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Legacy:ScriptedAction

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UT2004 :: Object >> ScriptedAction (Package: Gameplay)

ScriptedActions are used by ScriptedSequences. These allow mappers to create complex behaviours for actors without actually programming in UnrealScript. You can think of this as a bit like creating macros in an application. ScriptedAction has a HUGE number of subclasses, each which carries out a particular kind of action.

See also Creating And Using ScriptedActions.

Available Actions[edit]

  • Latent actions stop the execution flow of the scripted sequence until their task has been finished.
  • Several actions by design can't be used with a ScriptedTrigger. They're marked separately below.

Environment Control[edit]

Action Class Latent? ScriptedTrigger? Purpose
ACTION_ChangeLevel No Yes Sends the server to another level.
ACTION_DestroyActor No Yes Destroys all Actors with a given Tag.
ACTION_PlayAmbientSound No Yes Plays an ambient sound.
ACTION_SetCorona No Yes Sets the bCorona property for all Actors with a given Tag.
ACTION_SetHidden No Yes Sets the bHidden property for all Actors with a given Tag.
ACTION_SpawnActor No Yes Spawns an Actor.
ACTION_TriggerEvent No Yes Fires the given Event.

Player Control[edit]

General[edit]

Action Class Latent? ScriptedTrigger? Purpose
ACTION_ConsoleCommand No Yes Executes a console command on the server for the instigator.
ACTION_DamageInstigator No Yes Inflicts damage on the instigator.
ACTION_DestroyPawn No No Destroys the instigator's Pawn.
ACTION_ForceMoveToPoint No Yes Instantaneously moves the instigator to the specified point.
ACTION_KillInstigator No Yes Kills the instigator with a given DamageType.
ACTION_PlaySound No Yes Plays a sound.
ACTION_SetPhysics No Yes Sets the instigator's physics mode.
ACTION_TeleportToPoint No Yes Instantly teleports the instigator to a given destination, optionally displaying a respawn/teleportation effect.

Human Players[edit]

Action Class Latent? ScriptedTrigger? Purpose
ACTION_DisplayMessage No Yes Sends a message to the instigator or all players.
ACTION_FadeView Yes Yes Fades the instigator's view to a given constant color.
ACTION_GotoMenu No Yes Opens a given menu on the first found human player's screen.
ACTION_LocalizedMessage No Yes Displays a certain LocalMessage on the instigator's screen.
ACTION_PlayLocalSound No Yes Plays a sound for all human players in the game.
ACTION_PlayMusic No Yes Sets the music for either the instigator only or all human players in the game.

ScriptedControllers and Bots[edit]

Action Class Latent? ScriptedTrigger? Purpose
ACTION_ChangeTeam No Yes Changes the instigator's team.
ACTION_ChangeWeapon No Yes Changes the instigator's Weapon (if present in his/her inventory).
ACTION_Crouch No No Tells the instigator to start crouching (as opposed to walking or running).
ACTION_FinishRotation Yes Yes Waits until the instigator has finished rotating towards its goal.
ACTION_FireWeapon No Yes Tells the instigator to fire its current weapon.
ACTION_Freeze Yes Yes Freezes the instigator.
ACTION_FreezeOnAnimEnd No Yes Freezes the instigator after its current animation has ended.
ACTION_Jump No Yes Makes the instigator jump or dodge.
ACTION_MoveToPlayer Yes No Makes the instigator go to its associated player.
ACTION_MoveToPoint Yes No Makes the instigator go to a specified Actor specified by its Tag, or the UnrealScriptedSequence actor's location itself if none is specified.
ACTION_PlayAnim No No Plays an animation for the instigator.
ACTION_Run No No Tells the instigator to start running (as opposed to walking or crouching).
ACTION_SetAlertness No No Sets the instigator's alertness.
ACTION_SetViewTarget No No Tells the instigator to focus on the actor specified by a given Tag.
ACTION_ShootTarget No Yes Tells the instigator to start shooting its current target.
ACTION_StopAnimation No No Stops the instigator's current animation.
ACTION_StopShooting No Yes Tells the instigator to stop shooting its current target.
ACTION_ThrowWeapon No Yes Tells the instigator to throw its weapon.
ACTION_TurnTowardPlayer No No Tells the instigator to turn towards its associated player.
ACTION_Walk No No Tells the instigator to start walking (as opposed to running or crouching).

Flow Control[edit]

  • Scripted sequences can contain conditional blocks. A conditional block starts with an ACTION_IfCondition or an ACTION_IfRandomPct and ends at an ACTION_EndSection. Blocks can be nested.
  • There is support for loops built into the code, but no scripted action that exposes that functionality in UnrealEd. You will have to combine ACTION_IfCondition and ACTION_GotoAction to create conditional loops.
Action Class Latent? ScriptedTrigger? Purpose
ACTION_ChangeScript No No Continues execution with a different script.
ACTION_EndSection No Yes Marks the end of a section of script actions that was started with ACTION_IfCondition or ACTION_IfRandomPct.
ACTION_GotoAction No Yes Jumps to a given action number within the current sequence.
ACTION_IfCondition No Yes Skips all actions up to the next ACTION_EndSection unless a given TriggeredCondition is enabled.
ACTION_IfRandomPct No Yes Skips all actions up to the next ACTION_EndSection with a given probability.
ACTION_LeaveSequence No Yes Stops this scripted sequence.
ACTION_WaitForAnimend Yes No Waits until the instigator's current animation has ended.
ACTION_WaitForEvent Yes Yes Waits until the given Event has been fired.
ACTION_WaitForPlayer Yes No Waits until the instigator is within a given distance of its associated player.
ACTION_WaitForTimer Yes Yes Waits until a given number of seconds has elapsed.

External Links[edit]

Related Topics[edit]