Bot
Script Reference | Bot Functions |
Bot Properties
Unless otherwise noted, all properties can be get and set.
AimDamping
Effects the acceleration and turn rate.
AimPersistance
The time(in seconds) the bot will continue to aim at the last position of a target before aborting.
AimStiffness
Effects the acceleration of turning.
AimTolerance
The tolerance(in degrees) the bot tries to aim at stuff with.
Armor
Current Armor
FieldOfView
The angle(in degrees) the bot is capable of 'seeing'.
Health
Current health.
MaxArmor
Max Armor
MaxHealth
Max Health
MaxTurnSpeed
The maximum speed(in degrees/second) the bot can rotate his aim at.
MaxViewDistance
The max distance(in game units) the bot is capable of seeing.
MemorySpan
The time(in seconds) taken for the memory about an entity to become stale.
Name
Name of the bot.
ReactionTime
The time(in seconds) it takes the bot to begin responding to a newly sensed threat.
Enemy Territory Addendum
DoNotKill
Set it to true to prevent medics to kill the bot for revive. It is used by BUILD, PLANT and PLANTMINE goals.
TargetBreakableDist
The maximum distance (in game units) the bot will attempt to target breakable entities. It can be set by pre-scripted trigger region or inside OnBotJoin function.
Bot Functions
AddScriptGoal
Adds a goal to the bots behavior tree by name. Useful when a script goal has AutoAdd set to false, so you can more explicitly control when a bot gets the goal.
Parameters: (name of script goal to add to bot behavior tree)
Returns: true on success, false on failure
Example:
b.AddScriptGoal("TestBot");
RemoveState
Removes a state from a bots behavior tree by name.
Parameters: (name of script goal to remove from bot behavior tree)
Returns: none
Example:
b.RemoveState("TestBot");
SetStateEnabled
Enables/Disables a state by name.
Parameters: (name of state, bool enable)
Returns: none
Example:
b.SetStateEnabled("Attack", false); // disable attack state
CanGrabItem
Returns true if bot can take item (flag, gold, radar parts, ...).
Parameters: (GameEntity)
Parameters: (FLAG or FLAG_dropped goal name)
Returns: true/false
Example:
if (b.CanGrabItem("FLAG_gold")) {
}
ChangeClass
Changes the bot to a specified class.
Parameters: (classId)
Returns: none
Example:
b.ChangeClass(CLASS.SOLDIER);
ChangeTeam
Changes the bot to a specified team.
Parameters: (teamId)
Returns: none
Example:
b.ChangeTeam(TEAM.AXIS);
ClearRoles
Takes away a role from the bot.
Parameters: roleId
Returns: none
Example:
b.ClearRoles(ROLE.ATTACKER);
DisableBotPush
Used by pre-scripted trigger region.
Parameters: (true/false)
Returns: none
Example:
b.DisableBotPush(true);
DistanceTo
Overloaded utility function for simplified distance checks.
Parameters: (Vector3, useEyePosition<default false>)
Parameters: (MapGoal, useEyePosition<default false>)
Parameters: (GameEntity/GameId, useEyePosition<default false>)
Returns: float - distance from bot to Vector3, MapGoal, GameEntity or GameId
Example:
v = Vector3(10,20,30);
target = b.GetTarget();
// distance from bot to target entity
d1 = b.DistanceTo(target);
// distance from bot to world position
d2 = b.DistanceTo(v);
// distance from bot eye to world position
d3 = b.DistanceTo(v, true);
DumpBotTable
Dumps a file with the bot's table to a file in the user folder.
Parameters: (filename)
Returns: none
Example:
b.DumpBotTable("foo.txt");
Enable
Disables all thinking for the bot.
Parameters: (true/false)
Returns: none
Example:
b.Enable(false);
ExecCommand
Executes a string command on the bot as if the bot executed a console command.
Parameters: (command)
Returns: none
Example:
b.ExecCommand("kill");
Weapons/Ammo
CanSnipe
It's deprecated and has been replaced by Util.CanBotSnipe(bot) in Enemy Territory.
Checks if the bot can snipe based on the internally implemented snipe checks. Vary by game. Typically involves checking if the bot has a snipe enabled weapon and has ammo.
Parameters: none
Returns: true if the bot can snipe, else false
Example:
if(b.CanSnipe()) {}
EnableShooting
Disables all shooting for the bot.
Parameters: (true/false)
Returns: none
Example:
b.EnableShooting(false);
GetWeapon
Gets a reference to a specific weapon from the bot.
Parameters: (weaponId)
Returns: Weapon reference, or NULL if the bot doesn't have the weapon.
Example:
wpn = b.GetWeapon(WEAPON.SHOTGUN);
wpn.PrimaryFire.AimOffset = Vector3(0,0,10);
GetBestWeapon
Gets a weapon id for the best weapon versus current target or a specific entity.
Parameters: none - uses current target
Parameters: (entity) evaluate weapon versus specific target entity
Returns: weapon id of weapon that is chosen.
Example:
best = b.GetBestWeapon();
// OR
best = b.GetBestWeapon(someEnt);
GetRandomWeapon
Gets a random weapon id from the list of weapons the bot currently has.
Parameters: none
Returns: random weapon id
Example:
randwpn = b.GetRandomWeapon();
GetCurrentWeapon
Gets the current weapon id for the bot.
Parameters: none
Returns: weapon Id for bot
Example:
mywpn = b.GetCurrentWeapon();
if(mywpn == WEAPON.SHOTGUN)
{
}
GetCurrentAmmo
Gets the ammo information for a weapon.
Parameters: (table)
Parameters: (table, firemode)
Parameters: (table, firemode, weaponId)
Returns: true if successful, false if not
Example:
ammoTable = {};
// Get primary ammo for current weapon
b.GetCurrentAmmo(ammoTable);
// Get secondary ammo for current weapon
b.GetCurrentAmmo(ammoTable, 1);
// Get primary ammo for another weapon.
b.GetCurrentAmmo(ammoTable, 0, WEAPON.SHOTGUN);
print("Current Ammo:", ammoTable.CurrentAmmo);
print("Max Ammo:", ammoTable.MaxAmmo);
print("Current Clips:", ammoTable.CurrentClip);
print("Max Clips:", ammoTable.MaxClip);
GetMostDesiredAmmo
Gets information about the currently most needed ammo.
Parameters: (table)
Returns: none
- AmmoType - weapon ID
- Desire - LowAmmoPriority; It will be zero if bot has more ammo than LowAmmoThreshold
- GetAmmo - LowAmmoGetAmmoAmount
Example:
mostNeededAmmo = {};
b.GetMostDesiredAmmo(mostNeededAmmo);
if( mostNeededAmmo.Desire > 0) {
print("Need ammo for weapon", Util.WeaponName(mostNeededAmmo.AmmoType));
}
FireWeapon
Fires the current weapon.
Parameters: none
Returns: none
Example:
b.FireWeapon();
HasAmmo
Checks if the bot has a certain ammo type.
Parameters: () - If no parameters passed, checks current weapon ammo.
Parameters: (WeaponId)
Parameters: (WeaponId, needed amount)
Returns: true/false if the bot has ammo.
Example:
if(b.HasAmmo())
{
}
if(b.HasAmmo(WEAPON.MP40))
{
}
HasAnyWeapon
Checks if the bot has any of specified weapons. Table keys are weaponIDs, table values should be set to true.
Parameters: (weapons, options<optional>, weaponList<optional>)
The second parameter is table which has items CheckAmmo and CheckCharged. Both options are true by default.
The third parameter is empty table to store all results.
Returns: weaponId if the bot has that weapon, 0 if the bot does not have any weapon from the list.
Example:
weapons = table();
weapons[WEAPON.MP40] = true;
weapons[WEAPON.THOMPSON] = true;
weapon = b.HasAnyWeapon(weapons, { CheckAmmo=true, CheckCharged=false } );
if (weapon) {
}
HasWeapon
Checks if the bot has a specific weapon.
Parameters: (weaponId)
Returns: true if the bot has it, false if not.
Example:
if(b.HasWeapon(WEAPON.SHOTGUN))
{
}
IsWeaponCharged
Checks if a weapon is charged. A charged weapon is one that is capable of being used that might occasionally be unavailable for use due to lack of character 'charge', whether that be a gameplay charge bar, stamina, skill, etc.
Parameters: (weaponId, firemode<optional>)
Returns: true if weapon is charged, false if not.
Example:
if(b.IsWeaponCharged(WEAPON.MORTAR, 0))
{
}
GetAllAlly
Fills a table with all known allied entities (from bot's sensory memory) that match a desired criteria.
Parameters: (category, class, table)
Returns: none
Example:
// Get all known soldier players.
players = table();
b.GetAllAlly(CAT.PLAYER, CLASS.SOLDIER, players);
foreach ( ent in players )
{
print(ent);
}
GetAllEnemy
Fills a table with all known enemy entities (from bot's sensory memory) that match a desired criteria.
Parameters: (category, class, table)
Returns: none
Example:
// Get all known soldier players.
players = table();
b.GetAllEnemy(CAT.PLAYER, CLASS.SOLDIER, players);
foreach ( ent in players )
{
print(ent);
}
GetAllType
Fills a table with all known entities (from bot's sensory memory) that match a desired criteria.
Parameters: (category, class, table)
Returns: none
Example:
// Get all known soldier players.
players = table();
b.GetAllType(CAT.PLAYER, CLASS.SOLDIER, players);
foreach ( ent in players )
{
print(ent);
}
GetClass
Gets the current class id for the bot.
Parameters: none
Returns: class Id for bot
Example:
myclass = b.GetClass();
if(myClass == CLASS.SOLDIER)
{
}
GetEyePosition
Gets the world position of the bots 'eye'
Parameters: none
Returns: Vector3 eye position
Example:
eyepos = b.GetEyePosition();
GetFacing
Gets the facing vector for the bots aim.
Parameters: none
Returns: Vector3 facing vector
Example:
facing = b.GetFacing();
pointinfront = b.GetEyePosition() + facing * 100;
GetGameEntity
Gets the game entity for the bot.
Parameters: none
Returns: entity
Example:
ent = b.GetGameEntity();
GetGameId
Gets the game id for the bot.
Parameters: none
Returns: entity
Example:
gameid = b.GetGameId();
GetHealthPercent
Gets the bot's current health percentage.
Parameters: none
Returns: 0.0 - 1.0 health scalar
Example:
if(bot.GetHealthPercent() < 0.5)
{
// < 50% health
}
GetHighLevelGoalName
Gets the bot's current high level goal name.
Examples: UseCabinet, WatchForProjectile, CovertOps, BUILD, PLANT, CAMP, SWITCH, ROAMING, ...
Some goal names changed after they were moved to scripts.
Goals in 0.81: DefuseDynamite, ReviveTeammate, TakeCheckPoint, RepairMg42
Goals in 0.82: DEFUSE, REVIVE, CHECKPOINT, REPAIRMG42
Goals in 0.83: CaptureTheFlag, ReturnTheFlag, MobileMortar, PlantMine, CallArtillery
Goals in 0.84: FLAG, FLAGRETURN, MOBILEMORTAR, PLANTMINE, CALLARTILLERY
Parameters: none
Returns: goal name, or NULL if the bot doesn't have a high level goal.
Example:
g = bot.GetHighLevelGoalName();
GetMapGoalName
Gets the bot's current map goal name (for example: BUILD_Tank, DEFEND_depot1, ...).
Returns NULL if the current high level goal is ROAMING, WatchForProjectile or CovertOps.
Note: This function has been added in 0.82.
Parameters: none
Returns: goal name or NULL.
Example:
g = bot.GetMapGoalName();
GetLastTarget
Gets the target the bot had before the current target.
Parameters: none
Returns: entity OR null
Example:
last = b.GetLastTarget();
GetNearest
Gets the nearest target matching the desired criteria, friend or foe.
Parameters: (category)
Parameters: (category, classId)
Parameters: (category, table of classIds)
Returns: entity OR null
Example:
// get nearest player, defaults to any class within that category
p = b.GetNearest(CAT.PLAYER);
// get nearest soldier or medic player
s = b.GetNearest(CAT.PLAYER, {CLASS.SOLDIER, CLASS.MEDIC});
GetNearestAlly
Gets the nearest target matching the desired criteria, only allies
Parameters: (category)
Parameters: (category, classId)
Parameters: (category, table of classIds)
Returns: entity OR null
Example:
// get nearest player, defaults to any class within that category
p = b.GetNearestAlly(CAT.PLAYER);
// get nearest soldier player
s = b.GetNearestAlly(CAT.PLAYER, CLASS.SOLDIER);
GetNearestEnemy
Gets the nearest target matching the desired criteria, only enemies
Parameters: (category)
Parameters: (category, classId)
Parameters: (category, table of classIds)
Returns: entity OR null
Example:
// get nearest player, defaults to any class within that category
p = b.GetNearestEnemy(CAT.PLAYER);
// get nearest soldier player
s = b.GetNearestEnemy(CAT.PLAYER, CLASS.SOLDIER);
GetNearestDestination
Finds paths from the current bot position to multiple destination positions. Returns index of the destination which has the shortest path. It can depend on navigation flags (e.g. teleports, axis/allied waypoints).
Parameters: (table of vectors)
Returns: index OR null
Example:
positions = { Vec3(105,4564,0), Vec3(-48,1234,0) };
id = bot.GetNearestDestination(positions);
if(typeId(id)==0)
{
print("path not found");
}else{
print("path found to destination", positions[id]);
}
GetPosition
Gets the world position of the bot.
Parameters: none
Returns: Vector3 world position
Example:
mypos = b.GetPosition();
GetTarget
Gets the current target.
Parameters: none
Returns: entity OR null
Example:
target = b.GetTarget();
GetTargetInfo
Returns the TargetInfo for an entity.
Parameters: (entity/gameId)
Returns: TargetInfo for entity.
Example:
ti = b.GetTargetInfo(b.GetTarget());
GetTeam
Gets the current team the bot is on.
Parameters: none
Returns: team #
Example:
myteam = b.GetTeam();
See also: TEAM
GetVelocity
Gets the world velocity of the bot. The bot must be alive. It returns wrong vector if the bot is injured.
Parameters: none
Returns: Vector3 world velocity
Example:
myvel = b.GetVelocity();
HasTarget
Checks if the bot has a current target
Parameters: none
Returns: true if bot has a target
Example:
if(b.HasTarget())
{
}
HasAnyEntityFlag
Checks if the bot has a given entity flag. This function can take any number of flags to check, and will return true if the bot has at least one of the flags, or false if it doesn't have any of them.
Parameters: (entityflag, ...)
Returns: true if bot has any flag, false if not
Example:
// checking 1 flag
if(b.HasAnyEntityFlag(ENTFLAG.ZOOMING))
{
}
// checking multiple flags.
if(b.HasAnyEntityFlag(ENTFLAG.MOUNTED, ENTFLAG.ON_LADDER))
{
}
HasEntityFlag
Checks if the bot has a given entity flag. This function can take any number of flags to check, and will return true if the bot has all the flags, or false if it is missing any.
Parameters: (entityflag, ...)
Returns: true if bot has all flags, false if not
Example:
// checking 1 flag
if(b.HasEntityFlag(ENTFLAG.RELOADING))
{
}
// checking multiple flags.
if(b.HasEntityFlag(ENTFLAG.INWATER, ENTFLAG.UNDERWATER))
{
}
HasLineOfSightTo
This functions checks whether the bot has line of sight to a 3d position. This function does not account for field of view, simply does a raycast for obstructions between the bots eye position and the provided position. To account for field of view, use InFieldOfView. If an entity or gameId is provided as the 2nd parameter, the function will return true if the raycast hits nothing on its way to the position OR if it hits the entity that is passed.
Parameters: (Vector3 position)
Parameters: (Vector3 position, entity)
Returns: true if the bot has line of sight to the position or entity passed. false if the bot's view is obstructed.
Note: This function calls TraceLine with parameter TRACE.SHOT | TRACE.SMOKEBOMB
Example:
if(b.HasLineOfSightTo( Vec3(30,50,10) ))
{
}
HasPowerUp
Checks if the bot has a given powerup. This function can take any number of flags to check, and will return true if the bot has all the flags, or false if it is missing any.
Parameters: (powerup, ...)
Returns: true if bot has all powerups, false if not
Example:
// checking 1 flag
if(b.HasPowerUp(POWERUP.INVINCIBLE))
{
}
// checking multiple flags.
if(b.HasPowerUp(POWERUP.INVINCIBLE, POWERUP.QUADDAMAGE))
{
}
HasRole
Checks if the bot has a specific role.
Parameters: roleId
Returns: true if the bot has role, false if not.
Example:
if(b.HasRole(ROLE.INFILTRATOR)){
}
See Also: ClearRoles, SetRoles
HoldButton
Makes the bot 'press' a button, and hold it for an amount of time. This function can take any number of buttons as parameters, and will apply the effect to all of them. The time value is ALWAYS the last parameter.
Parameters: (buttonId, ..., time in seconds)
Returns: none
Example:
// hold crouch for 5 seconds
b.HoldButton(BTN.CROUCH, 5);
// hold multiple buttons for 5 seconds
b.HoldButton(BTN.CROUCH, BTN.SPRINT, 5);
See Also: PressButton, ReleaseButton
IgnoreTarget
This function causes the bot to ignore specific entities for targeting for some duration of time.
Parameters: (entity/gameId or goal name or table, seconds to ignore <optional>)
Returns: none
Example:
// ignore the entity, so the bot won't shoot at it.
bot.IgnoreTarget("MOVER_bird1");
bot.IgnoreTarget(Map.Movers);
bot.IgnoreTarget(GetLocalEntity(), 100);
See also: Bots shooting map objects
InFieldOfView
Checks whether a position is within the bots current FieldOfView. This function can take an optional field of view(in degrees) to check. If not provided, it will use the bots current FieldOfView.
Parameters: (Vector3 position)
Parameters: (Vector3 position, fov angles)
Returns: Vector3 - center point of the AABB.
Example:
v = Vector3(10,10,10);
// check if in default field of view
if(b.InFieldOfView(v))
{
}
// check if in custom field of view
if(b.InFieldOfView(v, 180))
{
}
IsAllied
Checks if the bot is allied with a given entity.
Parameters: (entity/gameId)
Returns: true if allied, false if not.
Example:
if(b.IsAllied(someentity))
{
}
IsCarryingFlag
Checks if the bot is carrying objective (flag, gold, documents, radar parts, ...).
Parameters: none
Returns: true/false
Example:
if(b.IsCarryingFlag())
{
}
IsStuck
Checks if the bot considers himself to be stuck. Stuckness is typically defined as an insignificant amount of movement over a short period of time. The time can be optionally passed to the function for flexibility.
Parameters: () - If no params passed, the time used is 0.5 seconds.
Parameters: (time in seconds)
Returns: true if bot is stuck, false if not.
Example:
if(b.IsStuck())
{
}
// or check stuckness for 1.5 seconds.
if(b.IsStuck(1.5))
{
}
MoveTowards
Causes the bot to blindly move towards a target. This function does no path finding. It's primary use is short range movement when you are reasonably sure the bot can run right at the target.
Parameters: (Vector3 position) - if distance tolerance not specified, default of 32 units is used.
Parameters: (Vector3 position, distance tolerance)
Returns: true if the bot is within the distance tolerance, false if not.
Example:
// get within 64 units of this position
v = Vector3(10,10,10);
while(b.MoveTowards(v, 64) == false)
{
yield();
}
PressButton
Makes the bot 'press' a button. This function can take any number of buttons as parameters, and will apply the effect to all of them. Buttons that are pressed using this function are released automatically for the next bot update.
Parameters: (buttonId, ...)
Returns: none
Example:
// press crouch
b.PressButton(BTN.CROUCH);
// press multiple buttons
b.PressButton(BTN.CROUCH, BTN.SPRINT);
See Also: HoldButton, ReleaseButton
ReleaseButton
Makes the bot 'release' a button. This function can take any number of buttons as parameters, and will apply the effect to all of them.
Parameters: (buttonId, ...)
Returns: none
Example:
// release crouch
b.ReleaseButton(BTN.CROUCH);
// release multiple buttons
b.ReleaseButton(BTN.CROUCH, BTN.SPRINT);
See Also: HoldButton, PressButton
ReloadProfile
Reloads the bots profile. The profile is any script associated with the bots name.
Parameters: none
Returns: none
Example:
b.ReloadProfile();
ResetStuckTime
Reset the stuck timer.
Parameters: none
Returns: none
Example:
b.ResetStuckTime();
Say
Chat function used for bots to say messages through the normal chat channels of the game. For flexibility, this function can take any number and type of parameters, which it will convert to a single long string and use as the chat message.
Parameters: (string, ...)
Returns: none
Example:
b.Say("My name is ", b.Name);
SayTeam
Chat function used for bots to say messages through the team chat channel of the game. For flexibility, this function can take any number and type of parameters, which it will convert to a single long string and use as the chat message.
Parameters: (string, ...)
Returns: none
Example:
b.SayTeam("My name is ", b.Name);
SayVoice
Broadcasts a voice macro to the game. Used with global VOICE table values.
Parameters: (macroId)
Returns: none
Example:
b.SayVoice(VOICE.NEED_MEDIC);
ScriptEvent
Sends SCRIPTMSG event.
Parameters: (name, param1, param2, param3)
Returns: none
SetDebugFlag
Enables a debug flag for the bot. See the global DEBUG table for available options. Enabling debug flags typically cause various debug visualizations to render in order to help identify whats going on with various systems of the bot.
Parameters: (flag, true/false to enable)
Returns: none
Example:
b.SetDebugFlag(DEBUG.AIM, true);
SetRoles
Assign a role to the bot.
Parameters: roleId
Returns: none
Example:
b.SetRoles(ROLE.DEFENDER);
See Also: ClearRoles, HasRole
ToLocalSpace
Converts a vector into local bot space. This results in a position relative to the bots current position and rotation. This function is useful for simplifying some types of logic.
- x axis is side to side.
- y axis is forward and back.
- z axis is up and down.
Parameters: (Vector3)
Returns: Vector3 local space position.
Example:
v = Vector3(4356,342,276); // some world position.
v2 = b.ToLocalSpace(v);
if(v2.y < 0)
{
// the position is behind the bot.
}
if(v2.x < 0)
{
// the position is to the right of the bot
}
ToWorldSpace
Converts a vector from local bot space to world space.
- x axis is side to side.
- y axis is forward and back.
- z axis is up and down.
Parameters: (Vector3)
Returns: Vector3 world space position.
Example:
// slightly forward and to the right.
v = Vector3(10,10,0);
v2 = b.ToWorldSpace(v);
Enemy Territory Addendum
ChangePrimaryWeapon
Selects a new primary weapon for the bot. Should take effect next spawn. You must not use this function inside map scripts. You should use SetWeaponAvailability if you want to disable some weapons.
Parameters: (weaponId)
Returns: true if successful, false if not
Example:
b.ChangePrimaryWeapon(WEAPON.PANZERFAUST);
See Also: ChangeSecondaryWeapon
ChangeSecondaryWeapon
Selects a new secondary weapon for the bot. Should take effect next spawn.
Parameters: (weaponId)
Returns: true if successful, false if not
Example:
b.ChangeSecondaryWeapon(WEAPON.LUGER);
See Also: ChangePrimaryWeapon
ChangeSpawnPoint
Changes the desired spawn point for the bot to respawn at.
Parameters: (spawnpoint #)
Returns: none
Example:
b.ChangeSpawnPoint(2);
GetConstructableState
Check state of a BUILD goal.
Parameters: (entity)
Returns: 1 if the bot can build the entity, 0 if the entity is already built, -1 if the entity is not constructable or has been built by enemy.
Example:
if(b.GetConstructableState(TargetEntity) < 1 ) {
}
GetCursorHint
When a player is near enough something to get a hint icon, such as for dynamiting, this function can access what hint is showing. Some of these hints may or may not ever show up, they were taken as-is from the ET SDK.
- NONE - 0
- PLAYER - 1
- ACTIVATE - 2
- DOOR - 3
- DOOR_ROTATING - 4
- DOOR_LOCKED - 5
- DOOR_ROTATING_LOCKED - 6
- MG42 - 7
- BREAKABLE - 8
- BREAKABLE_DYNAMITE - 9
- CHAIR - 10
- ALARM - 11
- HEALTH - 12
- TREASURE - 13
- KNIFE - 14
- LADDER - 15
- BUTTON - 16
- WATER - 17
- CAUTION - 18
- DANGER - 19
- SECRET - 20
- QUESTION - 21
- EXCLAMATION - 22
- CLIPBOARD - 23
- WEAPON - 24
- AMMO - 25
- ARMOR - 26
- POWERUP - 27
- HOLDABLE - 28
- INVENTORY - 29
- SCENARIC - 30
- EXIT - 31
- NOEXIT - 32
- PLYR_FRIEND - 33
- PLYR_NEUTRAL - 34
- PLYR_ENEMY - 35
- PLYR_UNKNOWN - 36
- BUILD - 37
- DISARM - 38
- REVIVE - 39
- DYNAMITE - 40
- CONSTRUCTIBLE - 41
- UNIFORM - 42
- LANDMINE - 43
- TANK - 44
- SATCHELCHARGE - 45
- LOCKPICK - 46
Parameters: (table)
Returns: none
Example:
hint = table();
b.GetCursorHint(hint);
print(hint.type); // one of the values above
print(hint.value); // usually a health associated with certain types
GetDestroyableState
Check state of a PLANT goal.
Parameters: (entity)
Returns: 1 if the bot can destroy the entity, -1 if the entity is not destroyable or is friendly objective.
Example:
if(b.GetDestroyableState(TargetEntity) < 1 ) {
}
GetExplosiveState
Check state of a dynamite, landmine or tripmine.
Note: It does not work for a poison mine and bouncing betty in Jaymod.
Parameters: (entity)
Returns: 1 if the dynamite/mine can be armed, 0 if the dynamite is ticking or the mine is activated.
Example:
if(b.GetExplosiveState(TargetEntity) == 1 ) {
}
GetMG42Info
Gets information about currently mounted MG42 - vector CenterFacing and angles MinHorizontal, MaxHorizontal, MinVertical, MaxVertical.
Parameters: (table)
Returns: true if info has been stored into table
GetMountedPlayerOnMG42
Gets player who is mounting MG42.
Parameters: (mg42Entity)
Returns: player's entity or null
GetReinforceTime
Gets the current time left(in seconds) before reinforcements spawn for the bots team.
Parameters: none
Returns: seconds left till reinforcements spawn
Example:
if(b.GetReinforceTime() < 2)
{
// 2 seconds to reinforcements
}
GetSkills
Gets the current skill values and puts them into the table parameter.
Parameters: (table)
Returns: none
Example:
skills = table();
b.GetSkills(skills);
print("Battle Sense:", skills[SKILL.BATTLE_SENSE]);
print("Engineering:", skills[SKILL.ENGINEERING]);
print("First Aid:", skills[SKILL.FIRST_AID]);
print("Signals:", skills[SKILL.SIGNALS]);
print("Light Weapons:", skills[SKILL.LIGHT_WEAPONS]);
print("Heavy Weapons:", skills[SKILL.HEAVY_WEAPONS]);
print("Coverops:", skills[SKILL.COVERTOPS]);
See Also: SKILL
GetStat
Gets a current stat from the bot by name. Valid stat names for ET are kills, deaths and xp.
Parameters: (string) the stat name
Returns: the value of the stat
Example:
xp = b.GetStat("xp");
print("Bot xp value is",xp);
IsMG42Repairable
Parameters: (mg42Entity)
Returns: true if mg42 is damaged and can be repaired
TeamLandminesAvailable
Parameters: none
Returns: remaining count of team landmines