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UE2:ScriptControllerBase enums (U2XMP)
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;Other member categories for this class::constants, instance functions, internal variables, states
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Enums[edit]
ECommandCode[edit]
- CMD_None
- error
- CMD_Label
- label
- CMD_AddAmmo
- ammostring amount [maxclip] gives N units of specified ammo to NPC, if maxclip=1 makes sure clip is as full as possible
- CMD_AgentBind
- inputname valuename sets and locks an agent input to a given value, for characters with agent-driven meshes
- CMD_AgentCall
- actionname [wait] calls an agent action of the given name, for characters with agent-driven meshes
- CMD_AgentExecute
- actiontext [wait] compiles and executes a GAL string on-the-fly as if were inside an action, and calls it
- CMD_AgentUnbind
- inputname unlocks an agent input previously locked and set with AgentBind
- CMD_AnimLoop
- name [rate tweentime [wait]] loops specified anim on channel 0
- CMD_AnimLoopEx
- channel name [rate tweentime [wait]] loops specified anim on arbitrary channel
- CMD_AnimPlay
- name [rate tweentime [wait]] plays specified anim on channel 0
- CMD_AnimPlayEx
- channel name [rate tweentime [wait]] plays specified anim on arbitrary channel
- CMD_AnimRelease
- allow NPC to control anims (currently idle only)
- CMD_AnimTween
- name [tweentime [wait]] tweens specified anim on channel 0
- CMD_AnimTweenEx
- channel name [tweentime [wait]] tweens specified anim on arbitrary channel
- CMD_Call
- label pushes line after current one and jumps to given label
- CMD_CallScript
- scriptname pushes current script state and switches to specified file
- CMD_CallEnd
- aborts any previously pushed call (can no longer return)
- CMD_ClearEvents
- clears any current onevents
- CMD_ClearTimers
- clears any current general timers
- CMD_ClearTriggers
- clears any current ontriggers
- CMD_ConsoleCommand
- command executes given console command
- CMD_DebugAI
- 0/1 enables/disables debug AI mode in controlled NPC
- CMD_DebugAIEvents
- 0/1 enables/disables debug events mode in controlled NPC
- CMD_DebugAIFlags
- ### explicitely sets debug AI flags in controlled NPC
- CMD_DebugMode
- flags enables/disables various debug modes for the script controller
- CMD_DecProperty
- name property value [#] decrements (integer) property in named actor by 1 or by #
- CMD_DeployInventory
- S [1] deploy given inventory item [alt deploy it]
- CMD_Destroy
- destroy controlled NPC (and controller)
- CMD_DialogDisable
- topicname disable this dialog node
- CMD_DialogEnable
- topicname enable this dialog node
- CMD_DialogFar
- topicname speaker1 [speaker2] starts dialog b/w 2 npcs regardless of distance
- CMD_DialogFarWait
- topicname speaker1 [speaker2] waits for dialog b/w 2 npcs to finish
- CMD_DialogInitiate
- speaker topicname tries to initiate given dialog with given target
- CMD_DialogTerminate
- speaker tries to remove NPC from dialog
- CMD_DirectionalPatrol
- 0/1 whether NPC faces in direction of patrol destination
- CMD_Dormant
- 0/1 [1] toggle whether NPC (Pawn and Controller) is dormant (bStasis=true and Physics=PHYS_None) [1] means stay dormant even if script removed?
- CMD_DropInventory
- S drop given inventory item
- CMD_EnableProbeEvent
- probename 0|1 enables/disables NPC probe event (for performance) e.g. enableprobeevent seeplayer 0 -> no more seeplayer events
- CMD_EnableXMPHandling
- 0/1 enables/disables NPC reacting to XMP items (inert 0/1 sets this to 1/0 use enablexmphandling 0/1 to override this).
- CMD_Error
- used internally
- CMD_EventDisable
- event disables event
- CMD_EventEnable
- event enables event
- CMD_EventWait
- event waits until event occurs
- CMD_FindActor
- [name Min Max Type Vis Num gotolabel targetlabel] searches for actors in level (all args optional)
- CMD_Fire
- [duration] fire (weapon / animation-based) for given duration
- CMD_FireAlt
- [duration] alt fire (weapon / animation-based) for given duration
- CMD_Gib
- [bDestroy] [gorelevel] gib controlled NPC. If gib fails, bDestroy determines if npc is killed or destroyed. Gore level overrides the gibset's default gore level
- CMD_GibAll
- targetclass [bDestroy] [gorelevel] gib all actors of the given class. . If gib fails, bDestroy determines if npc is killed or destroyed. Gore level overrides the gibset's default gore level
- CMD_GiveInventory
- inventorystring gives the specified inventory item to the NPC
- CMD_GiveItemToPlayer
- inventorystring [ammocount] give item to player, if ammocount treats as ammo and adds this much ammo to player's inventory
- CMD_GiveTossedItem
- inventorystring add item to tossed items list
- CMD_GotoActor
- targetname [dist [face]] sends NPC to specifed actor at specified dist (error if target not found), face=1 ==> try to face target (e.g. for initiating dialog)
- CMD_GotoActorSafe
- targetname [dist [face]] sends NPC to specifed actor at specified dist (not an error if target not found), face=1 ==> try to face target (e.g. for initiating dialog)
- CMD_GotoLabel
- label jumps to given label
- CMD_IncProperty
- name property value [#] increments (integer) property in named actor by 1 or by #
- CMD_Inert
- 0/1 toggles NPC reacting to sensory input -- shorthand for toggling bump, hearnoise, seeplayer, tookdamage
- CMD_HandlerGroup
- denotes start of a new handler groups (can't be in one currently?)
- CMD_HandlerGroupEnd
- denotes end of a new handler groups (must be in one currently)
- CMD_HeadTracking
- 0/1
- CMD_Jump
- X Y Z launch NPC in given direction
- CMD_Kill
- kill controlled NPC (goes into dying state)
- CMD_KillAll
- targetclass kill all actors of the given class
- CMD_LockStep
- name [f] maintain given or current distance from named actor (for keeping squads in formation)
- CMD_Message
- string [0|1|2] displays the given message in-game (surround with "" for multiple words) 0: onscreen 1: log 2: onscreen and log
- CMD_OnEvent
- xxx [gotolabel ### [clear]] when event xxx occurs, jumps to given label (or disables previous onevent)
- CMD_OnTimer
- index [delay repeat gotolabel ###] adds a general-purpose timer
- CMD_OnTrigger
- name [gotolabel ###] when trigger with given event name occurs, jumps to given label (or disables previous ontrigger)
- CMD_PlaySound
- name sound [slot [volume [bNoOverride [Radius [Pitch]]]]] plays sound through named actor (or self=controlled NPC)
- CMD_PlaySoundWait
- name sound [slot [volume [bNoOverride [Radius [Pitch]]]]] plays sound through named actor (or self=controlled NPC) and script waits for sound to finish
- CMD_PlaySoundTableSlot
- name slot play sound belonging to the specified group from named pawn's sound table
- CMD_PlaySoundTableSlotWait
- name slot play sound belonging to the specified group from named pawn's sound table and script waits for sound to finish
- CMD_RemoveInventory
- [string] removes all [or the specified] inventory from the NPC
- CMD_RemoveInventoryFromPlayer
- [string] removes all [or the specified] inventory from the player
- CMD_RemoveItemFromPlayer
- inventorystring add item to player's inventory
- CMD_RemoveTossedItem
- inventorystring remove item from tossed items list
- CMD_ResumePatrol
- startlabel endlabel finds the "best" destination at which the resume patrolling and jumps to that line
- CMD_Return
- returns to most recently pushed line or script state (error if no applicable)
- CMD_Rotate
- #.# rotate #.# degrees clockwise (right) relative to forward
- CMD_SaveDestination
- copies GotoActorTarget into SavedDestination for later use with resumepatrol
- CMD_SendEvent
- EventName [triggerpawns] triggers all Actors with tag that matches given Event, or all NPCs
- CMD_SetActorRangeTest
- target distance sets the InRangeActor and InRangeDistance for ActorInRange/ActorOutOfRange events
- CMD_SetAimOdds
- odds sets odds of hitting target when firing weapon under script control
- CMD_SetAlert
- 0/1 controls whether NPC uses "alert" animations
- CMD_SetAmmo
- ammostring amount [maxclip] makes sure NPC has exactly specified amount of given type of ammo, if maxclip=1 makes sure clip is as full as possible
- CMD_SetFocus
- [name] set scripted focus to given actor or clear focus
- CMD_SetHealth
- x.x sets controlled NPC's health to x.x
- CMD_SetInventory
- targetname inventorystring sets target's selected inventory to x.x
- CMD_SetLocation
- locationname [allowfail] move pawn to location of locationame
- CMD_SetLocationNamed
- targetname locationname [allowfail] move actor matching targetname to location of locationame
- CMD_SetLocationVector
- targetname X Y Z move targetname to given coordinates
- CMD_SetMoveSpeed
- speed [stance] 0.01 to MaxDesiredSpeed (usually 1.0) -- set speed used for scripted movement
- CMD_SetMoveSpeedAuto
- speed 0.01 to MaxDesiredSpeed (usually 1.0) -- set speed used for autonomous movement
- CMD_SetOrders
- orders [OrdersObject [fparam [ordergiver]]] sets/clears orders
- CMD_SetPhysics
- physics
- CMD_SetProperty
- targetname property value sets property in named actor to value
- CMD_SetProperties
- classname property value sets given property in all actors which are a classname
- CMD_SetSatellite
- satellitename [targetname] binds a mesh satellite node of the given name to the given target, for dynamic animations
- CMD_SetScript
- filename [startlabel] switches over to the given script [at the given label]
- CMD_SetSkill
- skill set NPC's skill to given value (0.0..1.0)
- CMD_SetStance
- stand / crouch / prone specifies stance that NPC should use while patrolling
- CMD_SetStationary
- 1/0 [1] makes NPC immobile/mobile, optionally forever
- CMD_SetTacticalMoveType
- 0/1/2 sets tactical move type to use during scripted movement (0: none 1: basic 2: serpentine)
- CMD_SetWeapon
- weaponstring set NPC's weapon to specified one, spawning it if necessary
- CMD_Shutdown
- 1/0 makes NPC as inert as possible without actually making it dormant or removing its controller
- CMD_Sleep
- [x.x] puts controller to sleep for x.x seconds (defaults to "forever")
- CMD_SleepRand
- [x.x] puts controller to sleep for random time in 0..x.x seconds (x.x defaults to 1.0)
- CMD_Spawn
- targetname S [1 [filename [startlabel]]] spawn given actor at targetname's location, if 1 is given, failure = error, optionally gives spawned NPCs a script
- CMD_Stop
- stops execution, detaches script controller
- CMD_StopMovement
- stops NPC movement
- CMD_StopSound
- slot [bStopNoOverrideSounds] stops any sounds played through the named actor on the specified sound slot
- CMD_TestActorInRange
- name distance if given actor is outside given distance of pawn ==> next command skipped
- CMD_TestProperty
- name property value property != value ==> next command skipped (string comparison)
- CMD_TestPropertyCI
- name property value property != value ==> next command skipped (case-insensitive string comparison)
- CMD_TestPropertyE
- name property value property != value ==> next command skipped (numerical comparison)
- CMD_TestPropertyG
- name property value property <= value ==> next command skipped (numerical comparison)
- CMD_TestPropertyGE
- name property value property < value ==> next command skipped (numerical comparison)
- CMD_TestPropertyL
- name property value property >= value ==> next command skipped (numerical comparison)
- CMD_TestPropertyLE
- name property value property > value ==> next command skipped (numerical comparison)
- CMD_TestRandom
- float (if random number in 0.0..1.0 > value ==> next command skipped)
- CMD_TestState
- name name (false ==> next command skipped)
- CMD_TurnToActor
- targetname [LOS [Lock]] turn NPC to face named actor, LOS=0 ==> LOS not needed, LOS=1 ==> LOS needed, LOS=2 ==> LOS not needed but turn anyway, Lock means target actor won't be cleared
- CMD_Unuse
- name unuse the named actor
- CMD_Use
- name use the named actor
- CMD_UsePickups
- 0/1 if 0, won't go after or pickup pickups
- CMD_WeaponLoad
- load current weapon
- CMD_WeaponSetAmmoType
- ammoname
- CMD_WeaponSupportsAltFire
- weaponname 0/1 disables/enables NPC being able to alt fire weapon
- CMD_WeaponSupportsFire
- weaponname 0/1 disables/enables NPC being able to primary fire weapon