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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Group that combines all Conversation Abilities of participating characters in one object, so that we can execute Tasks on each of the characters to play out the conversation. More...
Public Member Functions | |
Functions | |
| bool | HasTopicsToTalkAbout () const |
| Does the given character has available topics to talk about now. | |
| void | ForceEndConversation () |
| Requests all participants to end conversation and to leave this group. ends active task as cancelled. | |
| FVector | GetCenterOfConversation () const |
| Returns the center position of all participants. | |
| UGameplayAbility_AI | GetParticipantFromTopic (const UConversationTopic Topic) const |
| Returns UGameplayAbility_AI of the ForCharacter in the ConversationTopic if it's in Participants, returns nullptr otherwise. | |
| FName | GetParticipantName (const UGameplayAbility_AI Participant) const |
| Returns the given participants (technical) character name. | |
| UAbilityTask_HandleSubdialog | GetSubdialogToReturnTo (int Level) const |
| From the current Act-Task, which subdialog would returning this far get us? | |
| UConversationTopic | FindPotentialInitialForcedTopic (UGameplayAbility_AI Other) |
| Returns the next forced topic that would be done in the current situation. | |
| bool | IsActingTopic () const |
| Returns true, if a topic is being acted right now (instead of waiting in the UI). | |
| bool | IsEmpty () const |
| Whether there are still people talking in this group. | |
| bool | IsInSubdialog () const |
| Returns true, if the conversation is currently within a subdialog. | |
| bool | IsParticipating (const AActor AvatarActor) const |
| Returns true if the given actor appears in the list of participants. | |
| void | RequestEndConversation () |
| Requests all participants to end the conversation and to leave this group. ends active task as success. | |
| 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 | |
Variables | |
| const FVector | CenterOfConversation |
| Returns the center position of all participants. | |
| 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 |
Group that combines all Conversation Abilities of participating characters in one object, so that we can execute Tasks on each of the characters to play out the conversation.
The initiator is the one who gets to see the choice UI.
| UConversationTopic FindPotentialInitialForcedTopic | ( | UGameplayAbility_AI | Other | ) |
Returns the next forced topic that would be done in the current situation.
| void ForceEndConversation | ( | ) |
Requests all participants to end conversation and to leave this group. ends active task as cancelled.
| FVector GetCenterOfConversation | ( | ) | const |
Returns the center position of all participants.
| UGameplayAbility_AI GetParticipantFromTopic | ( | const UConversationTopic | Topic | ) | const |
Returns UGameplayAbility_AI of the ForCharacter in the ConversationTopic if it's in Participants, returns nullptr otherwise.
| FName GetParticipantName | ( | const UGameplayAbility_AI | Participant | ) | const |
Returns the given participants (technical) character name.
| UAbilityTask_HandleSubdialog GetSubdialogToReturnTo | ( | int | Level | ) | const |
From the current Act-Task, which subdialog would returning this far get us?
| bool HasTopicsToTalkAbout | ( | ) | const |
Does the given character has available topics to talk about now.
| bool IsActingTopic | ( | ) | const |
Returns true, if a topic is being acted right now (instead of waiting in the UI).
| bool IsEmpty | ( | ) | const |
Whether there are still people talking in this group.
| bool IsInSubdialog | ( | ) | const |
Returns true, if the conversation is currently within a subdialog.
| bool IsParticipating | ( | const AActor | AvatarActor | ) | const |
Returns true if the given actor appears in the list of participants.
| void RequestEndConversation | ( | ) |
Requests all participants to end the conversation and to leave this group. ends active task as success.
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static |
| const FVector CenterOfConversation |
Returns the center position of all participants.