Starfield Mod:Script-Actor
From Starfield Wiki
| Actor | |
|---|---|
| Script | Actor |
| Extends | ObjectReference → Form → ScriptObject |
| Editor | Actor |
| Base | ActorBase |
A description of the script with its use and purpose.
Definition[edit]
The script header definition.
ScriptName Actor Extends ObjectReference Native Hidden
Members[edit]
The members that belong to this script.
- Function ModFavorPoints(int iFavorPoints = 1)
- Function ModFavorPointsWithGlobal(GlobalVariable FavorPointsGlobal)
- Function MakePlayerFriend()
- Function AddBountyCrime(Form akBountyCrime)
- Function AddPassiveAffinity(float afAmountToAdd)
- Function AddPerk(Perk akPerk, bool abNotify = false)
- Function AllowBleedoutDialogue(bool abCanTalk)
- Function AllowPCDialogue(bool abTalk)
- Function AttachAshPile(Form akAshPileBase = none)
- int Function AttackOutpostObjects(ObjectReference akOutpostBeacon)
- Function AttemptAnimationSetSwitch()
- bool Function CanFlyHere()
- bool Function ChangeAnimArchetype(Keyword apKeyword = none)
- bool Function ChangeAnimFlavor(Keyword apKeyword = none)
- Function ChangeHeadPart(Headpart apHeadPart, bool abRemovePart = false, bool abRemoveExtraParts = false)
- Function ClearArrested()
- Function ClearExpressionOverride()
- Function ClearExtraArrows()
- Function ClearForcedLandingMarker()
- Function ClearLookAt()
- bool Function Dismount()
- Function DispelAllSpells()
- Function DoCombatSpellApply(Spell akSpell, ObjectReference akTarget)
- Function EnableAI(bool abEnable = true, bool abPauseVoice = false)
- Function EndDeferredKill()
- Function EquipItem(Form akItem, bool abPreventRemoval = false, bool abSilent = false)
- Function EquipSpell(Spell akSpell, int aiSource)
- Function EvaluatePackage(bool abResetAI = false)
- int Function GetBribeAmount()
- Actor[] Function GetAllCombatTargets()
- Actor[] Function GetAllActorsInCombatWithMe()
- ObjectReference Function GetCrewAssignment()
- Faction Function GetCrimeFaction()
- int Function GetCombatState()
- Actor Function GetCombatTarget()
- Package Function GetCurrentPackage()
- Actor Function GetDialogueTarget()
- int Function GetEquippedItemType(int aiEquipIndex)
- Weapon Function GetEquippedWeapon(int aiEquipIndex = 0)
- Armor Function GetEquippedShield()
- Spell Function GetEquippedSpell(int aiSource)
- int Function GetFactionRank(Faction akFaction)
- int Function GetFactionReaction(Actor akOther)
- int Function GetFlyingState()
- ObjectReference Function GetFurnitureUsing()
- ObjectReference Function GetForcedLandingMarker()
- int Function GetGoldAmount()
- Faction Function GetGroupFaction()
- int Function GetHighestRelationshipRank()
- Actor Function GetKiller()
- int Function GetLevel()
- float Function GetLightLevel()
- int Function GetLowestRelationshipRank()
- ActorBase Function GetLeveledActorBase()
- ActorBase Function GetMatchingPlanetActorBase()
- bool Function GetNoBleedoutRecovery()
- bool Function GetPlayerControls()
- Race Function GetRace()
- int Function GetRelationshipRank(Actor akOther)
- int Function GetSitState()
- int Function GetSleepState()
- SpaceshipReference Function GetSpaceship()
- bool Function HasAssociation(AssociationType akAssociation, Actor akOther = none)
- bool Function HasFamilyRelationship(Actor akOther = none)
- bool Function HasDetectionLOS(ObjectReference akOther)
- bool Function HasMagicEffect(MagicEffect akEffect)
- bool Function HasMagicEffectWithKeyword(Keyword akKeyword)
- bool Function HasParentRelationship(Actor akOther)
- bool Function HasPerk(Perk akPerk)
- bool Function HasSpell(Form akForm)
- bool Function IsAIEnabled()
- bool Function IsAlarmed()
- bool Function IsAlerted()
- bool Function IsAllowedToFly()
- bool Function IsArrested()
- bool Function IsArrestingTarget()
- bool Function IsBeingRidden()
- bool Function IsBeingRiddenBy(Actor akActor)
- int Function IsBleedingOut()
- bool Function IsBribed()
- bool Function IsChild()
- bool Function IsCommandedActor()
- bool Function IsDead()
- bool Function IsDetectedBy(Actor akOther)
- bool Function IsDoingFavor()
- bool Function IsEquipped(Form akItem)
- bool Function IsEssential()
- bool Function IsFlying()
- bool Function IsGuard()
- bool Function IsGhost()
- bool Function IsHostileToActor(Actor akActor)
- bool Function IsInCombat()
- bool Function IsInFaction(Faction akFaction)
- bool Function IsInIronSights()
- bool Function IsInKillMove()
- bool Function IsInScene()
- bool Function IsIntimidated()
- bool Function IsOnMount()
- bool Function IsOverEncumbered()
- bool Function IsOwner(ObjectReference akObject)
- bool Function IsPlayersLastRiddenHorse()
- bool Function IsPlayerTeammate()
- bool Function IsRunning()
- bool Function IsSeatOccupied(Keyword apKeyword)
- bool Function IsSneaking()
- bool Function IsSprinting()
- bool Function IsTalking()
- bool Function IsTrespassing()
- bool Function IsUnconscious()
- bool Function IsWeaponDrawn()
- Function Kill(Actor akKiller = none)
- Function KillEssential(Actor akKiller = none)
- Function KillSilent(Actor akKiller = none)
- Function ApplyUnityCharacterData()
- Function CopyAppearance(Actor akSourceToCopyFrom)
- Function MarkItemAsFavorite(Form akItem, int aiSlot = -1)
- Function ModFactionRank(Faction akFaction, int aiMod)
- bool Function MoveToFurniture(ObjectReference akTargetFurniture)
- Function MoveToPackageLocation()
- Function OpenInventory(bool abForceOpen = false, Form akFilter = none, bool abIncludeOnlyFromFilter = true)
- int Property PathingResult_Success
- int Property PathingResult_Failure
- int Property PathingResult_Stopped
- int Property PathingResult_Cleared
- int Property PathingResult_Timeout
- int Property CritStage_None
- int Property CritStage_GooStart
- int Property CritStage_GooEnd
- int Property CritStage_DisintegrateStart
- int Property CritStage_DisintegrateEnd
- int Property CritStage_FreezeStart
- int Property CritStage_FreezeEnd