Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
Difference between revisions of "Legacy:ScriptedAction"
From Unreal Wiki, The Unreal Engine Documentation Site
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− | |Marks the end of a section of script actions | + | |Marks the end of a section of script actions. |
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+ | ==Discussion== | ||
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+ | '''SuperApe:''' Minor edits, linkage. | ||
[[Category:Legacy Class (UT2003)|{{PAGENAME}}]] | [[Category:Legacy Class (UT2003)|{{PAGENAME}}]] | ||
[[Category:Legacy Class (UT2004)|{{PAGENAME}}]] | [[Category:Legacy Class (UT2004)|{{PAGENAME}}]] |
Revision as of 14:14, 18 December 2005
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
- 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. |
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
- ScriptedTrigger
- UnrealScriptedSequence
- Creating And Using ScriptedActions
- Trigger Systems
- Artificial Intelligence
Discussion
SuperApe: Minor edits, linkage.