G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UWorldPointScript Class Reference

Public Member Functions

Functions
FName SpawnAreaFlock (const TSubclassOf< UAmbientLifeConfig > itemDefinition, int num)
void Server_SpawnBasicInventoryItem (FItemVirtualData itemToSpawn, FItemSpawnPosition position, int coordId, FString worldPointName)
void Server_SpawnEmptyItem (FItemVirtualData itemToSpawn, FItemSpawnPosition position, int coordId)
FName SpawnAIAgent (const TSubclassOf< USpawnAIAgentDefinition > spawnAIAgent, UAIState_DailyRoutine dailyRoutine=nullptr)
 Add the aigent to the spawn list.
void OnAIAgentSpawned (AActor entity, FName name)
FName SpawnItem (const TSubclassOf< UItemDefinition > itemDefinition)
 UFUNCTION(BlueprintCallable) FName SpawnAIAgent(const TSubclassOf<class USpawnAIAgentDefinition> spawnAIAgent, TSubclassOf<class UAIState_DailyRoutine> dailyRoutine);.
void SpawnLinkedActor (const TSubclassOf< ULinkedActorDefinition > linkedActor)
FName SpawnWarningFlock (const TSubclassOf< UAmbientLifeConfig > itemDefinition, int num, float32 direction=- 1.000000, float32 spread=10.000000)
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 ()

Additional Inherited Members

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

Member Function Documentation

◆ OnAIAgentSpawned()

void OnAIAgentSpawned ( AActor entity,
FName name )

◆ Server_SpawnBasicInventoryItem()

void Server_SpawnBasicInventoryItem ( FItemVirtualData itemToSpawn,
FItemSpawnPosition position,
int coordId,
FString worldPointName )

◆ Server_SpawnEmptyItem()

void Server_SpawnEmptyItem ( FItemVirtualData itemToSpawn,
FItemSpawnPosition position,
int coordId )

◆ SpawnAIAgent()

FName SpawnAIAgent ( const TSubclassOf< USpawnAIAgentDefinition > spawnAIAgent,
UAIState_DailyRoutine dailyRoutine = nullptr )

Add the aigent to the spawn list.

◆ SpawnAreaFlock()

FName SpawnAreaFlock ( const TSubclassOf< UAmbientLifeConfig > itemDefinition,
int num )

◆ SpawnItem()

FName SpawnItem ( const TSubclassOf< UItemDefinition > itemDefinition)

UFUNCTION(BlueprintCallable) FName SpawnAIAgent(const TSubclassOf<class USpawnAIAgentDefinition> spawnAIAgent, TSubclassOf<class UAIState_DailyRoutine> dailyRoutine);.

◆ SpawnLinkedActor()

void SpawnLinkedActor ( const TSubclassOf< ULinkedActorDefinition > linkedActor)

◆ SpawnWarningFlock()

FName SpawnWarningFlock ( const TSubclassOf< UAmbientLifeConfig > itemDefinition,
int num,
float32 direction = - 1.000000,
float32 spread = 10.000000 )

◆ StaticClass()

UClass StaticClass ( )
static