BlackICE Scripting

class game.data

AIActionCondition_Record

game.data.AIActionCondition_Record

  • 0 properties
  • 204 functions

Extends game.data.TweakDBRecord IScriptable ISerializable

Properties

None.

Functions

  • WeakHandle<game.data.AIBlockCountCond_Record> BlockCount() RTTI
  • game.data.AIBlockCountCond_Record? BlockCountHandle() RTTI
  • WeakHandle<game.data.AITargetCond_Record> Target() RTTI
  • game.data.AITargetCond_Record? TargetHandle() RTTI
  • WeakHandle<game.data.AIFriendlyFireCond_Record> FriendlyFire() RTTI
  • game.data.AIFriendlyFireCond_Record? FriendlyFireHandle() RTTI
  • WeakHandle<game.data.AIPreviousAttackCond_Record> PreviousAttack() RTTI
  • game.data.AIPreviousAttackCond_Record? PreviousAttackHandle() RTTI
  • WeakHandle<game.data.AIThrowCond_Record> CanThrow() RTTI
  • game.data.AIThrowCond_Record? CanThrowHandle() RTTI
  • WeakHandle<game.data.AIActionSubCondition_Record> Condition() RTTI
  • game.data.AIActionSubCondition_Record? ConditionHandle() RTTI
  • WeakHandle<game.data.AIOptimalDistanceCond_Record> OptimalDistance() RTTI
  • game.data.AIOptimalDistanceCond_Record? OptimalDistanceHandle() RTTI
  • WeakHandle<game.data.AIDodgeCountCond_Record> DodgeCount() RTTI
  • game.data.AIDodgeCountCond_Record? DodgeCountHandle() RTTI
  • WeakHandle<game.data.AIWeaponLockedOnTargetCond_Record> WeaponLockedOnTarget() RTTI
  • game.data.AIWeaponLockedOnTargetCond_Record? WeaponLockedOnTargetHandle() RTTI
  • WeakHandle<game.data.AICoverCond_Record> Cover() RTTI
  • game.data.AICoverCond_Record? CoverHandle() RTTI
  • WeakHandle<game.data.AIGoToCoverCond_Record> GoToCover() RTTI
  • game.data.AIGoToCoverCond_Record? GoToCoverHandle() RTTI
  • WeakHandle<game.data.AIValidCoversCond_Record> ValidCover() RTTI
  • game.data.AIValidCoversCond_Record? ValidCoverHandle() RTTI
  • WeakHandle<game.data.AIHitCond_Record> Hit() RTTI
  • game.data.AIHitCond_Record? HitHandle() RTTI
  • WeakHandle<game.data.AIWorkspotCond_Record> Workspot() RTTI
  • game.data.AIWorkspotCond_Record? WorkspotHandle() RTTI
  • WeakHandle<game.data.AISecurityCond_Record> Security() RTTI
  • game.data.AISecurityCond_Record? SecurityHandle() RTTI
  • WeakHandle<game.data.AIHasWeapon_Record> Weapon() RTTI
  • game.data.AIHasWeapon_Record? WeaponHandle() RTTI
  • WeakHandle<game.data.AINPCTypeCond_Record> NpcType() RTTI
  • game.data.AINPCTypeCond_Record? NpcTypeHandle() RTTI
  • void Lookat(out WeakHandle<game.data.AILookAtCond_Record>[] outList) RTTI
  • int GetLookatCount() RTTI
  • WeakHandle<game.data.AILookAtCond_Record> GetLookatItem(int index) RTTI
  • game.data.AILookAtCond_Record? GetLookatItemHandle(int index) RTTI
  • bool LookatContains(WeakHandle<game.data.AILookAtCond_Record> item) RTTI
  • void WeakSpotAND(out WeakHandle<game.data.AIWeakSpotCond_Record>[] outList) RTTI
  • int GetWeakSpotANDCount() RTTI
  • WeakHandle<game.data.AIWeakSpotCond_Record> GetWeakSpotANDItem(int index) RTTI
  • game.data.AIWeakSpotCond_Record? GetWeakSpotANDItemHandle(int index) RTTI
  • bool WeakSpotANDContains(WeakHandle<game.data.AIWeakSpotCond_Record> item) RTTI
  • void CommandAND(out WeakHandle<game.data.AICommandCond_Record>[] outList) RTTI
  • int GetCommandANDCount() RTTI
  • WeakHandle<game.data.AICommandCond_Record> GetCommandANDItem(int index) RTTI
  • game.data.AICommandCond_Record? GetCommandANDItemHandle(int index) RTTI
  • bool CommandANDContains(WeakHandle<game.data.AICommandCond_Record> item) RTTI
  • void SlotOR(out WeakHandle<game.data.AISlotCond_Record>[] outList) RTTI
  • int GetSlotORCount() RTTI
  • WeakHandle<game.data.AISlotCond_Record> GetSlotORItem(int index) RTTI
  • game.data.AISlotCond_Record? GetSlotORItemHandle(int index) RTTI
  • bool SlotORContains(WeakHandle<game.data.AISlotCond_Record> item) RTTI
  • void SpatialAND(out WeakHandle<game.data.AISpatialCond_Record>[] outList) RTTI
  • int GetSpatialANDCount() RTTI
  • WeakHandle<game.data.AISpatialCond_Record> GetSpatialANDItem(int index) RTTI
  • game.data.AISpatialCond_Record? GetSpatialANDItemHandle(int index) RTTI
  • bool SpatialANDContains(WeakHandle<game.data.AISpatialCond_Record> item) RTTI
  • void SignalAND(out WeakHandle<game.data.AISignalCond_Record>[] outList) RTTI
  • int GetSignalANDCount() RTTI
  • WeakHandle<game.data.AISignalCond_Record> GetSignalANDItem(int index) RTTI
  • game.data.AISignalCond_Record? GetSignalANDItemHandle(int index) RTTI
  • bool SignalANDContains(WeakHandle<game.data.AISignalCond_Record> item) RTTI
  • void Reaction(out WeakHandle<game.data.AIReactionCond_Record>[] outList) RTTI
  • int GetReactionCount() RTTI
  • WeakHandle<game.data.AIReactionCond_Record> GetReactionItem(int index) RTTI
  • game.data.AIReactionCond_Record? GetReactionItemHandle(int index) RTTI
  • bool ReactionContains(WeakHandle<game.data.AIReactionCond_Record> item) RTTI
  • void StatPoolOR(out WeakHandle<game.data.AIStatPoolCond_Record>[] outList) RTTI
  • int GetStatPoolORCount() RTTI
  • WeakHandle<game.data.AIStatPoolCond_Record> GetStatPoolORItem(int index) RTTI
  • game.data.AIStatPoolCond_Record? GetStatPoolORItemHandle(int index) RTTI
  • bool StatPoolORContains(WeakHandle<game.data.AIStatPoolCond_Record> item) RTTI
  • void StatusEffectOR(out WeakHandle<game.data.AIStatusEffectCond_Record>[] outList) RTTI
  • int GetStatusEffectORCount() RTTI
  • WeakHandle<game.data.AIStatusEffectCond_Record> GetStatusEffectORItem(int index) RTTI
  • game.data.AIStatusEffectCond_Record? GetStatusEffectORItemHandle(int index) RTTI
  • bool StatusEffectORContains(WeakHandle<game.data.AIStatusEffectCond_Record> item) RTTI
  • void CalculateLineOfSightVector(out WeakHandle<game.data.AICalculateLineOfSightVector_Record>[] outList) RTTI
  • int GetCalculateLineOfSightVectorCount() RTTI
  • WeakHandle<game.data.AICalculateLineOfSightVector_Record> GetCalculateLineOfSightVectorItem(int index) RTTI
  • game.data.AICalculateLineOfSightVector_Record? GetCalculateLineOfSightVectorItemHandle(int index) RTTI
  • bool CalculateLineOfSightVectorContains(WeakHandle<game.data.AICalculateLineOfSightVector_Record> item) RTTI
  • void StatPoolAND(out WeakHandle<game.data.AIStatPoolCond_Record>[] outList) RTTI
  • int GetStatPoolANDCount() RTTI
  • WeakHandle<game.data.AIStatPoolCond_Record> GetStatPoolANDItem(int index) RTTI
  • game.data.AIStatPoolCond_Record? GetStatPoolANDItemHandle(int index) RTTI
  • bool StatPoolANDContains(WeakHandle<game.data.AIStatPoolCond_Record> item) RTTI
  • void SquadAND(out WeakHandle<game.data.AISquadCond_Record>[] outList) RTTI
  • int GetSquadANDCount() RTTI
  • WeakHandle<game.data.AISquadCond_Record> GetSquadANDItem(int index) RTTI
  • game.data.AISquadCond_Record? GetSquadANDItemHandle(int index) RTTI
  • bool SquadANDContains(WeakHandle<game.data.AISquadCond_Record> item) RTTI
  • void InventoryOR(out WeakHandle<game.data.AIItemCond_Record>[] outList) RTTI
  • int GetInventoryORCount() RTTI
  • WeakHandle<game.data.AIItemCond_Record> GetInventoryORItem(int index) RTTI
  • game.data.AIItemCond_Record? GetInventoryORItemHandle(int index) RTTI
  • bool InventoryORContains(WeakHandle<game.data.AIItemCond_Record> item) RTTI
  • void InventoryAND(out WeakHandle<game.data.AIItemCond_Record>[] outList) RTTI
  • int GetInventoryANDCount() RTTI
  • WeakHandle<game.data.AIItemCond_Record> GetInventoryANDItem(int index) RTTI
  • game.data.AIItemCond_Record? GetInventoryANDItemHandle(int index) RTTI
  • bool InventoryANDContains(WeakHandle<game.data.AIItemCond_Record> item) RTTI
  • void InTacticPosition(out WeakHandle<game.data.AIInTacticPositionCond_Record>[] outList) RTTI
  • int GetInTacticPositionCount() RTTI
  • WeakHandle<game.data.AIInTacticPositionCond_Record> GetInTacticPositionItem(int index) RTTI
  • game.data.AIInTacticPositionCond_Record? GetInTacticPositionItemHandle(int index) RTTI
  • bool InTacticPositionContains(WeakHandle<game.data.AIInTacticPositionCond_Record> item) RTTI
  • void WeakSpotOR(out WeakHandle<game.data.AIWeakSpotCond_Record>[] outList) RTTI
  • int GetWeakSpotORCount() RTTI
  • WeakHandle<game.data.AIWeakSpotCond_Record> GetWeakSpotORItem(int index) RTTI
  • game.data.AIWeakSpotCond_Record? GetWeakSpotORItemHandle(int index) RTTI
  • bool WeakSpotORContains(WeakHandle<game.data.AIWeakSpotCond_Record> item) RTTI
  • void CalculatePath(out WeakHandle<game.data.AICalculatePathCond_Record>[] outList) RTTI
  • int GetCalculatePathCount() RTTI
  • WeakHandle<game.data.AICalculatePathCond_Record> GetCalculatePathItem(int index) RTTI
  • game.data.AICalculatePathCond_Record? GetCalculatePathItemHandle(int index) RTTI
  • bool CalculatePathContains(WeakHandle<game.data.AICalculatePathCond_Record> item) RTTI
  • void AmmoCountAND(out WeakHandle<game.data.AIAmmoCountCond_Record>[] outList) RTTI
  • int GetAmmoCountANDCount() RTTI
  • WeakHandle<game.data.AIAmmoCountCond_Record> GetAmmoCountANDItem(int index) RTTI
  • game.data.AIAmmoCountCond_Record? GetAmmoCountANDItemHandle(int index) RTTI
  • bool AmmoCountANDContains(WeakHandle<game.data.AIAmmoCountCond_Record> item) RTTI
  • void CommandOR(out WeakHandle<game.data.AICommandCond_Record>[] outList) RTTI
  • int GetCommandORCount() RTTI
  • WeakHandle<game.data.AICommandCond_Record> GetCommandORItem(int index) RTTI
  • game.data.AICommandCond_Record? GetCommandORItemHandle(int index) RTTI
  • bool CommandORContains(WeakHandle<game.data.AICommandCond_Record> item) RTTI
  • void SquadOR(out WeakHandle<game.data.AISquadCond_Record>[] outList) RTTI
  • int GetSquadORCount() RTTI
  • WeakHandle<game.data.AISquadCond_Record> GetSquadORItem(int index) RTTI
  • game.data.AISquadCond_Record? GetSquadORItemHandle(int index) RTTI
  • bool SquadORContains(WeakHandle<game.data.AISquadCond_Record> item) RTTI
  • void SlotAND(out WeakHandle<game.data.AISlotCond_Record>[] outList) RTTI
  • int GetSlotANDCount() RTTI
  • WeakHandle<game.data.AISlotCond_Record> GetSlotANDItem(int index) RTTI
  • game.data.AISlotCond_Record? GetSlotANDItemHandle(int index) RTTI
  • bool SlotANDContains(WeakHandle<game.data.AISlotCond_Record> item) RTTI
  • void RestrictedMovementArea(out WeakHandle<game.data.AIRestrictedMovementAreaCond_Record>[] outList) RTTI
  • int GetRestrictedMovementAreaCount() RTTI
  • WeakHandle<game.data.AIRestrictedMovementAreaCond_Record> GetRestrictedMovementAreaItem(int index) RTTI
  • game.data.AIRestrictedMovementAreaCond_Record? GetRestrictedMovementAreaItemHandle(int index) RTTI
  • bool RestrictedMovementAreaContains(WeakHandle<game.data.AIRestrictedMovementAreaCond_Record> item) RTTI
  • void AmmoCountOR(out WeakHandle<game.data.AIAmmoCountCond_Record>[] outList) RTTI
  • int GetAmmoCountORCount() RTTI
  • WeakHandle<game.data.AIAmmoCountCond_Record> GetAmmoCountORItem(int index) RTTI
  • game.data.AIAmmoCountCond_Record? GetAmmoCountORItemHandle(int index) RTTI
  • bool AmmoCountORContains(WeakHandle<game.data.AIAmmoCountCond_Record> item) RTTI
  • void MovementOR(out WeakHandle<game.data.AIMovementCond_Record>[] outList) RTTI
  • int GetMovementORCount() RTTI
  • WeakHandle<game.data.AIMovementCond_Record> GetMovementORItem(int index) RTTI
  • game.data.AIMovementCond_Record? GetMovementORItemHandle(int index) RTTI
  • bool MovementORContains(WeakHandle<game.data.AIMovementCond_Record> item) RTTI
  • void Cooldown(out WeakHandle<game.data.AICooldownCond_Record>[] outList) RTTI
  • int GetCooldownCount() RTTI
  • WeakHandle<game.data.AICooldownCond_Record> GetCooldownItem(int index) RTTI
  • game.data.AICooldownCond_Record? GetCooldownItemHandle(int index) RTTI
  • bool CooldownContains(WeakHandle<game.data.AICooldownCond_Record> item) RTTI
  • void SignalOR(out WeakHandle<game.data.AISignalCond_Record>[] outList) RTTI
  • int GetSignalORCount() RTTI
  • WeakHandle<game.data.AISignalCond_Record> GetSignalORItem(int index) RTTI
  • game.data.AISignalCond_Record? GetSignalORItemHandle(int index) RTTI
  • bool SignalORContains(WeakHandle<game.data.AISignalCond_Record> item) RTTI
  • void VehicleOR(out WeakHandle<game.data.AIVehicleCond_Record>[] outList) RTTI
  • int GetVehicleORCount() RTTI
  • WeakHandle<game.data.AIVehicleCond_Record> GetVehicleORItem(int index) RTTI
  • game.data.AIVehicleCond_Record? GetVehicleORItemHandle(int index) RTTI
  • bool VehicleORContains(WeakHandle<game.data.AIVehicleCond_Record> item) RTTI
  • void SpatialOR(out WeakHandle<game.data.AISpatialCond_Record>[] outList) RTTI
  • int GetSpatialORCount() RTTI
  • WeakHandle<game.data.AISpatialCond_Record> GetSpatialORItem(int index) RTTI
  • game.data.AISpatialCond_Record? GetSpatialORItemHandle(int index) RTTI
  • bool SpatialORContains(WeakHandle<game.data.AISpatialCond_Record> item) RTTI
  • void MovementAND(out WeakHandle<game.data.AIMovementCond_Record>[] outList) RTTI
  • int GetMovementANDCount() RTTI
  • WeakHandle<game.data.AIMovementCond_Record> GetMovementANDItem(int index) RTTI
  • game.data.AIMovementCond_Record? GetMovementANDItemHandle(int index) RTTI
  • bool MovementANDContains(WeakHandle<game.data.AIMovementCond_Record> item) RTTI
  • void StatusEffectAND(out WeakHandle<game.data.AIStatusEffectCond_Record>[] outList) RTTI
  • int GetStatusEffectANDCount() RTTI
  • WeakHandle<game.data.AIStatusEffectCond_Record> GetStatusEffectANDItem(int index) RTTI
  • game.data.AIStatusEffectCond_Record? GetStatusEffectANDItemHandle(int index) RTTI
  • bool StatusEffectANDContains(WeakHandle<game.data.AIStatusEffectCond_Record> item) RTTI
  • void VehicleAND(out WeakHandle<game.data.AIVehicleCond_Record>[] outList) RTTI
  • int GetVehicleANDCount() RTTI
  • WeakHandle<game.data.AIVehicleCond_Record> GetVehicleANDItem(int index) RTTI
  • game.data.AIVehicleCond_Record? GetVehicleANDItemHandle(int index) RTTI
  • bool VehicleANDContains(WeakHandle<game.data.AIVehicleCond_Record> item) RTTI
  • void Ability(out WeakHandle<game.data.AIAbilityCond_Record>[] outList) RTTI
  • int GetAbilityCount() RTTI
  • WeakHandle<game.data.AIAbilityCond_Record> GetAbilityItem(int index) RTTI
  • game.data.AIAbilityCond_Record? GetAbilityItemHandle(int index) RTTI
  • bool AbilityContains(WeakHandle<game.data.AIAbilityCond_Record> item) RTTI
  • void State(out WeakHandle<game.data.AIStateCond_Record>[] outList) RTTI
  • int GetStateCount() RTTI
  • WeakHandle<game.data.AIStateCond_Record> GetStateItem(int index) RTTI
  • game.data.AIStateCond_Record? GetStateItemHandle(int index) RTTI
  • bool StateContains(WeakHandle<game.data.AIStateCond_Record> item) RTTI
  • void Tresspassing(out WeakHandle<game.data.AITresspassingCond_Record>[] outList) RTTI
  • int GetTresspassingCount() RTTI
  • WeakHandle<game.data.AITresspassingCond_Record> GetTresspassingItem(int index) RTTI
  • game.data.AITresspassingCond_Record? GetTresspassingItemHandle(int index) RTTI
  • bool TresspassingContains(WeakHandle<game.data.AITresspassingCond_Record> item) RTTI