Cogito, ergo sum

UE2:ScriptedSequence (UT2004)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2004 Object >> Actor >> Keypoint >> AIScript >> ScriptedSequence
Package: 
Gameplay
Direct subclasses:
BulldogTrigger, ScriptedTrigger, UnrealScriptedSequence
This class in other games:
U2, UE2Runtime, UT2003

ScriptedSequence used for setting up scripted sequences for pawns. A ScriptedController is spawned to carry out the scripted sequence.

Properties[edit]

Property group 'AIScript'[edit]

Actions[edit]

Type: array<ScriptedAction>

Modifiers: export, editinline


Internal variables[edit]

ScriptControllerClass[edit]

Type: class<ScriptedController>


Default value: Class'Gameplay.ScriptedController'

Default values[edit]

Property Value
bCollideWhenPlacing True
bDirectional True
bNavigate True
CollisionHeight 100.0
CollisionRadius 50.0

Functions[edit]

Events[edit]

PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


Reset[edit]

event Reset ()

Overrides: Actor.Reset


Other instance functions[edit]

CheckForErrors[edit]

function bool CheckForErrors ()

Overrides: Actor.CheckForErrors


SetActions[edit]

function SetActions (ScriptedController C)


SpawnControllerFor[edit]

function SpawnControllerFor (Pawn P)

Overrides: AIScript.SpawnControllerFor


TakeOver[edit]

function TakeOver (Pawn P)

Overrides: AIScript.TakeOver


ValidAction[edit]

function bool ValidAction (int N)