Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
Legacy:ScriptedAction
From Unreal Wiki, The Unreal Engine Documentation Site
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.