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

How should pathfollowing behave? More...

Public Member Functions

Functions
FGothicPathfollowSettings & opAssign (FGothicPathfollowSettings Other)

Public Attributes

GothicPathfollowSettings
bool bStrafeTurnToPotentialBlockingAgent
 When there is an agent that we need to avoid (moving), start strafing and turn body and head towards him. Helps to prevent turnarounds when starting to move close to other agents or when we are running into others. Note that quadrupeds are not able to strafe, which might cause them to run into each other.
float32 CrowdAgentSeparationWeight
 Higher values make agents stay further apart if the space allows it. Effect is noticeable with values > 8.f.
float32 CrowdAgentRadiusMultiplier
 Scales crowd collisions. Values greater 1.f will make this agents try to stay further away from other agents.
float32 CrowdAgentHalfHeightMultiplier
float32 AgentRadiusMultiplier
 Scales reach test radius.
float32 AgentHalfHeightMultiplier
 Scales reach test half height. Allows small NPCs to target locations on NavMesh whose are higher than their collision half height. Useful when small agents use a NavMesh for larger ones.
bool bSlowDownAtGoal
bool bEnableAnticipateTurns
 When enabled NPCs will walk in an outside moving bow around corners, swinging out. This can lead to NPCs leaving their crowd corridor, which triggers switching movement and turnarounds. Be careful. Crowd Avoidance only.
FString DebugOwnerName
 Name for debugging.
ECrowdGroupsBehaviour CrowdGroupsBehaviour
 Avoid all, avoid none or use the social hierarchy settings?
ECrowdIdleBehaviour CrowdIdleBehaviour
 Should avoidance work different when character is idle?
EScriptableCrowdAvoidanceQuality CrowdAvoidanceQuality
 Quality of avoidance when character is moving.
bool bEnablePathPolyOptimization
 Should bEnableOptimizeTopology be set to this forcefully?w When enabled, it might help to prevent turn-around movements when agent gets moved off its corridor (Usually agents would target the next path corner and will turn around to it when it's behind). With this enabled, a better local path can be found, but it ignores NavFilters (NPCs might ignore Roads or move through water).
FPathfollowModifyAvoidVelocitySettings ModifyAvoidVelocitySettings
 When other agents are close-by, velocity can be increased for quicker avoidance.
FPathfollowMoveFocusSettings MoveFocusSettings
 Where to look at or turn to when following a path.
FGothicFlyDiveSettings FlyDiveSettings
 When agent can fly or dive, these settings will be used.

Detailed Description

How should pathfollowing behave?

Member Function Documentation

◆ opAssign()

Member Data Documentation

◆ AgentHalfHeightMultiplier

float32 AgentHalfHeightMultiplier

Scales reach test half height. Allows small NPCs to target locations on NavMesh whose are higher than their collision half height. Useful when small agents use a NavMesh for larger ones.

◆ AgentRadiusMultiplier

float32 AgentRadiusMultiplier

Scales reach test radius.

◆ bEnableAnticipateTurns

bool bEnableAnticipateTurns

When enabled NPCs will walk in an outside moving bow around corners, swinging out. This can lead to NPCs leaving their crowd corridor, which triggers switching movement and turnarounds. Be careful. Crowd Avoidance only.

◆ bEnablePathPolyOptimization

bool bEnablePathPolyOptimization

Should bEnableOptimizeTopology be set to this forcefully?w When enabled, it might help to prevent turn-around movements when agent gets moved off its corridor (Usually agents would target the next path corner and will turn around to it when it's behind). With this enabled, a better local path can be found, but it ignores NavFilters (NPCs might ignore Roads or move through water).

◆ bSlowDownAtGoal

bool bSlowDownAtGoal

◆ bStrafeTurnToPotentialBlockingAgent

bool bStrafeTurnToPotentialBlockingAgent

When there is an agent that we need to avoid (moving), start strafing and turn body and head towards him. Helps to prevent turnarounds when starting to move close to other agents or when we are running into others. Note that quadrupeds are not able to strafe, which might cause them to run into each other.

◆ CrowdAgentHalfHeightMultiplier

float32 CrowdAgentHalfHeightMultiplier

◆ CrowdAgentRadiusMultiplier

float32 CrowdAgentRadiusMultiplier

Scales crowd collisions. Values greater 1.f will make this agents try to stay further away from other agents.

◆ CrowdAgentSeparationWeight

float32 CrowdAgentSeparationWeight

Higher values make agents stay further apart if the space allows it. Effect is noticeable with values > 8.f.

◆ CrowdAvoidanceQuality

EScriptableCrowdAvoidanceQuality CrowdAvoidanceQuality

Quality of avoidance when character is moving.

◆ CrowdGroupsBehaviour

ECrowdGroupsBehaviour CrowdGroupsBehaviour

Avoid all, avoid none or use the social hierarchy settings?

◆ CrowdIdleBehaviour

ECrowdIdleBehaviour CrowdIdleBehaviour

Should avoidance work different when character is idle?

◆ DebugOwnerName

FString DebugOwnerName

Name for debugging.

◆ FlyDiveSettings

FGothicFlyDiveSettings FlyDiveSettings

When agent can fly or dive, these settings will be used.

◆ ModifyAvoidVelocitySettings

FPathfollowModifyAvoidVelocitySettings ModifyAvoidVelocitySettings

When other agents are close-by, velocity can be increased for quicker avoidance.

◆ MoveFocusSettings

FPathfollowMoveFocusSettings MoveFocusSettings

Where to look at or turn to when following a path.