Gah - a solution with more questions. – EntropicLqd

UE2:ScriptControllerBase enums (U2XMP)

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;Other member categories for this class::constants, instance functions, internal variables, states

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