tes3processManager⚓︎
Properties⚓︎
aiDistance
⚓︎
A value which controls how far the game AI is processed, measured in game distance units. Corresponds to AI Distance slider in Options menu.
Returns:
result
(number)
aiDistanceScale
⚓︎
A value which controls how far the game AI is processed. Corresponds to AI Distance slider in Options menu. This scale is in range [0, 1]. Where 0
means the minimal AI processing range, while 1
means maximal AI processing range.
Returns:
result
(number)
Methods⚓︎
checkAlarmRadius
⚓︎
myObject:checkAlarmRadius({ actor = ..., container = ... })
Parameters:
params
(table)actor
(tes3mobileActor): The actor to perform a check for.container
(tes3iterator): Container is a actor's AI planner e.g.mobile.aiPlanner
.
checkNearbyEnemiesAllowRest
⚓︎
Performs a check whether any potential nearby enemies allow the player to rest.
local result = myObject:checkNearbyEnemiesAllowRest()
Returns:
result
(boolean)
checkPlayerDistance
⚓︎
Forces a new distance check for actor AI behaviour.
myObject:checkPlayerDistance()
detectPresence
⚓︎
This function performs a check for presence of a given mobile actor.
myObject:detectPresence({ actor = ..., unknown = ... })
Parameters:
params
(table)actor
(tes3mobileActor): The actor to perform a check for.unknown
(boolean)
detectSneak
⚓︎
This function performs a check whether a detector can detect another actor sneaking.
local isDetected = myObject:detectSneak({ detector = ..., target = ..., unknown = ... })
Parameters:
params
(table)detector
(tes3mobileActor): The detector actor to perform a check for.target
(tes3mobileActor): The target actor to perform a check for.unknown
(boolean)
Returns:
isDetected
(boolean)