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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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World-wide AI event that auto-activates on specific days. More...
Public Member Functions | |
Functions | |
| bool | IsApplicableNow () const |
| Override and return true/false depending on whether you want this AIWorldEvent to be able to activate. | |
| Public Member Functions inherited from UAIWorldEvent | |
| 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 UAIWorldEvent | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
AIWorldEventTimeBased | |
| int | MinDaysBetween |
| How many days to pause between events? (Setting this to 7 will make it weekly). | |
| TSet< EWeekDay > | AllowOnWeekday |
| Restrict this event to happen only in certain WeekDays. If empty, all WeekDays are allowed. | |
| TSet< EWeather > | AllowOnWeather |
| Restrict this event to happen only in certain weather conditions. If empty, all Weathers are allowed. | |
| FInGameTime | LastTimeActive |
| Time this event was last activated. | |
| TSet< FName > | CharactersRequiredToBeAlive |
| UniqueNames of the characters that must be alive for this event to happen. | |
| FClockTimeRange | TimeRange |
| In which timeframe should this AIWorldEvent be active during the day? | |
| Public Attributes inherited from UAIWorldEvent | |
| 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. | |
| 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 |
World-wide AI event that auto-activates on specific days.
| bool IsApplicableNow | ( | ) | const |
Override and return true/false depending on whether you want this AIWorldEvent to be able to activate.
This is only checked if the time-requirements would also match. The check is done every once in a while to check if the event should stay active, too.
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static |
Restrict this event to happen only in certain weather conditions. If empty, all Weathers are allowed.
Restrict this event to happen only in certain WeekDays. If empty, all WeekDays are allowed.
UniqueNames of the characters that must be alive for this event to happen.
| FInGameTime LastTimeActive |
Time this event was last activated.
| int MinDaysBetween |
How many days to pause between events? (Setting this to 7 will make it weekly).
| FClockTimeRange TimeRange |
In which timeframe should this AIWorldEvent be active during the day?