BSL:AI activity: Difference between revisions
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Set AI's [[AI# | Set AI's [[AI#Reactions and awareness|alert level]]. The argument "alert" can be "lull", "low", "medium", "high", "combat". | ||
Revision as of 16:44, 16 December 2015
Commands for controlling the activity of AIs.
Group | Kind | Type | Name | Platform |
---|---|---|---|---|
void | ai2_active | | ||
void | ai2_allpassive | | ||
void | ai2_inactive | | ||
void | ai2_passive | | ||
void | ai2_setalert | | ||
bool | chr_all_active | | ||
bool | chr_disable_visactive | | ||
bool | chr_draw_all_characters | | ||
void | chr_freeze | | ||
void | chr_lock_active | | ||
void | chr_neutral | | ||
void | chr_peace | | ||
void | chr_unlock_active |
void |
string or int |
|
ai2_active( |
ai_name or script_id |
); |
default: -- |
-- |
void |
string or int |
|
ai2_inactive( |
ai_name or script_id |
); |
default: -- |
-- |
bool chr_all_active bool chr_draw_all_characters bool chr_disable_visactive
void |
string or int |
|
chr_lock_active( |
ai_name or script_id |
); |
default: -- |
-- |
void |
string or int |
|
chr_unlock_active( |
ai_name or script_id |
); |
default: -- |
-- |
Active characters are ones that can be collided with, attacked, etc. An active character can be passive or not passive (see next commands). It is normal for characters to become inactive when they have not been drawn (i.e., have not been on-screen) for a while. Thus, using chr_all_active or chr_draw_all_characters to force all characters to be evaluated as active is an unusual measure that is not to be taken lightly. Those two variables might in fact only have been useful for Oni's developers. Set chr_disable_visactive to true to avoid making characters active simply because they are being drawn. chr_lock_active obviously prevents a character from automatically going inactive, and chr_unlock_active removes the lock.
void |
bool |
|
ai2_allpassive( |
passive |
); |
default: -- |
false |
void |
string or int |
bool |
|
ai2_passive( |
ai_name or script_id, |
passive |
); |
default: -- |
-- |
false |
void |
string or int |
bool |
|
chr_freeze( |
ai_name or script_id, |
passive |
); |
default: -- |
-- |
false |
void |
string or int |
bool |
|
chr_neutral( |
ai_name or script_id, |
passive |
); |
default: -- |
-- |
false |
When these functions are passed "true" or a non-zero number for "passive", the specified AI (or all AIs, with ai2_allpassive) will stop all "intelligent" activity (melee, gunfights, pursuit), but passive AIs will still patrol. Since the default value for "passive" is 0, you don't need to pass anything for that argument to make an AI active again; i.e., ai2_allpassive() makes all AIs active. chr_freeze and chr_neutral are simply aliases for ai2_passive.
void |
string or int |
|
ai2_idle( |
ai_name or script_id |
); |
default: -- |
-- |
Clears an AI's goals, whether they are in pursuit mode, seeking an alarm, panicking, etc.
void |
string or int |
string |
|
ai2_setalert( |
ai_name or script_id, |
alert |
); |
default: -- |
-- |
-- |
Set AI's alert level. The argument "alert" can be "lull", "low", "medium", "high", "combat".
void |
string or int |
|
chr_peace( |
ai_name or script_id |
); |
default: -- |
-- |
Turns off fighting animation pose (used in cutscenes).