Script/LogicObject
class LogicObject
Represents a reference to a logic object in the game world. A logic object may be e.g. a switch, loot container, etc. Yes, it is kind of inconsequent to call this one LogicObject in the script but LevelObject in the native code, but that's what our dear scripters wanted. An instance of this class acts like a weak pointer to an existing logic object in the game world and provides an interface to interact with it. Before interacting with the object, you should call Exists() in order to check if the object actually (still) exists. IMPORTANT: This class must NOT be stored as a class member. If you want to store the object for later reference, store the id obtained by GetId instead. You can then later retrieve the object from the LevelReference class by calling GetLogicObjectById.
Inherits from: Entity
Class Methods
ELogicObjectType | GetLogicObjectType () const |
get logic object type | |
bool | GetToggleState () const |
get toggle state of the logic object | |
void | SetToggleState (const bool _bToggled) |
set toggle state of the logic object (e.g. position of a switch, whether a nav blocker is enabled or disabled, whether a chest is open or closed) | |
int | GetSightRange () const |
get sight range of the logic object | |
void | SetSightRange (const int _iSightRange) |
set sight range of the logic object | |
LogicObject& | operator= (const LogicObject&in) |
bool | operator== (const LogicObject&in) |
bool | operator== (const Entity&in) |
bool | Exists () const |
does the entity actually exist? (always check this before doing anything with the entity!) | |
uint | GetId () const |
get persistent entity id, use this to save the entity for later reference. | |
uint8 | GetFaction () const |
get owner faction | |
void | SetFaction (const uint8 _Faction) |
set owner faction | |
EEntityType | GetEntityType () const |
get entity type name | |
bool | IsEnabled () const |
whether the entity is currently enabled (i.e. is visible in the game world) | |
void | Enable (const bool _bEnabled) |
enabled or disable the entity | |
bool | IsInteractive () const |
can the entity be interacted with? | |
void | SetInteractive (const bool _bInteractive) |
set whether the entity can be interacted with | |
bool | CanBeAttacked () const |
can the entity be attacked? | |
void | SetAttackable (const bool _bAttackable) |
set whether the entity can be attacked | |
Entity | opImplConv () const |