Actor¶
Members¶
Member |
Description |
---|---|
The weapon this actor has equipped. |
|
The index of this actor in the ActorManager.actors array |
|
The index of this actor in the ActorManager.GetActorsOnTeam() array |
|
Gets the |
|
When true, attackers will ignore their squads engagement rules when attacking this actor |
|
Returns true if the actor can capture points. |
|
When true, the actor can manually deploy their parachute. |
|
The center-of-mass position of the actor. |
|
Returns the capture point this actor is currently inside the capture range of. |
|
The direction this actor is aiming. |
|
Controls the enabled flag on this Actor’s hitbox colliders. |
|
True while actor is aiming with weapon. |
|
Returns true when the actor is at a resupply crate. |
|
A deactivated actor is temporarily removed from the game and can not interact with anything or respawn. |
|
Controls the frozen state of an Actor. |
|
True while Actor is climbing a Ladder. |
|
Controls the rendering of an actor. |
|
Returns true when the actor can resupply ammo. |
|
Returns true when the actor can resupply health. |
|
True while actor is sprinting. |
|
The ladder this actor is currently climbing |
|
The maximum allowed balance value. |
|
The maximum allowed balance value. |
|
The root position of the actor. |
|
Controls the maximum movement speed of the actor. |
|
Get the squad this actor is a member of. |
|
The velocity of the actor. |
Events¶
Event |
Description |
---|---|
Invoked when this actor takes damage. |
Methods¶
Method |
Description |
---|---|
Undo |
|
Adds an additional accessory renderer on top of the actors regular skin. |
|
Resets the skin of the actor to the game-managed team skin. |
|
Returns true if Actor takes damage when hit by the given weapon. |
|
Cuts the parachute. |
|
|
|
Used to temporarily disable an actor from the game. |
|
Deploys the parachute. |
|
Enters the target seat if it’s not already occupied. |
|
Force enters the target seat, kicking out any previous occupant. |
|
Makes the actor enter the vehicle. |
|
Equip a new weapon in the specified slot (0-4). |
|
Makes the actor get off the ladder. |
|
Ragdolls the actor. |
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Forces the actor stance, regardless of level geometry |
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Get the animated bone transform of the specified HumanoidBodyBone. |
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Get the ragdoll bone transform of the specified HumanoidBodyBone. |
|
Makes the actor start climbing the ladder. |
|
Gets the current actor skin. Returns nil if actor is using the default team skin. |
|
Reloads all carried weapons instantly. |
|
Kills the actor. |
|
Kills the actor without reporting the kill. |
|
Ragdolls the actor and applies a force. |
|
Removes all accessory renderers. |
|
Remove the weapon in the specified slot (0-4). |
|
Set the bone local scale of the specified HumanoidBodyBone. |
|
Set the bone local scale of the specified HumanoidBodyBone. |
|
Set the ragdoll joint drive values. |
|
Reset the ragdoll joint drive to their default values. |
|
Sets the skin of this actor to an unmanaged skin. |
|
Sets the skin of this actor to an unmanaged skin. |
|
Sets the world scale of the WeaponParent transform, which controls scale of all held weapons. |
|
Set the local scale of the WeaponParent transform, which controls scale of all held weapons. |
|
Swaps with the target seat. |
|
Switches to the target seat. |
|
Set the position and rotation of this actor. |
|
Details¶
-
class
Actor
¶ -
-
const int
actorIndex
¶ The index of this actor in the ActorManager.actors array
-
const int
actorTeamIndex
¶ The index of this actor in the ActorManager.GetActorsOnTeam() array
-
const AiActorController
aiController
¶ Gets the
AiActorController
of this actor. Returns nil if called on the player actor.
-
bool
attackersIgnoreEngagementRules
¶ When true, attackers will ignore their squads engagement rules when attacking this actor
-
float
balance
¶
-
const bool
canBeSeated
¶
-
bool
canBeTargeted
¶
-
const bool
canCapturePoint
¶ Returns true if the actor can capture points. This value may be false if the actor is in a vehicle that cannot capture points such as helicopters, etc
-
bool
canDeployParachute
¶ When true, the actor can manually deploy their parachute.
-
const CapturePoint
currentCapturePoint
¶ Returns the capture point this actor is currently inside the capture range of. Returns nil if no capture point is in range.
-
bool
dropsAmmoOnKick
¶
-
const GameObject
gameObject
¶
-
bool
hasHeroArmor
¶
-
float
health
¶
-
bool
hitboxCollidersAreEnabled
¶ Controls the enabled flag on this Actor’s hitbox colliders. Disabling them means this actor can not be hit by projectiles or collide with vehicles
-
const bool
isAiming
¶ True while actor is aiming with weapon.
-
const bool
isAtResupplyCrate
¶ Returns true when the actor is at a resupply crate.
-
const bool
isBot
¶
-
const bool
isCrouching
¶
-
const bool
isDeactivated
¶ A deactivated actor is temporarily removed from the game and can not interact with anything or respawn.Control this state with
Activate()
andDeactivate()`
-
const bool
isDead
¶
-
const bool
isDriver
¶
-
const bool
isFallenOver
¶
-
bool
isFrozen
¶ Controls the frozen state of an Actor. A frozen Actor cannot move or complete action such as firing, etc.
-
const bool
isInWater
¶
-
bool
isInvulnerable
¶
-
const bool
isOnLadder
¶ True while Actor is climbing a Ladder.
-
const bool
isParachuteDeployed
¶
-
const bool
isPassenger
¶
-
const bool
isPlayer
¶
-
const bool
isProne
¶
-
const bool
isReadyToSpawn
¶
-
bool
isRendered
¶ Controls the rendering of an actor. Please note that this is purely cosmetic, bots can still see and target an actor with disabled renders unless the isIgnored value is also set.
-
const bool
isResupplyingAmmo
¶ Returns true when the actor can resupply ammo.
-
const bool
isResupplyingHealth
¶ Returns true when the actor can resupply health.
-
const bool
isSeated
¶
-
const bool
isSprinting
¶ True while actor is sprinting.
-
const bool
isStanding
¶
-
const bool
isSwimming
¶
-
float
maxBalance
¶ The maximum allowed balance value. The current balance value will gradually increase until it reaches this value. This is the balance value the actor will have when spawning.
-
float
maxHealth
¶ The maximum allowed balance value. Healing this actor will make its health cap out at this value. This is the health the actor will have when spawning.
-
string
name
¶
-
const bool
needsResupply
¶
-
const Vector3
position
¶ The root position of the actor. The root position is usually at the ground by the feet.
-
const Quaternion
rotation
¶
-
float
speedMultiplier
¶ Controls the maximum movement speed of the actor. Default is 1.
-
const bool
wasRecentlyInWater
¶
-
const Vector3
velocity
¶ The velocity of the actor. If seated, returns the vehicle velocity. If ragdolled, returns the ragdoll velocity. Otherwise returns movement velocity. Setting the velocity is only supported on the player actor. Setting the velocity of an AI actor will has no effect.
-
const ScriptEvent
onTakeDamage
¶ Callback Signature:
-
void
callback
()¶
Note
This event can be consumed by calling
CurrentEvent.Consume()
. Consuming this event stops the actor from taking damage.Invoked when this actor takes damage.
-
void
-
void
Activate
()¶ Undo
Deactivate()
-
void
AddAccessory
(Mesh mesh, array<Material> materials)¶ Adds an additional accessory renderer on top of the actors regular skin.
-
void
ApplyTeamSkin
()¶ Resets the skin of the actor to the game-managed team skin.
-
bool
CanBeDamagedBy
(Weapon weapon)¶ Returns true if Actor takes damage when hit by the given weapon.
- Parameters
weapon – Can this weapon damage the Actor?
-
void
CutParachute
()¶ Cuts the parachute. This function ignores the canDeployParachute value.
-
bool
Damage
(float health)¶
-
bool
Damage
(Actor source, DamageInfo info)¶
-
bool
Damage
(Actor source, float health, float balance, bool isSplash, bool isPiercing, Vector3 point, Vector3 direction, Vector3 force)¶
-
void
Deactivate
()¶ Used to temporarily disable an actor from the game. Hides, Freezes and Disables Hitbox Colliders of this Actor. Also stops the Actor from respawning.
-
void
DeployParachute
()¶ Deploys the parachute. This function ignores the canDeployParachute value.
-
bool
EnterSeat
(Seat seat)¶ Enters the target seat if it’s not already occupied. If the target seat is already occupied, the actor will not enter the seat, and this function returns false. If the actor could successfully enter the seat, the function returns true.
-
void
EnterSeatForced
(Seat seat)¶ Force enters the target seat, kicking out any previous occupant. If another seat is available in the vehicle, the previous occupant will swap to that seat. If not, they will exit the vehicle.
-
bool
EnterVehicle
(Vehicle vehicle)¶ Makes the actor enter the vehicle. If the actor is a squad leader, this automatically makes the squad claim the vehicle.
-
Weapon
EquipNewWeaponEntry
(WeaponEntry entry, int slotNumber, bool forceSwitchTo)¶ Equip a new weapon in the specified slot (0-4).
-
Difficulty
EvaluateShotDifficulty
(Actor target, Weapon weapon)¶
-
void
ExitLadder
()¶ Makes the actor get off the ladder. If the actor was close to the top or bottom, the actor will be positioned according on the ladder’s top or bottom exit points.
-
void
ExitVehicle
()¶
-
void
FallOver
()¶ Ragdolls the actor.
-
Transform
GetHumanoidTransformAnimated
(HumanBodyBones bone)¶ Get the animated bone transform of the specified HumanoidBodyBone.
-
Transform
GetHumanoidTransformRagdoll
(HumanBodyBones bone)¶ Get the ragdoll bone transform of the specified HumanoidBodyBone.
-
void
GetOnLadder
(Ladder ladder)¶ Makes the actor start climbing the ladder. The actor is positioned at the closest point on the ladder.
-
ActorSkin
GetOverrideActorSkin
()¶ Gets the current actor skin. Returns nil if actor is using the default team skin.
-
SkinnedMeshRenderer
GetSkinnedMeshRendererAnimated
()¶
-
SkinnedMeshRenderer
GetSkinnedMeshRendererRagdoll
()¶
-
void
InstantlyReloadCarriedWeapons
()¶ Reloads all carried weapons instantly.
-
bool
IsWeaponUnholstered
()¶
-
void
KillSilently
()¶ Kills the actor without reporting the kill. An actor killed this way will not contribute to the scoreboard or killfeed, and will not spawn a ragdoll.
-
void
RemoveAccessories
()¶ Removes all accessory renderers.
-
void
RemoveWeapon
(int slotNumber)¶ Remove the weapon in the specified slot (0-4).
-
bool
ResupplyAmmo
()¶
-
bool
ResupplyHealth
()¶
-
void
SetHumanoidBoneScale
(HumanBodyBones bone, Vector3 scale)¶ Set the bone local scale of the specified HumanoidBodyBone.
-
void
SetHumanoidBoneScale
(HumanBodyBones bone, float scale)¶ Set the bone local scale of the specified HumanoidBodyBone.
-
void
SetRagdollJointDrive
(float spring, float stiffness)¶ Set the ragdoll joint drive values.
- Parameters
spring – The spring force value (default 1000). A higher value yields a stronger force.
stiffness – The drag force value (default 3). A higher value yields a slower and more stable movement.
-
void
SetRagdollJointDriveDefault
()¶ Reset the ragdoll joint drive to their default values.
-
void
SetSkin
(ActorSkin actorSkin)¶ Sets the skin of this actor to an unmanaged skin. Unmanaged skins are not managed by the game, meaning that glow will not be automatically applied when the player enters night vision mode.
-
void
SetSkin
(Mesh mesh, array<Material> materials, int teamMaterialIndex)¶ Sets the skin of this actor to an unmanaged skin. Unmanaged skins are not managed by the game, meaning that glow will not be automatically applied when the player enters night vision mode.
- Parameters
mesh – The mesh that should be applied to the actor. If nil, the mesh will not be replaced.
materials – The material array that should be applied to the renderer.
teamMaterialIndex – The material index that should be replaced by the team material. Set this value to -1 if no team material should be applied. Please note that this uses C# array indexing, meaning the first material entry is at index 0, the second and index 1, etc
-
void
SetWeaponParentApproximateWorldScale
(float scale)¶ Sets the world scale of the WeaponParent transform, which controls scale of all held weapons. If all parent bones and game objects are uniformly scaled on all axis, this will yield the correct world scale. If not, the world scale might be off.
-
void
SetWeaponParentScale
(float scale)¶ Set the local scale of the WeaponParent transform, which controls scale of all held weapons.
-
void
SpawnAt
(Vector3 position, Quaternion rotation)¶
-
bool
SwapWithSeat
(Seat seat)¶ Swaps with the target seat. If the target seat is already occupied, the two occupants will be swapped. If the target seat is not in the same vehicle, the swap is canceled and this function returns false.
-
bool
SwitchToSeat
(Seat seat)¶ Switches to the target seat. If the target seat is already occupied or is not in the same vehicle, the switch is canceled and this function returns false.
-
void
TeleportTo
(Vector3 position, Quaternion rotation)¶ Set the position and rotation of this actor. Only rotation on the Y axis is applied to the actor, any rotation on the X and Z axis is ignored.
-
string
ToString
()¶
-
const int