WorkspotGameSystem

Documents the WorkspotGameSystem class and its functions.

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NOT DOCUMENTED We currently don't have information on how these functions work. They are being documented here for visibility.

Invoking WorkspotGameSystem

To invoke the workspot game system, use the following Global function:

wgs = Game.GetWorkspotSystem()

Sub-functions

GetDeviceUser

GetDeviceUser(deviceID : EntityID) : ref:GameObject;

GetExtendedInfo

GetExtendedInfo(actor : ref:GameObject) : ref:ExtendedWorkspotInfo;

GetIdOfExitAnim

GetIdOfExitAnim(actor : ref:GameObject, animName : CName) : Int32;

HardResetPlaybackToStart

HardResetPlaybackToStart(actor : ref:GameObject);

HasExitNodes

HasExitNodes(actor : ref:GameObject, fastExit : Bool, slowExit : Bool, optional performNavmeshChecks : Bool) : Bool;

IsActorInWorkspot

IsActorInWorkspot(actor : ref:GameObject) : Bool;

IsInVehicleWorkspot

IsInVehicleWorkspot(vehicle : ref:GameObject, child : ref:GameObject, slotName : CName) : Bool;

IsReactionAvailable

IsReactionAvailable(actor : ref:GameObject, reactionName : CName) : Bool;

MountToVehicle

MountToVehicle(parent : ref:GameObject, child : ref:GameObject, slideTime : Float, animDelay : Float, workspotResourceContainer : CName, slotName : CName, optional syncronizedObjects : array:EntityID, optional entrySlotName : CName, optional animVariables : array:CName) : Bool;

PlayInDevice

PlayInDevice(device : ref:GameObject, actor : ref:GameObject, optional workspotStateFlavourName : CName, optional actorDataCompName : CName, optional deviceDataCompName : CName, optional syncSlotName : CName, optional slideTime : Float, optional slideBehaviour : WorkspotSlidingBehaviour) : Bool;

PlayInDeviceSimple

PlayInDeviceSimple(device : ref:GameObject, actor : ref:GameObject, allowCameraMov : Bool, optional actorDataCompName : CName, optional deviceDataCompName : CName, optional syncSlotName : CName, optional slideTime : Float, optional slideBehaviour : WorkspotSlidingBehaviour) : Bool;

PlayNpcInWorkspot

PlayNpcInWorkspot(npc : ref:GameObject, master : ref:GameObject, referenceEntity : ref:GameObject, actorDataCompName : CName, optional syncSlotName : CName, optional slideTime : Float, optional syncOffsetSourceCompName : CName);

ResetPlaybackToStart

ResetPlaybackToStart(actor : ref:GameObject);

SendAdjustAndPlaySignal

SendAdjustAndPlaySignal(actor : ref:GameObject, adjustTime : Float, playbackDelay : Float, adjustDelta : Transform);

SendDebugCommand

SendDebugCommand(mode : workWorkspotDebugMode, entId : String);

SendDebugCommandEnt

SendDebugCommandEnt(mode : workWorkspotDebugMode, obj : ref:GameObject);

SendDebugCommandFunctionalTests

SendDebugCommandFunctionalTests(mode : workWorkspotDebugMode, obj : ref:GameObject, redscript : ref:IScriptable);

SendDynamicSyncBindSignal

SendDynamicSyncBindSignal(actor : ref:GameObject, master : ref:GameObject);

SendDynamicSyncUnbindSignal

SendDynamicSyncUnbindSignal(actor : ref:GameObject);

SendEventToConnectedSpots

SendEventToConnectedSpots(actor : ref:GameObject, eventName : CName) : Bool;

SendFastExitSignal

SendFastExitSignal(actor : ref:GameObject, optional dirLS : Vector3, optional stayInWorkspotIfFailed : Bool, optional playSlowExitIfFailed : Bool, optional instant : Bool, optional tryBlendToWalk : Bool);

SendForwardSignal

SendForwardSignal(actor : ref:GameObject);

SendJumpCommandEnt

SendJumpCommandEnt(actor : ref:GameObject, entryId : Int32, instant : Bool);

SendJumpToAnimEnt

SendJumpToAnimEnt(actor : ref:GameObject, animName : CName, instant : Bool);

SendJumpToTagCommandEnt

SendJumpToTagCommandEnt(actor : ref:GameObject, entryTag : CName, instant : Bool);

SendPlaySignal

SendPlaySignal(actor : ref:GameObject);

SendReactionSignal

SendReactionSignal(actor : ref:GameObject, reactionName : CName) : Bool;

SendSlowExitSignal

SendSlowExitSignal(actor : ref:GameObject, optional animationName : CName, optional dontWaitForCurrentAnimationToFinish : Bool);

StopInDevice

StopInDevice(actor : ref:GameObject, optional posDelta : Vector4, optional orientDelta : Quaternion);

StopNpcInWorkspot

StopNpcInWorkspot(actor : ref:GameObject);

SwitchSeatVehicle

SwitchSeatVehicle(parent : ref:GameObject, child : ref:GameObject, workspotResourceContainer : CName, slotName : CName, optional exitSlotName : CName, optional activateAnimVariables : array:CName, optional deactivateAnimVariables : array:CName);

UnmountFromVehicle

UnmountFromVehicle(parent : ref:GameObject, child : ref:GameObject, optional instant : Bool, optional posDelta : Vector4, optional orientDelta : Quaternion, optional exitSlotName : CName);

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