GetCurrentAIProcedure
Revision as of 14:03, 26 November 2008 by imported>Jwoodward
Syntax:
ActorID.GetCurrentAIProcedure
GetCurrentAIProcedure returns the following values for procedure types:
- 0 = TRAVEL
- 1 = ACTIVATE
- 2 = ACQUIRE
- 3 = WAIT
- 4 = DIALOGUE
- 5 = GREET
- 6 = GREET_DEAD
- 7 = WANDER
- 8 = SLEEP
- 9 = OBSERVE_COMBAT
- 10 = EAT
- 11 = FOLLOW
- 12 = ESCORT
- 13 = COMBAT
- 14 = ALARM
- 15 = PURSUE
- 16 = FLEE
- 17 = DONE
- 18 = YIELD
- 19 = TRAVEL_TARGET
- 20 = CREATE_FOLLOW
- 21 = GET_UP
- 22 = MOUNT_HORSE
- 23 = DISMOUNT_HORSE
- 24 = DO_NOTHING
- 27 = ACCOMPANY
- 28 = USE_ITEM_AT
- 29 = SANDMAN
- 30 = WAIT_AMBUSH
- 31 = SURFACE
- 32 = WAIT_FOR_SPELL
- 33 = CHOOSE_CAST
- 34 = FLEE_NON_COMBAT
- 35 = REMOVE_WORN_ITEMS
- 36 = SEARCH
- 37 = CLEAR_MOUNT_POSITION
- 38 = SUMMON_DEFEND
- 39 = AVOID_AREA
- 40 = UNEQUIP_ARMOR
- 41 = PATROL
- 42 = USE_WEAPON
- 43 = DIALOGUE_ACTIVATE
- 44 = GUARD
- 45 = SANDBOX
- 46 = USE_IDLE_MARKER
- 47 = TAKE_BACK_ITEM
- 48 = SITTING
- 49 = MOVEMENT_BLOCKED
- 50 = CANNIBAL_FEED
Note that the procedure is not the same as the current package. A single package can contain several possible procedures, depending on what the actor is currently doing. For example, while in a Travel package, an actor will do the Travel procedure (when the actor is moving towards its target) and then the Wait procedure (when the actor has arrived at the travel destination). A procedure may also not be related to the underlying package -- fallout behavior causes the actor to begin a new procedure without changing its package.