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GameEntityBlock

14.24 Interface

Inheritance 1 ancestor · 45 siblings · 36 descendants

Class Documentation

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Base of the script blocks that act on game entities: the objects of the game entity component system that a GameEntityTemplate creates. IScriptBlock describes how a block list runs. Output fields (*TableSet) name the script variable that receives a result, as described on IScriptValueGet.

Most of these blocks read their entity from an IEntityGet operand (Target or Entity), such as EntityTableGet. The getter produces an entity id, and the block looks the id up in the client's entity list. If no game entity has that id, the block raises a script error and the sequence stops. If any operand raises a script error, the block does nothing.

An entity has two states that these blocks change:

  • Active. Activating an entity that is already active does nothing. Several blocks raise a script error if their entity is inactive.
  • Visible. An active entity is shown or hidden. A show or a hide runs over a duration, in seconds. A hide can carry a flag that deactivates the entity when the hide ends.

An entity tag is a name that a group of entities carries. The tag blocks act on every entity that carries the tag. Activating a tag activates each inactive entity with the tag. Activating a tag that is already active does nothing.