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);