Gah - a solution with more questions. – EntropicLqd

Difference between revisions of "UE3:SequenceEvent (UDK)"

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'''[[Variables#Modifiers|Modifiers]]:''' transient
 
'''[[Variables#Modifiers|Modifiers]]:''' transient
  
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List of events that are in-place duplicates of this event, used to relay messages.
  
 
====Instigator====
 
====Instigator====
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{| class="list defaults"
 
{| class="list defaults"
! {{tl|SeqVarLink||SequenceOp|Member}}
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! {{tl|SeqVarLink||SequenceOp structs|Member}}
 
! Value
 
! Value
 
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Revision as of 06:24, 17 January 2010

UDK Object >> SequenceObject >> SequenceOp >> SequenceEvent
Package: 
Engine
Direct subclasses:
SeqEvent_AIReachedRouteActor, SeqEvent_AISeeEnemy, SeqEvent_AnimNotify, SeqEvent_Console, SeqEvent_ConstraintBroken, SeqEvent_CrowdAgentReachedDestination, SeqEvent_Death, SeqEvent_Destroyed, SeqEvent_GetInventory, SeqEvent_HitWall, SeqEvent_LevelBeginning, SeqEvent_LevelLoaded, SeqEvent_LevelReset, SeqEvent_LevelStartup, SeqEvent_LOS, SeqEvent_Mover, SeqEvent_ParticleEvent, SeqEvent_PickupStatusChange, SeqEvent_PlayerSpawned, SeqEvent_ProjectileLanded, SeqEvent_RemoteEvent, SeqEvent_RigidBodyCollision, SeqEvent_SeeDeath, SeqEvent_SequenceActivated, SeqEvent_TakeDamage, SeqEvent_Touch, SeqEvent_Used, UIEvent, UTSeqEvent_FlagEvent, UTSeqEvent_GameEnded, UTSeqEvent_ObjectiveCompleted, UTSeqEvent_SkipCinematic, UTSeqEvent_VehicleFactory
This class in other games:
UT3

class SequenceEvent

Sequence event is a representation of any event that is used to instigate a sequence.

Properties

Property group 'SequenceEvent'

bClientSideOnly

Type: bool

Modifiers: const

if true, this event (and therefore all linked actions) is triggered on the client instead of the server use for events that don't affect gameplay

Note: direct references to level placed actors used by client side events/actions require that the actors have bStatic or bNoDelete set; otherwise the reference will be NULL on the client

bEnabled

Type: bool

Is this event currently enabled?

Default value: True

bPlayerOnly

Type: bool

Require this event to be activated by a player?

Default value: True

MaxTriggerCount

Type: int

How many times can this event be activated, 0 for infinite

Default value: 1

Priority

Type: byte

Used by event managers (such as DialogueManager) to help filter out events that occur at same time

ReTriggerDelay

Type: float

Delay between allowed activations

Internal variables

ActivationTime

Type: float

Last time this event was activated at

bRegistered

Type: bool

Modifiers: transient

Has this event been successfully register?

DuplicateEvts

Type: array<SequenceEvent>

Modifiers: transient

List of events that are in-place duplicates of this event, used to relay messages.

Instigator

Type: Actor

Instigator of the event activation, or the actor that caused the event to be activated. Can vary depending on the type of event.

MaxWidth

Type: int

Editor only, max width of the title bar?

Originator

Type: Actor

Originator of this event, set at editor time. Usually the actor that this event is attached to.

TriggerCount

Type: int

Number of times this event has been activated

Default values

Property Value
bAutoActivateOutputLinks False
ObjColor
Member Value
A 255
B 0
G 0
R 255
VariableLinks[0]
Member Value
bWriteable True
ExpectedType Class'Engine.SeqVar_Object'
LinkDesc "Instigator"

Functions

Native functions

CheckActivate

native noexport final function bool CheckActivate (Actor inOriginator, Actor inInstigator, optional bool bTest, optional const out array<intActivateIndices, optional bool bPushTop)

Checks if this event could be activated, and if bTest == false then the event will be activated with the specified actor as the instigator.

Parameters:

  • inOriginator - actor to use as the originator
  • inInstigator - actor to use as the instigator
  • bTest - if true, then the event will not actually be activated, only tested for success
  • ActivateIndices - array of indices of output links to activate if the event is activated. If unspecified, the default is to activate all of them.
  • bPushTop - if true and the event is activated, adds it to the top of the stack (meaning it will be executed first), rather than the bottom

Returns:

true if this event can be activated, or was activate if !bTest

Events

RegisterEvent

event RegisterEvent ()

Called when the sequence that contains this event is initialized (@see USequence::InitializeSequence). For events attached to actors, this will occur at level startup (@see USequence::BeginPlay())

Toggled

event Toggled ()

Called once this event is toggled via SeqAct_Toggle.

Other instance functions

Reset

function Reset ()

Overrides: SequenceOp.Reset