Endstar LUA API Documentation
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Endless.Gameplay.LuaEnums Namespace Reference

Enumerations

enum  CombatMode { Passive , Defensive , Aggressive , UseDefault }
 Used by the NPC and NPC nodes to modify their basic combat behavior. Passive will never engage in combat, Defensive will only engage in combat if attacked first, Aggressive will initiate combat as soon as they see an enemy, Use default should only be used by NPC nodes and causes the NPC to default to the NPC's set behavior. More...
 
enum  CurrentTargetHandling { Preserve , Prefer , Disregard }
 Used by Targeter Component as a setting to determine how much it should prioritize maintaining the current target as opposed to selecting a new target. More...
 
enum  DamageMode { TakeDamage , IgnoreDamage , UseDefault }
 Used by the NPC and NPC nodes to set the damage taking behavior for the NPC. TakeDamage will receive damage as normal, IgnoreDamage ignores all damage, UseDefault should only be used by NPC nodes and causes the NPC to default to the NPC's set behavior. More...
 
enum  DamageType { Normal }
 What type of damage/healing is this? This will be expanded in the future. More...
 
enum  HealthChangeResult {
  NoChange , DamagedHealth , HealthZeroed , Healed ,
  Revived
}
 When something attempts to do damage/healing to an object, what were the results? Did you kill the thing? More...
 
enum  HealthZeroedBehavior { Destroy , Custom }
 When this object runs out of health, what should it do? Destroy is a simple "poof we're gone" handling for now. We will add more functionality in the future! More...
 
enum  InteractionAnimation { Default , Hold , Revive , None }
 What type of animation should play when the user attempts to interact with this? More...
 
enum  PhysicsMode { TakePhysics , IgnorePhysics , UseDefault }
 Is used by the NPC and NPC nodes to modify the physics behavior of the NPC. TakePhysics causes the NPC to be affected by physics forces, IgnorePhysics causes the npc to ignore physics forces, UseDefault should only be used by NPC nodes and causes the NPC to default to the NPC's set behavior. More...
 
enum  PickupFilter { Players , Characters , Anything }
 What can trigger this, only players, any character (NPCs included) or anything that moves? More...
 
enum  PropCombatMode { Passive , Defensive , Aggressive }
 
enum  PropDamageMode { TakeDamage , IgnoreDamage }
 
enum  PropPhysicsMode { TakePhysics , IgnorePhysics }
 
enum  SenseShape { Box , Frustum }
 Used by Sensor Component as a setting determining the sensor area's shape. More...
 
enum  SentryDamageLevel { None , Light , Critical , Destroyed }
 Sentry damage level. Each is associated with a particle effect on the prop. More...
 
enum  TargetHostility { Ignore , Attend }
 Defines the behavior of a Targeter component when the targeter has hostility towards other targets. Ignore causes the targeter to ignore hostility in its targeting calculation, Attend causes the targeter to use hostility in its targeting calculation. More...
 
enum  TargetPrioritization {
  Default , Closest , SmallestAngle , HighHealth ,
  LowHealth , None
}
 Used by Targeter component as a setting for how to prioritize a target. More...
 
enum  TargetSelection { Allies , Neutral , Enemies , NonAllies }
 Filter for target selection. Neutral selects only objects on the "Neutral" team. Enemies select non-neutral objects on other teams. NonAllies includes both of those selections. More...
 
enum  Team {
  Friendly , Team1 , Team2 , Team3 ,
  Team4 , None , Neutral
}
 What team is this object on? Players are always team Friendly! None means they are out for themselves, free for all, kill or be killed! Neutral means they aren't going to attack unless attacked, but have no allies either. More...
 
enum  TeamSense { All , Enemy , Friendly }
 Used by Sensor Component as a filter for what teams it should sense. More...
 
enum  WorldState {
  AttackTarget , CanBackstep , CanReachHealthPickup , EngageTarget ,
  GotAway , HasAttackPermission , HasFollowTarget , HasLos ,
  HasAttackTarget , Idle , IsAtDestination , IsAttacker ,
  IsEngaged , IsRangedAttacker , IsFarEnoughAwayForMelee , IsFarEnoughAwayForRanged ,
  IsInEngageRange , IsInMeleeRange , IsInRangedAttackRange , IsNearFollowTarget ,
  IsOutsideCloseRange , IsOutsideNearRange , RecoverHealth , Rove ,
  Wander , CanFidget , IsOnNavigableCell , None
}
 This enum represents world states that are used to define goals' prerequisites and target world states. More...
 
enum  ZeroHealthTarget { Ignore , Attend }
 Defines the behavior of a targeters when a target is at zero health. Ignore causes the targeter to ignore the target. Attend causes the targeter to continue targeting the zero health target. More...
 

Enumeration Type Documentation

◆ CombatMode

enum CombatMode

Used by the NPC and NPC nodes to modify their basic combat behavior. Passive will never engage in combat, Defensive will only engage in combat if attacked first, Aggressive will initiate combat as soon as they see an enemy, Use default should only be used by NPC nodes and causes the NPC to default to the NPC's set behavior.

Enumerator
Passive 
Defensive 
Aggressive 
UseDefault 

◆ CurrentTargetHandling

Used by Targeter Component as a setting to determine how much it should prioritize maintaining the current target as opposed to selecting a new target.

Enumerator
Preserve 
Prefer 
Disregard 

◆ DamageMode

enum DamageMode

Used by the NPC and NPC nodes to set the damage taking behavior for the NPC. TakeDamage will receive damage as normal, IgnoreDamage ignores all damage, UseDefault should only be used by NPC nodes and causes the NPC to default to the NPC's set behavior.

Enumerator
TakeDamage 
IgnoreDamage 
UseDefault 

◆ DamageType

enum DamageType

What type of damage/healing is this? This will be expanded in the future.

Enumerator
Normal 

◆ HealthChangeResult

When something attempts to do damage/healing to an object, what were the results? Did you kill the thing?

Enumerator
NoChange 
DamagedHealth 
HealthZeroed 
Healed 
Revived 

◆ HealthZeroedBehavior

When this object runs out of health, what should it do? Destroy is a simple "poof we're gone" handling for now. We will add more functionality in the future!

Enumerator
Destroy 
Custom 

◆ InteractionAnimation

What type of animation should play when the user attempts to interact with this?

Enumerator
Default 
Hold 
Revive 
None 

◆ PhysicsMode

Is used by the NPC and NPC nodes to modify the physics behavior of the NPC. TakePhysics causes the NPC to be affected by physics forces, IgnorePhysics causes the npc to ignore physics forces, UseDefault should only be used by NPC nodes and causes the NPC to default to the NPC's set behavior.

Enumerator
TakePhysics 
IgnorePhysics 
UseDefault 

◆ PickupFilter

What can trigger this, only players, any character (NPCs included) or anything that moves?

Enumerator
Players 
Characters 
Anything 

◆ PropCombatMode

Enumerator
Passive 
Defensive 
Aggressive 

◆ PropDamageMode

Enumerator
TakeDamage 
IgnoreDamage 

◆ PropPhysicsMode

Enumerator
TakePhysics 
IgnorePhysics 

◆ SenseShape

enum SenseShape

Used by Sensor Component as a setting determining the sensor area's shape.

Enumerator
Box 
Frustum 

◆ SentryDamageLevel

Sentry damage level. Each is associated with a particle effect on the prop.

Enumerator
None 
Light 
Critical 
Destroyed 

◆ TargetHostility

Defines the behavior of a Targeter component when the targeter has hostility towards other targets. Ignore causes the targeter to ignore hostility in its targeting calculation, Attend causes the targeter to use hostility in its targeting calculation.

Enumerator
Ignore 
Attend 

◆ TargetPrioritization

Used by Targeter component as a setting for how to prioritize a target.

Enumerator
Default 
Closest 
SmallestAngle 
HighHealth 
LowHealth 
None 

◆ TargetSelection

Filter for target selection. Neutral selects only objects on the "Neutral" team. Enemies select non-neutral objects on other teams. NonAllies includes both of those selections.

Enumerator
Allies 
Neutral 
Enemies 
NonAllies 

◆ Team

enum Team

What team is this object on? Players are always team Friendly! None means they are out for themselves, free for all, kill or be killed! Neutral means they aren't going to attack unless attacked, but have no allies either.

Enumerator
Friendly 
Team1 
Team2 
Team3 
Team4 
None 
Neutral 

◆ TeamSense

enum TeamSense

Used by Sensor Component as a filter for what teams it should sense.

Enumerator
All 
Enemy 
Friendly 

◆ WorldState

enum WorldState

This enum represents world states that are used to define goals' prerequisites and target world states.

Enumerator
AttackTarget 

Npc has/will attack their current target.

CanBackstep 

Npc has enough space to backstep.

CanReachHealthPickup 

Npc can reach a health pickup.

EngageTarget 

Npc has/will engage but not attack their target.

GotAway 

Npc has/will flee enemies.

HasAttackPermission 

Npc has/will wait for permission to attack.

HasFollowTarget 

Npc is/will follow their follow target.

HasLos 

Npc can/will be able to see their target.

HasAttackTarget 

Npc has a current attack target.

Idle 

Npc will/is idling.

IsAtDestination 

Npc is/will be at its destination.

IsAttacker 

Npc is currently an attacker of its target.

IsEngaged 

Npc is currently engaged with its target but is not an attacker.

IsRangedAttacker 

Npc has a ranged attack.

IsFarEnoughAwayForMelee 

Npc is/will be far enough away for a melee attack.

IsFarEnoughAwayForRanged 

Npc is/will be far enough away for a ranged attack.

IsInEngageRange 

Npc is/will be in the proper range to do engage behaviors.

IsInMeleeRange 

Npc is/will be in the proper range to perform a melee attack.

IsInRangedAttackRange 

Npc is/will be in the proper range to perform a ranged attack.

IsNearFollowTarget 

Npc is/will be near its follow target.

IsOutsideCloseRange 

Npc is/will be outside the close range of its target.

IsOutsideNearRange 

Npc is/will be outside the near range of its target.

RecoverHealth 

Npc has/will recover health.

Rove 

Npc has/will rove around the map.

Wander 

Npc has/will wander around a specific point.

CanFidget 

Npc can fidget during its idle behavior.

IsOnNavigableCell 

Npc is currently on a navigable cell.

None 

◆ ZeroHealthTarget

Defines the behavior of a targeters when a target is at zero health. Ignore causes the targeter to ignore the target. Attend causes the targeter to continue targeting the zero health target.

Enumerator
Ignore 
Attend