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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Functions | |
Physics Object | |
| bool | ExtractClosestPhysicsObjectResults (FClosestPhysicsObjectResult Result, FName &OutName) |
| FClosestPhysicsObjectResult | GetClosestPhysicsObjectFromWorldLocation (UPrimitiveComponent Component, FVector WorldLocation) |
| FTransform | GetPhysicsObjectWorldTransform (UPrimitiveComponent Component, FName BoneName) |
| void | ApplyRadialImpulse (UPrimitiveComponent Component, FVector Origin, float32 Radius, float32 Strength, ERadialImpulseFalloff Falloff, bool bApplyStrain, float32 Strain, bool bVelChange=false, float32 MinValue=0.000000, float32 MaxValue=1.000000) |
| Apply a physics radial impulse with an optional strain on a specific component Effect is applied within a sphere. When using linear falloff the effect will be minimum at the outer edge of the sphere and maximum at its center. | |
| void ApplyRadialImpulse | ( | UPrimitiveComponent | Component, |
| FVector | Origin, | ||
| float32 | Radius, | ||
| float32 | Strength, | ||
| ERadialImpulseFalloff | Falloff, | ||
| bool | bApplyStrain, | ||
| float32 | Strain, | ||
| bool | bVelChange = false, | ||
| float32 | MinValue = 0.000000, | ||
| float32 | MaxValue = 1.000000 ) |
Apply a physics radial impulse with an optional strain on a specific component Effect is applied within a sphere. When using linear falloff the effect will be minimum at the outer edge of the sphere and maximum at its center.
| Component | Primitive component to apply the impulse / strain on |
| Origin | Positition of the origin of the radial effect in world space |
| Radius | Radius of the radial effect ( beyond the radius, impulse will not be applied ) |
| Strength | Strength of the impulse to apply ( Unit : (Kg * m / s) or ( m /s ) if bVelChange is true |
| Falloff | Type of falloff to use ( constant, linear ) |
| bApplyStrain | Whether or not to apply strain on top of the impulse ( for destructible objects ) |
| Strain | If bApplyStrain is true, Strain to apply to the physics particles ( for destructible objects ) |
| bVelChange | If true, impulse Strength parameter is interpretation as a change of velocity |
| MinValue | When using linear falloff, this define the falloff value at the outer edge of the sphere |
| MaxValue | When using linear falloff, this define the falloff value at the center of the sphere |
| bool ExtractClosestPhysicsObjectResults | ( | FClosestPhysicsObjectResult | Result, |
| FName & | OutName ) |
| FClosestPhysicsObjectResult GetClosestPhysicsObjectFromWorldLocation | ( | UPrimitiveComponent | Component, |
| FVector | WorldLocation ) |
| FTransform GetPhysicsObjectWorldTransform | ( | UPrimitiveComponent | Component, |
| FName | BoneName ) |