UE2:UnrealScriptedSequence (UT2003)

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UT2003 Object >> Actor >> Keypoint >> AIScript >> ScriptedSequence >> UnrealScriptedSequence
Package:
UnrealGame
Direct subclass:
HoldSpot
This class in other games:

null

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

Type: class<Weapon>

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

event BeginPlay ()

Overrides: Actor.BeginPlay


Other instance functions

FreeScript

function FreeScript ()


HigherPriorityThan

function bool HigherPriorityThan (UnrealScriptedSequence S, Bot B)


Reset

function Reset ()

Overrides: Actor.Reset