Mostly Harmless
UE2:ScriptedAction (UE2Runtime)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> ScriptedAction |
- Package:
- Gameplay
- Direct subclasses:
- ACTION_Crouch, ACTION_ThrowWeapon, ACTION_ChangeLevel, ACTION_ChangeScript, ACTION_ChangeWeapon, ACTION_DamageInstigator, ACTION_DestroyActor, ACTION_DestroyPawn, ACTION_EndSection, ACTION_ForceMoveToPoint, ACTION_GotoAction, ACTION_IfCondition, ACTION_IfRandomPct, ACTION_KeepCurrentRotation, ACTION_KillInstigator, ACTION_LeaveSequence, ACTION_PlayAmbientSound, ACTION_PlayAnim, ACTION_PlayLocalSound, ACTION_PlayMusic, ACTION_PlaySound, ACTION_Run, ACTION_SetAlertness, ACTION_SetHidden, ACTION_SetPhysics, ACTION_SetViewTarget, ACTION_ShootTarget, ACTION_SpawnActor, ACTION_StopAnimation, ACTION_StopShooting, ACTION_TriggerEvent, ACTION_Walk, Action_ConsoleCommand, LatentScriptedAction, ACTION_DisplayMessage
- This class in other games:
- U2, UT2003, UT2004
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
null
Properties[edit]
ActionString[edit]
Type: string
Modifiers: localized
Default value: "unspecified action"
bValidForTrigger[edit]
Type: bool
Default value: True
Instance functions[edit]
EndsSection[edit]
function bool EndsSection ()
GetActionString[edit]
function string GetActionString ()
GetScript[edit]
function ScriptedSequence GetScript (ScriptedSequence S)
InitActionFor[edit]
function bool InitActionFor (ScriptedController C)
ProceedToNextAction[edit]
function ProceedToNextAction (ScriptedController C)
ProceedToSectionEnd[edit]
function ProceedToSectionEnd (ScriptedController C)
StartsSection[edit]
function bool StartsSection ()