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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Public Member Functions | |
Functions | |
| void | SetAdaptHeightRelativeToCharacter (ACharacter RelativeCharacter, float32 ZDivergeOffset) |
| Make this character adapt his height location to the given character location. Offset can be negative or positive. Offset is relative to the reference plane. Positive values mean flying higher into the air or diving deeper into the water. | |
| void | SetAdaptHeightRelativeToNavGround (float32 ZDivergeOffset) |
| Make this character adapt his height location relative to the ground that character flies over or dives under. Offset can only be positive. Offset is relative to the reference plane. Positive values mean flying higher into the air or diving deeper into the water. | |
| void | SetFlyDiveModeToAlwaysFly () |
| Will always fly. For diving creatures, this behaves like DivergeHybrid, because it works the same as swimming When agent is gets as close as. | |
| void | SetFlyDiveModeToDivergeHybrid (float32 UseFlyDiveMinDistance=- 1.000000, float32 GroundedMoveBeforeGoalDistance=- 1.000000) |
| Will change between ZDiverge movement and ground movement based on given parameters. When the move distance is larger than. | |
| void | SetFlyDiveModeToDivergeNever () |
| Will not fly/dive, but stay on the NavGround (normal walking, normal swimming). | |
| FGothicFlyDiveSettings & | opAssign (FGothicFlyDiveSettings Other) |
| void | SetAdaptHeightAutomatic () |
| This character will move "as the crow flies" - only adapt his height if it's necessary to not collide with objects. It will do some forecasting to target the next lowest or highest point in the future. | |
Public Attributes | |
GothicFlyDiveSettings | |
| float32 | GroundedMoveBeforeGoalDistance |
| FlyDiveMode == ZDivergeHybrid : Agent tries to land or swim on surface before reaching path destination Note that this is ignored when following a GoalActor that is high in the air or deep in water. Setting this to smaller than zero will prevent landing/emerging near the paths goal. | |
| float32 | CharacterZDivergeOffset |
| Height/depth from NavMesh that the agent tries to stay at when there is enough space. Higher values mean flying higher or diving deeper. Expects positive values. ActorLocation. | |
| float32 | AdaptToCollisionSampleZDistance |
| Divides path location for buffer; Distance over which interpolation to next buffer point happens. | |
| float32 | MinFocusSampleDistance |
| When adapting height, which is the minimal distance which should be focused? The closer this is is, the quicker will the agent adapt its height. The lower AdaptToCollisionSampleZDistance is, the more precise this distance will be, because it picks the next collision sample beyond this distance as target. | |
| EFlyDiveMode | FlyDiveMode |
| Main switch to determine if character should swim/walk or dive/fly. | |
| EAdaptZDivergeMode | AdaptZDivergeMode |
| float32 | UseFlyDiveMinDistance |
| FlyDiveMode == FlyDiveWhileMoving : When following path this is the minimal distance that will make agent start flying/diving for. | |
| FGothicFlyDiveSettings & opAssign | ( | FGothicFlyDiveSettings | Other | ) |
| void SetAdaptHeightAutomatic | ( | ) |
This character will move "as the crow flies" - only adapt his height if it's necessary to not collide with objects. It will do some forecasting to target the next lowest or highest point in the future.
| void SetAdaptHeightRelativeToCharacter | ( | ACharacter | RelativeCharacter, |
| float32 | ZDivergeOffset ) |
Make this character adapt his height location to the given character location. Offset can be negative or positive. Offset is relative to the reference plane. Positive values mean flying higher into the air or diving deeper into the water.
| void SetAdaptHeightRelativeToNavGround | ( | float32 | ZDivergeOffset | ) |
Make this character adapt his height location relative to the ground that character flies over or dives under. Offset can only be positive. Offset is relative to the reference plane. Positive values mean flying higher into the air or diving deeper into the water.
| void SetFlyDiveModeToAlwaysFly | ( | ) |
Will always fly. For diving creatures, this behaves like DivergeHybrid, because it works the same as swimming When agent is gets as close as.
| void SetFlyDiveModeToDivergeHybrid | ( | float32 | UseFlyDiveMinDistance = - 1.000000, |
| float32 | GroundedMoveBeforeGoalDistance = - 1.000000 ) |
Will change between ZDiverge movement and ground movement based on given parameters. When the move distance is larger than.
| UseFlyDiveMinDistance | agent will start fly/dive. Otherwise it will just move on ground to destination. When agents get as close as |
| GroundedMoveBeforeGoalDistance | to the goal it will stop fly/dive and move on ground instead. When agent is gets as close as |
| void SetFlyDiveModeToDivergeNever | ( | ) |
Will not fly/dive, but stay on the NavGround (normal walking, normal swimming).
| float32 AdaptToCollisionSampleZDistance |
Divides path location for buffer; Distance over which interpolation to next buffer point happens.
| EAdaptZDivergeMode AdaptZDivergeMode |
| float32 CharacterZDivergeOffset |
Height/depth from NavMesh that the agent tries to stay at when there is enough space. Higher values mean flying higher or diving deeper. Expects positive values. ActorLocation.
| EFlyDiveMode FlyDiveMode |
Main switch to determine if character should swim/walk or dive/fly.
| float32 GroundedMoveBeforeGoalDistance |
FlyDiveMode == ZDivergeHybrid : Agent tries to land or swim on surface before reaching path destination Note that this is ignored when following a GoalActor that is high in the air or deep in water. Setting this to smaller than zero will prevent landing/emerging near the paths goal.
| float32 MinFocusSampleDistance |
When adapting height, which is the minimal distance which should be focused? The closer this is is, the quicker will the agent adapt its height. The lower AdaptToCollisionSampleZDistance is, the more precise this distance will be, because it picks the next collision sample beyond this distance as target.
| float32 UseFlyDiveMinDistance |
FlyDiveMode == FlyDiveWhileMoving : When following path this is the minimal distance that will make agent start flying/diving for.