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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Subclass to define your own kind of groups. Each character can be in multiple groups in the same time. The UAIGroupStatus object allows to share information between the characters of the group. This is helpful whenever more than two character need to interact with each other for a while. More...
Public Member Functions | |
Functions | |
| void | HandleMemberJoined (AGothicCharacter Character) |
| Called when a group member dropped unconscious. | |
| void | DebugDrawGroup (float32 LifeTimeSeconds) const |
| Outputs 3D debug drawing to show where the group is. | |
| void | DisplayImGui (AGothicCharacter ContextCharacter) |
| Display debugging information for the given character. | |
| TArray< AGothicCharacter > | GetConsciousJoinedCharacters () const |
| Returns all joined characters who are neither dead nor defeated. | |
| FBox | GetGroupBoundingBox () const |
| Computes the bounding box of all characters that have joined this group. | |
| FVector | GetGroupCenterLocation () const |
| Returns the average position of all characters that have joined this group. | |
| TArray< AActor > | GetGroupTargets () const |
| TArray< AGothicCharacter > | GetJoinedCharactersWithTags (FGameplayTagContainer Included, FGameplayTagContainer Excluded) const |
| Returns all joined characters who match the given tag containers. | |
| void | HandleMemberDied (AGothicCharacter Character) |
| Called when a group member died. | |
| UCharacterAIState | GetMemberAIStateByClass (const AGothicCharacter Member, TSubclassOf< UCharacterAIState > StateClass) const |
| void | HandleMemberLeft (AGothicCharacter Character) |
| Called when a group member dropped unconscious. | |
| void | HandleMemberUnconscious (AGothicCharacter Character) |
| Called when a group member dropped unconscious. | |
| bool | HasCharacterJoinedGroup (AGothicCharacter Character) const |
| Returns true if the given character has joined this group. | |
| bool | IsCharacterAllowedToJoin (AGothicCharacter Character) |
| Return whether the given character is allowed to join this group. | |
| void | MakeCharacterJoinGroup (AGothicCharacter Character) |
| Adds the given character to this group. Does not check if it's allowed to do so. | |
| void | MakeCharacterLeaveGroup (AGothicCharacter Character) |
| Removes the given character from this group. | |
| 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 TArray< UGothicAIGroup > | GetAllActiveGroupsOfClass (TSubclassOf< UGothicAIGroup > GroupClass) |
| Return whether the given character is allowed to join this group. | |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
GothicAIGroup | |
| TArray< AGothicCharacter > | JoinedCharacters |
| Characters that have joined this group. | |
| TArray< FGameplayAttribute > | ListenToAttributeChangesOf |
| Call the HandleMemberAttributeChanged function whenever a characters attribute was changed. | |
| FGameplayTagContainer | OwnedTagsToAddToMembers |
| These tags will be added to all Members as OwnedTags. | |
Variables | |
| const FBox | GroupBoundingBox |
| Computes the bounding box of all characters that have joined this group. | |
| const FVector | GroupCenterLocation |
| Returns the average position of all characters that have joined this group. | |
| const TArray< AActor > | GroupTargets |
| const TArray< AGothicCharacter > | ConsciousJoinedCharacters |
| Returns all joined characters who are neither dead nor defeated. | |
| 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 |
Subclass to define your own kind of groups. Each character can be in multiple groups in the same time. The UAIGroupStatus object allows to share information between the characters of the group. This is helpful whenever more than two character need to interact with each other for a while.
Example:
Subclass this to add your own groups and information!
| void DebugDrawGroup | ( | float32 | LifeTimeSeconds | ) | const |
Outputs 3D debug drawing to show where the group is.
| void DisplayImGui | ( | AGothicCharacter | ContextCharacter | ) |
Display debugging information for the given character.
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static |
Return whether the given character is allowed to join this group.
| TArray< AGothicCharacter > GetConsciousJoinedCharacters | ( | ) | const |
Returns all joined characters who are neither dead nor defeated.
| FBox GetGroupBoundingBox | ( | ) | const |
Computes the bounding box of all characters that have joined this group.
| FVector GetGroupCenterLocation | ( | ) | const |
Returns the average position of all characters that have joined this group.
| TArray< AGothicCharacter > GetJoinedCharactersWithTags | ( | FGameplayTagContainer | Included, |
| FGameplayTagContainer | Excluded ) const |
Returns all joined characters who match the given tag containers.
| UCharacterAIState GetMemberAIStateByClass | ( | const AGothicCharacter | Member, |
| TSubclassOf< UCharacterAIState > | StateClass ) const |
| void HandleMemberDied | ( | AGothicCharacter | Character | ) |
Called when a group member died.
| void HandleMemberJoined | ( | AGothicCharacter | Character | ) |
Called when a group member dropped unconscious.
| void HandleMemberLeft | ( | AGothicCharacter | Character | ) |
Called when a group member dropped unconscious.
| void HandleMemberUnconscious | ( | AGothicCharacter | Character | ) |
Called when a group member dropped unconscious.
| bool HasCharacterJoinedGroup | ( | AGothicCharacter | Character | ) | const |
Returns true if the given character has joined this group.
| bool IsCharacterAllowedToJoin | ( | AGothicCharacter | Character | ) |
Return whether the given character is allowed to join this group.
| void MakeCharacterJoinGroup | ( | AGothicCharacter | Character | ) |
Adds the given character to this group. Does not check if it's allowed to do so.
| void MakeCharacterLeaveGroup | ( | AGothicCharacter | Character | ) |
Removes the given character from this group.
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static |
| const TArray<AGothicCharacter> ConsciousJoinedCharacters |
Returns all joined characters who are neither dead nor defeated.
| const FBox GroupBoundingBox |
Computes the bounding box of all characters that have joined this group.
| const FVector GroupCenterLocation |
Returns the average position of all characters that have joined this group.
| TArray<AGothicCharacter> JoinedCharacters |
Characters that have joined this group.
| TArray<FGameplayAttribute> ListenToAttributeChangesOf |
Call the HandleMemberAttributeChanged function whenever a characters attribute was changed.
| FGameplayTagContainer OwnedTagsToAddToMembers |
These tags will be added to all Members as OwnedTags.