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UE2:ScriptedAction (UT2004)

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UT2004 Object >> ScriptedAction
Package: 
Gameplay
Direct subclasses:
ACTION_PlayAnim, ACTION_ASOpenSentinel, ACTION_ASSetPlayerSpawnArea, ACTION_ASTeleportToSpawnArea, ACTION_ChangeLevel, ACTION_ChangeScript, ACTION_ChangeTeam, ACTION_ChangeWeapon, ACTION_Crouch, ACTION_DamageActor, ACTION_DamageInstigator, ACTION_DestroyActor, ACTION_DestroyPawn, ACTION_DisableObjective, ACTION_DisableThisScript, ACTION_DisplayMessage, ACTION_EndSection, ACTION_FireWeaponAt, ACTION_FireWeapon, ACTION_ForceMoveToPoint, ACTION_GotoAction, ACTION_GotoMenu, ACTION_HealActor, ACTION_Jump, ACTION_IfCondition, ACTION_IfRandomPct, ACTION_KillInstigator, ACTION_LeaveSequence, ACTION_LocalizedMessage, ACTION_PlayAmbientSound, ACTION_PlayAnnouncement, ACTION_PlayLIPSinc, ACTION_PlayLocalSound, ACTION_PlayMusic, ACTION_PlaySound, ACTION_PlayerViewShake, ACTION_Run, ACTION_SetAlertness, ACTION_SetCorona, ACTION_SetHidden, ACTION_SetObjectiveActiveStatus, ACTION_SetPhysics, ACTION_SetViewTarget, ACTION_ShootTarget, ACTION_SpawnActor, ACTION_StopAnimation, ACTION_StopShooting, ACTION_SubTitles, ACTION_ThrowWeapon, ACTION_TriggerEvent, ACTION_Use, ACTION_Walk, Action_ChangeObjectiveTeam, Action_ConsoleCommand, LatentScriptedAction
Known custom subclasses:
Wormbo/OnslaughtSpecials, Crusha/UltimateMappingTools, Wormbo/OnslaughtSpecialsLite
This class in other games:
UE2Runtime, U2, UT2003

null

Properties[edit]

ActionString[edit]

Type: string

Modifiers: localized


Default value: "unspecified action"

bValidForTrigger[edit]

Type: bool


Default value: True

Functions[edit]

Events[edit]

ActionCompleted[edit]

event ActionCompleted ()


PostBeginPlay[edit]

event PostBeginPlay (ScriptedSequence SS)


Reset[edit]

event Reset ()


Other 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 ()