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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Represents a character that wants to know when certain perception events occur. More...
Public Attributes | |
PerceptionHandler | |
| TArray< TWeakObjectPtr< AActor > > | HandledInstigatorActors |
| If non-empty, only handle the listed actors. | |
| FGameplayTagContainer | HandleCharactersWithAny |
| Only do this query on characters which have any these tags. | |
| FGameplayTagContainer | IgnoreCharactersWith |
| Only do this query on characters which do not have any of these tags. | |
| FGameplayTagContainer | HandleTargetCharactersWith |
| Only do this query on characters which have all these tags. | |
| FGameplayTagContainer | HandleTargetCharactersWithAny |
| Only do this query on characters which have any these tags. | |
| FGameplayTagContainer | IgnoreTargetCharactersWith |
| Only do this query on characters which do not have any of these tags. | |
| FGameplayTagContainer | HandleAffectedCharactersWith |
| Only do this query on characters which have all these tags. | |
| FGameplayTagContainer | HandleAffectedCharactersWithAny |
| Only do this query on characters which have any these tags. | |
| FGameplayTagContainer | IgnoreAffectedCharactersWith |
| Only do this query on characters which do not have any of these tags. | |
| FGameplayTagContainer | HandleInstigatorCharactersWith |
| Only do this query on characters which have all these tags. | |
| FGameplayTagContainer | HandleInstigatorCharactersWithAny |
| Only do this query on characters which have any these tags. | |
| FGameplayTagContainer | IgnoreInstigatorCharactersWith |
| Only do this query on characters which do not have any of these tags. | |
| FGameplayTagContainer | HandleSensingCharactersWith |
| Only do this query on sensing/owner characters which have all these tags. | |
| FGameplayTagContainer | HandleSensingCharactersWithAny |
| Only do this query on sensing/owner characters which have any these tags. | |
| FGameplayTagContainer | IgnoreSensingCharactersWith |
| Only do this query on sensing/owner characters which do not have any of these tags. | |
| bool | bOriginHasToBeACharacter |
| bool | bTargetHasToBeACharacter |
| bool | bAffectedHasToBeACharacter |
| bool | bInstigatorHasToBeACharacter |
| float32 | TickRateSeconds |
| How often this handler should be raised again while it still applies for a character. (-1 for only on actual events). | |
| float32 | MaxDistanceToOther |
| Handler only fires, if the event happened within this distance. | |
| float32 | MinDistanceToOther |
| Handler only fires, if the event happened outside this distance. | |
| float32 | EntryAwareness |
| Handler only fires, if the event has at least this awareness. | |
| float32 | ExitAwareness |
| Handler stops firing, if the awareness is less then this. | |
| float32 | MaximalPathLength |
| float32 | MinimalPathLength |
| bool | bFilterForCharactersLookingAtSensor |
| bool | bFilterForCharactersLookingAtAllys |
| bool | bFilterForCharactersLookingAtSensorOrAllys |
| bool | bFilterForSensorLookingAtSomeone |
| bool | bRequireFreeLineOfSight |
| If true, there cannot be any obstructions between PerceptionOrigin and Senser. Otherwise, the Awareness mechanism may allow a wall between the agents for a short amount of time. This is also useful for Hearing/Smelling perceptions, which don't care so much for walls. | |
| bool | bRequireInteractiveObject |
| Handler only fires if an InteractionObject is perceived. | |
| TArray< TWeakObjectPtr< AActor > > | HandledOriginActors |
| If non-empty, only handle the listed actors. | |
| TArray< TWeakObjectPtr< AActor > > | ExcludedOriginActors |
| If non-empty, never handle the listed actors. | |
| TArray< TWeakObjectPtr< AActor > > | ExcludedInstigatorActors |
| If non-empty, never handle the listed actors. | |
| FGameplayTagContainer | HandleCharactersWith |
| Only do this query on characters which have all these tags. | |
| TArray< TWeakObjectPtr< AActor > > | HandledAffectedActors |
| If non-empty, only handle the listed actors. | |
| TArray< TWeakObjectPtr< AActor > > | ExcludedAffectedActors |
| If non-empty, never handle the listed actors. | |
| FGameplayTagContainer | AllowedEventTags |
| Only do this if the event has any of these tags. | |
| FGameplayTagContainer | AllowedExactEventTags |
| Only do this if the event has any of these exact tags. | |
| FGameplayTagContainer | GainedCharacterTags |
| Raise this perception when one of these tags was added/removed to the character. Only for update-events. | |
| FGameplayTagContainer | LostCharacterTags |
| FGameplayTagContainer | HandleEffectCauserWithTags |
| FGameplayTagContainer | IgnoreEffectCauserWithTags |
| FPerceptionDelegate | PerceptionGained |
| Delegate that is fired when we gained perception of a character that matches the queries. | |
| FPerceptionDelegate | PerceptionLost |
| Delegate that is fired when we lost perception of a character that matches the queries. | |
| FGameplayTagContainer | ShouldUpdateOnOriginChangedTag |
| FGameplayTagContainer | ShouldUpdateOnSensorChangedTag |
| FGameplayTagContainer | ShouldUpdateOnEvent |
| Raise a perception update when this event was reported. | |
| EOwnershipRelationFlags | HandleSensorObjectOwnership |
| Handler only fires if the perceived Item has one of this OwnershipRelationShip with the Sensor. | |
| EOwnershipRelationFlags | IgnoreSensorObjectOwnership |
| Handler dont fires if the perceived Item has one of this OwnershipRelationShip with the Sensor. | |
| EOwnershipRelationFlags | HandleOriginObjectOwnership |
| Handler only fires if the perceived Item has one of this OwnershipRelationShip with the Origin. | |
| EOwnershipRelationFlags | IgnoreOriginObjectOwnership |
| Handler dont fires if the perceived Item has one of this OwnershipRelationShip with the Origin. | |
| TArray< TSubclassOf< UInteractiveObjectDefinition > > | HandleInteractiveObjects |
| Handler only fires if one of this InteractionObjects is perceived. | |
| TArray< TSubclassOf< UInteractiveObjectDefinition > > | IgnoreInteractiveObjects |
| Handler dont fires if one of this InteractionObjects is perceived. | |
| FGameplayTag | OnlyHandleItemsOfType |
| Handler only fires if an item of this type is perceived. | |
| FGameplayTagContainer | IgnoreItemTypes |
| Handler dont fires if an item of this type is perceived. | |
| FGameplayTagContainer | HandleItemSpecs |
| Handler only fires if an item with this specs is perceived. | |
| FGameplayTagContainer | IgnoreItemSpecs |
| Handler dont fires if an item with this specs is perceived. | |
| TMap< FGameplayTag, float32 > | HandleItemConsumeEffects |
| Handler only fires if an item has a consume effect with this Tag and magnitude. | |
| TArray< EPerceptionSense > | RequiredSense |
| Handler only fires, if the event was sensed with this sense. If its None Handler fires regardless of the sense. | |
| float32 | HandleItemValue |
| Handler only fires if an item with this value or with a higher value is perceived. | |
| float32 | DelaySeconds |
| Wait this many seconds before actually calling the handlers. | |
| float32 | DelayVariance |
| Random amount of seconds to be added to DelaySeconds (0..DelayVariance). | |
| float32 | PerceptionGainedCooldownSeconds |
| Wait this many seconds before its able to be fire PerceptionGained again. | |
| float32 | PerceptionLostCooldownSeconds |
| Wait this many seconds before its able to be fire PerceptionLost again. | |
| bool | bRequiresSensing |
| Some broadcasts can be done without the target character sensing the source. | |
| bool | bRequiresOriginToBeInSensorArea |
| bool | bRequiresOriginToBeInSensorGuildArea |
| bool | bRequiresOriginToBeInSensorPersonalArea |
| TArray< FPerceptionConditionDelegate > | OnShouldHandlePair |
| Custom condition delegate that is called before executing the handler. Return false here to not execute. | |
Represents a character that wants to know when certain perception events occur.
| FPerceptionHandler & AddDebugInfo | ( | FString | DebugInfo | ) |
| FPerceptionHandler & AddEvent | ( | FGameplayTag | Event | ) |
| FPerceptionHandler & AddExactEvent | ( | FGameplayTag | Event | ) |
| FPerceptionHandler & Delay | ( | float32 | DelaySeconds, |
| float32 | DelayVariance = 0.0f ) |
| FPerceptionHandler & ExcludeAffectedActor | ( | AActor | Actor | ) |
| FPerceptionHandler & ExcludeInstigatorActor | ( | AActor | Actor | ) |
| FPerceptionHandler & ExcludeOriginActor | ( | AActor | Actor | ) |
| FPerceptionHandler & ExitWithAwareness | ( | float32 | Awareness | ) |
| FPerceptionHandler & FilterFunction | ( | FPerceptionConditionDelegate | Delegate | ) |
| FPerceptionHandler & HandleAffectedActor | ( | AActor | Actor | ) |
| FPerceptionHandler & HandleEffectCauserTag | ( | FGameplayTag | Tag | ) |
| FPerceptionHandler & HandleInstigatorActor | ( | AActor | Actor | ) |
| FPerceptionHandler & HandleInteractiveObjectsOfType | ( | TSubclassOf< UInteractiveObjectDefinition > | Definition | ) |
| FPerceptionHandler & HandleItemsWithEffect | ( | FGameplayTag | EffectTag, |
| float32 | Magnitude ) |
| FPerceptionHandler & HandleItemsWithSpec | ( | FGameplayTag | Tag | ) |
| FPerceptionHandler & HandleItemsWithValue | ( | float32 | Value | ) |
| FPerceptionHandler & HandleOriginActor | ( | AActor | Actor | ) |
| FPerceptionHandler & HandleOriginLookingAtAllys | ( | bool | bShouldFilter | ) |
| FPerceptionHandler & HandleOriginLookingAtSensor | ( | bool | bShouldFilter | ) |
| FPerceptionHandler & HandleOriginLookingAtSensorOrAllys | ( | bool | bShouldFilter | ) |
| FPerceptionHandler & HandleOriginOwnership | ( | EOwnershipRelationFlags | Ownership | ) |
| FPerceptionHandler & HandlePerceptionInSensorArea | ( | bool | ContextObject | ) |
| FPerceptionHandler & HandlePerceptionInSensorGuildArea | ( | bool | ContextObject | ) |
| FPerceptionHandler & HandlePerceptionInSensorPersonalArea | ( | bool | ContextObject | ) |
| FPerceptionHandler & HandleSensorLookingAtSomeOne | ( | bool | bShouldFilter | ) |
| FPerceptionHandler & HandleSensorOwnership | ( | EOwnershipRelationFlags | Ownership | ) |
| FPerceptionHandler & IgnoreEffectCauserTag | ( | FGameplayTag | Tag | ) |
| FPerceptionHandler & IgnoreHostility | ( | ERelationshipHostility | Hostility | ) |
| FPerceptionHandler & IgnoreHostilityFromOrigin | ( | ERelationshipHostility | Hostility | ) |
| FPerceptionHandler & IgnoreInteractiveObjectsOfType | ( | TSubclassOf< UInteractiveObjectDefinition > | Definition | ) |
| FPerceptionHandler & IgnoreItemsOfType | ( | FGameplayTag | ItemType | ) |
| FPerceptionHandler & IgnoreItemsWithSpec | ( | FGameplayTag | Tag | ) |
| FPerceptionHandler & IgnoreOriginOwnership | ( | EOwnershipRelationFlags | Ownership | ) |
| FPerceptionHandler & IgnoreRelationship | ( | ERelationship | Relationship | ) |
| FPerceptionHandler & IgnoreRelationshipFromOrigin | ( | ERelationship | Relationship | ) |
| FPerceptionHandler & IgnoreRelativeRank | ( | ERelationshipRelativeRank | RelativeRank | ) |
| FPerceptionHandler & IgnoreRelativeRankFromOrigin | ( | ERelationshipRelativeRank | RelativeRank | ) |
| FPerceptionHandler & IgnoreSensorOwnership | ( | EOwnershipRelationFlags | Ownership | ) |
| FPerceptionHandler & IgnoreTargetHostility | ( | ERelationshipHostility | Hostility | ) |
| FPerceptionHandler & IgnoreTargetRelationship | ( | ERelationship | Relationship | ) |
| FPerceptionHandler & IgnoreTargetRelativeRank | ( | ERelationshipRelativeRank | RelativeRank | ) |
| FPerceptionHandler & IgnoreWithSenseAwareness | ( | EPerceptionSense | Sense, |
| float32 | Awareness ) |
| FPerceptionHandler & MaxPathLength | ( | float32 | MaxPathlength | ) |
| FPerceptionHandler & MinPathLength | ( | float32 | MinPathlength | ) |
| FPerceptionHandler & NotOnCharactersWith | ( | FGameplayTag | Tag | ) |
| FPerceptionHandler & NotOnSensingCharactersWith | ( | FGameplayTag | Tag | ) |
| FPerceptionHandler & NotOnTargetCharactersWith | ( | FGameplayTag | Tag | ) |
| FPerceptionHandler & OnCharactersWith | ( | FGameplayTag | Tag | ) |
| FPerceptionHandler & OnCharactersWithAny | ( | FGameplayTag | Tag | ) |
| FPerceptionHandler & OnlyHandleWithAllSenseAwareness | ( | EPerceptionSense | Sense, |
| float32 | Awareness ) |
| FPerceptionHandler & OnlyHandleWithAnySenseAwareness | ( | EPerceptionSense | Sense, |
| float32 | Awareness ) |
| FPerceptionHandler & OnSensingCharactersWith | ( | FGameplayTag | Tag | ) |
| FPerceptionHandler & OnSensingCharactersWithAny | ( | FGameplayTag | Tag | ) |
| FPerceptionHandler & OnTargetCharactersWith | ( | FGameplayTag | Tag | ) |
| FPerceptionHandler & OnTargetCharactersWithAny | ( | FGameplayTag | Tag | ) |
| FPerceptionHandler & opAssign | ( | FPerceptionHandler | Other | ) |
| FPerceptionHandler & OutsideRange | ( | float32 | MinDistance | ) |
| FPerceptionHandler & RequireAffectedCharacter | ( | bool | bRequireAffectedCharacter | ) |
| FPerceptionHandler & RequiredItemType | ( | FGameplayTag | ItemType | ) |
| FPerceptionHandler & RequireFreeLineOfSight | ( | bool | bRequireFreeLineOfSight | ) |
| FPerceptionHandler & RequireInstigatorCharacter | ( | bool | bRequireInstigatorCharacter | ) |
| FPerceptionHandler & RequireInteractiveObject | ( | bool | bRequireInteractiveObject | ) |
| FPerceptionHandler & RequireOriginCharacter | ( | bool | bRequireOriginCharacter | ) |
| FPerceptionHandler & RequireSensingSource | ( | bool | bRequiresSensing | ) |
| FPerceptionHandler & RequireTargetCharacter | ( | bool | bRequireTargetCharacter | ) |
| FPerceptionHandler & SetCooldownOnPerceptionGained | ( | float32 | CoolDownSeconds | ) |
| FPerceptionHandler & SetCooldownOnPerceptionLost | ( | float32 | CoolDownSeconds | ) |
| FPerceptionHandler & ShouldUpdateOnChangeOriginTags | ( | FGameplayTag | Tag | ) |
| FPerceptionHandler & TickRate | ( | float32 | UpdateRateSeconds | ) |
| FPerceptionHandlerHandle & ToHandle | ( | UObject | ContextObject | ) |
| FPerceptionHandler & UpdateOnChangeSensingTags | ( | FGameplayTag | Tag | ) |
| FPerceptionHandler & UpdateOnEventTag | ( | FGameplayTag | Tag | ) |
| FPerceptionHandler & ViaSense | ( | EPerceptionSense | Sense | ) |
| FPerceptionHandler & WhenTagIsAdded | ( | FGameplayTag | Tag | ) |
| FPerceptionHandler & WhenTagIsRemoved | ( | FGameplayTag | Tag | ) |
| FPerceptionHandler & WhenWouldPursueCrime | ( | FGameplayTag | Permission | ) |
| FPerceptionHandler & WithAwareness | ( | float32 | Awareness | ) |
| FPerceptionHandler & WithHostility | ( | ERelationshipHostility | Hostility | ) |
| FPerceptionHandler & WithHostilityFromOrigin | ( | ERelationshipHostility | Hostility | ) |
| FPerceptionHandler & WithinRange | ( | float32 | MaxDistance | ) |
| FPerceptionHandler & WithRelationship | ( | ERelationship | Relationship | ) |
| FPerceptionHandler & WithRelationshipFromOrigin | ( | ERelationship | Relationship | ) |
| FPerceptionHandler & WithRelativeRank | ( | ERelationshipRelativeRank | RelativeRank | ) |
| FPerceptionHandler & WithRelativeRankFromOrigin | ( | ERelationshipRelativeRank | RelativeRank | ) |
| FPerceptionHandler & WithTargetHostility | ( | ERelationshipHostility | Hostility | ) |
| FPerceptionHandler & WithTargetRelationship | ( | ERelationship | Relationship | ) |
| FPerceptionHandler & WithTargetRelativeRank | ( | ERelationshipRelativeRank | RelativeRank | ) |
| FGameplayTagContainer AllowedEventTags |
Only do this if the event has any of these tags.
| FGameplayTagContainer AllowedExactEventTags |
Only do this if the event has any of these exact tags.
| bool bAffectedHasToBeACharacter |
| bool bFilterForCharactersLookingAtAllys |
| bool bFilterForCharactersLookingAtSensor |
| bool bFilterForCharactersLookingAtSensorOrAllys |
| bool bFilterForSensorLookingAtSomeone |
| bool bInstigatorHasToBeACharacter |
| bool bOriginHasToBeACharacter |
| bool bRequireFreeLineOfSight |
If true, there cannot be any obstructions between PerceptionOrigin and Senser. Otherwise, the Awareness mechanism may allow a wall between the agents for a short amount of time. This is also useful for Hearing/Smelling perceptions, which don't care so much for walls.
| bool bRequireInteractiveObject |
Handler only fires if an InteractionObject is perceived.
| bool bRequiresOriginToBeInSensorArea |
| bool bRequiresOriginToBeInSensorGuildArea |
| bool bRequiresOriginToBeInSensorPersonalArea |
| bool bRequiresSensing |
Some broadcasts can be done without the target character sensing the source.
| bool bTargetHasToBeACharacter |
| float32 DelaySeconds |
Wait this many seconds before actually calling the handlers.
| float32 DelayVariance |
Random amount of seconds to be added to DelaySeconds (0..DelayVariance).
| float32 EntryAwareness |
Handler only fires, if the event has at least this awareness.
| TArray<TWeakObjectPtr<AActor> > ExcludedAffectedActors |
If non-empty, never handle the listed actors.
| TArray<TWeakObjectPtr<AActor> > ExcludedInstigatorActors |
If non-empty, never handle the listed actors.
| TArray<TWeakObjectPtr<AActor> > ExcludedOriginActors |
If non-empty, never handle the listed actors.
| float32 ExitAwareness |
Handler stops firing, if the awareness is less then this.
| FGameplayTagContainer GainedCharacterTags |
Raise this perception when one of these tags was added/removed to the character. Only for update-events.
| FGameplayTagContainer HandleAffectedCharactersWith |
Only do this query on characters which have all these tags.
| FGameplayTagContainer HandleAffectedCharactersWithAny |
Only do this query on characters which have any these tags.
| FGameplayTagContainer HandleCharactersWith |
Only do this query on characters which have all these tags.
| FGameplayTagContainer HandleCharactersWithAny |
Only do this query on characters which have any these tags.
| TArray<TWeakObjectPtr<AActor> > HandledAffectedActors |
If non-empty, only handle the listed actors.
| TArray<TWeakObjectPtr<AActor> > HandledInstigatorActors |
If non-empty, only handle the listed actors.
| TArray<TWeakObjectPtr<AActor> > HandledOriginActors |
If non-empty, only handle the listed actors.
| FGameplayTagContainer HandleEffectCauserWithTags |
| FGameplayTagContainer HandleInstigatorCharactersWith |
Only do this query on characters which have all these tags.
| FGameplayTagContainer HandleInstigatorCharactersWithAny |
Only do this query on characters which have any these tags.
| TArray<TSubclassOf<UInteractiveObjectDefinition> > HandleInteractiveObjects |
Handler only fires if one of this InteractionObjects is perceived.
| TMap<FGameplayTag,float32> HandleItemConsumeEffects |
Handler only fires if an item has a consume effect with this Tag and magnitude.
| FGameplayTagContainer HandleItemSpecs |
Handler only fires if an item with this specs is perceived.
| float32 HandleItemValue |
Handler only fires if an item with this value or with a higher value is perceived.
| EOwnershipRelationFlags HandleOriginObjectOwnership |
Handler only fires if the perceived Item has one of this OwnershipRelationShip with the Origin.
| FGameplayTagContainer HandleSensingCharactersWith |
Only do this query on sensing/owner characters which have all these tags.
| FGameplayTagContainer HandleSensingCharactersWithAny |
Only do this query on sensing/owner characters which have any these tags.
| EOwnershipRelationFlags HandleSensorObjectOwnership |
Handler only fires if the perceived Item has one of this OwnershipRelationShip with the Sensor.
| FGameplayTagContainer HandleTargetCharactersWith |
Only do this query on characters which have all these tags.
| FGameplayTagContainer HandleTargetCharactersWithAny |
Only do this query on characters which have any these tags.
| FGameplayTagContainer IgnoreAffectedCharactersWith |
Only do this query on characters which do not have any of these tags.
| FGameplayTagContainer IgnoreCharactersWith |
Only do this query on characters which do not have any of these tags.
| FGameplayTagContainer IgnoreEffectCauserWithTags |
| FGameplayTagContainer IgnoreInstigatorCharactersWith |
Only do this query on characters which do not have any of these tags.
| TArray<TSubclassOf<UInteractiveObjectDefinition> > IgnoreInteractiveObjects |
Handler dont fires if one of this InteractionObjects is perceived.
| FGameplayTagContainer IgnoreItemSpecs |
Handler dont fires if an item with this specs is perceived.
| FGameplayTagContainer IgnoreItemTypes |
Handler dont fires if an item of this type is perceived.
| EOwnershipRelationFlags IgnoreOriginObjectOwnership |
Handler dont fires if the perceived Item has one of this OwnershipRelationShip with the Origin.
| FGameplayTagContainer IgnoreSensingCharactersWith |
Only do this query on sensing/owner characters which do not have any of these tags.
| EOwnershipRelationFlags IgnoreSensorObjectOwnership |
Handler dont fires if the perceived Item has one of this OwnershipRelationShip with the Sensor.
| FGameplayTagContainer IgnoreTargetCharactersWith |
Only do this query on characters which do not have any of these tags.
| FGameplayTagContainer LostCharacterTags |
| float32 MaxDistanceToOther |
Handler only fires, if the event happened within this distance.
| float32 MaximalPathLength |
| float32 MinDistanceToOther |
Handler only fires, if the event happened outside this distance.
| float32 MinimalPathLength |
| FGameplayTag OnlyHandleItemsOfType |
Handler only fires if an item of this type is perceived.
| TArray<FPerceptionConditionDelegate> OnShouldHandlePair |
Custom condition delegate that is called before executing the handler. Return false here to not execute.
| FPerceptionDelegate PerceptionGained |
Delegate that is fired when we gained perception of a character that matches the queries.
| float32 PerceptionGainedCooldownSeconds |
Wait this many seconds before its able to be fire PerceptionGained again.
| FPerceptionDelegate PerceptionLost |
Delegate that is fired when we lost perception of a character that matches the queries.
| float32 PerceptionLostCooldownSeconds |
Wait this many seconds before its able to be fire PerceptionLost again.
| TArray<EPerceptionSense> RequiredSense |
Handler only fires, if the event was sensed with this sense. If its None Handler fires regardless of the sense.
| FGameplayTagContainer ShouldUpdateOnEvent |
Raise a perception update when this event was reported.
| FGameplayTagContainer ShouldUpdateOnOriginChangedTag |
| FGameplayTagContainer ShouldUpdateOnSensorChangedTag |
| float32 TickRateSeconds |
How often this handler should be raised again while it still applies for a character. (-1 for only on actual events).