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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Scriptable AI Task, which can be used to let NPCs do multiple actions at the same time. More...
Public Member Functions | |
Functions | |
| bool | ShouldShowTaskInfoInImGui () |
| Override decide whether to show the imgui info of the base-class (currently awaited task, etc). | |
| AGothicCharacterState | GetCharacterState () const |
| Persistent state of this character. | |
| AGothicAIController | GetController () const |
| Controller this state belongs to. | |
| AGothicNPCState | GetNPCState () const |
| Persistent state of this character. (If it is an NPC). | |
| AGothicCharacter | GetSelf () const |
| Character this state belongs to. | |
| void | DisplayImGui () |
| Override to call ImGui:: Functions that are shown in the AIStates debug tool. | |
| Public Member Functions inherited from UAbilityTaskCoroutine | |
| void | StopWaitingAndContinueTask () |
| Cancels any WaitSeconds/WaitTask/etc calls that were currently blocking the DoTask-Coroutine. | |
| const EGenericTaskResult & | WaitForFirstTaskToEnd (FAbilityTaskExecutor Task1, FAbilityTaskExecutor Task2, FAbilityTaskExecutor Task3=FAbilityTaskExecutor(), FAbilityTaskExecutor Task4=FAbilityTaskExecutor(), FAbilityTaskExecutor Task5=FAbilityTaskExecutor(), FAbilityTaskExecutor Task6=FAbilityTaskExecutor()) |
| const EGenericTaskResult & | WaitForLastTaskToEnd (FAbilityTaskExecutor Task1, FAbilityTaskExecutor Task2, FAbilityTaskExecutor Task3=FAbilityTaskExecutor(), FAbilityTaskExecutor Task4=FAbilityTaskExecutor(), FAbilityTaskExecutor Task5=FAbilityTaskExecutor(), FAbilityTaskExecutor Task6=FAbilityTaskExecutor()) |
| const EGenericTaskResult & | DoOneOf (float32 Weight1, FAbilityTaskExecutor Task1, float32 Weight2, FAbilityTaskExecutor Task2, float32 Weight3=0.0f, FAbilityTaskExecutor Task3=FAbilityTaskExecutor(), float32 Weight4=0.0f, FAbilityTaskExecutor Task4=FAbilityTaskExecutor(), float32 Weight5=0.0f, FAbilityTaskExecutor Task5=FAbilityTaskExecutor(), float32 Weight6=0.0f, FAbilityTaskExecutor Task6=FAbilityTaskExecutor(), float32 Weight7=0.0f, FAbilityTaskExecutor Task7=FAbilityTaskExecutor(), float32 Weight8=0.0f, FAbilityTaskExecutor Task8=FAbilityTaskExecutor()) |
| void | CancelAwaitedTaskAndEndAfterwards () |
| Cancels the task that is currently being executed by calling ExternalCancel on it. | |
| void | DoTask () |
| Override this in Script to define what should happen in this task! | |
| void | OnActivate () |
| Override this in Script to define what should happen when task is started. | |
| void | PerformAutoTimeskip () |
| Automatically executes the coroutine and requests timeskips on awaited tasks and timers. Override RequestTimeskip and call this to have this behavior for your task. | |
| const EGenericTaskResult & | WaitForTask (FAbilityTaskExecutor Task) |
| void | WaitForEvent (UObject Object, FName MulticastDelegateName) |
| Call from DoTask() - Waits until the given delegate on the given object is called. | |
| const EGenericTaskResult & | WaitForTask (UAbilityTaskGeneric Task) |
| Call from DoTask() - Runs the given task and pauses the function until the task has ended. | |
| const EGenericTaskResult & | WaitForTaskTimeLimited (float32 CancelAfterSeconds, UAbilityTaskGeneric Task) |
| Call from DoTask() - Runs the given task and pauses the function until the task has ended or the given time has passed. If the timer is reached, the task is cancelled. | |
| void | WaitOneTick () |
| Call from DoTask() - Pauses the function for one single tick and resumes execution in the next frame. | |
| void | WaitSeconds (float32 Seconds) |
| Call from DoTask() - Pauses the function for time specified and resumes execution after the given time passed. | |
| void | WaitUntil (float32 WorldTimeSeconds) |
| Call from DoTask() - Pauses the function until the world time (World.TimeSeconds) has reached the given time and resumes execution. | |
| Public Member Functions inherited from UAbilityTaskGeneric | |
| FInGameTime | GetInGameTimeNow () const |
| Returns the current InGame-Time (fast-forwarded when the player sleeps). | |
| void | HandleAvatarChanged () |
| Called when the Character this state belongs to was spawned or despawned. | |
| void | OnExternalCancel () |
| Override to decide what should happen when your task got cancelled from outside. | |
| void | EndTaskAsCancelled () |
| Call this instead of EndTask() to signal the task was cancelled. | |
| void | EndTaskAsFailure () |
| Call this instead of EndTask() to signal the task having failed. | |
| void | EndTaskAsSuccess () |
| Call this instead of EndTask() to signal the task ending successfully. | |
| void | EndTaskWithResult (EGenericTaskResult Result) |
| Call this instead of EndTask() to signal the task having failed. | |
| AGothicAIController | GetAvatarAIController () const |
| If the avatar is controlled by an AIController, returns it. Nullptr otherwise. | |
| AGothicCharacter | GetAvatarCharacter () const |
| If the avatar is a GothicCharacter, returns it. Nullptr otherwise. | |
| AGothicCharacterState | GetAvatarCharacterState () const |
| If the avatar is a GothicCharacter, returns its CharacterState. Nullptr otherwise. | |
| AGothicNPCState | GetAvatarNPCState () const |
| If the avatar is a n NPC, returns its NPCState. Nullptr otherwise. | |
| APlayerController | GetAvatarPlayerController () const |
| If the avatar is controlled by a PlayerController, returns it. Nullptr otherwise. | |
| void | ExternalCancel () |
| FInGameTime | GetRuntimeInGame () const |
| How long this task has been running for (in InGame-time). | |
| float32 | GetRuntimeSeconds () const |
| How long this task has been running for (in seconds). | |
| float32 | GetTimeRequestedToSkip () const |
| Returns how many seconds we're supposed to skip. | |
| void | HandleTimeskipRequest () |
| Let this task skip forward in time, ie. teleporting the Avatar to their destination or somewhere along the way or skipping animations. Use GetTimeRequestedToSkip() and ReportTimeSkipped(...) to get info on how much to skip and to notify if you were able to skip something. | |
| bool | HasBeenActivated () const |
| Returns true if ReadyForActivated has ever been called on this task. | |
| bool | HasTaskJustStarted (float32 ThresholdRealtimeSeconds=10.000000) const |
| Returns true if this task has not been running for long yet. For Dailyroutine-Tasks this can be used to check if the task was activated via the regular schedule or re-activated after the schedule was interrupted. | |
| bool | IsInDailyRoutineSimulation () const |
| Returns true, if this task is owned by an NPC that does DailyRoutine simulation (has no visuals) right now. | |
| bool | ReportTimeSkip (float32 SecondsThatWillBeSkipped) |
| Reports that this task is able to skip some of the requested time to skip and requests for permission to do so. Returns true when the timeskip was accepted and it's okay to do the actions now. | |
| bool | ReportTimeSkipWhateverIsLeft () |
| Reports that this task would run forever and can skip all the time that we have left. Returns true when the timeskip was accepted and it's okay to do the actions now. | |
| void | SetCustomPathfollowingSetting (FGothicPathfollowSettings PathfollowSetting) |
| When pathfollowing should behave different for this AIState, provide your own settings. | |
| Public Member Functions inherited from UAbilityTaskBase | |
| bool | IsFinished () const |
| bool | IsPaused () const |
| UAbilityTaskBase | DuplicateTask (UGameplayAbility ToAbility, UObject Outer=nullptr) |
| bool | IsDuplicateOf (const UAbilityTaskBase Other) const |
| Returns true if this task was created by duplicating the given one. | |
| void | MakeChildOf (UAbilityTaskBase OtherTask) |
| bool | IsActive () const |
| Public Member Functions inherited from UAngelscriptAbilityTask | |
| void | OnDestroy (bool bInOwnerFinished) |
| void | InitSimulatedTask (UGameplayTasksComponent InGameplayTasksComponent) |
| bool | IsWaitingOnAvatar () const |
| void | Activate () |
| bool | IsWaitingOnRemotePlayerdata () const |
| void | TickTask (float32 DeltaTimeSecs) |
| void | SetWaitingOnAvatar () |
| void | ClearWaitingOnAvatar () |
| void | ClearWaitingOnRemotePlayerData () |
| UGameplayAbility | BP_GetAbility (bool bInOwnerFinished) const |
| FGameplayAbilitySpecHandle | GetAbilitySpecHandle (bool bInOwnerFinished) const |
| UAbilitySystemComponent | GetAbilitySystemComponent () |
| bool | ShouldBroadcastAbilityTaskDelegates () const |
| bool | IsForRemoteClient () const |
| bool | IsLocallyControlled () const |
| bool | IsPredictingClient () const |
| UGameplayAbility | GetAbility () const |
| bool | GetIsPausable () |
| void | SetIsPausable (bool bNewState) |
| void | SetIsSimulatedTask (bool bNewState) |
| void | SetAbilitySystemComponent (UAbilitySystemComponent InAbilitySystemComponent) |
| void | SetIsTickingTask (bool bNewState) |
| void | SetWaitingOnRemotePlayerData () |
| bool | GetIsSimulatedTask () |
| bool | GetIsSimulating () |
| bool | GetIsTickingTask () |
| Public Member Functions inherited from UGameplayTask | |
| void | ReadyForActivation () |
| void | EndTask () |
| Called explicitly to end the task (usually by the task itself). Calls OnDestroy. Note:: you need to call EndTask before sending out any "on completed" delegates. If you don't the task will still be in an "active" state while the event receivers may assume it's already "finished". | |
| 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 UAbilityTaskCoroutine | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UAbilityTaskGeneric | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UAbilityTaskBase | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UAngelscriptAbilityTask | |
| static UClass | StaticClass () |
| static UAngelscriptAbilityTask | CreateAbilityTaskAndRunIt (TSubclassOf< UAngelscriptAbilityTask > TaskType, UGameplayAbility ThisAbility, FName NewInstanceName=NAME_None) |
| This method will both create the task and call ReadyForActivation on it for you immediately. | |
| static UAngelscriptAbilityTask | CreateAbilityTask (TSubclassOf< UAngelscriptAbilityTask > TaskType, UGameplayAbility ThisAbility, FName NewInstanceName=NAME_None, UObject Outer=nullptr) |
| If you create a task using this function from AS, you must start it manually using ReadyForActivation. This is useful if you want to set up properties on the task before you run it. | |
| Static Public Member Functions inherited from UAbilityTask | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UGameplayTask | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
AbilityTask_AI | |
| FGameplayTagContainer | OwnedTagsToAddWhileActive |
| Tags to apply onto the avatar character while this task is active. | |
| FGameplayTagContainer | CancelIfCharacterLosesAnyOf |
| Does an ExternalCancel whenever the AvatarCharacter loses one if these tags while the Task is active. | |
| FGameplayTagContainer | BlockAbilitiesWithTagsWhileActive |
| Restricts all GAS abilities that have any of the given tags from activating while this Task is active. | |
| FGameplayTagContainer | CancelAbilitiesWithTagsOnActivate |
| Cancels all GAS abilities that have any of the given tags when this Task activates. | |
| FGameplayTagContainer | CancelAbilitiesWithoutTagsOnActivate |
| Cancels all GAS abilities that do not have any of the given tags when this Task activates. | |
| FGameplayTagContainer | CancelIfCharacterGainsAnyOf |
| Does an ExternalCancel whenever the AvatarCharacter gains one if these tags while the Task is active. | |
Variables | |
| const AGothicAIController | Controller |
| Controller this state belongs to. | |
| const AGothicNPCState | NPCState |
| Persistent state of this character. (If it is an NPC). | |
| const AGothicCharacter | Self |
| Character this state belongs to. | |
| const AGothicCharacterState | CharacterState |
| Persistent state of this character. | |
| Public Attributes inherited from UAbilityTaskCoroutine | |
| bool | bIsHighPriorityBudget |
| If true, will enqueue this task into the HighPriority budget system queue. Can be changed dynamically at runtime to affect the next enqueue. | |
| FName | BudgetWorkload |
| If set, uses the BudgetSystem to continue execution after the coroutine was paused. Can be changed dynamically at runtime to affect the next enqueue. | |
| Public Attributes inherited from UAbilityTaskGeneric | |
| FAbilityTaskEndedAnyResultDelegate__AbilityTaskGeneric | OnTaskEnded |
| Task ended (always called, no matter what the result is). | |
| EGenericTaskResult | TaskResult |
| Use EndTaskAsSuccess() or EndTaskAsFailure() or set this before calling EndTask() to signal the end result of this task. | |
| FInGameTime | TimeTaskActivated |
| Ingame time this task was activated. | |
| const AGothicCharacter | AvatarCharacter |
| If the avatar is a GothicCharacter, returns it. Nullptr otherwise. | |
| const AGothicCharacterState | AvatarCharacterState |
| If the avatar is a GothicCharacter, returns its CharacterState. Nullptr otherwise. | |
| const AGothicAIController | AvatarAIController |
| If the avatar is controlled by an AIController, returns it. Nullptr otherwise. | |
| const AGothicNPCState | AvatarNPCState |
| If the avatar is a n NPC, returns its NPCState. Nullptr otherwise. | |
| const APlayerController | AvatarPlayerController |
| If the avatar is controlled by a PlayerController, returns it. Nullptr otherwise. | |
| const FInGameTime | InGameTimeNow |
| Returns the current InGame-Time (fast-forwarded when the player sleeps). | |
| const FInGameTime | RuntimeInGame |
| How long this task has been running for (in InGame-time). | |
| const float32 | RuntimeSeconds |
| How long this task has been running for (in seconds). | |
| const float32 | TimeRequestedToSkip |
| Returns how many seconds we're supposed to skip. | |
| Public Attributes inherited from UAngelscriptAbilityTask | |
| const UGameplayAbility | Ability |
| GameplayAbility that created us. | |
| UAbilitySystemComponent | AbilitySystemComponent |
| const bool | IsSimulating |
| bool | IsPausable |
| bool | IsSimulatedTask |
| bool | IsTickingTask |
| 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 |
Scriptable AI Task, which can be used to let NPCs do multiple actions at the same time.
| void DisplayImGui | ( | ) |
Override to call ImGui:: Functions that are shown in the AIStates debug tool.
| AGothicCharacterState GetCharacterState | ( | ) | const |
Persistent state of this character.
| AGothicAIController GetController | ( | ) | const |
Controller this state belongs to.
| AGothicNPCState GetNPCState | ( | ) | const |
Persistent state of this character. (If it is an NPC).
| AGothicCharacter GetSelf | ( | ) | const |
Character this state belongs to.
| bool ShouldShowTaskInfoInImGui | ( | ) |
Override decide whether to show the imgui info of the base-class (currently awaited task, etc).
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static |
| FGameplayTagContainer BlockAbilitiesWithTagsWhileActive |
Restricts all GAS abilities that have any of the given tags from activating while this Task is active.
| FGameplayTagContainer CancelAbilitiesWithoutTagsOnActivate |
Cancels all GAS abilities that do not have any of the given tags when this Task activates.
| FGameplayTagContainer CancelAbilitiesWithTagsOnActivate |
Cancels all GAS abilities that have any of the given tags when this Task activates.
| FGameplayTagContainer CancelIfCharacterGainsAnyOf |
Does an ExternalCancel whenever the AvatarCharacter gains one if these tags while the Task is active.
| FGameplayTagContainer CancelIfCharacterLosesAnyOf |
Does an ExternalCancel whenever the AvatarCharacter loses one if these tags while the Task is active.
| const AGothicCharacterState CharacterState |
Persistent state of this character.
| const AGothicAIController Controller |
Controller this state belongs to.
| const AGothicNPCState NPCState |
Persistent state of this character. (If it is an NPC).
| FGameplayTagContainer OwnedTagsToAddWhileActive |
Tags to apply onto the avatar character while this task is active.
| const AGothicCharacter Self |
Character this state belongs to.