell - Actor|DispelSpell]](Spell akSpell) native
'''Function [[ClearKeepOffsetFromActor - Actor|ClearKeepOffsetFromActor]]()'''
**Dispel a spell from this actor
*Clears any keep offset from this actor.
*Function [[DoCombatSpellApply - Actor|DoCombatSpellApply]](Spell akSpell, ObjectReference akTarget) native
 
**Apply a spell to a target in combat
'''Function [[ClearLookAt - Actor|ClearLookAt]]()'''
*Function [[EnableAI - Actor|EnableAI]](bool abEnable)
*Clears this actor's script-forced look at target.
**Enables or disables this actor's AI.
 
*Function [[EquipItem - Actor|EquipItem]](Form akItem, bool abPreventRemoval, bool abSlient)
'''Function [[DamageActorValue - Actor|DamageActorValue]](string asValueName, float afDamage)'''
**Equips the specified item on this actor.
*Damages the specified actor value by the specified amount.
*Function [[EquipShout - Actor|EquipShout]](Shout akShout)
 
**Forces this actor to equip this shout.
'''Function [[DamageActorValue - Actor|DamageAV]](string asValueName, float afDamage)'''
*Function [[EquipSpell - Actor|EquipSpell]](Spell akSpell, int aiSource)
*Alias for DamageActorValue().
**Forces this actor to equip thes spell, in the specified source.
 
*Function [[EvaluatePackage - Actor|EvaluatePackage]]()
'''Function [[DispelAllSpells - Actor|DispelAllSpells]]() native'''
**Forces the AI to re-evaluate its package stack.
*Dispel all spell from this actor
*Function [[ForceActorValue - Actor|ForceActorValue]](string asValueName, float afNewValue)
 
**Forces the specified actor value to the specified value.
'''bool Function [[DispelSpell - Actor|DispelSpell]](Spell akSpell) native'''
*Function [[ForceActorValue - Actor|ForceAV]](string asValueName, float afNewValue)
*Dispel a spell from this actor
**Alias for ForceActorValue().
 
*ActorBase Function [[GetActorBase - Actor|GetActorBase]]()
'''Function [[DoCombatSpellApply - Actor|DoCombatSpellApply]](Spell akSpell, ObjectReference akTarget) native'''
**Returns the base actor object for this actor.
*Apply a spell to a target in combat
*float Function [[GetActorValue - Actor|GetActorValue]](string asValueName)
 
**Retrieves the specified actor value from the actor.
'''Function [[EnableAI - Actor|EnableAI]](bool abEnable)'''
*float Function [[GetActorValuePercentage - Actor|GetActorValuePercentage]](string asValueName)
*Enables or disables this actor's AI.
**Retrieves the specified actor value from the actor as a percentage of its maximum value. (From 0 to 1)
 
*float Function [[GetActorValue - Actor|GetAV]](string asValueName)
'''Function [[EquipItem - Actor|EquipItem]](Form akItem, bool abPreventRemoval, bool abSlient)'''
**Alias for GetActorValue().
*Equips the specified item on this actor.
*float Function [[GetActorValuePercentage - Actor|GetAVPercentage]](string asValueName)
 
**Alias for GetActorValuePercentage().
'''Function [[EquipShout - Actor|EquipShout]](Shout akShout)'''
*float Function [[GetBaseActorValue - Actor|GetBaseActorValue]](string asValueName)
*Forces this actor to equip this shout.
**Gets the base value of the specified actor value.
 
*float Function [[GetBaseActorValue - Actor|GetBaseAV]](string asValueName)
'''Function [[EquipSpell - Actor|EquipSpell]](Spell akSpell, int aiSource)'''
**Alias for GetBaseActorValue().
*Forces this actor to equip thes spell, in the specified source.
*int Function [[GetBribeAmount - Actor|GetBribeAmount]]()
 
**Returns the amount of gold required to bribe this actor.
'''Function [[EvaluatePackage - Actor|EvaluatePackage]]()'''
*Faction Function [[GetCrimeFaction - Actor|GetCrimeFaction]]()
*Forces the AI to re-evaluate its package stack.
**Obtains this actor's crime faction.
 
*int Function [[GetCombatState - Actor|GetCombatState]]()
'''Function [[ForceActorValue - Actor|ForceActorValue]](string asValueName, float afNewValue)'''
**Obtains this actor's current combat state.
*Forces the specified actor value to the specified value.
*Actor Function [[GetCombatTarget - Actor|GetCombatTarget]]()
 
**Obtains this actor's current combat target.
'''Function [[ForceActorValue - Actor|ForceAV]](string asValueName, float afNewValue)'''
*Package Function [[GetCurrentPackage - Actor|GetCurrentPackage]]()
*Alias for ForceActorValue().
**Obtains the current package this actor's AI is running.
 
*Actor Function [[GetDialogueTarget - Actor|GetDialogueTarget]]()
'''ActorBase Function [[GetActorBase - Actor|GetActorBase]]()'''
**Obtains the actor's current dialogue target
*Returns the base actor object for this actor.
*int Function [[GetEquippedItemType - Actor|GetEquippedItemType]](int aiHand)
 
**Obtains the type of item equipped in the specified hand.
'''float Function [[GetActorValue - Actor|GetActorValue]](string asValueName)'''
*Armor Function [[GetEquippedShield - Actor|GetEquippedShield]]()
*Retrieves the specified actor value from the actor.
**Obtains the currently equipped shield on this actor.
 
*Shout Function [[GetEquippedShout - Actor|GetEquippedShout]]()
'''float Function [[GetActorValuePercentage - Actor|GetActorValuePercentage]](string asValueName)'''
**Obtains the currently equipped shout on this actor.
*Retrieves the specified actor value from the actor as a percentage of its maximum value. (From 0 to 1)
*Spell Function [[GetEquippedSpell - Actor|GetEquippedSpell]](int aiSource)
 
**Obtains the currently equipped spell in the specified source on this actor.
'''float Function [[GetActorValue - Actor|GetAV]](string asValueName)'''
*Weapon Function [[GetEquippedWeapon - Actor|GetEquippedWeapon]](bool abLeftHand)
*Alias for GetActorValue().
**Obtains the currently equipped weapon on this actor.
 
*int Function [[GetFactionRank - Actor|GetFactionRank]](Faction akFaction)
'''float Function [[GetActorValuePercentage - Actor|GetAVPercentage]](string asValueName)'''
**Retrieves this actor's rank in the specified faction.
*Alias for GetActorValuePercentage().
*int Function [[GetFactionReaction - Actor|GetFactionReaction]](Actor akOther)
 
**Obtains this actor's faction-based reaction to the other actor.
'''float Function [[GetBaseActorValue - Actor|GetBaseActorValue]](string asValueName)'''
*int Function [[GetFlyingState - Actor|GetFlyingState]]()
*Gets the base value of the specified actor value.
**Obtains this actor's current flying state.
 
*ObjectReference Function [[GetForcedLandingMarker - Actor|GetForcedLandingMarker]]()
'''float Function [[GetBaseActorValue - Actor|GetBaseAV]](string asValueName)'''
**Obtains the landing marker the actor is forced to land at (if any).
*Alias for GetBaseActorValue().
*int Function [[GetGoldAmount - Actor|GetGoldAmount]]()
 
**Gets the amount of gold this actor has on his person.
'''int Function [[GetBribeAmount - Actor|GetBribeAmount]]()'''
*int Function [[GetHighestRelationshipRank - Actor|GetHighestRelationshipRank]]()
*Returns the amount of gold required to bribe this actor.
**Gets this actor's highest relationship rank.
 
*Actor Function [[GetKiller - Actor|GetKiller]]()
'''Faction Function [[GetCrimeFaction - Actor|GetCrimeFaction]]()'''
**Gets this actor's killer. Returns None if this actor isn't dead.
*Obtains this actor's crime faction.
*int Function [[GetLevel - Actor|GetLevel]]() native
 
**Gets this actor's current level.
'''int Function [[GetCombatState - Actor|GetCombatState]]()'''
*ActorBase Function [[GetLeveledActorBase - Actor|GetLeveledActorBase]]()
*Obtains this actor's current combat state.
**Returns a leveled actor's "temporary" base object.
 
*float Function [[GetLightLevel - Actor|GetLightLevel]]()
'''Actor Function [[GetCombatTarget - Actor|GetCombatTarget]]()'''
**Returns this actor's current light level
*Obtains this actor's current combat target.
*int Function [[GetLowestRelationshipRank - Actor|GetLowestRelationshipRank]]()
 
**Gets this actor's lowest relationship rank.
'''Package Function [[GetCurrentPackage - Actor|GetCurrentPackage]]()'''
*bool Function [[GetNoBleedoutRecovery - Actor|GetNoBleedoutRecovery]]()
*Obtains the current package this actor's AI is running.
**Gets whether this actor can recover from bleedout or not.
 
*bool Function [[GetPlayerControls - Actor|GetPlayerControls]]() native
'''Actor Function [[GetDialogueTarget - Actor|GetDialogueTarget]]()'''
**Queries whether this actor receives player input
*Obtains the actor's current dialogue target
*Race Function [[GetRace - Actor|GetRace]]()
 
**Returns this actor's race.
'''int Function [[GetEquippedItemType - Actor|GetEquippedItemType]](int aiHand)'''
*int Function [[GetRelationshipRank - Actor|GetRelationshipRank]](Actor akOther)
*Obtains the type of item equipped in the specified hand.
**Retrieves the relationship rank between this actor and another.
 
*int Function [[GetSitState - Actor|GetSitState]]()
'''Armor Function [[GetEquippedShield - Actor|GetEquippedShield]]()'''
**Obtains this actor's sit state.
*Obtains the currently equipped shield on this actor.
*int Function [[GetSleepState - Actor|GetSleepState]]()
 
**Obtains this actor's sleep state.
'''Shout Function [[GetEquippedShout - Actor|GetEquippedShout]]()'''
*float Function [[GetVoiceRecoveryTime - Actor|GetVoiceRecoveryTime]]()
*Obtains the currently equipped shout on this actor.
**Gets the voice recovery time from the actor.
 
*bool Function [[HasAssociation - Actor|HasAssociation]](AssociationType akAssociation, Actor akOther)
'''Spell Function [[GetEquippedSpell - Actor|GetEquippedSpell]](int aiSource)'''
**Returns whether this actor has the specified association with the other actor.
*Obtains the currently equipped spell in the specified source on this actor.
*bool Function [[HasFamilyRelationship - Actor|HasFamilyRelationship]](Actor akOther)
 
**Returns whether this actor has a family relationship with the other actor.
'''Weapon Function [[GetEquippedWeapon - Actor|GetEquippedWeapon]](bool abLeftHand)'''
*bool Function [[HasLOS - Actor|HasLOS]](ObjectReference akOther)
*Obtains the currently equipped weapon on this 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 Function [[HasMagicEffect - Actor|HasMagicEffect]](MagicEffect akEffect)
'''int Function [[GetFactionRank - Actor|GetFactionRank]](Faction akFaction)'''
**Checks to see if this actor is currently being affected by the given Magic Effect
*Retrieves this actor's rank in the specified faction.
*bool Function [[HasMagicEffectWithKeyword - Actor|HasMagicEffectWithKeyword]](Keyword akKeyword)
 
**Checks to see if this actor is currently being affected by a Magic Effect with the given Keyword
'''int Function [[GetFactionReaction - Actor|GetFactionReaction]](Actor akOther)'''
*bool Function [[HasParentRelationship - Actor|HasParentRelationship]](Actor akOther)
*Obtains this actor's faction-based reaction to the other actor.
**Returns whether this actor has a parent relationship with the other actor.
 
*bool Function [[HasPerk - Actor|HasPerk]](Perk akPerk)
'''int Function [[GetFlyingState - Actor|GetFlyingState]]()'''
**Checks to see if this actor has the given Perk
*Obtains this actor's current flying state.
*bool Function [[HasSpell - Actor|HasSpell]](Form akForm)
 
**Checks to see if this actor has the given Spell or Shout
'''ObjectReference Function [[GetForcedLandingMarker - Actor|GetForcedLandingMarker]]()'''
*bool Function [[IsAlarmed - Actor|IsAlarmed]]()
*Obtains the landing marker the actor is forced to land at (if any).
**Obtains whether this actor is alarmed or not.
 
*bool Function [[IsAlerted - Actor|IsAlerted]]()
'''int Function [[GetGoldAmount - Actor|GetGoldAmount]]()'''
**Returns if this actor is alerted or not.
*Gets the amount of gold this actor has on his person.
*bool Function [[IsAllowedToFly - Actor|IsAllowedToFly]]()
 
**Is this actor allowed to fly?
'''int Function [[GetHighestRelationshipRank - Actor|GetHighestRelationshipRank]]()'''
*bool Function [[IsArrested - Actor|IsArrested]]()
*Gets this actor's highest relationship rank.
**Returns whether this actor is currently arrested or not.
 
*bool Function [[IsArrestingTarget - Actor|IsArrestingTarget]]()
'''Actor Function [[GetKiller - Actor|GetKiller]]()'''
**Is this actor currently arresting his target? Only valid on alerted guards.
*Gets this actor's killer. Returns None if this actor isn't dead.
*bool Function [[IsBleedingOut - Actor|IsBleedingOut]]()
 
**Is this actor currently bleeding out?
'''int Function [[GetLevel - Actor|GetLevel]]() native'''
*bool Function [[IsBribed - Actor|IsBribed]]()
*Gets this actor's current level.
**Gets if this actor has been bribed by the player.
 
*bool Function [[IsChild - Actor|IsChild]]()
'''ActorBase Function [[GetLeveledActorBase - Actor|GetLeveledActorBase]]()'''
**Is this actor a child?
*Returns a leveled actor's "temporary" base object.
*bool Function [[IsCommandedActor - Actor|IsCommandedActor]]()
 
**Is this actor commanded by another?
'''float Function [[GetLightLevel - Actor|GetLightLevel]]()'''
*bool Function [[IsDead - Actor|IsDead]]()
*Returns this actor's current light level
**Obtains whether this actor is dead or not.
 
*bool Function [[IsDetectedBy - Actor|IsDetectedBy]](Actor akOther)
'''int Function [[GetLowestRelationshipRank - Actor|GetLowestRelationshipRank]]()'''
**Is this actor detected by the other one?
*Gets this actor's lowest relationship rank.
*bool Function [[IsDoingFavor - Actor|IsDoingFavor]]()
 
**Is this actor currently flagged as doing a favor for the player?
'''bool Function [[GetNoBleedoutRecovery - Actor|GetNoBleedoutRecovery]]()'''
*bool Function [[IsEquipped - Actor|IsEquipped]](Form akItem)
*Gets whether this actor can recover from bleedout or not.
**Is the specified object equipped on this actor?
 
*bool Function [[IsEssential - Actor|IsEssential]]()
'''bool Function [[GetPlayerControls - Actor|GetPlayerControls]]() native'''
**Is this actor essential?
*Queries whether this actor receives player input
*bool Function [[IsFlying - Actor|IsFlying]]()
 
**Is this actor currently flying?
'''Race Function [[GetRace - Actor|GetRace]]()'''
*bool Function [[IsGhost - Actor|IsGhost]]()
*Returns this actor's race.
**Is this actor flagged as a ghost?
 
*bool Function [[IsGuard - Actor|IsGuard]]()
'''int Function [[GetRelationshipRank - Actor|GetRelationshipRank]](Actor akOther)'''
**Obtains whether this actor is a guard or not.
*Retrieves the relationship rank between this actor and another.
*bool Function [[IsHostileToActor- Actor|IsHostileToActor]](Actor akActor)
 
**Is this actor hostile to another actor?
'''int Function [[GetSitState - Actor|GetSitState]]()'''
*bool Function [[IsInCombat - Actor|IsInCombat]]()
*Obtains this actor's sit state.
**Obtains whether this actor is in combat or not.
 
*bool Function [[IsInFaction - Actor|IsInFaction]](Faction akFaction)
'''int Function [[GetSleepState - Actor|GetSleepState]]()'''
**Returns whether this actor is in the specified faction.
*Obtains this actor's sleep state.
*bool Function [[IsInKillMove - Actor|IsInKillMove]]()
 
**Returns whether this actor is in a kill move or not.
'''float Function [[GetVoiceRecoveryTime - Actor|GetVoiceRecoveryTime]]()'''
*bool Function [[IsIntimidated - Actor|IsIntimidated]]()
*Gets the voice recovery time from the actor.
**Gets if this actor has been intimidated by the player.
 
*bool Function [[IsPlayersLastRiddenHorse - Actor|IsPlayersLastRiddenHorse]]()
'''bool Function [[HasAssociation - Actor|HasAssociation]](AssociationType akAssociation, Actor akOther)'''
**Returns whether this actor is the horse the player last rode.
*Returns whether this actor has the specified association with the other actor.
*bool Function [[IsPlayerTeammate - Actor|IsPlayerTeammate]]()
 
**Returns whether this actor is currently a teammate of the player.
'''bool Function [[HasFamilyRelationship - Actor|HasFamilyRelationship]](Actor akOther)'''
*bool Function [[IsRunning - Actor|IsRunning]]()
*Returns whether this actor has a family relationship with the other actor.
**Returns whether this actor is current running.
 
*bool Function [[IsSneaking - Actor|IsSneaking]]()
'''bool Function [[HasLOS - Actor|HasLOS]](ObjectReference akOther)'''
**Is this actor currently sneaking?
*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 [[IsSprinting - Actor|IsSprinting]]()
 
**Is this actor currently sprinting?
'''bool Function [[HasMagicEffect - Actor|HasMagicEffect]](MagicEffect akEffect)'''
*bool Function [[IsTrespassing - Actor|IsTrespassing]]()
*Checks to see if this actor is currently being affected by the given Magic Effect
**Returns whether this actor is currently trespassing or not.
 
*bool Function [[IsUnconscious - Actor|IsUnconscious]]()
'''bool Function [[HasMagicEffectWithKeyword - Actor|HasMagicEffectWithKeyword]](Keyword akKeyword)'''
**Is this actor currently unconscious?
*Checks to see if this actor is currently being affected by a Magic Effect with the given Keyword
*bool Function [[IsWeaponDrawn - Actor|IsWeaponDrawn]]()
 
**Does this actor have his equipped weapon and/or magic spell drawn?
'''bool Function [[HasParentRelationship - Actor|HasParentRelationship]](Actor akOther)'''
*Function [[KeepOffsetFromActor - Actor|KeepOffsetFromActor]](Actor arTarget, float afOffsetX, float afOffsetY, float afOffsetZ, float afOffsetAngleX,  float afOffsetAngleY,  float afOffsetAngleZ, float afCatchUpRadius, float afFollowRadius)
*Returns whether this actor has a parent relationship with the other actor.
**Makes the actor switch to a state where it will try to keep a given offset from another actor
 
*Function [[Kill - Actor|Kill]](Actor akKiller)
'''bool Function [[HasPerk - Actor|HasPerk]](Perk akPerk)'''
**Kills this actor with the specified actor as the guilty party.
*Checks to see if this actor has the given Perk
*Function [[KillEssential - Actor|KillEssential]](Actor akKiller)
 
**Kills this actor, even if he is essential.
'''bool Function [[HasSpell - Actor|HasSpell]](Form akForm)'''
*Function [[KillSilent - Actor|KillSilent]](Actor akKiller)
*Checks to see if this actor has the given Spell or Shout
**Kills this actor without a kill event with the killer being the guilty party
 
*Function [[MakePlayerFriend - Actor|MakePlayerFriend]]()
'''bool Function [[IsAlarmed - Actor|IsAlarmed]]()'''
**Makes the actor a friend of the player.
*Obtains whether this actor is alarmed or not.
*Function [[ModActorValue - Actor|ModActorValue]](string asValueName, float afAmount)
 
**Modifies the specified actor value by the specified amount.
'''bool Function [[IsAlerted - Actor|IsAlerted]]()'''
*Function [[ModActorValue - Actor|ModAV]](string asValueName, float afAmount)
*Returns if this actor is alerted or not.
**Alias for ModActorValue().
 
*Function [[ModFactionRank - Actor|ModFactionRank]](Faction akFaction, int aiMod)
'''bool Function [[IsAllowedToFly - Actor|IsAllowedToFly]]()'''
**Modifies this actor's rank in the specified faction.
*Is this actor allowed to fly?
*Function [[MoveToPackageLocation - Actor|MoveToPackageLocation]]()
 
**Pops this actor to the initial location for its current package.
'''bool Function [[IsArrested - Actor|IsArrested]]()'''
*Function [[OpenInventory - Actor|OpenInventory]](bool abForceOpen)
*Returns whether this actor is currently arrested or not.
**Opens this actor's inventory as if you were pick-pocketing them.
 
*bool Function [[PathToReference - Actor|PathToReference]](ObjectReference aTarget, float afWalkRunPercent)
'''bool Function [[IsArrestingTarget - Actor|IsArrestingTarget]]()'''
**Makes the actor path to the target reference at the speed given by afWalkRunercent.
*Is this actor currently arresting his target? Only valid on alerted guards.
*bool Function [[PlayIdle - Actor|PlayIdle]](Idle akIdle)
 
**Plays the passed idle on this actor.
'''bool Function [[IsBleedingOut - Actor|IsBleedingOut]]()'''
*bool Function [[PlayIdleWithTarget - Actor|PlayIdleWithTarget]](Idle akIdle, ObjectReference akTarget)
*Is this actor currently bleeding out?
**Plays the passed idle on this actor, overriding the actor's current target with the one given.
 
*Function [[PlaySubGraphAnimation- Actor|PlaySubGraphAnimation]](string asEventName)
'''bool Function [[IsBribed - Actor|IsBribed]]()'''
**Sends the event passed to the actor's sub graphs.
*Gets if this actor has been bribed by the player.
*Function [[RemoveFromFaction - Actor|RemoveFromFaction]](Faction akFaction)
 
**Removes this actor from the specified faction.
'''bool Function [[IsChild - Actor|IsChild]]()'''
*Function [[RemoveFromAllFactions - Actor|RemoveFromAllFactions]]()
*Is this actor a child?
**Removes this actor from all factions they are associated with.
 
*Function [[RemovePerk - Actor|RemovePerk]](Perk akPerk)
'''bool Function [[IsCommandedActor - Actor|IsCommandedActor]]()'''
**Removes the specified perk from this actor.
*Is this actor commanded by another?
*bool Function [[RemoveShout - Actor|RemoveShout]](Shout akShout)
 
**Removes the specified shout from this actor.
'''bool Function [[IsDead - Actor|IsDead]]()'''
*bool Function [[RemoveSpell - Actor|RemoveSpell]](Spell akSpell)
*Obtains whether this actor is dead or not.
**Removes the specified spell from this actor.
 
*Function [[ResetHealthAndLimbs - Actor|ResetHealthAndLimbs]]()
'''bool Function [[IsDetectedBy - Actor|IsDetectedBy]](Actor akOther)'''
**Resets this actor's health and limb state.
*Is this actor detected by the other one?
*Function [[RestoreActorValue - Actor|RestoreActorValue]](string asValueName, float afAmount)
 
**Restores damage done to the specified actor value.
'''bool Function [[IsDoingFavor - Actor|IsDoingFavor]]()'''
*Function [[RestoreActorValue - Actor|RestoreAV]](string asValueName, float afAmount)
*Is this actor currently flagged as doing a favor for the player?
**Alias for RestoreActorValue().
 
*Function [[Resurrect - Actor|Resurrect]]()
'''bool Function [[IsEquipped - Actor|IsEquipped]](Form akItem)'''
**Resurrects this actor.
*Is the specified object equipped on this actor?
*Function [[SendAssaultAlarm - Actor|SendAssaultAlarm]]()
 
**Has this actor behave as if they were assaulted.
'''bool Function [[IsEssential - Actor|IsEssential]]()'''
*Function [[SendTrespassAlarm - Actor|SendTrespassAlarm]](Actor akCriminal)
*Is this actor essential?
**Has this actor behave as if they caught the criminal trespassing
 
*Function [[SetActorValue - Actor|SetActorValue]](string asValueName, float afValue)
'''bool Function [[IsFlying - Actor|IsFlying]]()'''
**Sets the specified actor value on the actor to the passed-in value.
*Is this actor currently flying?
*Function [[SetAlert - Actor|SetAlert]](bool abAlerted)
 
**Flags this actor as currently alerted (or clears it)
'''bool Function [[IsGhost - Actor|IsGhost]]()'''
*Function [[SetAllowFlying - Actor|SetAllowFlying]](bool abAllowed)
*Is this actor flagged as a ghost?
**Flags this actor as whether they are allowed to fly or not (lands them if they are flying and not allowed to)
 
*Function [[SetAlpha - Actor|SetAlpha]](float afTargetAlpha, bool abFade)
'''bool Function [[IsGuard - Actor|IsGuard]]()'''
**Sets this actor's alpha - optionally fading to that value rather then popping.
*Obtains whether this actor is a guard or not.
*Function [[SetAttackActorOnSight - Actor|SetAttackActorOnSight]](bool abAttackOnSight)
 
**Flags this actor to be attacked by all actors when detected.
'''bool Function [[IsHostileToActor- Actor|IsHostileToActor]](Actor akActor)'''
*Function [[SetActorValue - Actor|SetAV]](string asValueName, float afValue)
*Is this actor hostile to another actor?
**Alias for SetActorValue().
 
*Function [[SetBribed - Actor|SetBribed]](bool abBribe)
'''bool Function [[IsInCombat - Actor|IsInCombat]]()'''
**Sets if this actor is being bribed by the player.
*Obtains whether this actor is in combat or not.
*Function [[SetCrimeFaction - Actor|SetCrimeFaction]](Faction akFaction)
 
**Sets the faction that this actor reports crimes to.
'''bool Function [[IsInFaction - Actor|IsInFaction]](Faction akFaction)'''
*Function [[SetCriticalStage - Actor|SetCriticalStage]](int aiStage)
*Returns whether this actor is in the specified faction.
**Sets this actor's current critical stage (applying any related effects)
 
*Function [[SetDoingFavor - Actor|SetDoingFavor]](bool abDoingFavor)
'''bool Function [[IsInKillMove - Actor|IsInKillMove]]()'''
**Flags this actor as doing a favor for the player.
*Returns whether this actor is in a kill move or not.
*Function [[SetFactionRank - Actor|SetFactionRank]](Faction akFaction, int aiRank)
 
**Sets this actor's rank in the specified faction, adding it to the faction if necessary.
'''bool Function [[IsIntimidated - Actor|IsIntimidated]]()'''
*Function [[SetForcedLandingMarker - Actor|SetForcedLandingMarker]](ObjectReference aMarker)
*Gets if this actor has been intimidated by the player.
**Forces the landing marker for this actor to the passed-in one.
 
*Function [[SetGhost - Actor|SetGhost]](bool abIsGhost)
'''bool Function [[IsPlayersLastRiddenHorse - Actor|IsPlayersLastRiddenHorse]]()'''
**Sets this actor as a ghost or not.
*Returns whether this actor is the horse the player last rode.
*Function [[SetHeadTracking - Actor|SetHeadTracking]](bool abEnable)
 
**Enables or disables this actor's head tracking.
'''bool Function [[IsPlayerTeammate - Actor|IsPlayerTeammate]]()'''
*Function [[SetIntimidated - Actor|SetIntimidated]](bool abIntimidate)
*Returns whether this actor is currently a teammate of the player.
**Sets if this actor is being intimidated by the player.
 
*Function [[SetLookAt - Actor|SetLookAt]](ObjectReference akTarget, bool abPathingLookAt)
'''bool Function [[IsRunning - Actor|IsRunning]]()'''
**Sets this actor's look at target, optionally using it for pathing as well.
*Returns whether this actor is current running.
*Function [[SetNoBleedoutRecovery - Actor|SetNoBleedoutRecovery]](bool abAllowed)
 
**Sets or clears the "no bleedout recovery" flag on this actor.
'''bool Function [[IsSneaking - Actor|IsSneaking]]()'''
*Function [[SetNotShowOnStealthMeter - Actor|SetNotShowOnStealthMeter]](bool abNotShow)
*Is this actor currently sneaking?
**Sets this actor to not effect the detection level on the stealth meter if he is not hostile to the player
 
*Function [[SetOutfit - Actor|SetOutfit]](Outfit akOutfit,bool abSleepOutfit)
'''bool Function [[IsSprinting - Actor|IsSprinting]]()'''
**Change the default or sleep outfit and queue the models to be worn now.
*Is this actor currently sprinting?
*Function [[SetPlayerControls - Actor|SetPlayerControls]](bool abControls)
 
**Set/reset whether player input being sent to the actor.
'''bool Function [[IsTrespassing - Actor|IsTrespassing]]()'''
*Function [[SetPlayerResistingArrest - Actor|SetPlayerResistingArrest]]()
*Returns whether this actor is currently trespassing or not.
**Flags the player as resisting arrest from this actor's faction.
 
*Function [[SetPlayerTeammate - Actor|SetPlayerTeammate]](bool abTeammate, bool abCanDoFavor)
'''bool Function [[IsUnconscious - Actor|IsUnconscious]]()'''
**Sets (or clears) this actor as a teammate of the player and if the teammate can do favors.
*Is this actor currently unconscious?
*Function [[SetRace - Actor|SetRace]](Race akRace)
 
**Sets the actor's race
'''bool Function [[IsWeaponDrawn - Actor|IsWeaponDrawn]]()'''
*Function [[SetRelationshipRank - Actor|SetRelationshipRank]](Actor akOther, int aiRank)
*Does this actor have his equipped weapon and/or magic spell drawn?
**Sets the relationship rank between this actor and another.
 
*Function [[SetRestrained - Actor|SetRestrained]](bool abRestrained)
'''Function [[KeepOffsetFromActor - Actor|KeepOffsetFromActor]](Actor arTarget, float afOffsetX, float afOffsetY, float afOffsetZ, float afOffsetAngleX,  float afOffsetAngleY,  float afOffsetAngleZ, float afCatchUpRadius, float afFollowRadius)'''
**Flags this actor as restrained or not.
*Makes the actor switch to a state where it will try to keep a given offset from another actor
*Function [[SetUnconscious - Actor|SetUnconscious]](bool abIsUnconscious)
 
**Sets this actor as unconscious or not.
'''Function [[Kill - Actor|Kill]](Actor akKiller)'''
*Function [[SetVehicle - Actor|SetVehicle]](ObjectReference akVehicle)
*Kills this actor with the specified actor as the guilty party.
**Attaches or detaches this actor from a vehicle.
 
*Function [[SetVoiceRecoveryTime - Actor|SetVoiceRecoveryTime]](float afTime)
'''Function [[KillEssential - Actor|KillEssential]](Actor akKiller)'''
**Sets the voice recovery time on the actor.
*Kills this actor, even if he is essential.
*Function [[ShowBarterMenu - Actor|ShowBarterMenu]]()
 
**Shows the barter menu for this actor.
'''Function [[KillSilent - Actor|KillSilent]](Actor akKiller)'''
*Function [[ShowGiftMenu - Actor|ShowGiftMenu]]()
*Kills this actor without a kill event with the killer being the guilty party
**Shows the give/take menu for this actor.
 
*Function [[StartCannibal - Actor|StartCannibal]](Actor akTarget)
'''Function [[MakePlayerFriend - Actor|MakePlayerFriend]]()'''
**Has the actor feed on a dead actor.
*Makes the actor a friend of the player.
*Function [[StartCombat - Actor|StartCombat]](Actor akTarget)
 
**Attempts to initiate combat with the other actor.
'''Function [[ModActorValue - Actor|ModActorValue]](string asValueName, float afAmount)'''
*Function [[StartVampireFeed - Actor|StartVampireFeed]](Actor akTarget)
*Modifies the specified actor value by the specified amount.
**Has the actor vampire feed on a sleeping actor
 
*Function [[StopCombat - Actor|StopCombat]]()
'''Function [[ModActorValue - Actor|ModAV]](string asValueName, float afAmount)'''
**Removes this actor from combat.
*Alias for ModActorValue().
*Function [[StopCombatAlarm - Actor|StopCombatAlarm]]()
 
**Stops all combat and alarms against this actor.
'''Function [[ModFactionRank - Actor|ModFactionRank]](Faction akFaction, int aiMod)'''
*bool Function [[TrapSoul - Actor|TrapSoul]](Actor akTarget)
*Modifies this actor's rank in the specified faction.
**Attempts to soul trap the target actor - and returns if it succeeded or not.
 
*Function [[UnequipAll - Actor|UnequipAll]]()
'''Function [[MoveToPackageLocation - Actor|MoveToPackageLocation]]()'''
**Unequips all items from this actor.
*Pops this actor to the initial location for its current package.
*Function [[UnequipItem - Actor|UnequipItem]](Form akItem, bool abPreventEquip, bool abSilent)
 
**Unequips an item from this actor.
'''Function [[OpenInventory - Actor|OpenInventory]](bool abForceOpen)'''
*Function [[UnequipShout - Actor|UnequipShout]](Shout akShout)
*Opens this actor's inventory as if you were pick-pocketing them.
**Unequips the specified shout from this actor.
 
*Function [[UnequipSpell - Actor|UnequipSpell]](Spell akSpell, int aiSource)
'''bool Function [[PathToReference - Actor|PathToReference]](ObjectReference aTarget, float afWalkRunPercent)'''
**Unequips the specified spell from the specified source on this actor.
*Makes the actor path to the target reference at the speed given by afWalkRunercent.
*Function [[UnlockOwnedDoorsInCell - Actor|UnlockOwnedDoorsInCell]]()
 
**Has this actor unlock any doors he owns in the cell he's currently in (if it is an interior).
'''bool Function [[PlayIdle - Actor|PlayIdle]](Idle akIdle)'''
*bool Function [[WillIntimidateSucceed - Actor|WillIntimidateSucceed]]()
*Plays the passed idle on this actor.
**Returns whether an intimidation attempt by the player against this actor will succeed or not.
 
*bool Function [[WornHasKeyword - Actor|WornHasKeyword]](Keyword akKeyword)
'''bool Function [[PlayIdleWithTarget - Actor|PlayIdleWithTarget]](Idle akIdle, ObjectReference akTarget)'''
**Returns whether or not this actor is wearing anything with the specified keyword.
*Plays the passed idle on this actor, overriding the actor's current target with the one given.
 
'''Function [[PlaySubGraphAnimation- Actor|PlaySubGraphAnimation]](string asEventName)'''
*Sends the event passed to the actor's sub graphs.
 
'''Function [[RemoveFromFaction - Actor|RemoveFromFaction]](Faction akFaction)'''
*Removes this actor from the specified faction.
 
'''Function [[RemoveFromAllFactions - Actor|RemoveFromAllFactions]]()'''
*Removes this actor from all factions they are associated with.
 
'''Function [[RemovePerk - Actor|RemovePerk]](Perk akPerk)'''
*Removes the specified perk from this actor.
 
'''bool Function [[RemoveShout - Actor|RemoveShout]](Shout akShout)'''
*Removes the specified shout from this actor.
 
'''bool Function [[RemoveSpell - Actor|RemoveSpell]](Spell akSpell)'''
*Removes the specified spell from this actor.
 
'''Function [[ResetHealthAndLimbs - Actor|ResetHealthAndLimbs]]()'''
*Resets this actor's health and limb state.
 
'''Function [[RestoreActorValue - Actor|RestoreActorValue]](string asValueName, float afAmount)'''
*Restores damage done to the specified actor value.
 
'''Function [[RestoreActorValue - Actor|RestoreAV]](string asValueName, float afAmount)'''
*Alias for RestoreActorValue().
 
'''Function [[Resurrect - Actor|Resurrect]]()'''
*Resurrects this actor.
 
'''Function [[SendAssaultAlarm - Actor|SendAssaultAlarm]]()'''
*Has this actor behave as if they were assaulted.
 
'''Function [[SendTrespassAlarm - Actor|SendTrespassAlarm]](Actor akCriminal)'''
*Has this actor behave as if they caught the criminal trespassing
 
'''Function [[SetActorValue - Actor|SetActorValue]](string asValueName, float afValue)'''
*Sets the specified actor value on the actor to the passed-in value.
 
'''Function [[SetAlert - Actor|SetAlert]](bool abAlerted)'''
*Flags this actor as currently alerted (or clears it)
 
'''Function [[SetAllowFlying - Actor|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 - Actor|SetAlpha]](float afTargetAlpha, bool abFade)'''
*Sets this actor's alpha - optionally fading to that value rather then popping.
 
'''Function [[SetAttackActorOnSight - Actor|SetAttackActorOnSight]](bool abAttackOnSight)'''
*Flags this actor to be attacked by all actors when detected.
 
'''Function [[SetActorValue - Actor|SetAV]](string asValueName, float afValue)'''
*Alias for SetActorValue().
 
'''Function [[SetBribed - Actor|SetBribed]](bool abBribe)'''
*Sets if this actor is being bribed by the player.
 
'''Function [[SetCrimeFaction - Actor|SetCrimeFaction]](Faction akFaction)'''
*Sets the faction that this actor reports crimes to.
 
'''Function [[SetCriticalStage - Actor|SetCriticalStage]](int aiStage)'''
*Sets this actor's current critical stage (applying any related effects)
 
'''Function [[SetDoingFavor - Actor|SetDoingFavor]](bool abDoingFavor)'''
*Flags this actor as doing a favor for the player.
 
'''Function [[SetFactionRank - Actor|SetFactionRank]](Faction akFaction, int aiRank)'''
*Sets this actor's rank in the specified faction, adding it to the faction if necessary.
 
'''Function [[SetForcedLandingMarker - Actor|SetForcedLandingMarker]](ObjectReference aMarker)'''
*Forces the landing marker for this actor to the passed-in one.
 
'''Function [[SetGhost - Actor|SetGhost]](bool abIsGhost)'''
*Sets this actor as a ghost or not.
 
'''Function [[SetHeadTracking - Actor|SetHeadTracking]](bool abEnable)'''
*Enables or disables this actor's head tracking.
 
'''Function [[SetIntimidated - Actor|SetIntimidated]](bool abIntimidate)'''
*Sets if this actor is being intimidated by the player.
 
'''Function [[SetLookAt - Actor|SetLookAt]](ObjectReference akTarget, bool abPathingLookAt)'''
*Sets this actor's look at target, optionally using it for pathing as well.
 
'''Function [[SetNoBleedoutRecovery - Actor|SetNoBleedoutRecovery]](bool abAllowed)'''
*Sets or clears the "no bleedout recovery" flag on this actor.
 
'''Function [[SetNotShowOnStealthMeter - Actor|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 - Actor|SetOutfit]](Outfit akOutfit,bool abSleepOutfit)'''
*Change the default or sleep outfit and queue the models to be worn now.
 
'''Function [[SetPlayerControls - Actor|SetPlayerControls]](bool abControls)'''
*Set/reset whether player input being sent to the actor.
 
'''Function [[SetPlayerResistingArrest - Actor|SetPlayerResistingArrest]]()'''
*Flags the player as resisting arrest from this actor's faction.
 
'''Function [[SetPlayerTeammate - Actor|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 - Actor|SetRace]](Race akRace)'''
*Sets the actor's race
 
'''Function [[SetRelationshipRank - Actor|SetRelationshipRank]](Actor akOther, int aiRank)'''
*Sets the relationship rank between this actor and another.
 
'''Function [[SetRestrained - Actor|SetRestrained]](bool abRestrained)'''
*Flags this actor as restrained or not.
 
'''Function [[SetUnconscious - Actor|SetUnconscious]](bool abIsUnconscious)'''
*Sets this actor as unconscious or not.
 
'''Function [[SetVehicle - Actor|SetVehicle]](ObjectReference akVehicle)'''
*Attaches or detaches this actor from a vehicle.
 
'''Function [[SetVoiceRecoveryTime - Actor|SetVoiceRecoveryTime]](float afTime)'''
*Sets the voice recovery time on the actor.
 
'''Function [[ShowBarterMenu - Actor|ShowBarterMenu]]()'''
*Shows the barter menu for this actor.
 
'''Function [[ShowGiftMenu - Actor|ShowGiftMenu]]()'''
*Shows the give/take menu for this actor.
 
'''Function [[StartCannibal - Actor|StartCannibal]](Actor akTarget)'''
*Has the actor feed on a dead actor.
 
'''Function [[StartCombat - Actor|StartCombat]](Actor akTarget)'''
*Attempts to initiate combat with the other actor.
 
'''Function [[StartVampireFeed - Actor|StartVampireFeed]](Actor akTarget)'''
*Has the actor vampire feed on a sleeping actor
 
'''Function [[StopCombat - Actor|StopCombat]]()'''
*Removes this actor from combat.
 
'''Function [[StopCombatAlarm - Actor|StopCombatAlarm]]()'''
*Stops all combat and alarms against this actor.
 
'''bool Function [[TrapSoul - Actor|TrapSoul]](Actor akTarget)'''
*Attempts to soul trap the target actor - and returns if it succeeded or not.
 
'''Function [[UnequipAll - Actor|UnequipAll]]()'''
*Unequips all items from this actor.
 
'''Function [[UnequipItem - Actor|UnequipItem]](Form akItem, bool abPreventEquip, bool abSilent)'''
*Unequips an item from this actor.
 
'''Function [[UnequipShout - Actor|UnequipShout]](Shout akShout)'''
*Unequips the specified shout from this actor.
 
'''Function [[UnequipSpell - Actor|UnequipSpell]](Spell akSpell, int aiSource)'''
*Unequips the specified spell from the specified source on this actor.
 
'''Function [[UnlockOwnedDoorsInCell - Actor|UnlockOwnedDoorsInCell]]()'''
*Has this actor unlock any doors he owns in the cell he's currently in (if it is an interior).
 
'''bool Function [[WillIntimidateSucceed - Actor|WillIntimidateSucceed]]()'''
*Returns whether an intimidation attempt by the player against this actor will succeed or not.
 
'''bool Function [[WornHasKeyword - Actor|WornHasKeyword]](Keyword akKeyword)'''
*Returns whether or not this actor is wearing anything with the specified keyword.


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