AutoPlacement event flows: Difference between revisions
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=== PlayerRideHorse === | === PlayerRideHorse === | ||
=== EcoAreaActorName === | === EcoAreaActorName === | ||
Returns 1 if the specified actor name matches the name of the actor for which the event flow is being executed. | |||
{|class="wikitable" | |||
! Parameter !! Type !! Description | |||
|- | |||
| ActorName || str || Actor name | |||
|} | |||
=== WaterSubMat === | === WaterSubMat === | ||
=== CheckGameData === | === CheckGameData === |
Revision as of 12:19, 30 October 2018
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AutoPlacement event flows are used by the AutoPlacementMgr to determine whether actors should be dynamically spawned without having to hardcode special logic into the executable.
Such event flows are executed by the same event flow engine but with a different environment: only the "AutoPlacement" pseudo-actor is available for actions and queries, and subflows do not appear to be usable[check]. Actions and queries are not mapped to AI system functions as with regular event flows, but are entirely handled by the AutoPlacement code.
A single event flow can be used to handle conditions for several actors (for example, AutoPlacement_Animal handles auto placement logic for all animal actors) and may be called several times, each time with a different actor name, which the event flow can check with the #EcoAreaActorName query.
AutoPlacement actions
CreateData
Allow the actor to spawn.
Parameter | Type | Description |
---|---|---|
MinNum | int | |
OffsetPosY | ||
RideList | ||
MaxNum | int | |
GroupRadius | ||
EquipWeaponActorCount | ||
Mimicry | bool |
NearCreate
AppearWeatherRate
EquipCategory
AutoPlacement queries
GroundNorm
GroundMat
TreeRate
PosHeight
WaterDepth
RouteDistance
GrassHeight
WaterSurface
PlayerRideHorse
EcoAreaActorName
Returns 1 if the specified actor name matches the name of the actor for which the event flow is being executed.
Parameter | Type | Description |
---|---|---|
ActorName | str | Actor name |