GSC reference › Built-in
GetPathMode()
Built-in (engine)
Server
AI Called on: actor
Get the path mode of this actor.
Signature
<actor> GetPathMode()
Called on an entity: actor GetPathMode(...)
Example (from Treyarch's docs)
pathMode = randAlly GetPathMode()
Real uses in BO3's scripts
Called 3 times in the decompiled scripts. A few, zombies first:
- scripts/zm/_zm_behavior.gsc, line 142
if(behaviortreeentity getpathmode() == "dont move") - scripts/shared/ai/archetype_robot.gsc, line 2947
if(entity getpathmode() == "dont move") - scripts/shared/ai/archetype_robot.gsc, line 3060
if(entity getpathmode() == "dont move")
Related built-ins
- PathMode()Set the path mode of this actor.
- OrientMode()Set the orient mode of this actor.
- AnimMode()Set the way that animation deltas are interpreted by the game engine
- HasPath()Returns true/false if AI has a path
- ClearPath()Clears the AI's current path.
- SetRepairPaths()True allows havok to repath automatically if the AI moves off their predefined path.
- CalcApproximatePathToPosition()Returns an array of world positions representing the approximate path an actor will take.
- SetSteeringMode()Sets the steering mode for the actor.
- DamageMode()Set the damage mode of this actor.
- GetFinalPathPos()Get the last position in the path
- PredictPath()Predicts the path to look for upcoming corner using havok corner predictor.
- TraverseMode()Set the traverse mode of this actor.
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Built-in descriptions, parameters and examples come from Treyarch's BO3 mod tools docs. Usage links point at shiversoftdev/t7-source (decompiled BO3 scripts).