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UE2:ScriptedController (U2)

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U2 Object >> Actor >> Controller >> AIController >> ScriptedController
Package: 
Legend
Direct subclass:
ScriptedTriggerController
This class in other games:
UE2Runtime, UT2003, UT2004

ScriptedController AI controller which is controlling the pawn through a scripted sequence specified by an AIScript

Properties[edit]

ActionNum[edit]

Type: int


AnimsRemaining[edit]

Type: int


bBroken[edit]

Type: bool


bFakeShot[edit]

Type: bool

FIXME - this is currently a hack

bFineWeaponControl[edit]

Type: bool


bPendingDoubleJump[edit]

Type: bool


bPendingShoot[edit]

Type: bool


bShootSpray[edit]

Type: bool


bShootTarget[edit]

Type: bool


bUseScriptFacing[edit]

Type: bool


Default value: True

CurrentAction[edit]

Type: LatentScriptedAction


CurrentAnimation[edit]

Type: ACTION_PlayAnim


FiringMode[edit]

Type: name


IterationCounter[edit]

Type: int


IterationSectionStart[edit]

Type: int


Default value: -1

MyPlayerController[edit]

Type: PlayerController


NumShots[edit]

Type: int


PendingController[edit]

Type: Controller

controller which will get this pawn after scripted sequence is complete

ScriptedFocus[edit]

Type: Actor


SequenceScript[edit]

Type: ScriptedSequence


Functions[edit]

Events[edit]

NotifyJumpApex[edit]

event NotifyJumpApex ()

Overrides: Controller.NotifyJumpApex


Other instance functions[edit]

CheckIfNearPlayer[edit]

function bool CheckIfNearPlayer (float Distance)


ClearAnimation[edit]

function ClearAnimation ()


ClearScript[edit]

function ClearScript ()


DestroyPawn[edit]

function DestroyPawn ()


GetInstigator[edit]

function Pawn GetInstigator ()


GetMyPlayer[edit]

function Pawn GetMyPlayer ()


GetSoundSource[edit]

function Actor GetSoundSource ()


LeaveScripting[edit]

function LeaveScripting ()


ResetScripting[edit]

function ResetScripting (optional int i)


SetEnemyReaction[edit]

function SetEnemyReaction (int AlertnessLevel)


SetFireYaw[edit]

function int SetFireYaw (int FireYaw)


SetNewScript[edit]

function SetNewScript (ScriptedSequence NewScript)


TakeControlOf[edit]

function TakeControlOf (Pawn aPawn)


WeaponFireAgain[edit]

function bool WeaponFireAgain (float RefireRate, bool bFinishedFire)

Overrides: AIController.WeaponFireAgain


States[edit]

Broken[edit]

Scripting[edit]

Scripting.AnimEnd[edit]

event AnimEnd (int Channel)

Overrides: Actor.AnimEnd (global)


Scripting.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Scripting.Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


Scripting.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Scripting.Trigger[edit]

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: AIController.Trigger (global)


Scripting.AbortScript[edit]

function AbortScript ()


Scripting.CompleteAction[edit]

function CompleteAction ()


Scripting.DisplayDebug[edit]

function DisplayDebug (Canvas Canvas, out float YL, out float YPos)

Overrides: AIController.DisplayDebug (global)


Scripting.InitForNextAction[edit]

function InitForNextAction ()


Scripting.LeaveScripting[edit]

function LeaveScripting ()

Overrides: LeaveScripting (global)


Scripting.MayShootAtEnemy[edit]

function MayShootAtEnemy ()


Scripting.MayShootTarget[edit]

function MayShootTarget ()


Scripting.ResetScripting[edit]

function ResetScripting (optional int i)

Overrides: ResetScripting (global)


Scripting.SetMoveTarget[edit]

function SetMoveTarget ()


Scripting.UnPossess[edit]

function UnPossess ()

Overrides: Controller.UnPossess (global)


Scripting.WeaponFireAgain[edit]

function bool WeaponFireAgain (float RefireRate, bool bFinishedFire)

Overrides: WeaponFireAgain (global)