Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE2:ScriptedController (UT2003)
Object >> Actor >> Controller >> AIController >> ScriptedController |
Contents
- 1 Properties
- 1.1 ActionNum
- 1.2 AnimsRemaining
- 1.3 bBroken
- 1.4 bFakeShot
- 1.5 bFineWeaponControl
- 1.6 bPendingDoubleJump
- 1.7 bPendingShoot
- 1.8 bShootSpray
- 1.9 bShootTarget
- 1.10 bUseScriptFacing
- 1.11 CurrentAction
- 1.12 CurrentAnimation
- 1.13 FiringMode
- 1.14 IterationCounter
- 1.15 IterationSectionStart
- 1.16 MyPlayerController
- 1.17 NumShots
- 1.18 PendingController
- 1.19 ScriptedFocus
- 1.20 SequenceScript
- 2 Functions
- 3 States
- 3.1 Broken
- 3.2 Scripting
- 3.2.1 Scripting.AnimEnd
- 3.2.2 Scripting.EndState
- 3.2.3 Scripting.Tick
- 3.2.4 Scripting.Timer
- 3.2.5 Scripting.Trigger
- 3.2.6 Scripting.AbortScript
- 3.2.7 Scripting.CompleteAction
- 3.2.8 Scripting.DisplayDebug
- 3.2.9 Scripting.InitForNextAction
- 3.2.10 Scripting.LeaveScripting
- 3.2.11 Scripting.MayShootAtEnemy
- 3.2.12 Scripting.MayShootTarget
- 3.2.13 Scripting.SetMoveTarget
- 3.2.14 Scripting.UnPossess
- 3.2.15 Scripting.WeaponFireAgain
- Package:
- Gameplay
- Direct subclasses:
- Bot, MonsterController, ScriptedTriggerController
- This class in other games:
- UE2Runtime, U2, UT2004
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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]
Overrides: Controller.NotifyJumpApex
Other instance functions[edit]
AdjustAim[edit]
Overrides: Controller.AdjustAim
CheckIfNearPlayer[edit]
ClearAnimation[edit]
ClearScript[edit]
DestroyPawn[edit]
GetInstigator[edit]
GetMyPlayer[edit]
GetSoundSource[edit]
LeaveScripting[edit]
SetEnemyReaction[edit]
SetFireYaw[edit]
SetNewScript[edit]
TakeControlOf[edit]
WeaponFireAgain[edit]
Overrides: AIController.WeaponFireAgain
States[edit]
Broken[edit]
Scripting[edit]
Scripting.AnimEnd[edit]
Overrides: Actor.AnimEnd (global)
Scripting.EndState[edit]
Overrides: Object.EndState (global)
Scripting.Tick[edit]
Overrides: Actor.Tick (global)
Scripting.Timer[edit]
Overrides: Actor.Timer (global)
Scripting.Trigger[edit]
Overrides: AIController.Trigger (global)
Scripting.AbortScript[edit]
Scripting.CompleteAction[edit]
Scripting.DisplayDebug[edit]
Overrides: AIController.DisplayDebug (global)
Scripting.InitForNextAction[edit]
Scripting.LeaveScripting[edit]
Overrides: LeaveScripting (global)
Scripting.MayShootAtEnemy[edit]
Scripting.MayShootTarget[edit]
Scripting.SetMoveTarget[edit]
Scripting.UnPossess[edit]
Scripting.WeaponFireAgain[edit]
Overrides: WeaponFireAgain (global)