UE2:ScriptControllerBase constants (U2XMP)
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Object >> ScriptControllerInterf >> ScriptControllerBase (constants) |
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Constants
MaxCommandInfoEntries
Value: 128
size of commands list
MaxEvents
Value: 32
max number of events in event info list
MaxTriggerEvents
Value: 32
max number of tracked triggers
MaxPushedCommandIndices
Value: 32
maximum call/interrupt depth
MaxPatrolSize
Value: 128
max length of patrol that can be used with resumepatrol
MaxTimers
Value: 10
max number of timers (ontimer and ontrigger timers)
MaxTriggerTimers
Value: 5
max number of trigger timers (uses bottom of Timers list)
MaxGeneralTimers
Value: 5
Debug_None
Value: 0x0000
don't show any debug info
Debug_Info
Value: 0x0001
show internal debug info
Debug_Commands
Value: 0x0002
dump commands and log executed commands
Debug_Events
Value: 0x0004
dump events as they are received
Debug_Jumps
Value: 0x0008
log control flow changes (gotos, calls, onevents etc.)
DefaultExt
Value: ".u2s"
BroadcastErrorState
Value: 'BroadcastError'
ChangingStanceState
Value: 'ChangingStance'
DetachingState
Value: 'Detaching'
ExecuteCommandsState
Value: 'ExecuteCommands'
FiringState
Value: 'Firing'
SleepingState
Value: 'Sleeping'
WaitActorInRangeState
Value: 'WaitActorInRange'
WaitActorOutOfRangeState
Value: 'WaitActorOutOfRange'
WaitAnimEndState
Value: 'WaitAnimEnd'
only really needed for waiting for end of scripted animations
WaitBumpEnemyState
Value: 'WaitBumpEnemy'
WaitBumpFriendState
Value: 'WaitBumpFriend'
WaitBumpOtherState
Value: 'WaitBumpOther'
WaitBumpPlayerState
Value: 'WaitBumpPlayer'
WaitDestinationReachedState
Value: 'WaitDestinationReached'
WaitDialogBeginState
Value: 'WaitDialogBegin'
WaitDialogPausedState
Value: 'WaitDialogPaused'
WaitDialogFarPausedState
Value: 'WaitDialogFarPaused'
WaitDiedState
Value: 'WaitDied'
WaitFinishedRotationState
Value: 'WaitFinishedRotation'
WaitHearNoiseFriendlyState
Value: 'WaitHearNoiseFriendly'
WaitHearNoiseOtherState
Value: 'WaitHearNoiseOther'
WaitHearNoiseThreatState
Value: 'WaitHearNoiseThreat'
WaitScriptedLandingState
Value: 'WaitScriptedLanding'
WaitSeeEnemyState
Value: 'WaitSeeEnemy'
WaitSeeFriendState
Value: 'WaitSeeFriend'
WaitSeeOtherState
Value: 'WaitSeeOther'
WaitSeePlayerState
Value: 'WaitSeePlayer'
WaitTakeDamageState
Value: 'WaitTakeDamage'
WaitTookDamageState
Value: 'WaitTookDamage'
WaitTookDamageEnemyState
Value: 'WaitTookDamageEnemy'
WaitTookDamageFriendState
Value: 'WaitTookDamageFriend'
WaitTriggerState
Value: 'WaitTrigger'
ActorInRangeEvent
Value: 'ActorInRange'
generated when the InRangeActor comes within the InRangeDistance
ActorOutOfRangeEvent
Value: 'ActorOutOfRange'
generated once when the InRangeActor comes goes out of the InRangeDistance
AnimEndEvent
Value: 'AnimEnd'
goes to Controller unless Pawn has no Controller (dying state)
AutoBeginEvent
Value: 'AutoBegin'
goes to Controller, generated by U2NPCControllerScriptable
AutoEndEvent
Value: 'AutoEnd'
goes to Controller, generated by Controller
BumpEnemyEvent
Value: 'BumpEnemy'
NotifyBump --> Controller --> BumpEnemy/Friend/Other
BumpFriendEvent
Value: 'BumpFriend'
NotifyBump --> Controller --> BumpEnemy/Friend/Other
BumpOtherEvent
Value: 'BumpOther'
NotifyBump --> Controller --> BumpEnemy/Friend/Other
BumpPlayerEvent
Value: 'BumpPlayer'
not an actual event: eventwait BumpPlayer --> BumpEnemy/BumpFriend checked for player
DestinationReachedEvent
Value: 'DestinationReached'
goes to Controller
DialogBeginEvent
Value: 'DialogBegin'
generated by Controller before destroyed
DialogUnPauseEvent
Value: 'DialogUnPause'
generated when dialog unpauses npc's script
DiedEvent
Value: 'Died'
generated by Controller before destroyed
EnemyNotVisibleEvent
Value: 'EnemyNotVisible'
goes to Controller
HearNoiseFriendlyEvent
Value: 'HearNoiseFriendly'
HearNoise --> Controller --> HearNoiseFriendly
HearNoiseOtherEvent
Value: 'HearNoiseOther'
HearNoise --> Controller --> HearNoiseOther
HearNoiseThreatEvent
Value: 'HearNoiseThreat'
HearNoise --> Controller --> HearNoiseThreat
InheritEnemyEvent
Value: 'InheritEnemy'
generated when NPC could inherit another NPC's Enemy
ScriptedLandingEvent
Value: 'ScriptedLanding'
generated when NPC in scripted state lands (not passed back to NPC)
SeeAlertFriendEvent
Value: 'SeeAlertFriend'
SeeAlertFriend --> Controller
SeeEnemyEvent
Value: 'SeeEnemy'
SeeEnemy --> Controller
SeeFriendEvent
Value: 'SeeFriend'
SeeFriend --> Controller --> SeeFriend
SeeOtherEvent
Value: 'SeeOther'
SeeOther --> Controller --> SeeOther
SeePlayerEvent
Value: 'SeePlayer'
not an actual event: eventwait SeePlayer --> SeeEnemy/SeeFriend checked for player
TakeDamageEvent
Value: 'TakeDamage'
goes to Pawn
TookDamageEvent
Value: 'TookDamage'
eventTakeDamage --> TookDamage generated by U2NPCControllerScriptable
TookDamageEnemyEvent
Value: 'TookDamageEnemy'
generated internall from TookDamage for use by scripts only
TookDamageFriendEvent
Value: 'TookDamageFriend'
generated internall from TookDamage for use by scripts only
TriggerEvent
Value: 'Trigger'
BroadcastErrorMessageTimerName
Value: 'BroadcastErrorMessage'
ResumeProcessingTimerName
Value: 'ResumeProcessing'
StanceChangeDoneTimerName
Value: 'StanceChangeDone'
StopFiringTimerName
Value: 'StopFiring'
StopFiringBackupTimerName
Value: 'StopFiringBackup'
MaxArgsByte
Value: 5
MaxArgsFloat
Value: 5
MaxArgsInt
Value: 5
MaxArgsName
Value: 5
MaxArgsString
Value: 5
MaxArgsLabel
Value: 2
BUpperAscii
Value: 0x42
obligatory bool (0/1)
FUpperAscii
Value: 0x46
obligatory float
IUpperAscii
Value: 0x49
obligatory int
MUpperAscii
Value: 0x4D
obligatory name (added to name table if not in game)
NUpperAscii
Value: 0x4E
obligatory name (must already exist in game / name table)
SUpperAscii
Value: 0x53
obligatory string
TUpperAscii
Value: 0x54
obligatory target name (must be found in level?)
bLowerAscii
Value: 0x62
optional bool (0/1)
fLowerAscii
Value: 0x66
optional float
iLowerAscii
Value: 0x69
optional int
mLowerAscii
Value: 0x6D
optional name (added to name table if not in game)
nLowerAscii
Value: 0x6E
optional name (must already exist in game / name table)
sLowerAscii
Value: 0x73
optional string
tLowerAscii
Value: 0x74
optional target name (must be found in level if given?)
Sig_B
Value: "B"
Sig_F
Value: "F"
Sig_FFF
Value: "FFF"
Sig_I
Value: "I"
Sig_MB
Value: "MB"
Sig_M
Value: "M"
Sig_MM
Value: "MM"
Sig_N
Value: "N"
Sig_NB
Value: "NB"
Sig_NF
Value: "NF"
Sig_NFb
Value: "NFb"
Sig_NM
Value: "NM"
Sig_NS
Value: "NS"
Sig_S
Value: "S"
Sig_SI
Value: "SI"
Sig_SM
Value: "SM"
Sig_SSN
Value: "SSN"
Sig_SSS
Value: "SSS"
Sig_T
Value: "T"
Sig_TM
Value: "TM"
Sig_TNb
Value: "TNb"
Sig_TS
Value: "TS"
Sig_TSS
Value: "TSS"
SigO_bi
Value: "bi"
SigO_Bb
Value: "Bb"
SigO_f
Value: "f"
SigO_Fs
Value: "Fs"
SigO_Fss
Value: "Fss"
SigO_i
Value: "i"
SigO_Iffssi
Value: "Iffssi"
SigO_Mb
Value: "Mb"
SigO_IMfb
Value: "IMfb"
SigO_IMffb
Value: "IMffb"
SigO_Mfb
Value: "Mfb"
SigO_Mffb
Value: "Mffb"
SigO_MSs
Value: "MSs"
SigO_Mssbfss
Value: "Mssbfss"
SigO_Mt
Value: "Mt"
SigO_TMb
Value: "TMb"
SigO_ntfn
Value: "ntfn"
SigO_Nb
Value: "Nb"
SigO_NFss
Value: "NFss"
SigO_Nfb
Value: "Nfb"
SigO_Nn
Value: "Nn"
SigO_Nssb
Value: "Nssb"
SigO_s
Value: "s"
SigO_sffiiiss
Value: "sffiiiss"
SigO_sm
Value: "sm"
SigO_Sb
Value: "Sb"
SigO_Sbi
Value: "Sbi"
SigO_Si
Value: "Si"
SigO_SIb
Value: "SIb"
SigO_Ss
Value: "Ss"
SigO_t
Value: "t"
SigO_tib
Value: "tib"
SigO_Tfb
Value: "Tfb"
SigO_TFFFb
Value: "TFFFb"
SigO_TNss
Value: "TNss"
SigO_TSbss
Value: "TSbss"
SigO_TSf
Value: "TSf"
SigO_TSi
Value: "TSi"
SigO_TSnfbff
Value: "TSnfbff"
SigO_TSSss
Value: "TSSss"
Sig_XXX
Value: "X"
no args (parser will make sure nothing after command)
TextGotoLabel
Value: "gotolabel"
gotolabel command string literal
TextCall
Value: "call"
call command string literal
TextInterrupt
Value: "interrupt"
interrupt command string literal
DefaultPropertyString
Value: "default"
PlayerSpeakerString
Value: "player"
speaker string of the player
SelfSpeakerString
Value: "self"
used to impley npc is talking by himself
SpecialStateAgentInput
Value: 'SpecialState'
agent input that, when bound, locks the agent
TargetControllerName
Value: 'controller'
the controlled NPC's controller
TargetEventInstigatorName
Value: 'eventinstigator'
instigator for most recent event (if applicable)
TargetEventOtherName
Value: 'eventother'
other for most recent event (if applicable)
TargetFoundName
Value: 'found'
actor found in previous call to FindActor
TargetPawnName
Value: 'pawn'
the controlled NPC's pawn
TargetPlayerName
Value: 'player'
the player
TargetSelfName
Value: 'self'
MsgBadOrMissingArgument
Value: "bad or missing parameter"
MsgBadOrMissingLabel
Value: "bad or missing label"
MsgBadOrMissingLabelIndex
Value: "bad or missing label index"
MsgCallInterruptReturnError
Value: "mismatched call/return or interrupt/return error"
extra junk after last valid argument
MsgGotoLabelInterruptError
Value: "bad or missing gotolabel/interrupt"
MsgInternalErrorSignature
Value: "internal errors -- bad function signature"
MsgInvalidArgument
Value: "invalid argument"
extra junk after last valid argument
MsgInvalidArgumentExtra
Value: "invalid extra argument"
extra junk after last valid argument
MsgInvalidCommand
Value: "invalid command (u2s commands should be all lower-case)"
MsgInvalidCommandListIndex
Value: "invalid command list index"
MsgInvalidEventName
Value: "invalid event name"
MsgInvalidOrders
Value: "invalid orders (error setting NPC orders)"
MsgInvalidOrderGiver
Value: "invalid order giver"
MsgInvalidOrdersObject
Value: "invalid orders object"
MsgInvalidOrdersNotSupported
Value: "invalid orders (given orders not currently supported)"
MsgScriptInitError
Value: "error initializing commands!"
MsgScriptLoadError
Value: "error loading commands!"
MsgTargetFindError
Value: "can't find given target"
MsgTargetVerifyError
Value: "internal error - CommandTarget not set while executing commnand"
CommandsListIndex_Error
Value: -999
CommandsListIndex_Label
Value: 999
CommandsListIndex_Stop
Value: -1
ResumePatrolBest
Value: 'best'
ResumePatrolClosest
Value: 'closest'
ResumePatrolRandom
Value: 'random'
ResumePatrolSaved
Value: 'saved'