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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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. | |
How should pathfollowing behave?
| FGothicPathfollowSettings & opAssign | ( | FGothicPathfollowSettings | Other | ) |
| 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.
| float32 AgentRadiusMultiplier |
Scales reach test radius.
| 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.
| 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).
| bool bSlowDownAtGoal |
| 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 CrowdAgentHalfHeightMultiplier |
| float32 CrowdAgentRadiusMultiplier |
Scales crowd collisions. Values greater 1.f will make this agents try to stay further away from other agents.
| float32 CrowdAgentSeparationWeight |
Higher values make agents stay further apart if the space allows it. Effect is noticeable with values > 8.f.
| EScriptableCrowdAvoidanceQuality CrowdAvoidanceQuality |
Quality of avoidance when character is moving.
| ECrowdGroupsBehaviour CrowdGroupsBehaviour |
Avoid all, avoid none or use the social hierarchy settings?
| ECrowdIdleBehaviour CrowdIdleBehaviour |
Should avoidance work different when character is idle?
| FString DebugOwnerName |
Name for debugging.
| FGothicFlyDiveSettings FlyDiveSettings |
When agent can fly or dive, these settings will be used.
| 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.