GSC reference › Built-in
PredictPosition()
Built-in (engine)
Server
Predict position of the entity at the end of the frames
Signature
PredictPosition(<ent>, <frames>)
Parameters
| Name | Required? | Details |
|---|---|---|
| ent | Required | The entity to predict position of |
| frames | Required | The frame count |
Example (from Treyarch's docs)
prediction = PredictPosition( ent, 4 )
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
- PlaySoundAtPosition()Play the sound alias from a position
- PositionQuery_Source_Navigation()Generate points around <origin>, between <minSearchRadius> and <maxSearchRadius> and within <halfHeight> height difference.
- PlayRumbleOnPosition()Play a rumble on the given position
- PositionWouldTelefrag()Returns true if the passed in origin would telefrag a player if another player was spawned there.
- UsePosition()Override where the actor should run to.
- PositionQuery_Filter_InClaimedLocation()Check if the locations are inside other sentients claimed locations <entity>.inClaimedLocation.
- PositionQuery_Filter_DistanceToGoal()Calculate the distance to <entity>.goalpos.
- CameraSetPosition()Sets the position of the script camera.
- PositionQuery_Filter_Sight()Sight filter do sight check on each of the positions to a target position, and store the result in pointStruct.visibility (boolean).
- Objective_Position()Set the objective position
- CalcApproximatePathToPosition()Returns an array of world positions representing the approximate path an actor will take.
- GetNodeOffsetPosition()Returns the position the actor thinks the node's origin is at, this can be offset from where the actual node's position in the world is.
New to GSC?
Start with the basics, or paste a compile error to get the fix.
Built-in descriptions, parameters and examples come from Treyarch's BO3 mod tools docs. Usage links point at shiversoftdev/t7-source (decompiled BO3 scripts).