AI
153 functions
- AI_AddHeavyCoverEbpOccupancyOverride
- AI_AddPrefab
- AI_ArePlayersOnDifferentIslands
- AI_CacheCombatFeatureTrainingData
- AI_CalculateCombatFitnessEstimate
- AI_CanEntityCauseSuppression
- AI_CanLoadSquadAndAttackCurrentTarget
- AI_CanSquadCauseSuppression
- AI_CanSquadDecrew
- AI_ClearAISquadCombatRangePolicyTaskOverride
- AI_ClearCombatTrainingCacheEntry
- AI_ClearPBGRepairPriority
- AI_ClearPrefabAIIntents
- AI_CombatFitnessCharacterizesSquad
- AI_CombatFitnessGetDefensiveUpgradesForStructureArchetypeMember
- AI_CombatFitnessGetOffensiveUpgradesForStructureArchetypeMember
- AI_CombatFitnessGetPlayerUpgrades
- AI_CombatFitnessGetSquadArchetypePBGs
- AI_CombatFitnessGetStructureArchetypePBGs
- AI_CombatFitnessModelLoadedSucessfully
- AI_CombatFitnessModelTestInputsOutputs
- AI_ConvertToSimEntity
- AI_ConvertToSimPlayer
- AI_ConvertToSimSquad
- AI_CreateAICombatFitnessLogs
- AI_CreateEncounter
- AI_CreateProgressLog
- AI_CreateRestoreEncounter
- AI_DebugAttackEncounterPositionScoringEnable
- AI_DebugAttackEncounterPositionScoringIsEnabled
- AI_DebugLogGroupCombatRatings
- AI_DebugLogPBGCombatRatings
- AI_DebugLuaEnable
- AI_DebugLuaIsEnabled
- AI_DebugRatingEnable
- AI_DebugRatingIsEnabled
- AI_DebugRenderAllTaskChildrenEnable
- AI_DebugRenderAllTaskChildrenIsEnabled
- AI_DebugSkirmishForwardDeployEnable
- AI_DebugSkirmishForwardDeployIsEnabled
- AI_DifVarTakes in a table and chooses the right variable for the difficulty setting. 1-4 elements. Acquires current difficulty by default.
- AI_DisableAllEconomyOverrides
- AI_DisableAllEncountersDisables all encounters
- AI_DoString
- AI_DrawCampaignUpdatingSquadsDebug print list of ai squads which have and have not been updated yet this turn
- AI_Enable
- AI_EnableAll
- AI_EnableAllEncountersEnables all encounters
- AI_EnableEconomyOverride
- AI_FindAIEntityByID
- AI_FindAISquadByID
- AI_FindBestProducibleEntityPBGforEntityTypes
- AI_FindBestProducibleSquadPBGforSquadTypes
- AI_FindClosestOpenPositionForAbility
- AI_FindClosestOpenPositionForAbilityWithinRange
- AI_FindClosestOpenPositionForStructure
- AI_FindConstructionLocation
- AI_GetAbilityMaxNumTargets
- AI_GetActiveEncountersReturns a table with all active (not dead) encounters.
- AI_GetAIMarkers
- AI_GetAllMilitaryPointsOfType
- AI_GetAndReserveNextTaskID
- AI_GetAnySquadCombatTarget
- AI_GetDifficulty
- AI_GetDrawBehindDefenceDebug
- AI_GetMilitaryEngagementTypeNameFromIndex
- AI_GetNumAddedWeaponsFromUpgrade
- AI_GetNumEncountersReturns the number of alive encounters currently managed by the AI manager.
- AI_GetOwnedMilitaryPointsOfType
- AI_GetPersonality
- AI_GetPersonalityLuaFileName
- AI_IsAIPlayer
- AI_IsAITargetable
- AI_IsDebugDisplay
- AI_IsEnabled
- AI_IsEntityLocked
- AI_IsLocalAIPlayer
- AI_IsMatchingDifficultyReturns True if the current AI_Manager difficulty matches any in a given list.
- AI_IsPaused
- AI_IsPositionInFrontLineDefensiveArea
- AI_IsPositionNearInSupplySector
- AI_IsRTM
- AI_IsSquadLocked
- AI_IsSquadValid
- AI_LockEntity
- AI_LockSquad
- AI_LockSquads
- AI_LogCombatTrainingData
- AI_LogProgress
- AI_OutputPlayerUpgradeToArchetypeMappingJson
- AI_OverrideDifficultyOverrides the current difficulty setting (only for the AI Manager). Pass 'nil' to reset to Game_GetSPDifficulty() value
- AI_Pause
- AI_PauseAll
- AI_PauseCurrentTasks
- AI_PlayerAddExclusionArea
- AI_PlayerDataDictionarySetBool
- AI_PlayerDataDictionarySetNumber
- AI_PlayerDataDictionarySetPBG
- AI_PlayerModelLoadedSucessfully
- AI_PlayerModelTestInputsOutputs
- AI_PlayerRemoveExclusionArea
- AI_ProductionGroupMaxNum
- AI_ProductionGroupMaxNumProduced
- AI_ProductionGroupPBGIndex
- AI_ProductionGroupPBGs
- AI_PushChildAIPrefab
- AI_PushPrefabAIIntent
- AI_RemoveAllEncountersClears goals on all encounters, then empties the encounter list. Can also issue a stop command to all units.
- AI_RemoveCapturePointHighPriority
- AI_RestartSCAR
- AI_RestoreDefaultPersonalitySettings
- AI_SetAIMarkerActive
- AI_SetAIMarkerActiveByID
- AI_SetAISquadCombatRangePolicyTaskOverride
- AI_SetAITargetable
- AI_SetCapturePointAsHighPriority
- AI_SetDebugDisplay
- AI_SetDebugLevelSet the level of debug information shown but Ai:Print().
- AI_SetDefaultEnemyPlayerSets the default player to use when creating an encounter.
- AI_SetDifficultyModifiersApplies modifiers to AI players based on their difficulty level.
- AI_SetDrawBehindDefenceDebug
- AI_SetPBGRepairPriority
- AI_SetPersonality
- AI_SetPersonalityLuaFileName
- AI_SetPrefabActive
- AI_SetPrefabCanReassign
- AI_SetPrefabSelection_SGroup
- AI_SetPrefabTarget_EGroup
- AI_SetPrefabTarget_Position
- AI_SetPrefabTarget_SGroup
- AI_SetPrefabTarget_Waypoints
- AI_SetResourceIncomeDesire
- AI_SetTable
- AI_SetTableParamSets the AIplayer's global tableName.parameter to given value (if table, appends/replaces pairs to existing table at tableName.parameter)
- AI_SquadDataDictionaryClearSquad
- AI_SquadDataDictionaryGetBool
- AI_SquadDataDictionaryGetNumber
- AI_SquadDataDictionaryGetSquad
- AI_SquadDataDictionarySetBool
- AI_SquadDataDictionarySetNumber
- AI_SquadDataDictionarySetPBG
- AI_SquadDataDictionarySetSquad
- AI_TableSetBool
- AI_TableSetNumber
- AI_TableSetString
- AI_ToggleDebugDataToggle encounter/goal debug information on screen.
- AI_ToggleDebugDisplay
- AI_ToggleDebugPrintToggle printing console debug information for encounters.
- AI_UnlockAll
- AI_UnlockEntity
- AI_UnlockSquad
- AI_UnlockSquads
- AI_UpdateStatics