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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Pathfollowing settings about how an agent should modify its velocity, when other agents are nearby. More...
Public Member Functions | |
Functions | |
| FPathfollowModifyAvoidVelocitySettings & | opAssign (FPathfollowModifyAvoidVelocitySettings Other) |
Public Attributes | |
PathfollowModifyAvoidVelocitySettings | |
| float32 | FastSpeedVelocityMultiplier |
| Agent adds this velocity bonus, when neighbor has high speed towards it and within MediumVelocityModRage. | |
| float32 | MediumRangeVelocityMultiplier |
| Factor to set velocity to a minimal guaranteed speed, when other agents are within MediumRange (CrowdCollisionRadius * 2.f between crowd collisions). | |
| float32 | ShortRangeVelocityMultiplier |
| Factor to set velocity to a minimal guaranteed speed, when other agents are within ShortRange (CrowdCollisionRadius * 0.5f between crowd collisions). | |
| bool | bUseFastSpeedModification |
| When another agent is moving fast towards me, FastSpeedVelocityMultiplier is added on top. | |
| bool | bUseBasicSpeedModification |
| When other agent is within MediumRange, MediumRangeVelocityMultiplier is used to force a minimal speed. | |
| bool | bUseSlowdownNearCurves |
| Improve the ability to steer around corners by slowing down. | |
| float32 | SlowDownNearCurvesSpeed |
| Clamp speed to this value when we move faster and our path has a curve ahead. This threshold indicates a speed over which steering in sharp curves becomes so hard that slowing down could save us from running into geometry. | |
| float32 | SlowDownNearCurvesForecastTime |
| How far should NPCs forecast to find sharp curves? In seconds. | |
| float32 | SteerSpeedAgentRadiusRangeMultiplier |
| Distance to apply SteerSpeedVelocityMultiplier to MaxSpeed is applied when sharp corner is within a range that is calculated from the CrowdAgentRadius times this multiplier. | |
Pathfollowing settings about how an agent should modify its velocity, when other agents are nearby.
Default crowd avoidance behaviour makes agents slow down to make them walk around each other carefully. Often however we want to increase their speed instead, so that avoidance behaves like quick dodging.
| FPathfollowModifyAvoidVelocitySettings & opAssign | ( | FPathfollowModifyAvoidVelocitySettings | Other | ) |
| bool bUseBasicSpeedModification |
When other agent is within MediumRange, MediumRangeVelocityMultiplier is used to force a minimal speed.
| bool bUseFastSpeedModification |
When another agent is moving fast towards me, FastSpeedVelocityMultiplier is added on top.
| bool bUseSlowdownNearCurves |
Improve the ability to steer around corners by slowing down.
| float32 FastSpeedVelocityMultiplier |
Agent adds this velocity bonus, when neighbor has high speed towards it and within MediumVelocityModRage.
| float32 MediumRangeVelocityMultiplier |
Factor to set velocity to a minimal guaranteed speed, when other agents are within MediumRange (CrowdCollisionRadius * 2.f between crowd collisions).
| float32 ShortRangeVelocityMultiplier |
Factor to set velocity to a minimal guaranteed speed, when other agents are within ShortRange (CrowdCollisionRadius * 0.5f between crowd collisions).
| float32 SlowDownNearCurvesForecastTime |
How far should NPCs forecast to find sharp curves? In seconds.
| float32 SlowDownNearCurvesSpeed |
Clamp speed to this value when we move faster and our path has a curve ahead. This threshold indicates a speed over which steering in sharp curves becomes so hard that slowing down could save us from running into geometry.
| float32 SteerSpeedAgentRadiusRangeMultiplier |
Distance to apply SteerSpeedVelocityMultiplier to MaxSpeed is applied when sharp corner is within a range that is calculated from the CrowdAgentRadius times this multiplier.