UE2:UnrealScriptedSequence (UT2003)
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Object >> Actor >> Keypoint >> AIScript >> ScriptedSequence >> UnrealScriptedSequence |
- Package:
- UnrealGame
- Direct subclass:
- HoldSpot
- This class in other games:
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Properties
Property group 'UnrealScriptedSequence'
bDontChangeScripts
Type: bool
bot should go back to this script, not look for other compatible scripts
bRoamingScript
Type: bool
if true, roam after reaching
bSniping
Type: bool
bots should snipe when using this script as a defense point
EnemyAcquisitionScriptProbability
Type: float
likelihood that bot will use acquisitionscript
Default value: 1.0
EnemyAcquisitionScriptTag
Type: name
script to go to after leaving this script for an acquisition
priority
Type: byte
used when several scripts available (e.g. defense scripts for an objective)
SnipingVolumeTag
Type: name
area defined by volume in which to look for (distant) sniping targets
WeaponPreference
bots using this defense point will preferentially use this weapon
Internal variables
bAvoid
Type: bool
bFirstScript
Type: bool
first script in list of scripts
Default value: True
bFreelance
Type: bool
true if not claimed by any game objective
Default value: True
CurrentUser
Type: Controller
EnemyAcquisitionScript
Type: UnrealScriptedSequence
NextScript
Type: UnrealScriptedSequence
list of scripts with same tag
NumChecked
Type: float
Default values
Subobjects
DefensePointDefaultAction1
Class: Gameplay.ACTION_MoveToPoint
Empty subobject definition.
DefensePointDefaultAction2
Class: Gameplay.ACTION_WaitForTimer
Property | Value |
---|---|
PauseTime | 3.0 |
Functions
Events
BeginPlay
Overrides: Actor.BeginPlay
Other instance functions
FreeScript
HigherPriorityThan
Reset
Overrides: Actor.Reset