|
enum | CameraTransition { Ease
, Linear
, Cut
, Fade
} |
|
enum | CombatMode { Passive
, Defensive
, Aggressive
, UseDefault
} |
| Used by the NPC and NPC nodes to modify their basic combat behavior. More...
|
|
enum | ContextTypes { None = 0
, Player = 1
, NPC = 2
, PhysicsObject = 4
} |
|
enum | CurrentTargetHandlingMode { 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 nodes to set the damage taking behavior for the Npc. 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 | HealthLevel { Fragile
, Regular
, Tough
} |
|
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 | IdleBehavior { Stand
, Idle
, Wander
, Rove
} |
| Used by the Npcs to define their default Idle Behavior. More...
|
|
enum | InputSettings {
None = 0
, Walk = 1
, Run = 2
, Jump = 4
,
Equipment = 8
, Interaction = 16
} |
|
enum | InteractionAnimation { Default
, Hold
, Revive
, None
} |
| What type of animation should play when the user attempts to interact with this? More...
|
|
enum | MovementMode { Walk
, Run
, Sprint
, UseDefault
} |
|
enum | NpcGroup {
A
, B
, C
, D
,
E
, F
, G
, H
,
I
, J
, K
, L
,
M
, N
, O
, P
,
Q
, R
, S
, T
,
U
, V
, W
, X
,
Y
, Z
} |
| Used by the npcs to define groups of npcs. These groups can be used to send commands to several npcs at once through group nodes. More...
|
|
enum | NpcSpawnAnimation { None
, Teleport
, CrawlOut
, Rise
} |
|
enum | PathfindingRange { Island
, Area
, Global
} |
| Defines how far an Npc can travel from their current position. More...
|
|
enum | PhysicsMode { TakePhysics
, IgnorePhysics
, UseDefault
} |
| Is used by the NPC nodes to modify the physics behavior of the NPC. 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
} |
| Used by the Npc to define its default combat state. More...
|
|
enum | PropDamageMode { TakeDamage
, IgnoreDamage
} |
| Used by the Npcs to define their base damage mode. More...
|
|
enum | PropMovementMode { Walk
, Run
} |
| Used by the Npcs to define their default movement behavior. More...
|
|
enum | PropPhysicsMode { TakePhysics
, IgnorePhysics
} |
| Used by the Npcs to define their default physics mode. More...
|
|
enum | ResourceCollectionRule { Solo
, Duplicated
, SharedPool
} |
| Defines how an individual resource's collection and consumption are handled. More...
|
|
enum | Scope { Private
, Local
, Global
} |
| Defines access level: Private - Individual players Local - Players can be added / grouped together Global - All players. More...
|
|
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 | TargetHostilityMode { Ignore
, Attend
} |
| Defines the behavior of a Targeter component when the targeter has hostility towards other targets. More...
|
|
enum | TargetPrioritizationMode {
Default
, Closest
, SmallestAngle
, HighHealth
,
LowHealth
, None
} |
| Used by Targeter component as a setting for how to prioritize a target. More...
|
|
enum | TargetSelectionMode { Allies
, Neutral
, Enemies
, NonAllies
} |
| Filter for target selection. 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 | TeleportType { Instant
, Materialize
} |
| Teleport visual effects type. 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
, Nothing
} |
| This enum represents world states that are used to define goals' prerequisites and target world states. More...
|
|
enum | ZeroHealthTargetMode { Ignore
, Attend
} |
| Defines the behavior of a targeters when a target is at zero health. More...
|
|