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FB2Action_WalkTo

Overview

  • WalkTo action. Override the OnPlay/OnFinish/OnPaused/OnCanceled/OnTick timing hooks in Lua.

Metadata

FieldValue
Kindaction
EnvironmentB2 - Simulation
Categoryactions
ExtendsFB2Action_Base
Requirerequire('Actions.B2Action_WalkTo')

Properties (25)

NameTypeDescription
AskDirectMoveTicksintegerGame tick after which the direct-move teleport popup may be shown
FromFVectorPath start location, set in SetFromLocation()
MoveOverFB2MoveOverMove-over helper tracking overlap-avoidance movement toward the target/destination
NextHeavyRainCheckTicksintegerNext game tick at which heavy rain sprint conditions should be re-evaluated
OffsetDistancenumberDistance to stop short of the target along the path, set from Action.F1 (or DistFromFire for burning targets)
RetryStateEB1RequestPathRetryStateCurrent path-find retry stage, escalated on each OnRequestPathFail() and reset on success
ScheduleWalkToTeleportTriggerTimeFDateTimeGame time at which a schedule walk becomes eligible for SLOD teleport, randomized in OnInit
TargetanyOptional actor being walked toward, resolved via InitEntities()
ToFVectorPath destination location, set in FindTargetLocation()/SetParams() and refined as the path is resolved
TurnAnimInfosFB2TurnAnimInfo[]Queued turn animations to play as the walker arrives, selected by SelectTurnAnims()
WalkToStateEB2WalkToStateCurrent stage of the path-following/motion-warping/turn-anim state machine
WalkeranyCharacter performing this walk, resolved via InitEntities()
bHasOpenedDirectMovePopupbooleanWhether the direct-move teleport popup is currently open for this walk
bHasSwimmingPoolNodebooleanWhether the resolved path passes through a swimming pool enter/exit node
bIngoreTrafficSignalbooleanWhether the path follower should ignore traffic signals
bIsCommuteActionbooleanWhether this is a commute-style walk, cached in OnInit and used by OnPlay's SLOD teleport decision; serialized to persist the decision across save/load
bIsHeavyRainSprintingbooleanWhether sprinting is currently active due to heavy rain, tracked to detect state changes
bIsScheduleWalkTobooleanWhether this is a schedule-driven walk pending a randomized SLOD teleport trigger time
bIsSiteTargetWalkTobooleanWhether this walk targets a site (user-requested site move); affects path query params and finish handling
bStopBeforeSwimmingPoolNodebooleanWhether to truncate the path before entering a swimming pool node
bTriedClearSituationalOutfitbooleanWhether the situational outfit clear has already run for this walk; serialized so that a save/load during path-wait does not run it twice
bUseSprintbooleanWhether to sprint for this walk, set from the Sprint(S2) marker or by subclasses
bWaitRequestPathResultbooleanWhether an async path-find request is currently pending
bWaitRetryPathResultbooleanWhether a retried path result is pending after PathFollower requested a retry
bWasEverVisibleSlod0booleanWhether this WalkToSpawner crowd walker has ever been SLOD0-visible, gating SLOD1 hold-teleport for previously-seen despawning crowds; serialized to persist across save/load

Functions (8)

FunctionParametersReturnsDescription
GetActionOneLoopPlayLength-numberReturns Action One Loop Play Length.
GetVectorParameterInType: EB2ActionVectorParamType, OutValue: FVectorbooleanReturns Vector Parameter.
OnCanceled--Callback invoked on Canceled.
OnFinish--Callback invoked on Finish.
OnPaused--Callback invoked on Paused.
OnTickDeltaTime: number, CurrentTime: FDateTime, GameDeltaMinutes: number-Callback invoked on Tick.
SetActiveScheduleWalkToTeleportExceptPossessedZoi (static)bActive: boolean-Sets Active Schedule Walk To Teleport Except Possessed Zoi.
SetActiveScheduleWalkToTeleportPossessedZoi (static)bActive: boolean-Sets Active Schedule Walk To Teleport Possessed Zoi.

Override points (4)

Implement these in Lua as FB2Action_WalkTo.Override_Name = function(...) end.

FunctionParametersReturnsDescription
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_OnTickDeltaTime: number, CurrentTime: FDateTime, GameDeltaMinutes: number-Timing hook called every tick while the action runs. (performance-sensitive)