|
G1R AngelScript
Scripting reference for the Gothic 1 Remake
|
Represents a single conversation topic, ie. a choice that the player can choose in the UI or something that an NPC wants to talk about once you get near them. More...
Public Member Functions | |
Functions | |
| bool | InviteParticipatingCharactersIntoConversation () const |
| Tries to get the RequiredOtherCharacters to join our conversation group. | |
| bool | AreParticipatingCharactersAbleToEnterConversation () const |
| Returns true if Participating Characters are able to join the Conversation when requested. | |
| bool | AreParticipatingCharactersInSameConversation () const |
| Returns true if all characters listed in RequiredOtherCharacters are in a conversation with us. | |
| bool | AreParticipatingCharactersNearby (float32 ExtraDistance=0.000000) const |
| Returns true if all characters listed in RequiredOtherCharacters are nearby. | |
| bool | IsVisible () const |
| Returns whether this topic may be shown to the player (Needs to pass Rules first). Override to have custom dynamic script conditions. | |
| void | DB (int64 CallDebugId, bool bValue) const |
| DebugBoolean. Set the state of a condition for the ConversationDebugger. | |
| void | DC (int64 CallDebugId, EConversationDebugInfo Info) const |
| DebugCall. Set the state of something for the ConversationDebugger. | |
| void | EndConversation () |
| When called during acting, ends the conversation for all participants. | |
| AGothicCharacterState | GetCharacter (FName UniqueName) const |
| Returns the state of the given character. | |
| UConversationGroup | GetCurrentConversationGroup () const |
| Tries to access the conversation group this topic belongs to right now. | |
| FName | GetKnowledge () const |
| Knowledge to gain after hearing this topic. | |
| AGothicCharacterState | GetOther () const |
| When acting, returns the listener of the conversation. | |
| UGameplayAbility_AI | GetOwner () const |
| When acting, returns the owner of this Topic. | |
| AGothicCharacterState | GetSelf () const |
| When acting, returns the owner of this Topic. | |
| bool | HasActImplementation () const |
| Whether this is a topic that we can perform. It may be just a structural class. | |
| bool | HasIsVisibleImplementation () const |
| Whether this topic has a scripted "IsVisible" function. | |
| void | Act () |
| Coroutine containing the acting sequence of how this conversation should be played (Must be defined in Script). | |
| bool | IsEnd () const |
| If true, this is an "End" topic that does nothing but to get us out of the conversation. | |
| bool | IsForced () const |
| If true, this topic should not appear inside the topic selection list. Instead, the NPC should start talking without any player input. | |
| bool | IsStoryDebuggerAttached () const |
| Returns true if the story debugger is attached and will receive data. | |
| void | RequestCameraReverseShot () |
| Reverse the current Preset of the Camera (Switch Speaker and invert). | |
| void | RequestCameraSnapToCharacter (const AGothicCharacterState CharacterToLookAt) |
| If the player is participating, let's them look at the given character via their controller. Mostly intended to be used for when the conversation camera is not active. | |
| void | RequestCameraSnapToInteractionSpot (FInteractionSpotHandle InteractionSpot) |
| If the player is participating, let's them look at the given InteractionSpot via their controller. Mostly intended to be used for when the conversation camera is not active. | |
| void | RequestCameraToLookAtCharacter (const AGothicCharacterState CharacterToLookAt) |
| If the player is participating, let's them look at the given character via their controller. Mostly intended to be used for when the conversation camera is not active. | |
| void | RequestCameraToLookAtInteractionSpot (FInteractionSpotHandle InteractionSpot) |
| If the player is participating, let's them look at the given InteractionSpot via their controller. Mostly intended to be used for when the conversation camera is not active. | |
| void | RequestStartConversationCamera () |
| When the conversation was started without the ConversationCamera, this can be called to activate it later.. | |
| void | RequestStopConversationCamera () |
| When the conversation was started with the ConversationCamera, this can be called to stop it later. | |
| void | ReturnToLastSelection (int NumLevels=1) |
| When called during acting from inside a subtopic, will return to the last topic-selection. | |
| void | SetPermanent (bool bIsPermanent) |
| Whether to always show this topic, even if it was heard before. | |
| bool | WasInitialForcedLinePlayed () |
| 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 TSubclassOf< UConversationTopic > | FindTopicClassByName (FName TopicName) |
| Looks up the topic class for the given topic class name. | |
| static UClass | StaticClass () |
| static TSubclassOf< UConversationTopic > | FindTopicClassByDebugId (int64 DebugId) |
| Looks up the topic class for the given debug ID. | |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
ConversationTopic | |
| bool | bIsFollowupTopic |
| If true, this will not appear in the main topic list, but may be executed after another topic has finished that matches the rules of this. | |
| FName | WithCharacter |
| The character who can ask about this topic.. | |
| TArray< FName > | RequiredNearbyCharacters |
| What other characters need to be nearby for this topic? | |
| TArray< FName > | ExtraCharactersToInvite |
| What other characters need to invited into the conversation? (Must also be nearby). | |
| float32 | RequiredOtherCharactersMaxDistance |
| How far can the other characters be from the main character for this topic to be available? | |
| FText | Caption |
| Text to be shown in the Choice UI. | |
| bool | bStartedWithInitialForcedLine |
| True if this InitialForcedTopic was played. | |
| int | PriorityRank |
| The lower the PriorityRank, the more "important" the topic is deemed. Negative PriorityRanks will cause the Topic to be acted immediately without the player having to choose it first in the UI. (Forced Conversation, "important" in the OG). | |
| FTopicRules | Rules |
| Static rules for when this topic should be visible. See documentation of FTopicRules for more info. | |
| FText | InitialForcedLine |
| Line to be spoken at the start of forced conversations. | |
| EConversationForceSense | ForcedSenseType |
| Type for selecting a perception sense for this forced topic. | |
| bool | bIsSubTopic |
| If true, this will not appear in the main topic list, but can only be used as part of a subtopic selection. | |
| FName | ForCharacter |
| The character this topic will be available at. | |
| bool | bIsFallbackTopic |
| If true, this will not appear in the main topic list. It will automatically be used when there are no other topics to talk about. | |
| bool | bIsAmbientTopic |
| If true, this topic will not block the characters from moving and it will not use any camera actions. | |
| bool | bSayHeyYou |
| If true this topic is supposed to play the "hey you" line at the start of conversation. | |
| TSet< FName > | JustOne |
| If multiple topics share one of the names in here, show only the highest priority one. | |
| FGameplayTagContainer | PropertyTags |
| Custom metadata tags that can be added to this topic to configure how it should behave. | |
| int64 | DebugId |
| Optional Debug ID of this topic. | |
| FConversationTopicForceSettings | ForceSettings |
| If this is a forced topic, the settings here allow you to configure distances, perceptions, walking, etc. | |
Variables | |
| const FName | Knowledge |
| Knowledge to gain after hearing this topic. | |
| const AGothicCharacterState | Other |
| When acting, returns the listener of the conversation. | |
| const UGameplayAbility_AI | Owner |
| When acting, returns the owner of this Topic. | |
| const AGothicCharacterState | Self |
| When acting, returns the owner of this Topic. | |
| const UConversationGroup | CurrentConversationGroup |
| Tries to access the conversation group this topic belongs to right now. | |
| 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 |
Represents a single conversation topic, ie. a choice that the player can choose in the UI or something that an NPC wants to talk about once you get near them.
It contains the "stage directions" of how the conversation should play out: Who says what, which actions to perform, etc.
Additionally, it provides a set of rules and conditions that need to pass for this topic to be available to the player to choose or an NPC to come forward with it.
@note These objects are not supposed to be modified at runtime.
| void Act | ( | ) |
Coroutine containing the acting sequence of how this conversation should be played (Must be defined in Script).
| bool AreParticipatingCharactersAbleToEnterConversation | ( | ) | const |
Returns true if Participating Characters are able to join the Conversation when requested.
| bool AreParticipatingCharactersInSameConversation | ( | ) | const |
Returns true if all characters listed in RequiredOtherCharacters are in a conversation with us.
| bool AreParticipatingCharactersNearby | ( | float32 | ExtraDistance = 0.000000 | ) | const |
Returns true if all characters listed in RequiredOtherCharacters are nearby.
| void DB | ( | int64 | CallDebugId, |
| bool | bValue ) const |
DebugBoolean. Set the state of a condition for the ConversationDebugger.
| void DC | ( | int64 | CallDebugId, |
| EConversationDebugInfo | Info ) const |
DebugCall. Set the state of something for the ConversationDebugger.
| void EndConversation | ( | ) |
When called during acting, ends the conversation for all participants.
|
static |
Looks up the topic class for the given debug ID.
|
static |
Looks up the topic class for the given topic class name.
| AGothicCharacterState GetCharacter | ( | FName | UniqueName | ) | const |
Returns the state of the given character.
| UConversationGroup GetCurrentConversationGroup | ( | ) | const |
Tries to access the conversation group this topic belongs to right now.
| FName GetKnowledge | ( | ) | const |
Knowledge to gain after hearing this topic.
| AGothicCharacterState GetOther | ( | ) | const |
When acting, returns the listener of the conversation.
| UGameplayAbility_AI GetOwner | ( | ) | const |
When acting, returns the owner of this Topic.
| AGothicCharacterState GetSelf | ( | ) | const |
When acting, returns the owner of this Topic.
| bool HasActImplementation | ( | ) | const |
Whether this is a topic that we can perform. It may be just a structural class.
| bool HasIsVisibleImplementation | ( | ) | const |
Whether this topic has a scripted "IsVisible" function.
| bool InviteParticipatingCharactersIntoConversation | ( | ) | const |
Tries to get the RequiredOtherCharacters to join our conversation group.
| bool IsEnd | ( | ) | const |
If true, this is an "End" topic that does nothing but to get us out of the conversation.
| bool IsForced | ( | ) | const |
If true, this topic should not appear inside the topic selection list. Instead, the NPC should start talking without any player input.
| bool IsStoryDebuggerAttached | ( | ) | const |
Returns true if the story debugger is attached and will receive data.
| bool IsVisible | ( | ) | const |
Returns whether this topic may be shown to the player (Needs to pass Rules first). Override to have custom dynamic script conditions.
| void RequestCameraReverseShot | ( | ) |
Reverse the current Preset of the Camera (Switch Speaker and invert).
| void RequestCameraSnapToCharacter | ( | const AGothicCharacterState | CharacterToLookAt | ) |
If the player is participating, let's them look at the given character via their controller. Mostly intended to be used for when the conversation camera is not active.
| void RequestCameraSnapToInteractionSpot | ( | FInteractionSpotHandle | InteractionSpot | ) |
If the player is participating, let's them look at the given InteractionSpot via their controller. Mostly intended to be used for when the conversation camera is not active.
| void RequestCameraToLookAtCharacter | ( | const AGothicCharacterState | CharacterToLookAt | ) |
If the player is participating, let's them look at the given character via their controller. Mostly intended to be used for when the conversation camera is not active.
| void RequestCameraToLookAtInteractionSpot | ( | FInteractionSpotHandle | InteractionSpot | ) |
If the player is participating, let's them look at the given InteractionSpot via their controller. Mostly intended to be used for when the conversation camera is not active.
| void RequestStartConversationCamera | ( | ) |
When the conversation was started without the ConversationCamera, this can be called to activate it later..
| void RequestStopConversationCamera | ( | ) |
When the conversation was started with the ConversationCamera, this can be called to stop it later.
| void ReturnToLastSelection | ( | int | NumLevels = 1 | ) |
When called during acting from inside a subtopic, will return to the last topic-selection.
| void SetPermanent | ( | bool | bIsPermanent | ) |
Whether to always show this topic, even if it was heard before.
|
static |
| bool WasInitialForcedLinePlayed | ( | ) |
| bool bIsAmbientTopic |
If true, this topic will not block the characters from moving and it will not use any camera actions.
| bool bIsFallbackTopic |
If true, this will not appear in the main topic list. It will automatically be used when there are no other topics to talk about.
| bool bIsFollowupTopic |
If true, this will not appear in the main topic list, but may be executed after another topic has finished that matches the rules of this.
| bool bIsSubTopic |
If true, this will not appear in the main topic list, but can only be used as part of a subtopic selection.
| bool bSayHeyYou |
If true this topic is supposed to play the "hey you" line at the start of conversation.
| bool bStartedWithInitialForcedLine |
True if this InitialForcedTopic was played.
| const UConversationGroup CurrentConversationGroup |
Tries to access the conversation group this topic belongs to right now.
| int64 DebugId |
Optional Debug ID of this topic.
What other characters need to invited into the conversation? (Must also be nearby).
| EConversationForceSense ForcedSenseType |
Type for selecting a perception sense for this forced topic.
| FConversationTopicForceSettings ForceSettings |
If this is a forced topic, the settings here allow you to configure distances, perceptions, walking, etc.
| FName ForCharacter |
The character this topic will be available at.
| FText InitialForcedLine |
Line to be spoken at the start of forced conversations.
If multiple topics share one of the names in here, show only the highest priority one.
| const FName Knowledge |
Knowledge to gain after hearing this topic.
| const AGothicCharacterState Other |
When acting, returns the listener of the conversation.
| const UGameplayAbility_AI Owner |
When acting, returns the owner of this Topic.
| int PriorityRank |
The lower the PriorityRank, the more "important" the topic is deemed. Negative PriorityRanks will cause the Topic to be acted immediately without the player having to choose it first in the UI. (Forced Conversation, "important" in the OG).
| FGameplayTagContainer PropertyTags |
Custom metadata tags that can be added to this topic to configure how it should behave.
| float32 RequiredOtherCharactersMaxDistance |
How far can the other characters be from the main character for this topic to be available?
| FTopicRules Rules |
Static rules for when this topic should be visible. See documentation of FTopicRules for more info.
| const AGothicCharacterState Self |
When acting, returns the owner of this Topic.
| FName WithCharacter |
The character who can ask about this topic..