Plays the developer comentary for this object. Name: "Sound Variation", description: "Variation to play", default: "-1", type: "" Name: "Sound Action", description: "Sound To Play", default: "Invalid", type: "" Name: "Object", description: "Object with Sound Set", default: "", type: "ObjectGuid" Will use a fallback if the character does not have this sound. Play a sound from the sound set of this character. Void PlaySoundFromSoundSet(Guid, SoundAction, Int32) Name: "Object", description: "Object with AudioSource", default: "", type: "ObjectGuid" Name: "Sound Cue", description: "The name of the cue in the audio bank.", default: "", type: "" Name: "Object", description: "Object with audiobank", default: "", type: "ObjectGuid" Name: "Use Combat Pathing", description: "Whether the character should be forced to use combat pathing.", default: "true" Name: "NPC", description: "Set combat pathing for this character.", default: "", type: "ObjectGuid" Name: "In Combat Idle", description: "Whether the character should be a combat idle stance.", default: "true"Ĭall with true if the character should use the pathfinding for combat situations. Name: "NPC", description: "Set the combat idle stance for this character.", default: "", type: "ObjectGuid" Name: "Enabled", description: "True to disable party character AIs and Input, false to restore", default: "true", type: ""įorces the chacter to do nothing in combat. Use this to play cutscenes or scripted movements. Set the Game safe from any player input and clear all queued actions and close windows. Name: "Duration", description: "The time is seconds for the character to lie down", default: "1.0" Name: "Target", description: "Character to knock down", default: "", type: "ObjectGuid" Name: "Is Busy", description: "The new state of busy", default: "", type: "" Name: "Target", description: "Object to attack", default: "", type: "ObjectGuid" The given character attacks the target with its primary attack. Name: "Movement Type", description: "How to get there", default: "", type: "MovementType" Name: "Point", description: "Object to path to", default: "", type: "ObjectGuid" Void AIPathToPoint(Guid, Guid, MovementType)Ĭlears the current Patrol waypoints of the NPC and sets a the waypoint as new one. Name: "Patrol Point", description: "New base patrol point", default: "", type: "ObjectGuid" Sets the basis around which the character patrols. Name: "Should Patrol", description: "The new state of patrolling", default: "", type: "" Name: "Object", description: "Object to modify.", default: "", type: "ObjectGuid" Name: "AI Package", description: "New package for the AI", default: "", type: "PackageType"Įnables or Disables the patrolling of this Character. Name: "Object", description: "Object to modify.", default = "", type: "ObjectGuid" The list of all npcs in Modding/Quest/ does not necessarily contain all merchants and of course not the Guids for container needed for the Lock(Guid) and UnLock(Guid) function. OpenStore(Guid) for example is only possible with the Guid of a merchant NPC. Some of them need a Guid parameter, which have a specific Component. With exception of getPlayerMoney none of them returns a value. List of all script functions (1.0.6) usable for "onEnterScripts" and "onExitscripts" in the Quests.
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