REDNODE / GAME API

Character_Record

classnative name gamedataCharacter_RecordnativeimportOnly

extends SpawnableObject_Record › BaseObject_Record › TweakDBRecord › IScriptable › ISerializable

Extended by 1 type

SubCharacter_Record

Methods 133

native func Abilities(out outList: array<wref<GameplayAbility_Record>>)
native func AbilitiesContains(item: wref<GameplayAbility_Record>) -> Bool
native func ActionMap() -> wref<ActionMap_Record>
native func ActionMapHandle() -> ref<ActionMap_Record>
native func Affiliation() -> wref<Affiliation_Record>
native func AffiliationHandle() -> ref<Affiliation_Record>
native func AlternativeDisplayName() -> CName
native func AlternativeFullDisplayName() -> CName
native func ArchetypeData() -> wref<ArchetypeData_Record>
native func ArchetypeDataHandle() -> ref<ArchetypeData_Record>
native func ArchetypeName() -> CName
native func AttachmentSlots(out outList: array<wref<AttachmentSlot_Record>>)
native func AttachmentSlotsContains(item: wref<AttachmentSlot_Record>) -> Bool
native func AudioMeleeMaterial() -> CName
native func AudioResourceName() -> CName
native func BaseAttitudeGroup() -> CName
native func BossHealthBarThresholds() -> array<Float>
native func BossHealthBarThresholdsContains(item: Float) -> Bool
native func BountyDrawTable() -> wref<BountyDrawTable_Record>
native func BountyDrawTableHandle() -> ref<BountyDrawTable_Record>
native func CanHaveGenericTalk() -> Bool
native func CharacterType() -> wref<NPCType_Record>
native func CharacterTypeHandle() -> ref<NPCType_Record>
native func CommunitySquad() -> CName
native func ContentAssignment() -> wref<ContentAssignment_Record>
native func ContentAssignmentHandle() -> ref<ContentAssignment_Record>
native func CpoCharacterBuild() -> String
native func CpoClassName() -> CName
native func CrowdAppearanceNames() -> array<CName>
native func CrowdAppearanceNamesContains(item: CName) -> Bool
native func CrowdMemberSettings() -> wref<CrowdSettingsPackageBase_Record>
native func CrowdMemberSettingsHandle() -> ref<CrowdSettingsPackageBase_Record>
native func DefaultCrosshair() -> wref<Crosshair_Record>
native func DefaultCrosshairHandle() -> ref<Crosshair_Record>
native func DefaultEquipment() -> wref<NPCEquipmentItem_Record>
native func DefaultEquipmentHandle() -> ref<NPCEquipmentItem_Record>
native func DespawnChildCommunityWhenPlayerInVehicle() -> Bool
native func DevNotes() -> String
native func DisableDefeatedState() -> Bool
native func DisplayDescription() -> CName
native func DisplayName() -> CName
native func Driving() -> wref<BaseDrivingParameters_Record>
native func DrivingHandle() -> ref<BaseDrivingParameters_Record>
native func DropsAmmoOnDeathChance() -> Float
native func DropsControlledLoot() -> Bool
native func DropsMoneyOnDeath() -> Bool
native func DropsWeaponOnDeath() -> Bool
native func EnableSensesOnStart() -> Bool
native func EquipmentAreas(out outList: array<wref<EquipmentArea_Record>>)
native func EquipmentAreasContains(item: wref<EquipmentArea_Record>) -> Bool
native func ForceCanHaveGenericTalk() -> Bool
native func ForcedTBHZOffset() -> Float
native func FullDisplayName() -> CName
native func Genders(out outList: array<wref<GenderEntity_Record>>)
native func GendersContains(item: wref<GenderEntity_Record>) -> Bool
native func GetAbilitiesCount() -> Int32
native func GetAbilitiesItem(index: Int32) -> wref<GameplayAbility_Record>
native func GetAbilitiesItemHandle(index: Int32) -> ref<GameplayAbility_Record>
native func GetAttachmentSlotsCount() -> Int32
native func GetAttachmentSlotsItem(index: Int32) -> wref<AttachmentSlot_Record>
native func GetAttachmentSlotsItemHandle(index: Int32) -> ref<AttachmentSlot_Record>
native func GetBossHealthBarThresholdsCount() -> Int32
native func GetBossHealthBarThresholdsItem(index: Int32) -> Float
native func GetCrowdAppearanceNamesCount() -> Int32
native func GetCrowdAppearanceNamesItem(index: Int32) -> CName
native func GetEquipmentAreasCount() -> Int32
native func GetEquipmentAreasItem(index: Int32) -> wref<EquipmentArea_Record>
native func GetEquipmentAreasItemHandle(index: Int32) -> ref<EquipmentArea_Record>
native func GetGendersCount() -> Int32
native func GetGendersItem(index: Int32) -> wref<GenderEntity_Record>
native func GetGendersItemHandle(index: Int32) -> ref<GenderEntity_Record>
native func GetItemGroupsCount() -> Int32
native func GetItemGroupsItem(index: Int32) -> wref<InventoryItemGroup_Record>
native func GetItemGroupsItemHandle(index: Int32) -> ref<InventoryItemGroup_Record>
native func GetItemsCount() -> Int32
native func GetItemsItem(index: Int32) -> wref<InventoryItem_Record>
native func GetItemsItemHandle(index: Int32) -> ref<InventoryItem_Record>
native func GetOnSpawnGLPsCount() -> Int32
native func GetOnSpawnGLPsItem(index: Int32) -> wref<GameplayLogicPackage_Record>
native func GetOnSpawnGLPsItemHandle(index: Int32) -> ref<GameplayLogicPackage_Record>
native func GlobalSquad() -> CName
native func HasDirectionalStarts() -> Bool
native func HideUIDetection() -> Bool
native func HideUIElements() -> Bool
native func HolocallInitializerPath() -> ResRef
native func IdleActions() -> wref<AIActionSmartComposite_Record>
native func IdleActionsHandle() -> ref<AIActionSmartComposite_Record>
native func IgnoreDetectionForAudioCue() -> Bool
native func IsBumpable() -> Bool
native func IsChild() -> Bool
native func IsCrowd() -> Bool
native func IsLightCrowd() -> Bool
native func ItemGroups(out outList: array<wref<InventoryItemGroup_Record>>)
native func ItemGroupsContains(item: wref<InventoryItemGroup_Record>) -> Bool
native func Items(out outList: array<wref<InventoryItem_Record>>)
native func ItemsContains(item: wref<InventoryItem_Record>) -> Bool
native func LootBagEntity() -> CName
native func LootDrop() -> wref<LootTable_Record>
native func LootDropHandle() -> ref<LootTable_Record>
native func LootInjectionParams() -> wref<LootInjectionSettings_Record>
native func LootInjectionParamsHandle() -> ref<LootInjectionSettings_Record>
native func MinigameInstance() -> wref<Minigame_Def_Record>
native func MinigameInstanceHandle() -> ref<Minigame_Def_Record>
native func OnSpawnGLPs(out outList: array<wref<GameplayLogicPackage_Record>>)
native func OnSpawnGLPsContains(item: wref<GameplayLogicPackage_Record>) -> Bool
native func PrimaryEquipment() -> wref<NPCEquipmentGroup_Record>
native func PrimaryEquipmentHandle() -> ref<NPCEquipmentGroup_Record>
native func Quest() -> wref<NPCQuestAffiliation_Record>
native func QuestHandle() -> ref<NPCQuestAffiliation_Record>
native func Rarity() -> wref<NPCRarity_Record>
native func RarityHandle() -> ref<NPCRarity_Record>
native func ReactionPreset() -> wref<ReactionPreset_Record>
native func ReactionPresetHandle() -> ref<ReactionPreset_Record>
native func ScannerModulePreset() -> wref<ScannerModuleVisibilityPreset_Record>
native func ScannerModulePresetHandle() -> ref<ScannerModuleVisibilityPreset_Record>
native func SecondaryEquipment() -> wref<NPCEquipmentGroup_Record>
native func SecondaryEquipmentHandle() -> ref<NPCEquipmentGroup_Record>
native func SecuritySquad() -> CName
native func SensePreset() -> wref<SensePreset_Record>
native func SensePresetHandle() -> ref<SensePreset_Record>
native func SkipDisplayArchetype() -> Bool
native func SquadParamsID() -> wref<AISquadParams_Record>
native func SquadParamsIDHandle() -> ref<AISquadParams_Record>
native func StateMachineName() -> CName
native func StaticCommunityAppearancesDistributionEnabled() -> Bool
native func ThreatTrackingPreset() -> wref<ThreatTrackingPresetBase_Record>
native func ThreatTrackingPresetHandle() -> ref<ThreatTrackingPresetBase_Record>
native func UiNameplate() -> wref<UINameplate_Record>
native func UiNameplateHandle() -> ref<UINameplate_Record>
native func UseForcedTBHZOffset() -> Bool
native func VendorID() -> wref<Vendor_Record>
native func VendorIDHandle() -> ref<Vendor_Record>
native func VoiceTag() -> CName