UE2:ACTION LeaveSequence (UT2004): Difference between revisions
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{{ | Exits the script of the owning {{cl|ScriptedSequence}}. Using this in a {{cl|ScriptedTrigger}} will disable the trigger script until the ScriptedTrigger actor is reset, for example at the start of a new round in Assault or Onslaught. | ||
==Default values== | ==Default values== | ||
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'''Overrides:''' {{tl|GetScript|ScriptedAction}} | '''Overrides:''' {{tl|GetScript|ScriptedAction}} | ||
Always returns ''None'', which tells the executing {{cl|ScriptedController}} to stop execution of this script. | |||
==See also== | |||
* {{cl|ACTION_ChangeScript}} - tells the ScriptedController to continue with a different script |
Latest revision as of 16:15, 21 December 2008
Object >> ScriptedAction >> ACTION_LeaveSequence |
- Package:
- Gameplay
- This class in other games:
Exits the script of the owning ScriptedSequence. Using this in a ScriptedTrigger will disable the trigger script until the ScriptedTrigger actor is reset, for example at the start of a new round in Assault or Onslaught.
Default values
Property | Value |
---|---|
ActionString | "leave sequence" |
Instance functions
GetScript
function ScriptedSequence GetScript (ScriptedSequence S)
Overrides: ScriptedAction.GetScript
Always returns None, which tells the executing ScriptedController to stop execution of this script.
See also
- ACTION_ChangeScript - tells the ScriptedController to continue with a different script