|
G1R AngelScript
Scripting reference for the Gothic 1 Remake
|
Upon entering, teleport a character somewhere. More...
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UStoryActionRegionTrait | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from URegionTrait | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
StoryAction | |
| TSubclassOf< UAIState_DailyRoutine > | DailyRoutineAfterTeleport |
| If set, the teleported characters daily routine will be changed after the teleport happened. | |
| FInteractionSpotHandle | TargetSpot |
| Spot where the character will be teleported to. | |
| bool | bKeepDefeatedStateAfterTeleport |
| If false, when the to-be-teleported character was defeated (not dead, but on on the ground), it will skip that and stand up before teleporting. If true, no changes will be made to the character, it will still be defeated after teleporting, if it was defeated before. | |
| FName | TeleportCharacterUniqueName |
| Teleport this character. | |
| Public Attributes inherited from UStoryActionRegionTrait | |
| FGameplayTagContainer | IgnoreCharactersEnteringWith |
| If non-empty, don't handle characters that have one of these tags applied while entering the volume. | |
| TArray< FRegionStoryActionCharacterCondition > | CharacterRequirements |
| Require these Characters to be somewhere, doing something. | |
| FClockTimeRange | RequiredClockTime |
| Clock time must be between this for the trait to be allowed to trigger. | |
| EStoryActionRegionRequirementsMode | RequirementsMustBe |
| Inverts QuestRequirements and CharacterRequirements if wanted. | |
| FGameplayTagContainer | HandleCharactersEnteringWith |
| If non-empty, only handle characters that have one of these tags applied while entering the volume. | |
| TMap< TSubclassOf< UQuest >, FRegionStoryActionQuestCondition > | QuestRequirements |
| Require quests to be in a specific state before this is allowed to trigger. | |
| TArray< FName > | HandleCharacterUniqueNames |
| Only handle characters with these unique names. Ignore all others. If empty, all are handled. | |
| bool | bEnableTriggerLimit |
| int | NumTimesToTrigger |
| How often can this action be triggered? | |
| const FCharacterUniqueName | Hero |
| Returns the main hero characters. | |
| const TArray< AGothicPlayerState > | AllPlayers |
| Returns all hero characters. | |
| Public Attributes inherited from URegionTrait | |
| bool | bRequireLocalPlayer |
| If the entering character is a player, only allow this trait if it's also the local player. | |
| bool | bHandlePlayerCharacters |
| Events will be handled when player controlled characters enter. | |
| bool | bHandleNonPlayerCharacters |
| Events will be handled when non-player controlled characters enter. | |
| bool | bServerOnly |
| Only ever handle characters if this trait is on the Server. | |
| bool | bAllowSpatiallyLoaded |
| If true, this region trait allows the owning actor to be spatially loaded. If any trait has this set to false, the whole actor will not be spatially loaded. | |
| 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 |
Additional Inherited Members | |
| Public Member Functions inherited from UStoryActionRegionTrait | |
| TArray< AGothicPlayerState > | GetAllPlayers () const |
| Returns all hero characters. | |
| FCharacterUniqueName | GetHero () const |
| Returns the main hero characters. | |
| FCharacterUniqueName | FindCharacter (FName CharacterUniqueName) const |
| Returns the characters matching the given name. | |
| Public Member Functions inherited from URegionTrait | |
| void | HandleCharacterLeavingRegion (AGothicCharacterState CharacterState) |
| Override to specify what should happen when a character left this region. | |
| void | HandleHandleOwnerEndPlay () |
| Override to specify what should happen when a character left this region. | |
| bool | ShouldHandleCharacter (const AGothicCharacterState CharacterState) const |
| Override to filter for which characters the HandleCharacter functions will be called. | |
| float32 | GetDistanceToCollisionFromPoint (FVector Point) const |
| Get Distance from given point to closest point on collision. | |
| void | HandleCharacterEnteringRegion (AGothicCharacterState CharacterState) |
| Override to specify what should happen when a character entered this region. | |
| 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 |
Upon entering, teleport a character somewhere.
|
static |
| bool bKeepDefeatedStateAfterTeleport |
If false, when the to-be-teleported character was defeated (not dead, but on on the ground), it will skip that and stand up before teleporting. If true, no changes will be made to the character, it will still be defeated after teleporting, if it was defeated before.
| TSubclassOf<UAIState_DailyRoutine> DailyRoutineAfterTeleport |
If set, the teleported characters daily routine will be changed after the teleport happened.
| FInteractionSpotHandle TargetSpot |
Spot where the character will be teleported to.
| FName TeleportCharacterUniqueName |
Teleport this character.