Cogito, ergo sum
UE2:ScriptedAction (UE2Runtime)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> ScriptedAction |
Contents |
- Package:
- Gameplay
- Known direct subclasses:
- ACTION_ChangeLevel, ACTION_ChangeScript, ACTION_ChangeWeapon, ACTION_Crouch, ACTION_DamageInstigator, ACTION_DestroyActor, ACTION_DestroyPawn, ACTION_DisplayMessage, ACTION_EndSection, ACTION_ForceMoveToPoint, ACTION_GotoAction, ACTION_IfCondition, ACTION_IfRandomPct, ACTION_KeepCurrentRotation, ACTION_KillInstigator, ACTION_LeaveSequence, ACTION_PlayAmbientSound, ACTION_PlayAnim, ACTION_PlayLocalSound, ACTION_PlayMusic, ACTION_PlaySound, ACTION_Run, ACTION_SetAlertness, ACTION_SetHidden, ACTION_SetPhysics, ACTION_SetViewTarget, ACTION_ShootTarget, ACTION_SpawnActor, ACTION_StopAnimation, ACTION_StopShooting, ACTION_ThrowWeapon, ACTION_TriggerEvent, ACTION_Walk, Action_ConsoleCommand, LatentScriptedAction
- This class in other games:
- U2, UT2003, UT2004
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
null
[edit] Properties
[edit] ActionString
Type: string
Modifiers: localized
Default value: "unspecified action"
[edit] bValidForTrigger
Type: bool
Default value: True
[edit] Instance functions
[edit] EndsSection
function bool EndsSection ()
[edit] GetActionString
function string GetActionString ()
[edit] GetScript
function ScriptedSequence GetScript (ScriptedSequence S)
[edit] InitActionFor
function bool InitActionFor (ScriptedController C)
[edit] ProceedToNextAction
function ProceedToNextAction (ScriptedController C)
[edit] ProceedToSectionEnd
function ProceedToSectionEnd (ScriptedController C)
[edit] StartsSection
function bool StartsSection ()
