G1R AngelScript
Scripting reference for the Gothic 1 Remake
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FGothicFlyDiveSettings Struct Reference

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.

Member Function Documentation

◆ opAssign()

◆ SetAdaptHeightAutomatic()

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.

◆ SetAdaptHeightRelativeToCharacter()

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.

◆ SetAdaptHeightRelativeToNavGround()

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.

◆ SetFlyDiveModeToAlwaysFly()

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.

◆ SetFlyDiveModeToDivergeHybrid()

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.

Parameters
UseFlyDiveMinDistanceagent will start fly/dive. Otherwise it will just move on ground to destination. When agents get as close as
GroundedMoveBeforeGoalDistanceto the goal it will stop fly/dive and move on ground instead. When agent is gets as close as

◆ SetFlyDiveModeToDivergeNever()

void SetFlyDiveModeToDivergeNever ( )

Will not fly/dive, but stay on the NavGround (normal walking, normal swimming).

Member Data Documentation

◆ AdaptToCollisionSampleZDistance

float32 AdaptToCollisionSampleZDistance

Divides path location for buffer; Distance over which interpolation to next buffer point happens.

◆ AdaptZDivergeMode

EAdaptZDivergeMode AdaptZDivergeMode

◆ CharacterZDivergeOffset

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.

◆ FlyDiveMode

EFlyDiveMode FlyDiveMode

Main switch to determine if character should swim/walk or dive/fly.

◆ GroundedMoveBeforeGoalDistance

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.

◆ MinFocusSampleDistance

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.

◆ UseFlyDiveMinDistance

float32 UseFlyDiveMinDistance

FlyDiveMode == FlyDiveWhileMoving : When following path this is the minimal distance that will make agent start flying/diving for.