G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UAIWorldEvent Class Reference

World-wide AI event. (e.g. Concert at Old Camp Market). More...

Public Member Functions

Functions
TSet< AGothicNPCState > GetJoinedMainNPCParticipants () const
 Returns all Main NPCStates that have Joined this event.
void CharacterLeft (AGothicCharacterState CharacterState)
 Called when a character left this event. (Event may not be active anymore).
void EventEnded ()
 Called when this event ended.
void EventStarted ()
 Called when this event started.
bool IsCharacterAllowedToJoin (const AGothicCharacterState CharacterState) const
 Returns true if the given character may join this event. (e.g. there is still room for it).
void CharacterJoined (AGothicCharacterState CharacterState)
 Called when a character joined this event. (Event may not be active yet).
TSet< AGothicNPCState > GetJoinedNonMainNPCParticipants () const
 Returns all Non-Main NPCStates that have Joined this event.
TSet< AGothicNPCState > GetJoinedNPCParticipants () const
 Returns all NPCStates that have Joined this event.
TSet< AGothicCharacterState > GetJoinedParticipants () const
 Returns all CharacterStates that have Joined this event.
bool IsCharacterAtEventLocation (const AGothicCharacterState CharacterState) const
 Returns true if the given character is within the configured event location.
Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

AIWorldEvent
FGameplayTagContainer RequireCharactersHaveAnyOfToJoin
 For characters to be able to join, they must have any of the tags specified here. (Except MainParticipants).
TSet< FName > MainParticipantUniqueNames
 Characters that are always allowed to join this event.
TSet< AGothicCharacterState > JoinedNonMainParticipants
 Characters who have joined this event.
TSet< AGothicCharacterState > JoinedMainParticipants
 Main Characters who have joined this event.
TArray< FInteractionSpotHandle > EventLocations
 If set, characters are required to be nearby of these locations to be allowed to join an event.
float32 EventLocationRadius
 How far from the configured EventLocations a character can be to still be allowed to join. (Except MainParticipants).
bool bRequireCharactersToBeAtEventLocationBeforeJoining
 If true, characters are disallowed from joining if they're not already at the event location. (Except MainParticipants).
bool bEndInteractionOfNonMainParticipantsWhenEnding
 If true, end the current interaction of every non-main participant when this event ends.
int MaxAllowedNonMainParticipants
 How many people can ask to join the event. (-1 = infinite).
FGameplayTagContainer BlockCharactersWithAnyOfFromJoining
 For characters to be able to join, they must NOT have any of the tags specified here. (Except MainParticipants).
bool bWaitUntilMainParticipantsAreAtEventLocation
 If true, the event will be kept "pending to start" until all main participants have reached the configured event location.
bool bWaitUntilAllMainParticipantsHaveJoined
 If true, the event will be kept "Pending to start" until all main participants have joined.
FGameplayTagContainer WaitForMainParticipantsToHaveAnyOf
 If non-empty, other charcaters can only join this event when all main participants have any of the given tags here. Use this to wait for the main participants to start certain interactions before letting others join.
Variables
const TSet< AGothicNPCState > JoinedNonMainNPCParticipants
 Returns all Non-Main NPCStates that have Joined this event.
const TSet< AGothicNPCState > JoinedNPCParticipants
 Returns all NPCStates that have Joined this event.
const TSet< AGothicCharacterState > JoinedParticipants
 Returns all CharacterStates that have Joined this event.
const TSet< AGothicNPCState > JoinedMainNPCParticipants
 Returns all Main NPCStates that have Joined this event.
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Detailed Description

World-wide AI event. (e.g. Concert at Old Camp Market).

Allows other NPCs to adjust their daily routine schedule according to the ongoing events.

Direct sub-classes of this need to be activated/deactivated manually (except AIWorldEventAutoActivate).

Member Function Documentation

◆ CharacterJoined()

void CharacterJoined ( AGothicCharacterState CharacterState)

Called when a character joined this event. (Event may not be active yet).

◆ CharacterLeft()

void CharacterLeft ( AGothicCharacterState CharacterState)

Called when a character left this event. (Event may not be active anymore).

◆ EventEnded()

void EventEnded ( )

Called when this event ended.

◆ EventStarted()

void EventStarted ( )

Called when this event started.

◆ GetJoinedMainNPCParticipants()

TSet< AGothicNPCState > GetJoinedMainNPCParticipants ( ) const

Returns all Main NPCStates that have Joined this event.

◆ GetJoinedNonMainNPCParticipants()

TSet< AGothicNPCState > GetJoinedNonMainNPCParticipants ( ) const

Returns all Non-Main NPCStates that have Joined this event.

◆ GetJoinedNPCParticipants()

TSet< AGothicNPCState > GetJoinedNPCParticipants ( ) const

Returns all NPCStates that have Joined this event.

◆ GetJoinedParticipants()

TSet< AGothicCharacterState > GetJoinedParticipants ( ) const

Returns all CharacterStates that have Joined this event.

◆ IsCharacterAllowedToJoin()

bool IsCharacterAllowedToJoin ( const AGothicCharacterState CharacterState) const

Returns true if the given character may join this event. (e.g. there is still room for it).

◆ IsCharacterAtEventLocation()

bool IsCharacterAtEventLocation ( const AGothicCharacterState CharacterState) const

Returns true if the given character is within the configured event location.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ bEndInteractionOfNonMainParticipantsWhenEnding

bool bEndInteractionOfNonMainParticipantsWhenEnding

If true, end the current interaction of every non-main participant when this event ends.

◆ BlockCharactersWithAnyOfFromJoining

FGameplayTagContainer BlockCharactersWithAnyOfFromJoining

For characters to be able to join, they must NOT have any of the tags specified here. (Except MainParticipants).

◆ bRequireCharactersToBeAtEventLocationBeforeJoining

bool bRequireCharactersToBeAtEventLocationBeforeJoining

If true, characters are disallowed from joining if they're not already at the event location. (Except MainParticipants).

◆ bWaitUntilAllMainParticipantsHaveJoined

bool bWaitUntilAllMainParticipantsHaveJoined

If true, the event will be kept "Pending to start" until all main participants have joined.

◆ bWaitUntilMainParticipantsAreAtEventLocation

bool bWaitUntilMainParticipantsAreAtEventLocation

If true, the event will be kept "pending to start" until all main participants have reached the configured event location.

Ignored if no event location or main participants have been configured.

◆ EventLocationRadius

float32 EventLocationRadius

How far from the configured EventLocations a character can be to still be allowed to join. (Except MainParticipants).

◆ EventLocations

TArray<FInteractionSpotHandle> EventLocations

If set, characters are required to be nearby of these locations to be allowed to join an event.

◆ JoinedMainNPCParticipants

const TSet<AGothicNPCState> JoinedMainNPCParticipants

Returns all Main NPCStates that have Joined this event.

◆ JoinedMainParticipants

TSet<AGothicCharacterState> JoinedMainParticipants

Main Characters who have joined this event.

◆ JoinedNonMainNPCParticipants

const TSet<AGothicNPCState> JoinedNonMainNPCParticipants

Returns all Non-Main NPCStates that have Joined this event.

◆ JoinedNonMainParticipants

TSet<AGothicCharacterState> JoinedNonMainParticipants

Characters who have joined this event.

◆ JoinedNPCParticipants

const TSet<AGothicNPCState> JoinedNPCParticipants

Returns all NPCStates that have Joined this event.

◆ JoinedParticipants

const TSet<AGothicCharacterState> JoinedParticipants

Returns all CharacterStates that have Joined this event.

◆ MainParticipantUniqueNames

TSet<FName> MainParticipantUniqueNames

Characters that are always allowed to join this event.

◆ MaxAllowedNonMainParticipants

int MaxAllowedNonMainParticipants

How many people can ask to join the event. (-1 = infinite).

◆ RequireCharactersHaveAnyOfToJoin

FGameplayTagContainer RequireCharactersHaveAnyOfToJoin

For characters to be able to join, they must have any of the tags specified here. (Except MainParticipants).

◆ WaitForMainParticipantsToHaveAnyOf

FGameplayTagContainer WaitForMainParticipantsToHaveAnyOf

If non-empty, other charcaters can only join this event when all main participants have any of the given tags here. Use this to wait for the main participants to start certain interactions before letting others join.