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UE2:ScriptedAction (UT2004)
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Object >> ScriptedAction |
Contents
- 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
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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 ()