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