I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX
UE2:ScriptedController (UT2004)
Object >> Actor >> Controller >> AIController >> ScriptedController |
Contents
- 1 Properties
- 1.1 ActionNum
- 1.2 AnimsRemaining
- 1.3 bBroken
- 1.4 bChangingPawns
- 1.5 bFakeShot
- 1.6 bFineWeaponControl
- 1.7 bPendingDoubleJump
- 1.8 bPendingShoot
- 1.9 bShootSpray
- 1.10 bShootTarget
- 1.11 bUseScriptFacing
- 1.12 CurrentAction
- 1.13 CurrentAnimation
- 1.14 FiringMode
- 1.15 IterationCounter
- 1.16 IterationSectionStart
- 1.17 MyPlayerController
- 1.18 NumShots
- 1.19 PendingController
- 1.20 ScriptedFocus
- 1.21 SequenceScript
- 2 Functions
- 2.1 Events
- 2.2 Other instance functions
- 2.2.1 AdjustAim
- 2.2.2 CheckIfNearPlayer
- 2.2.3 ClearAnimation
- 2.2.4 ClearScript
- 2.2.5 DestroyPawn
- 2.2.6 GetInstigator
- 2.2.7 GetMyPlayer
- 2.2.8 GetSoundSource
- 2.2.9 LeaveScripting
- 2.2.10 SetDoubleJump
- 2.2.11 SetEnemyReaction
- 2.2.12 SetFireYaw
- 2.2.13 SetNewScript
- 2.2.14 TakeControlOf
- 2.2.15 WeaponFireAgain
- 3 States
- 3.1 Broken
- 3.2 Scripting
- 3.2.1 Scripting.AnimEnd
- 3.2.2 Scripting.EndState
- 3.2.3 Scripting.LIPSincAnimEnd
- 3.2.4 Scripting.Tick
- 3.2.5 Scripting.Timer
- 3.2.6 Scripting.Trigger
- 3.2.7 Scripting.AbortScript
- 3.2.8 Scripting.CompleteAction
- 3.2.9 Scripting.DisplayDebug
- 3.2.10 Scripting.InitForNextAction
- 3.2.11 Scripting.LeaveScripting
- 3.2.12 Scripting.MayShootAtEnemy
- 3.2.13 Scripting.MayShootTarget
- 3.2.14 Scripting.SetMoveTarget
- 3.2.15 Scripting.UnPossess
- 3.2.16 Scripting.WeaponFireAgain
- Package:
- Gameplay
- Direct subclasses:
- Bot, MonsterController, ScriptedTriggerController
- This class in other games:
- UT2003, UE2Runtime, U2
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. |
ScriptedController AI controller which is controlling the pawn through a scripted sequence specified by an AIScript
Properties
ActionNum
Type: int
AnimsRemaining
Type: int
bBroken
Type: bool
bChangingPawns
Type: bool
bFakeShot
Type: bool
FIXME - this is currently a hack
bFineWeaponControl
Type: bool
bPendingDoubleJump
Type: bool
bPendingShoot
Type: bool
bShootSpray
Type: bool
bShootTarget
Type: bool
bUseScriptFacing
Type: bool
Default value: True
CurrentAction
Type: LatentScriptedAction
CurrentAnimation
Type: ACTION_PlayAnim
FiringMode
Type: name
IterationCounter
Type: int
IterationSectionStart
Type: int
Default value: -1
MyPlayerController
Type: PlayerController
NumShots
Type: int
PendingController
Type: Controller
controller which will get this pawn after scripted sequence is complete
ScriptedFocus
Type: Actor
SequenceScript
Type: ScriptedSequence
Functions
Events
NotifyJumpApex
Overrides: Controller.NotifyJumpApex
Other instance functions
AdjustAim
Overrides: Controller.AdjustAim
CheckIfNearPlayer
ClearAnimation
ClearScript
DestroyPawn
GetInstigator
GetMyPlayer
GetSoundSource
LeaveScripting
SetDoubleJump
Overrides: Controller.SetDoubleJump
SetEnemyReaction
SetFireYaw
SetNewScript
TakeControlOf
WeaponFireAgain
Overrides: AIController.WeaponFireAgain
States
Broken
Scripting
Scripting.AnimEnd
Overrides: Actor.AnimEnd (global)
Scripting.EndState
Overrides: Object.EndState (global)
Scripting.LIPSincAnimEnd
Overrides: Actor.LIPSincAnimEnd (global)
Scripting.Tick
Overrides: Actor.Tick (global)
Scripting.Timer
Overrides: Actor.Timer (global)
Scripting.Trigger
Overrides: AIController.Trigger (global)
Scripting.AbortScript
Scripting.CompleteAction
Scripting.DisplayDebug
Overrides: AIController.DisplayDebug (global)
Scripting.InitForNextAction
Scripting.LeaveScripting
Overrides: LeaveScripting (global)
Scripting.MayShootAtEnemy
Scripting.MayShootTarget
Scripting.SetMoveTarget
Scripting.UnPossess
Overrides: Controller.UnPossess (global)
Scripting.WeaponFireAgain
Overrides: WeaponFireAgain (global)