|
G1R AngelScript
Scripting reference for the Gothic 1 Remake
|
Base class for blueprint based service nodes. Do NOT use it for creating native c++ classes! More...
Public Member Functions | |
AI | |
| void | SearchStartAI (AAIController OwnerController, APawn ControlledPawn) |
| Alternative AI version of ReceiveSearchStart function. See: ReceiveSearchStart for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise. | |
| void | ActivationAI (AAIController OwnerController, APawn ControlledPawn) |
| Alternative AI version of ReceiveActivation function. See: ReceiveActivation for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise. | |
| void | TickAI (AAIController OwnerController, APawn ControlledPawn, float32 DeltaSeconds) |
| Alternative AI version of ReceiveTick function. See: ReceiveTick for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise. | |
| void | DeactivationAI (AAIController OwnerController, APawn ControlledPawn) |
| Alternative AI version of ReceiveDeactivation function. See: ReceiveDeactivation for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise. | |
AI|BehaviorTree | |
| bool | IsServiceActive () const |
| check if service is currently being active | |
Functions | |
| void | Activation (AActor OwnerActor) |
| service became active Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise | |
| void | Tick (AActor OwnerActor, float32 DeltaSeconds) |
| tick function Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise | |
| void | Deactivation (AActor OwnerActor) |
| service became inactive Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise | |
| void | SetbShowPropertyDetails (bool Value) |
| show detailed information about properties | |
| void | SetbShowEventDetails (bool Value) |
| show detailed information about implemented events | |
| void | SearchStart (AActor OwnerActor) |
| task search enters branch of tree Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise | |
| Public Member Functions inherited from UBTService | |
| void | SetbRestartTimerOnEachActivation (bool Value) |
| if set, next tick time will be always reset to service's interval when node is activated | |
| void | SetbCallTickOnSearchStart (bool Value) |
| call Tick event when task search enters this node (SearchStart will be called as well) | |
| 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 UBTService | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UBTAuxiliaryNode | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UBTNode | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
Description | |
| FString | CustomDescription |
| Public Attributes inherited from UBTService | |
| float32 | RandomDeviation |
| adds random range to service's Interval | |
| float32 | Interval |
| defines time span between subsequent ticks of the service | |
| Public Attributes inherited from UBTNode | |
| FString | NodeName |
| node name | |
| 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 |
Base class for blueprint based service nodes. Do NOT use it for creating native c++ classes!
When service receives Deactivation event, all latent actions associated this instance are being removed. This prevents from resuming activity started by Activation, but does not handle external events. Please use them safely (unregister at abort) and call IsServiceActive() when in doubt.
| void Activation | ( | AActor | OwnerActor | ) |
service became active Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise
| void ActivationAI | ( | AAIController | OwnerController, |
| APawn | ControlledPawn ) |
Alternative AI version of ReceiveActivation function. See: ReceiveActivation for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise.
| void Deactivation | ( | AActor | OwnerActor | ) |
service became inactive Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise
| void DeactivationAI | ( | AAIController | OwnerController, |
| APawn | ControlledPawn ) |
Alternative AI version of ReceiveDeactivation function. See: ReceiveDeactivation for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise.
| bool IsServiceActive | ( | ) | const |
check if service is currently being active
| void SearchStart | ( | AActor | OwnerActor | ) |
task search enters branch of tree Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise
| void SearchStartAI | ( | AAIController | OwnerController, |
| APawn | ControlledPawn ) |
Alternative AI version of ReceiveSearchStart function. See: ReceiveSearchStart for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise.
| void SetbShowEventDetails | ( | bool | Value | ) |
show detailed information about implemented events
| void SetbShowPropertyDetails | ( | bool | Value | ) |
show detailed information about properties
|
static |
| void Tick | ( | AActor | OwnerActor, |
| float32 | DeltaSeconds ) |
tick function Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise
| void TickAI | ( | AAIController | OwnerController, |
| APawn | ControlledPawn, | ||
| float32 | DeltaSeconds ) |
Alternative AI version of ReceiveTick function. See: ReceiveTick for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise.
| FString CustomDescription |