REDNODE / GAME API

ScriptedWeakspotObject

classscriptedClass

extends WeakspotObject › GameObject › GameEntity › Entity › IScriptable › ISerializable

Properties 15

NameTypeFlags
aliveBoolscriptedprotected
blockDamageBoolscriptedprivate
blockHighlightBoolscriptedprivate
colliderref<IPlacedComponent>scriptedprotected
hasBeenScannedBoolscriptedprotected
healthListenerref<WeakspotHealthChangeListener>scriptedprivate
instigatorwref<GameObject>scriptedprotected
interactionref<InteractionComponent>scriptedprotected
meshref<MeshComponent>scriptedprotected
parentMaxhealthFloatscriptedprivate
statPoolSystemref<StatPoolsSystem>scriptedprivate
statPoolTypegamedataStatPoolTypescriptedprivate
targetingref<TargetingComponent>scriptedprotected
weakspotOnDestroyPropertiesWeakspotOnDestroyPropertiesscriptedprotected
weakspotRecordDataWeakspotRecordDatascriptedprotected

Methods 32

protected final func ChangeAppearance(appName: CName)scripted
protected func DamagePipelineFinalized(evt: ref<gameHitEvent>)scripted
public final func DestroyWeakspot(opt instigator: wref<GameObject>)scripted
public final func DestroyWeakspotOnLoad(opt instigator: wref<GameObject>)scripted
protected final func DisableCollider()scripted
protected final func DisableTargeting()scripted
protected final func EnableTargeting()scripted
public final func FireAttack()scripted
public final func GetWeakspotRecordData() -> WeakspotRecordDatascripted
public const func IsDead() -> Boolscripted
public func IsInternal() -> Boolscripted
public func IsInvulnerable() -> Boolscripted
protected cb func OnGameAttached() -> Boolscripted
protected cb func OnHit(evt: ref<gameHitEvent>) -> Boolscripted
protected cb func OnInteractionChoice(evt: ref<InteractionChoiceEvent>) -> Boolscripted
protected cb func OnRequestComponents(ri: EntityRequestComponentsInterface) -> Boolscripted
protected cb func OnScanninOwner(evt: ref<ScanningLookAtEvent>) -> Boolscripted
protected cb func OnSetOwner(owner: wref<GameObject>) -> Boolscripted
protected cb func OnTakeControl(ri: EntityResolveComponentsInterface) -> Boolscripted
protected cb func OnWeakspotDestroy(evt: ref<WeakspotDestroyedEvent>) -> Boolscripted
protected cb func OnWeakspotDestroyDelay(evt: ref<DestroyWeakspotDelayedEvent>) -> Boolscripted
protected cb func OnWeakspotPinged(evt: ref<RevealStateChangedEvent>) -> Boolscripted
protected cb func OnWeakspotRequestAttributeChange(evt: ref<WeakspotRequestAttributeChangeEvent>) -> Boolscripted
protected func ProcessDamagePipeline(evt: ref<gameHitEvent>)scripted
protected final func ReadTweakData()scripted
private final func ResolveWeakspotOnLoad()scripted
protected final func SendAIActionAnimFeature(animFeatureName: CName, value: Int32)scripted
protected final func SendHideMeshParameterValue(parameterName: CName)scripted
public final func SetHighlight()scripted
public final func SetPercentLife()scripted
public final func UnSetHighlight()scripted
protected final func WeakspotInitialized()scripted