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NativeDB · Documentation

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CLASSES

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Contributors

We welcome contributions, even tiny one, by anyone who wants to share knowledge with NativeDB.

You can leave a trace of your passage by adding your username below (Discord, Nexus or GitHub). You can increment a counter each time you make a change request if you wish.

In alphabetical order, many thanks to:

  • manavortex

  • psiberx

  • Rayshader · x13

  • rfuzzo

  • RollermineC · x1

  • roms1383 · x12

  • Seijax · x1

  • void*

Home

Space to store and share documentation of RTTI definitions.

This space stores documentation and is used to show it when browsing RTTI dump using NativeDB.

If you want to contribute, please go to the next guide:

Contributing

This guide will give you a tour of everything you need to know to document the codebase of NativeDB.

Use GitBook

GitHub Api limits free access to 60 requests per hour. It doesn't require you to login with a GitHub account from NativeDB. It should be good enough for now.

NativeDB provides buttons to quickly open GitBook in the right place:

NativeDB and GitBook

Now that you made a change request, wrote some documentation, you can request a review. An administrator will check it, and if it is alright, merge your change request.

NativeDB will store the documentation in your browser as a cache. It helps improve performance and it reduces the usage of the network's bandwidth. It will only refresh the list of documented classes every 10 minutes (to see if there are changes to update locally). If NativeDB is already open, it will not show your last merged change request. You can wait up to 10 minutes or hit F5 to refresh your tab.

Thank you for your contributions!

If you get lost, If you think a guide lack information, If you think a guide is not clear enough, If you have any other feedback to share,

If you have an issue or feedback to share, come and talk about it on channel.

This space is used to write and store documentation. It will synchronize the data in a . NativeDB get the documentation from this repository to show it when browsing the codebase.

If you never used GitBook before, you'll see that it is easy to use after learning some basics. to find your way around.

NativeDB expects a custom format and structure to get the data from GitBook, and to show it as beautifully as possible. You first need to learn a few rules, you can start with . It will also explain some guidelines on what to write or not when documenting.

Please do reach us on Discord in the channel.

NativeDB@wiki
GitHub repository
this guide
NativeDB@wiki

entIComponent

Description

Components in the game define the functionality of various objects and NPCs, such as physics, animations, interactions, and more. IComponent serves as a base class for all the specific components that can be attached to entities.

  • Modularity: components can be thought of as modules that add specific functionality to an entity. For example, you could add a physics component to give an object physical interactions with the environment or an AI component to allow an NPC to make decisions.

  • Reuse: since components are reusable, you can apply the same component to different entities. This makes it easier to add consistent behavior across various objects or NPCs.

  • Separation of Concerns: each component is responsible for handling a specific aspect of an entity. This makes it easier to focus on one feature at a time (such as movement, interaction, or combat behavior).

Functions

GetEntity() -> whandle:entEntity

Retrieve entity owner.

EngineTime

Description

Time is in seconds when converted to a [Float].

gameTransactionSystem

Functions

GiveMoney(target: handle:gameObject, amount: Int32, currency: CName) -> Bool

Known currency values: n"money".

RemoveMoney(obj: handle:gameObject, amount: Int32, currency: CName) -> Bool

Known currency values: n"money".

TransferMoney(source: handle:gameObject, target: handle:gameObject, amount: Int32, currency: CName) -> Bool

Known currency values: n"money".

gamemountingMountingRelationship

Description

  • [this.otherObject] is not imported in script-side. You must use [IMountingFacility.RelationshipGetOtherObject] to get this property.

gameTargetSearchQuery

Description

Used by functions of [TargetingSystem], to specify the parameters for searches of targets.

  • [this.testedSet] decides the shape of the area of the search (in the limits of [this.maxDistance]). [TargetingSet.Frustum] covers the whole cone of vision of the instigator. [TargetingSet.Visible] and [TargetingSet.ClearlyVisible] additionally require differing degrees of line-of-sight. [TargetingSet.Complete] covers a sphere around the instigator.

  • [this.searchFilter] identifies the nature of the objects that will qualify for the search. See REDmod script resources for examples of currently used filters, like [TSF_NPC].

NPCPuppet

Description

Represents non-player characters (NPCs) in the game.

These are the characters that the player interacts with but doesn't directly control, such as enemies, civilians, vendors, and allies.

  • AI Behaviors: contains the logic for how NPCs think and act. This includes things like combat AI (how an enemy attacks, seeks cover, or flees), daily routines (what civilians do during the day), and response behaviors (like reacting to gunfire or the player's presence).

  • Factions: NPCs can belong to factions (e.g., gangs or corporate groups), and this affects how they interact with other factions and the player. You can adjust faction relationships, which influences whether NPCs are hostile, friendly, or neutral.

vehicleVehicleBumpEvent

Description

Event is only triggered when a vehicle collides with another vehicle.

Guidelines

This guide describes how documentation should be written. It also explains what should be documented or not, and why.

Introduction

The goal of this documentation is to share acquired knowledge about the codebase. It is not useful to document every single class and functions of this entire codebase.

Guidelines below are not hard rules that you must absolutely and always follow. The purpose is to give you (and contributors) a common ground to start from.

Explicit

One big rule is to add documentation when a class / a function is not explicit.

DO add documentation to describe a behavior that is not already explicit.

Keep it short

One phrase, one idea.

Reading is hard, keep it as short as possible. Below are patterns you can reuse to structure your comment:

Explain behavior

When a general description is somehow required and useful to provide context.

Pattern

  1. Short description (up to 3 phrases).

  2. Elaborate description (optional, when short description is not enough to fit knowledge).

  3. Provide related resources / references (optional, when related and newcomers are not aware of it).

Example

#### GetVehicleSystem(self: ScriptGameInstance) -> handle:gameVehicleSystem

Get system used to summon vehicles and unlock vehicles in V's garage.

See also [VehicleObject], [VehicleComponent] and [vehicleController] to access more 
vehicle behaviours.

Explain arguments

Pattern

  1. Short description (optional).

  2. Argument with description and optionally the default value / a list of known values.

Example

#### Lerp(a: Vector3, b: Vector3, t: Float) -> Vector3

Linearly compute an intermidiate position between `a` and `b`.

`t` is a factor with values between `0.0` and `1.0`:
- when `t = 0.0` it returns `a`
- when `t = 0.5` it returns `(b - a) * 0.5 + a`
- when `t = 1.0` it returns `b`

Patterns above are propositions. It is easier as a reader to see and read documentation when it uses the same format everywhere. It might take a bit of an effort to get used to it as a writer.

Avoid code

This documentation is not about showing how to use a snippet of code: be it in Redscript, Lua or else. In this spirit, writing code in the documentation should be avoided. If it is deemed really useful, it should be as short as possible.

Game vocabulary

More than often, people played the game and knows about the vocabulary it uses. It is preferable to use game's vocabulary to be on the same page.

For example, it is preferred to tell Prevention is about NCPD. This way, when you document other parts of the game related to Prevention, you can use the keyword NCPD. Others will understand what you're talking about.

List known data

A function might need some kind of predefined data as arguments. Think about the CName type, it is a string-like type but values are not listed like enums. We don't know about them. In this case, a modder will have to dig and search what values the function accepts as a CName.

If you know all or even only one valid value, you should list them when documenting the function. This way, others know what data to use when they need to call this function too.

If the list of values is very big, use a link instead to reference some Sheet-like document containing all known values.

If the list of values is accessible using WolvenKit, add a note about it and provide the path where to look for the data.

Optional argument

An argument of a function is optional when marked with the opt prefix. It can be helpful to describe what default value is used. It can look like this:

`nameOfArgument` optional description of argument (default is `value`).

CDPR only

In this case, you can add the comment "CDPR only". It is short and explicit enough to tell other modders:

There is nothing to see for modding purpose.

Conclusion

After reading this, you should better grasp what you can document and how. Don't hesitate to go through the current documentation. It can be helpful to see how other parts are already documented, to get more familiar with these guidelines.

Structure

This guide explains the structure to follow when writing documentation for NativeDB.

One sub-page = one class

One sub-page = one struct

Sub-page of a class or a struct must be within page "CLASSES".

Order sub-pages alphabetically (from A to Z).

It is useful to quickly navigate between classes and to add new classes.

Class / Struct

You have to follow a small set of rules to write documentation about a class. The format described below is required to show the documentation in NativeDB.

Setup page

Option "Page description" must be turned off in "Page options". You can find the feature when moving your mouse over the title of the page.

Title of the page must be the native name of the class. You can configure code syntax in NativeDB with option Pseudocode · Legacy to only show native names.

DO write vehicleBaseObject

DON'T write VehicleObject

Add a description

Add header "Description" using block "Heading 1".

DO write Description

DON'T write anything else, like descriptionS

After this header, you can add content (like a paragraph) to describe useful knowledge about the class. It will be visible like this in NativeDB:

Add functions

Add header "Functions" using block "Heading 1", if it doesn't exist already. You can then add functions after this header, as described below.

DO write Functions

DON'T write anything else, like Methods

Add a function using block "Heading 3". This header must be the signature of the function using the Pseudocode · Legacy code syntax.

If the signature of the function is not valid, your change request will not be merged.

You should use the feature provided by NativeDB to quickly copy the signature of a function in your clipboard. You can do so like this:

As an example with the function FindEntityById, it will look like this in your clipboard, ready to paste in GitBook:

FindEntityByID(self: ScriptGameInstance, entityId: entEntityID) -> handle:entEntity

Like with the description, you can then add content below the header of the function to describe it.

You don't have to write both sections (Description and Functions) when creating a new class. You need to at least add one of the two sections, be it Description or Functions.

When present, the section Description must be at the very top of the page.

Minimal example

# gameweaponObject

## Description

Tell me what is not explicit about this object. It should be relevant information.
You can omit this section when you have nothing to say here.

## Functions

#### CanReload(self: handle:gameweaponObject) -> Bool

This is an example of what you should NOT write documentation for. The signature
of the function and the name are already explicit about what this function does.

#### GetAttack(recordName: CName) -> handle:gameIAttack

You can append functions one after the other, preferably in alphabetical order. In 
this case, it could be useful to list known values used by the argument `recordName`.
Or reference a place where the list is already available (maybe using WolvenKit) 
for example. If in WKit, you can indicate the path where to look for the data.

You're ready to go on with the next guide:

gameScriptableSystemRequest

Description

Allows triggering callbacks on [ScriptableSystem].

Prefer [DelayCallback] whenever possible.

Functions

Cancel() -> Void

Cancel currently running request.

Format and syntax

This guide explains what syntax you can use to format the documentation for NativeDB.

🟢 fully supported

🟠 partially supported

🔴 not supported

Don't hesitate to look at other classes to see how the syntax is used, and how it looks like in NativeDB. If you are not sure, you can always come and ask on Discord.

Example

The following example is only made to show all possible syntax options. There is nothing related to the game:

entEntity

Description

An Entity is essentially a "thing" in the game world. This can be a player character, NPC, vehicle, or an object like a weapon or a door. Each entity has specific attributes, like health, position, and abilities, that define how it behaves and interacts with the environment.

  • Components: these are smaller parts that make up an entity, such as physics, animations, and behaviors. Components are what give an entity its abilities, like moving, interacting, or taking damage.

  • Properties: these are data fields that define things like health, speed, size, or position in the world.

  • Events: entities can send and receive events to trigger actions. For instance, an NPC can trigger an event when it detects the player.

Functions

CanServiceEvent(evtName: CName) -> Bool

Whether [this.QueueEvent] is currently available or not.

Dispose() -> Void

Mark entity for disposal.

FindComponentByName(componentName: CName) -> handle:entIComponent

Retrieve any component on entity by name.

GetCurrentAppearanceName() -> CName

QueueEvent(evt: handle:redEvent) -> Void

Enqueue event for entity on game's events loop.

gameDelaySystem

Description

Allows to schedule callbacks, events or system requests in various ways. Time / delay is expressed in seconds.

  • callback is triggered only once, but nothing prevents from rescheduling it manually at your convenience.

  • callback will not get triggered when set over a certain delay (like 1 or 3 minutes), but nothing prevents from rescheduling while keeping track of how long has elapsed, with a timestamp (see [TimeSystem]).

  • [DelayID] can be kept around to interrupt a running callback, event or tick anytime (see [this.CancelDelay], [this.CancelEvent] and [this.CancelTick]). You can also check how long remains before being eventually called (see [this.GetRemainingDelayTime]).

Functions

DelayCallback(delayCallback: handle:gameDelaySystemScriptedDelayCallbackWrapper, timeToDelay: Float, opt isAffectedByTimeDilation: Bool) -> gameDelayID

  • timeToDelay : delay duration in seconds.

  • isAffectedByTimeDilation: whether callback will be slowed down based on current active time dilation (e.g. when time slows during Sandevistan).

DelayEvent(entity: whandle:entEntity, eventToDelay: handle:redEvent, timeToDelay: Float, opt isAffectedByTimeDilation: Bool) -> gameDelayID

Supports any class inheriting from [Event], including custom ones.

GetRemainingDelayTime(delayID: gameDelayID) -> Float

How long remains before associated callback, event or tick gets called.

TickOnEvent(entity: whandle:entEntity, eventToTick: handle:gameTickableEvent, duration: Float) -> gameDelayID

inkWidget

Description

Functions

BindProperty(propertyName: CName, stylePath: CName) -> Bool

Bind a style to a property of a widget, based on the current theme of the game. You must define a style resource using [this.SetStyle], otherwise this function will have no effect.

Example to use the red color of the game on a widget: BindProperty(n"tintColor", n"MainColors.Red").

SetStyle(styleResPath: redResourceReferenceScriptToken) -> Void

You must define an .inkstyle file to use [this.BindProperty]. When you add a widget with a script, this call is required on each widget you create.

You can find other styles using WolvenKit.

GLOBALS

GetGameInstance() -> ScriptGameInstance

This function will only work when the game engine is initialized, meaning a [GameInstance] do exists.

FTLog(value: script_ref:String) -> Void

Use this function to write in logs, along with [FTLogWarning] and [FTLogError].

LogChannel() -> Void

See [FTLog] instead.

gamemappinsMappinSystem

Description

redEvent

Description

Dispatched throughout game session to trigger gameplay logic, for various purposes:

  • combat

  • traffic

  • ...

Event can be dispatched in-game on instances of class inheriting from [Entity].

gameScriptableSystem

Description

Only available in-game, and re-created on each load.

Functions

WasRestored() -> Bool

Whether session was restored (e.g. on save load), or not (e.g. on new game).

IsSavingLocked() -> Bool

Whether saving is currently disabled or not (e.g. during combat).

OnAttach() -> Void

Automatically called when attached to game session (e.g. on save load).

OnDetach() -> Void

Automatically called when detached from game session (e.g. on exit to main menu).

OnRestored(saveVersion: Int32, gameVersion: Int32) -> Void

Automatically called when restoring game session (e.g. on save load).

gameObject

Description

A GameObject is any in-game item or structure that the player or NPCs can interact with. This includes things like weapons, doors, vending machines, lootable containers, and even some environmental elements.

Functions

RegisterInputListener(listener: handle:IScriptable, opt name: CName) -> Void

gameDelaySystemScriptedDelayCallbackWrapper

Description

Allows creating custom callbacks to use in-game with [DelaySystem].

Functions

Call() -> Void

Method which gets automatically called after delay, see [DelayCallback] and [DelaySystem.DelayCallbackNextFrame].

vehicleBaseObject

Functions

GetCurrentSpeed() -> Float

For example, the name of the class is not clear for someone who only played the game. In this case it is useful to add a sentence describing that Prevention means NCPD / the police.

DON'T add documentation about a class like , only to say "Class of the player".

DON'T add documentation about a function like , only to say "Return true when player is moving, false otherwise".

When behavior is already explicit, but an argument requires a description and more information like a default value, , etc.

is already present to share knowledge about the code and scripting in general. You should share your findings in this space, not in this documentation.

As another example, you can write V when talking about the . It should be explicit for anyone, and is shorter to write than the player.

In the codebase, you can find features that are not related to the gameplay, saves, the world, etc. For example, you should not care nor mess around with the .

A minimal example shows you how it should look like with Markdown, at the .

More info and code snippets .

Blocks
Markdown
Description

Retrieve currently applied .

More info and code snippets .

More info and code snippets .

More info and code snippets .

See of Codeware to learn more about creating a UI. You should install too. It provides a powerful InkInspector tool to help you design a UI while in-game.

A common styleResPath used to define colors is: r"base\\gameplay\\gui\\common\\main_colors.inkstyle". You can see a Json representation of this file on .

When is installed, you can use this function without issues. Otherwise, you may need to get [GameInstance] through other functions like [GameObject.GetGame] for example.

See for more about logging.

You can get a list of [IMappin], see the function provided by .

More info and code snippets .

If you're looking to dispatch events outside of game sessions, see for custom events.

See Codeware if you need to add logic outside of game sessions.

name (of action) is allowed but using known object (e.g. [PlayerPuppet]) as listener is a source of potential issues. Mods should always declare and use a custom listener object, like in .

If you're looking to trigger callbacks outside of game sessions, see for custom events.

Value is meaningless as-this. You can convert the value to KPH or MPH by replicating the code from .

PreventionSystem
PlayerPuppet
IsMoving
PlayerPuppet
TelemetrySystem
there

Paragraph

🟢​​

Some text

Basic block to show text.

Code

🟢​​

`content`

Useful to highlight arguments of a function. Note: it doesn't support complex code block with a language (like ```lua ```).

URL

🟢

[label](https://)

You can add URL link with a label. URL must starts with https://.

Lists

🟠​

  • - Item A

  • - Item B

  1. 1. Item 1

  2. 2. Item 2

You can add ordered lists, unordered lists and tasks lists. In all cases, they will be visible as unordered lists using - as a prefix.

Note: you must not add newlines per item. It is not supported for now and formatting will not work as expected in NativeDB.

Markdown example will look like this: - Item A - Item B - Item 1 - Item 2 - Item T - Item D

Bold / Italic

🔴​

**bold**

*italic*

Headers

🔴

# H1 ## H2 ### H3

Hint

🔴

{% hint %} {% endhint %}

Class reference

🟢

[ClassName]

Write the native name / alias name of a class between brackets ([]). NativeDB will automatically format it as a link to navigate to the class.

Property reference

🟢

[this.prop] [ClassName.prop]

When documenting a class, you can reference its own properties using this. followed by the name of the property.

You can also reference properties of other classes using ClassName. instead of this..

It must be surrounded by brackets ([]) in both cases.

Function reference

🟢

[this.GetStuff] [ClassName.SetStuff]

When documenting a class, you can reference its own functions using this. followed by the name of the function. You can also reference functions of other classes using ClassName. instead of this.. It must be surrounded by brackets ([]) in both cases.

Enum / Bitfield reference

🟢

[Enum.Value] [Bitfield.Value]

You can reference value of an enum and value of a bitfield.

# FigTree

## Description

It is made of branches and leaves. A [FigBranch] can spawn up to 5 other branches. 
It can also grow [FigFruit], up to 16 on a single branch.

See also [Wikipedia](https://en.wikipedia.org/wiki/Fig).

## Functions

#### GetAge() -> Uint32

UTC timestamp in seconds.

Same as [this.age].

#### GrowFruits(opt probability: Float) -> array:handle:FigFruit

`probability` can be between 0.0 and 1.0 (default is 0.5):
- 0.0 grows zero fruits.
- 1.0 grows fruits on all branches based on their capacity.

inkTextWidget

Functions

SetFontFamily(fontFamilyPath: String, opt fontStyle: CName) -> Void

Known relative paths for fontFamilyPath, in root path base\gameplay\gui\fonts\:

  • foreign\chinese_traditional\ar_fang_xing_run_yuan\ar_fang_xing_run_yuan.inkfontfamily

  • foreign\arabic\ara_es_nawar\ara_es_nawar.inkfontfamily

  • arame\arame.inkfontfamily

  • arial\arial.inkfontfamily

  • blender\blender.inkfontfamily

  • digital_readout\digitalreadout.inkfontfamily

  • industry\industry.inkfontfamily

  • foreign\chinese_traditional\jing_xi_heig_b5\jing_xi_heig_b5.inkfontfamily

  • foreign\chinese\jing_xi_heig\jing_xi_heig.inkfontfamily

  • foreign\korean\kbiz_go\kbiz_go.inkfontfamily

  • foreign\japanese\mgenplus\mgenplus.inkfontfamily

  • foreign\korean\nanum_square\nanum_square.inkfontfamily

  • orbitron\orbitron.inkfontfamily

  • foreign\thai\printable4u\printable4u.inkfontfamily

  • foreign\russian\raj_rus.inkfontfamily

  • raj\raj.inkfontfamily

  • foreign\japanese\smart_font_ui\smart_font_ui.inkfontfamily

  • foreign\thai\th_sarabun_new\th_sarabun_new.inkfontfamily

SetFontStyle(fontStyle: CName) -> Void

This call is not enough to redraw the widget with the new font style. You can trigger a redraw by calling another function too, for example using [this.SetText] or [this.SetFontSize] with the same current value.

fontStyle values are unique per font family, you can find them in .inkfontfamily files using WolvenKit. List of known values: Regular, Light, Medium, Heavy, Semi-Bold, Bold, Extra Bold, Italic, Bold Italic, Black, Demi, Book, Book Italic.

AIVehicleJoinTrafficCommand

Description

Cause the vehicle to join traffic and be immune to bumping. Useful in scripted scenes to prevent unexpected outcomes.

Use [vehicleJoinTrafficVehicleEvent] instead if you want the vehicle to behave like normal traffic.

gameDelayID

Description

Use with [DelaySystem].

When undefined, a DelayID is equal to [GetInvalidDelayID].

appearance
there
there
there
wiki
RedHotTools
Discord
Codeware
wiki
Codeware
there
wiki of Codeware
ScriptableService
this example
wiki of Codeware
script car_hud

ScriptGameInstance

Description

Main entry-point to get systems for gameplay / environment / etc.

See the global function [GetGameInstance] which explains how to get a `GameInstance`.

Functions

GetAchievementSystem(self: ScriptGameInstance) -> handle:gameAchievementSystem

CDPR only.

GetDelaySystem(self: ScriptGameInstance) -> handle:gameDelaySystem

Get system used to execute callback functions after a delay. It runs functions asynchronously in game loop.

GetSimTime(self: ScriptGameInstance) -> EngineTime

Get elapsed time since the simulation started. Time is reset when navigating between menu and in-game scenes. Time is paused when game is paused (e.g. inventory menu is open).

GetTelemetrySystem(self: ScriptGameInstance) -> handle:gameTelemetryTelemetrySystem

CDPR only.

GetTeleportationFacility(self: ScriptGameInstance) -> handle:gameTeleportationFacility

Get system used to teleport a [GameObject] to [Vector4] coordinates or to a [NodeRef].

GetTimeSystem(self: ScriptGameInstance) -> handle:gameTimeSystem

Get system used to change game time, including time dilation.

GetVehicleSystem(self: ScriptGameInstance) -> handle:gameVehicleSystem

Get system used to summon vehicles and unlock vehicles in V's garage.

See also [VehicleObject], [VehicleComponent] and [vehicleController] to access more vehicle behaviours.

gameTimeSystem

Description

Use with everything time-based:

  • real time

  • time in V's storyline

  • REDengine simulation time

  • time dilation (e.g. when activating Sandevistan)

You can convert real-time to/from game-time with the table below (or use [this.RealTimeSecondsToGameTime]):

  • GameTime to RealTime

  • 24:00:00.000 to 03:00:00.000

  • 00:08:00.000 to 00:01:00.000

  • 00:01:00.000 to 00:00:07.500

Functions

GetGameTime() -> GameTime

Time elapsed in V's storyline.

GetGameTimeStamp() -> Float

GetSimTime() -> EngineTime

REDengine simulation time.

IsTimeDilationActive(opt reason: CName) -> Bool

Whether V or NPCs are currently using time dilation (usually via cyberware, e.g. Sandevistan).

RealTimeSecondsToGameTime(seconds: Float) -> GameTime

Convert from real-time seconds to game time.

gameGameAudioSystem

Description

Responsible for managing all audio-related functionality within the game. This system controls everything from background music and sound effects to character dialogue and environmental sounds.

Functions

Play(eventName: CName, opt entityID: entEntityID, opt emitterName: CName) -> Void

Play a sound by its event name, optionally specifying an entity as emitter with its name.

Emitter name is used with chatters and subtitles.

Stop(eventName: CName, opt entityID: entEntityID, opt emitterName: CName) -> Void

Stop a previously played sound, optionally defined on an entity with specific name.

Switch(switchName: CName, switchValue: CName, opt entityID: entEntityID, opt emitterName: CName) -> Void

Switch from one sound to another, optionally specifying an entity as emitter with its name.

VoIsPerceptible(entityId: entEntityID) -> Bool

Whether entity's voice (a.k.a voiceover) can be heard from where player stands.

redResourceReferenceScriptToken

Description

IScriptable

Functions

IsA(className: CName) -> Bool

className must be the native name (Pseudocode). For example, you must use n"entEntity" instead of n"Entity".

Real time, as a .

Game sounds can be browsed and listened to on .

Sounds can be replaced with , with predefined .

If you need more control over how sounds can be played in-game, you might want to consider .

See for more about ResRef.

See also to use a straightforward syntax.

timestamp epoch
SoundDB
REDmod
audio parameters
Audioware
wiki of Codeware
Safe downcasting
Showcase quick access to open documentation in GitBook from NativeDB.
Showcase of a class description in NativeDB.

gameBlackboardSystem

Description

Blackboard is a kind of shared data storage and a framework to access/notify/listen to the data in the storage. Similar to a real blackboard, [GameObject]s put their data on the board ([IBlackboard]). Other objects can observe, react to and update the data.

Blackboard uses a key-value pattern to store data. Keys are defined through a [BlackboardDefinition]. You can know what keys (ids) a [IBlackboard] is using with its corresponding [BlackboardDefinition]. A list of known definitions can be found in [AllBlackboardDefinitions].

Functions

Showcase NativeDB feature to copy the signature of a function for GitBook.

See also this post on .

StackExchange
Scripting Cyberpunk
end of this guide
list of known values
See this guide