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
- 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
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
General
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
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
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
- 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
Related Topics