ActorManager
Static members
Member |
Description |
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Get the player actor. |
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All currently spawned vehicles |
Static methods
Method |
Description |
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Returns true if the two actors have direct line of sight to each other. |
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Returns the distance between two actors. |
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Create a new AI Actor on the specified team. |
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Triggers an explosion. |
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Get an AI Actor available for spawning on the specified team. |
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Returns the team skin of the specified team. |
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Returns true if all actors on the team are dead. |
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Assume control over the target Actor. |
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Sets the team skin of all actors on the specified team. |
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Details
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class ActorManager
- static const array<Actor> actors
- static const array<CapturePoint> capturePoints
- static const array<Ladder> ladders
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static const Actor player
Get the player actor. This is the same as using
Player.actor
- static const array<SpawnPoint> spawnPoints
- static const array<Vehicle> vehicles
All currently spawned vehicles
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static bool ActorsCanSeeEachOther(Actor a, Actor b)
Returns true if the two actors have direct line of sight to each other. Please note that only checks between actors of different teams are precalculated and fast. Using this method on actors of the same team is slower.
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static float ActorsDistance(Actor a, Actor b)
Returns the distance between two actors. Please note that only checks between actors of different teams are precalculated and fast. Using this method on actors of the same team is slower. If the value is not available, returns -1.
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static Actor CreateAIActor(Team team)
Create a new AI Actor on the specified team. Use
Actor.SpawnAt(...)
to spawn the actor in the world.
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static bool Explode(ExplosionInfo info)
Triggers an explosion. Returns true if anything (Actor/Vehicle) was damaged.
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static array<CapturePoint> GetCapturePointsOwnedByTeam(Team team)
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static Actor GetSpawnableAIActor(Team team)
Get an AI Actor available for spawning on the specified team. Use
Actor.SpawnAt(...)
to spawn the actor in the world. If all ai actors on the team are alive, a new one will be created and returned.
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static array<SpawnPoint> GetSpawnPointsOwnedByTeam(Team team)
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static void PlayerTakeOverBot(Actor actor)
Assume control over the target Actor. If the Player already controls a player actor, the player actor is first silently killed. The bot actor is also silently killed.
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static SpawnPoint RandomEnemySpawnPoint(Team team)
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static SpawnPoint RandomFrontlineSpawnPointForTeam(Team team)
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static SpawnPoint RandomSpawnPoint()
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static SpawnPoint RandomSpawnPointForTeam(Team team)