TriggerAttackOnNearbyEnemiesEffector
classscriptedClass
extends Effector › IScriptable › ISerializable
Properties 10
| Name | Type | Flags |
|---|---|---|
attackRecord | wref<Attack_Record> | scriptedpublic |
enemySlotTransform | CName | scriptedpublic |
gameInstance | GameInstance | scriptedpublic |
ignoreCivilians | Bool | scriptedpublic |
owner | wref<GameObject> | scriptedpublic |
playVFXOnHitTargets | CName | scriptedpublic |
statusEffectRecord | wref<StatusEffect_Record> | scriptedpublic |
targetHowManyEnemies | Int32 | scriptedpublic |
targetMaxDistance | Float | scriptedpublic |
targetMinDistance | Float | scriptedpublic |
Methods 8
protected func ActionOn(owner: ref<GameObject>)scripted
private final const func AddHitFlags(attackData: ref<AttackData>)scripted
private final const func CanRaycastBetweenTwoPositions(spatialQueriesSystem: ref<SpatialQueriesSystem>, hitPosition1: Vector4, hitPosition2: Vector4) -> Boolscripted
public final const func GetClosestEnemies(hitevent: ref<gameHitEvent>, threats: array<wref<Entity>>, out closestEnemies: array<ref<ScriptedPuppet>>)scripted
protected func Initialize(record: TweakDBID, game: GameInstance, parentRecord: TweakDBID)scripted
protected func RepeatedAction(owner: ref<GameObject>)scripted
public final const func SendEffectAndDamageToEnemies(hitevent: ref<gameHitEvent>, closestEnemies: array<ref<ScriptedPuppet>>)scripted
private final const func SendHitEvent(hitevent: ref<gameHitEvent>, enemy: ref<ScriptedPuppet>, enemyHitWorldPosition: Vector4)scripted