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UE2:ScriptedController (UE2Runtime)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Controller >> AIController >> ScriptedController |
- Package:
- Gameplay
- Direct subclass:
- ScriptedTriggerController
- This class in other games:
- U2, UT2003, UT2004
| This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
ScriptedController AI controller which is controlling the pawn through a scripted sequence specified by an AIScript
[edit] Properties
[edit] ActionNum
Type: int
[edit] AnimsRemaining
Type: int
[edit] bBroken
Type: bool
[edit] bFakeShot
Type: bool
FIXME - this is currently a hack
[edit] bFineWeaponControl
Type: bool
[edit] bPendingDoubleJump
Type: bool
[edit] bPendingShoot
Type: bool
[edit] bShootSpray
Type: bool
[edit] bShootTarget
Type: bool
[edit] bUseScriptFacing
Type: bool
Default value: True
[edit] CurrentAction
Type: LatentScriptedAction
[edit] CurrentAnimation
Type: ACTION_PlayAnim
[edit] FiringMode
Type: name
[edit] IterationCounter
Type: int
[edit] IterationSectionStart
Type: int
Default value: -1
[edit] MyPlayerController
Type: PlayerController
[edit] NumShots
Type: int
[edit] PendingController
Type: Controller
controller which will get this pawn after scripted sequence is complete
[edit] ScriptedFocus
Type: Actor
[edit] SequenceScript
Type: ScriptedSequence
[edit] Functions
[edit] Events
[edit] NotifyJumpApex
Overrides: Controller.NotifyJumpApex
[edit] Other instance functions
[edit] AdjustAim
Overrides: Controller.AdjustAim
[edit] CheckIfNearPlayer
[edit] ClearAnimation
[edit] ClearScript
[edit] DestroyPawn
[edit] GetInstigator
[edit] GetMyPlayer
[edit] GetSoundSource
[edit] LeaveScripting
[edit] SetEnemyReaction
[edit] SetFireYaw
[edit] SetNewScript
[edit] TakeControlOf
[edit] WeaponFireAgain
Overrides: AIController.WeaponFireAgain
[edit] States
[edit] Broken
[edit] Scripting
[edit] Scripting.AnimEnd
Overrides: Actor.AnimEnd (global)
[edit] Scripting.EndState
Overrides: Object.EndState (global)
[edit] Scripting.Tick
Overrides: Actor.Tick (global)
[edit] Scripting.Timer
Overrides: Actor.Timer (global)
[edit] Scripting.Trigger
Overrides: AIController.Trigger (global)
[edit] Scripting.AbortScript
[edit] Scripting.CompleteAction
[edit] Scripting.DisplayDebug
Overrides: AIController.DisplayDebug (global)
[edit] Scripting.InitForNextAction
[edit] Scripting.LeaveScripting
Overrides: LeaveScripting (global)
[edit] Scripting.MayShootAtEnemy
[edit] Scripting.MayShootTarget
[edit] Scripting.SetMoveTarget
[edit] Scripting.UnPossess
Overrides: Controller.UnPossess (global)
[edit] Scripting.WeaponFireAgain
Overrides: WeaponFireAgain (global)
