GSC reference › Built-in
IsPathDirect()
Built-in (engine)
Server
AI Called on: actor
Check whether the actor's current path is direct
Signature
<actor> IsPathDirect()
Called on an entity: actor IsPathDirect(...)
Example (from Treyarch's docs)
self IsPathDirect()
Real uses in BO3's scripts
Not called anywhere in BO3's shipped scripts, so check it works in your mode before relying on it.
Related built-ins
- FindReacquireDirectPath()Finds a path directly to the enemy.
- PathMode()Set the path mode of this actor.
- 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.
- GetPathMode()Get the path 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.
- FindReacquireProximatePath()Finds a path to a point that can see the enemy without leaving goal.
- GetPathLength()Gets the length of the path being used by this actor
- TrimPathtoAttack()Trims the path to attack.
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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).