FB2Action_PickUpCharacter
Overview
- PickUpCharacter action. Override the OnPlay/OnFinish/OnPaused/OnCanceled/OnTick timing hooks in Lua.
Metadata
| Field | Value |
|---|---|
| Kind | action |
| Environment | B2 - Simulation |
| Category | actions |
| Extends | FB2Action_Base |
| Require | require('Actions.B2Action_PickUpCharacter') |
Properties (6)
| Name | Type | Description |
|---|---|---|
AnimMontageName | string | Resolved montage asset name used to play/track the pick-up animation |
CurrentAnimTime | number | Elapsed time of pick-up anim montage playback (reset to 0 on OnPlay) |
GrabId | string | Grab table row id resolved from Action.S1, describing how the target character is carried |
GrabLoopAnimId | string | Looping carry animation id from the grab table's LoopAnimId, applied once the character is attached |
PickUpAnimId | string | Resolved pick-up montage animation id used to play the carry motion |
TotalPlayLength | number | Total play length of pick-up anim montage (from montage table row) |
Functions (5)
| Function | Parameters | Returns | Description |
|---|---|---|---|
OnCanceled | - | - | Callback invoked on Canceled. |
OnFinish | - | - | Callback invoked on Finish. |
OnPaused | - | - | Callback invoked on Paused. |
OnPlay | - | - | Callback invoked on Play. |
OnTick | DeltaTime: number, CurrentTime: FDateTime, GameDeltaMinutes: number | - | Callback invoked on Tick. |
Override points (5)
Implement these in Lua as FB2Action_PickUpCharacter.Override_Name = function(...) end.
| Function | Parameters | Returns | Description |
|---|---|---|---|
Override_OnCanceled | - | - | Timing hook called when the action is canceled. |
Override_OnFinish | - | - | Timing hook called when the action finishes. |
Override_OnPaused | - | - | Timing hook called when the action is paused. |
Override_OnPlay | - | - | Timing hook called when the action starts (play). Override in Lua to replace the start behavior. |
Override_OnTick | DeltaTime: number, CurrentTime: FDateTime, GameDeltaMinutes: number | - | Timing hook called every tick while the action runs. (performance-sensitive) |