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Difference between revisions of "Legacy:ScriptedAction"
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|'''Purpose''' | |'''Purpose''' | ||
|- | |- | ||
− | | | + | |ACTION_ChangeLevel |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Sends the server to another level. | |Sends the server to another level. | ||
|- | |- | ||
− | | | + | |ACTION_DestroyActor |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Destroys all [[Legacy:Actor|Actor]]s with a given [[Legacy:Tag|Tag]]. | |Destroys all [[Legacy:Actor|Actor]]s with a given [[Legacy:Tag|Tag]]. | ||
|- | |- | ||
− | | | + | |ACTION_PlayAmbientSound |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Plays an ambient sound. | |Plays an ambient sound. | ||
|- | |- | ||
− | | | + | |ACTION_SetCorona |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Sets the bCorona property for all [[Legacy:Actor|Actor]]s with a given [[Legacy:Tag|Tag]]. | |Sets the bCorona property for all [[Legacy:Actor|Actor]]s with a given [[Legacy:Tag|Tag]]. | ||
|- | |- | ||
− | | | + | |ACTION_SetHidden |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Sets the bHidden property for all [[Legacy:Actor|Actor]]s with a given [[Legacy:Tag|Tag]]. | |Sets the bHidden property for all [[Legacy:Actor|Actor]]s with a given [[Legacy:Tag|Tag]]. | ||
|- | |- | ||
− | | | + | |ACTION_SpawnActor |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Spawns an [[Legacy:Actor|Actor]]. | |Spawns an [[Legacy:Actor|Actor]]. | ||
|- | |- | ||
− | | | + | |ACTION_TriggerEvent |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
Line 67: | Line 67: | ||
|'''Purpose''' | |'''Purpose''' | ||
|- | |- | ||
− | | | + | |ACTION_ConsoleCommand |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Executes a console command on the server for the instigator. | |Executes a console command on the server for the instigator. | ||
|- | |- | ||
− | | | + | |ACTION_DamageInstigator |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Inflicts damage on the instigator. | |Inflicts damage on the instigator. | ||
|- | |- | ||
− | | | + | |ACTION_DestroyPawn |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |No | | style="text-align: center" |No | ||
|Destroys the instigator's [[Legacy:Pawn|Pawn]]. | |Destroys the instigator's [[Legacy:Pawn|Pawn]]. | ||
|- | |- | ||
− | | | + | |ACTION_ForceMoveToPoint |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Instantaneously moves the instigator to the specified point. | |Instantaneously moves the instigator to the specified point. | ||
|- | |- | ||
− | | | + | |ACTION_KillInstigator |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Kills the instigator with a given [[Legacy:DamageType|DamageType]]. | |Kills the instigator with a given [[Legacy:DamageType|DamageType]]. | ||
|- | |- | ||
− | | | + | |ACTION_PlaySound |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Plays a sound. | |Plays a sound. | ||
|- | |- | ||
− | | | + | |ACTION_SetPhysics |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Sets the instigator's physics mode. | |Sets the instigator's physics mode. | ||
|- | |- | ||
− | | | + | |ACTION_TeleportToPoint |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
Line 118: | Line 118: | ||
|'''Purpose''' | |'''Purpose''' | ||
|- | |- | ||
− | | | + | |ACTION_DisplayMessage |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Sends a message to the instigator or all players. | |Sends a message to the instigator or all players. | ||
|- | |- | ||
− | | | + | |ACTION_FadeView |
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Fades the instigator's view to a given constant color. | |Fades the instigator's view to a given constant color. | ||
|- | |- | ||
− | | | + | |ACTION_GotoMenu |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Opens a given menu on the first found human player's screen. | |Opens a given menu on the first found human player's screen. | ||
|- | |- | ||
− | | | + | |ACTION_LocalizedMessage |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Displays a certain [[Legacy:LocalMessage|LocalMessage]] on the instigator's screen. | |Displays a certain [[Legacy:LocalMessage|LocalMessage]] on the instigator's screen. | ||
|- | |- | ||
− | | | + | |ACTION_PlayLocalSound |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Plays a sound for all human players in the game. | |Plays a sound for all human players in the game. | ||
|- | |- | ||
− | | | + | |ACTION_PlayMusic |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
Line 159: | Line 159: | ||
|'''Purpose''' | |'''Purpose''' | ||
|- | |- | ||
− | | | + | |ACTION_ChangeTeam |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Changes the instigator's team. | |Changes the instigator's team. | ||
|- | |- | ||
− | | | + | |ACTION_ChangeWeapon |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Changes the instigator's [[Legacy:Weapon|Weapon]] (if present in his/her inventory). | |Changes the instigator's [[Legacy:Weapon|Weapon]] (if present in his/her inventory). | ||
|- | |- | ||
− | | | + | |ACTION_Crouch |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |No | | style="text-align: center" |No | ||
|Tells the instigator to start crouching (as opposed to walking or running). | |Tells the instigator to start crouching (as opposed to walking or running). | ||
|- | |- | ||
− | | | + | |ACTION_FinishRotation |
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Waits until the instigator has finished rotating towards its goal. | |Waits until the instigator has finished rotating towards its goal. | ||
|- | |- | ||
− | | | + | |ACTION_FireWeapon |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Tells the instigator to fire its current weapon. | |Tells the instigator to fire its current weapon. | ||
|- | |- | ||
− | | | + | |ACTION_Freeze |
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Freezes the instigator. | |Freezes the instigator. | ||
|- | |- | ||
− | | | + | |ACTION_FreezeOnAnimEnd |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Freezes the instigator after its current animation has ended. | |Freezes the instigator after its current animation has ended. | ||
|- | |- | ||
− | | | + | |ACTION_Jump |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Makes the instigator jump or dodge. | |Makes the instigator jump or dodge. | ||
|- | |- | ||
− | | | + | |ACTION_MoveToPlayer |
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
| style="text-align: center" |No | | style="text-align: center" |No | ||
|Makes the instigator go to its associated player. | |Makes the instigator go to its associated player. | ||
|- | |- | ||
− | | | + | |ACTION_MoveToPoint |
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
| style="text-align: center" |No | | style="text-align: center" |No | ||
|Makes the instigator go to a specified [[Legacy:Actor|Actor]] specified by its [[Legacy:Tag|Tag]], or the UnrealScriptedSequence actor's location itself if none is specified. | |Makes the instigator go to a specified [[Legacy:Actor|Actor]] specified by its [[Legacy:Tag|Tag]], or the UnrealScriptedSequence actor's location itself if none is specified. | ||
|- | |- | ||
− | | | + | |ACTION_PlayAnim |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |No | | style="text-align: center" |No | ||
|Plays an animation for the instigator. | |Plays an animation for the instigator. | ||
|- | |- | ||
− | | | + | |ACTION_Run |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |No | | style="text-align: center" |No | ||
|Tells the instigator to start running (as opposed to walking or crouching). | |Tells the instigator to start running (as opposed to walking or crouching). | ||
|- | |- | ||
− | | | + | |ACTION_SetAlertness |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |No | | style="text-align: center" |No | ||
|Sets the instigator's alertness. | |Sets the instigator's alertness. | ||
|- | |- | ||
− | | | + | |ACTION_SetViewTarget |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |No | | style="text-align: center" |No | ||
|Tells the instigator to focus on the actor specified by a given [[Legacy:Tag|Tag]]. | |Tells the instigator to focus on the actor specified by a given [[Legacy:Tag|Tag]]. | ||
|- | |- | ||
− | | | + | |ACTION_ShootTarget |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Tells the instigator to start shooting its current target. | |Tells the instigator to start shooting its current target. | ||
|- | |- | ||
− | | | + | |ACTION_StopAnimation |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |No | | style="text-align: center" |No | ||
|Stops the instigator's current animation. | |Stops the instigator's current animation. | ||
|- | |- | ||
− | | | + | |ACTION_StopShooting |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Tells the instigator to stop shooting its current target. | |Tells the instigator to stop shooting its current target. | ||
|- | |- | ||
− | | | + | |ACTION_ThrowWeapon |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Tells the instigator to throw its weapon. | |Tells the instigator to throw its weapon. | ||
|- | |- | ||
− | | | + | |ACTION_TurnTowardPlayer |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |No | | style="text-align: center" |No | ||
|Tells the instigator to turn towards its associated player. | |Tells the instigator to turn towards its associated player. | ||
|- | |- | ||
− | | | + | |ACTION_Walk |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |No | | style="text-align: center" |No | ||
Line 261: | Line 261: | ||
===Flow Control=== | ===Flow Control=== | ||
− | * Scripted sequences can contain '''conditional blocks.''' A conditional block starts with an | + | * 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 | + | * 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. |
{| | {| | ||
Line 272: | Line 272: | ||
|'''Purpose''' | |'''Purpose''' | ||
|- | |- | ||
− | | | + | |ACTION_ChangeScript |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |No | | style="text-align: center" |No | ||
|Continues execution with a different script. | |Continues execution with a different script. | ||
|- | |- | ||
− | | | + | |ACTION_EndSection |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
− | |Marks the end of a section of script actions. | + | |Marks the end of a section of script actions that was started with ACTION_IfCondition or ACTION_IfRandomPct. |
|- | |- | ||
− | | | + | |ACTION_GotoAction |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Jumps to a given action number within the current sequence. | |Jumps to a given action number within the current sequence. | ||
|- | |- | ||
− | | | + | |ACTION_IfCondition |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
− | |Skips all actions up to the next | + | |Skips all actions up to the next ACTION_EndSection unless a given [[Legacy:TriggeredCondition|TriggeredCondition]] is enabled. |
|- | |- | ||
− | | | + | |ACTION_IfRandomPct |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
− | |Skips all actions up to the next | + | |Skips all actions up to the next ACTION_EndSection with a given probability. |
|- | |- | ||
− | | | + | |ACTION_LeaveSequence |
| style="text-align: center" |No | | style="text-align: center" |No | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Stops this scripted sequence. | |Stops this scripted sequence. | ||
|- | |- | ||
− | | | + | |ACTION_WaitForAnimend |
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
| style="text-align: center" |No | | style="text-align: center" |No | ||
|Waits until the instigator's current animation has ended. | |Waits until the instigator's current animation has ended. | ||
|- | |- | ||
− | | | + | |ACTION_WaitForEvent |
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
|Waits until the given [[Legacy:Event|Event]] has been fired. | |Waits until the given [[Legacy:Event|Event]] has been fired. | ||
|- | |- | ||
− | | | + | |ACTION_WaitForPlayer |
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
| style="text-align: center" |No | | style="text-align: center" |No | ||
|Waits until the instigator is within a given distance of its associated player. | |Waits until the instigator is within a given distance of its associated player. | ||
|- | |- | ||
− | | | + | |ACTION_WaitForTimer |
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
| style="text-align: center" |'''Yes''' | | style="text-align: center" |'''Yes''' | ||
Line 336: | Line 336: | ||
** [[Legacy:Monster Support|Monster Support]] | ** [[Legacy:Monster Support|Monster Support]] | ||
** [[Legacy:NPC Support|NPC Support]] | ** [[Legacy:NPC Support|NPC Support]] | ||
− | |||
− | |||
− | |||
− | |||
[[Category:Legacy Class (UT2003)|{{PAGENAME}}]] | [[Category:Legacy Class (UT2003)|{{PAGENAME}}]] | ||
[[Category:Legacy Class (UT2004)|{{PAGENAME}}]] | [[Category:Legacy Class (UT2004)|{{PAGENAME}}]] |
Latest revision as of 11:59, 15 November 2009
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.
Contents
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. |