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class Entity
Represents a reference to an entity in the game world (e.g. a building, creature, etc.).
An instance of this class acts like a weak pointer to an existing entity in the game world and provides an interface to interact with it. Before interacting with the entity, you should call Exists() in order to check if the entity actually (still) exists. IMPORTANT: This class must NOT be stored as a class member. If you want to store the entity for later reference, store the id obtained by GetId instead. You can then later retrieve the entity from the LevelReference class by calling GetEntityById.
Class Methods
Entity& | operator= (const Entity&in) |
bool | operator== (const Entity&in) |
Building | opConv () const |
Creature | opConv () const |
LogicObject | opConv () const |
ResourceDeposit | opConv () const |
bool | Exists () const |
does the entity actually exist? (always check this before doing anything with the entity!) | |
uint | GetId () const |
get persistent entity id, use this to save the entity for later reference. | |
uint8 | GetFaction () const |
get owner faction | |
void | SetFaction (const uint8 _Faction) |
set owner faction | |
EEntityType | GetEntityType () const |
get entity type | |
bool | IsEnabled () const |
whether the entity is currently enabled (i.e. is visible in the game world) | |
void | Enable (const bool _bEnabled) |
enabled or disable the entity | |
bool | IsInteractive () const |
can the entity be interacted with? | |
void | SetInteractive (const bool _bInteractive) |
set whether the entity can be interacted with | |
bool | IsBusy () const |
is the entity currently marked as busy? | |
void | SetBusy (const bool _bBusy) |
mark the entity as busy | |
void | SetInspectionText (const uint _uTextId) |
make the entity inspectable and set the text to be displayed upon inspection | |
bool | CanBeAttacked () const |
can the entity be attacked? | |
void | SetAttackable (const bool _bAttackable) |
set whether the entity can be attacked |