Class Objects.AIObject
AI object
Functions
AIObject:GetPosition() | Get the object's position. |
AIObject:SetPosition(position) | Set the object's position. |
AIObject:GetRotationY() | Get the object's Y-axis rotation. |
AIObject:SetRotationY(rotation) | Set the object's Y-axis rotation. |
AIObject:GetName() | Get the object's unique string identifier. |
AIObject:SetName(name) | Set the object's unique string identifier. |
AIObject:GetRoom() | Get the current room of the object. |
AIObject:GetRoomNumber() | Get the current room number of the object. |
AIObject:SetRoomNumber(ID) | Set room number of the object. |
AIObject:GetObjectID() | Retrieve the object ID. |
AIObject:SetObjectID(ID) | Change the object ID. |
Functions
- AIObject:GetPosition()
-
Get the object's position.
Returns:
-
Vec3
A copy of the object's position.
- AIObject:SetPosition(position)
-
Set the object's position.
Parameters:
- position Vec3 The new position of the object.
- AIObject:GetRotationY()
-
Get the object's Y-axis rotation.
Returns:
-
int
The object's Y-axis rotation.
- AIObject:SetRotationY(rotation)
-
Set the object's Y-axis rotation.
Parameters:
- rotation int The object's new Y-axis rotation.
- AIObject:GetName()
-
Get the object's unique string identifier.
Returns:
-
string
The object's name.
- AIObject:SetName(name)
-
Set the object's unique string identifier.
Parameters:
- name string The object's new name.
- AIObject:GetRoom()
-
Get the current room of the object.
Returns:
-
Room
current room of the object.
- AIObject:GetRoomNumber()
-
Get the current room number of the object.
Returns:
-
int
Number representing the current room of the object.
- AIObject:SetRoomNumber(ID)
-
Set room number of the object.
This is used in conjunction with SetPosition to teleport the object to a new room.
Parameters:
- ID int The ID of the new room.
- AIObject:GetObjectID()
-
Retrieve the object ID.
Returns:
-
int
A number representing the ID of the object.
- AIObject:SetObjectID(ID)
-
Change the object ID. This will change the type of AI object it is.
Note that a baddy will gain the behaviour of the tile it's on before said baddy is triggered.
This means that changing the type of an AI object beneath a moveable will have no effect.
Instead, this function can be used to change an object that the baddy isn't standing on.
For example, you could have a pair of AIGUARD objects, and change one or the other two
AIPATROL_1 based on whether the player has a certain item or not.
Parameters:
- ID ObjID the new ID.
Usage:
aiObj = TEN.Objects.GetMoveableByName("ai_guard_sphinx_room") aiObj:SetObjectID(TEN.Objects.ObjID.AI_PATROL1)