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AI Scripting Reference

Commands for Unreal 2's AI Scripting system.

Commands

addammo
ammostring amount [maxclip] gives N units of specified ammo to NPC, if maxclip=1 makes sure clip is as full as possible
agentbind
inputname valuename sets and locks an agent input to a given value, for characters with agent-driven meshes
agentcall
actionname [wait] calls an agent action of the given name, for characters with agent-driven meshes
agentexecute
actiontext [wait] compiles and executes a GAL string on-the-fly as if were inside an action, and calls it
agentunbind
inputname unlocks an agent input previously locked and set with AgentBind
animloop
name [rate tweentime [wait]] loops specified anim on channel 0
animloopex
channel name [rate tweentime [wait]] loops specified anim on arbitrary channel
animplay
name [rate tweentime [wait]] plays specified anim on channel 0
animplayex
channel name [rate tweentime [wait]] plays specified anim on arbitrary channel
animrelease
allow NPC to control anims (currently idle only)
animtween
name [tweentime [wait]] tweens specified anim on channel 0
animtweenex
channel name [tweentime [wait]] tweens specified anim on arbitrary channel
call
label pushes line after current one and jumps to given label
callscript
scriptname pushes current script state and switches to specified file
callend
aborts any previously pushed call (can no longer return)
clearevents
clears any current onevents
cleartimers
clears any current general timers
cleartriggers
clears any current ontriggers
consolecommand
command executes given console command
debugai
0/1 enables/disables debug AI mode in controlled NPC
debugaievents
0/1 enables/disables debug events mode in controlled NPC
debugaiflags
### explicitely sets debug AI flags in controlled NPC
debugmode
flags enables/disables various debug modes for the script controller
decproperty
name property value [#] decrements (integer) property in named actor by 1 or by #
deployinventory
S [1] deploy given inventory item [alt deploy it]
destroy
destroy controlled NPC (and controller)
dialogdisable
topicname disable this dialog node
dialogenable
topicname enable this dialog node
dialogfar
topicname speaker1 [speaker2] starts dialog b/w 2 npcs regardless of distance
dialogfarwait
topicname speaker1 [speaker2] waits for dialog b/w 2 npcs to finish
dialoginitiate
speaker topicname tries to initiate given dialog with given target
dialogterminate
speaker tries to remove NPC from dialog
directionalpatrol
0/1 whether NPC faces in direction of patrol destination
dormant
0/1 [1] toggle whether NPC (Pawn and Controller) is dormant (bStasis=true and Physics=PHYS_None) [1] means stay dormant even if script removed?
dropinventory
S drop given inventory item
enableprobeevent
probename 0|1 enables/disables NPC probe event (for performance) e.g. enableprobeevent seeplayer 0 → no more seeplayer events
enablexmphandling
0/1 enables/disables NPC reacting to XMP items (inert 0/1 sets this to 1/0 use enablexmphandling 0/1 to override this).
error
used internally
eventdisable
event disables event
eventenable
event enables event
eventwait
event waits until event occurs
findactor
[name Min Max Type Vis Num gotolabel targetlabel] searches for actors in level (all args optional)
fire
[duration] fire (weapon / animation-based) for given duration
firealt
[duration] alt fire (weapon / animation-based) for given duration
gib
[bDestroy] [gorelevel] gib controlled NPC. If gib fails, bDestroy determines if npc is killed or destroyed. Gore level overrides the gibset's default gore level
giball
targetclass [bDestroy] [gorelevel] gib all actors of the given class. . If gib fails, bDestroy determines if npc is killed or destroyed. Gore level overrides the gibset's default gore level
giveinventory
inventorystring gives the specified inventory item to the NPC
giveitemtoplayer
inventorystring [ammocount] give item to player, if ammocount treats as ammo and adds this much ammo to player's inventory
givetosseditem
inventorystring add item to tossed items list
gotoactor
targetname [dist [face]] sends NPC to specifed actor at specified dist (error if target not found), face=1 ==> try to face target (e.g. for initiating dialog)
gotoactorsafe
targetname [dist [face]] sends NPC to specifed actor at specified dist (not an error if target not found), face=1 ==> try to face target (e.g. for initiating dialog)
gotolabel
label jumps to given label
incproperty
name property value [#] increments (integer) property in named actor by 1 or by #
inert
0/1 toggles NPC reacting to sensory input – shorthand for toggling bump, hearnoise, seeplayer, tookdamage
handlergroup
denotes start of a new handler groups (can't be in one currently?)
handlergroupend
denotes end of a new handler groups (must be in one currently)
headtracking
0/1
jump
X Y Z launch NPC in given direction
kill
kill controlled NPC (goes into dying state)
killall
targetclass kill all actors of the given class
lockstep
name [f] maintain given or current distance from named actor (for keeping squads in formation)
message
string [0|1|2] displays the given message in-game (surround with "" for multiple words) 0: onscreen 1: log 2: onscreen and log
onevent
xxx [gotolabel ### [clear]] when event xxx occurs, jumps to given label (or disables previous onevent)
ontimer
index [delay repeat gotolabel ###] adds a general-purpose timer
ontrigger
name [gotolabel ###] when trigger with given event name occurs, jumps to given label (or disables previous ontrigger)
playsound
name sound [slot [volume [bNoOverride [Radius [Pitch]]]]] plays sound through named actor (or self=controlled NPC)
playsoundwait
name sound [slot [volume [bNoOverride [Radius [Pitch]]]]] plays sound through named actor (or self=controlled NPC) and script waits for sound to finish
playsoundtableslot
name slot play sound belonging to the specified group from named pawn's sound table
playsoundtableslotwait
name slot play sound belonging to the specified group from named pawn's sound table and script waits for sound to finish
removeinventory
[string] removes all [or the specified] inventory from the NPC
removeinventoryfromplayer
[string] removes all [or the specified] inventory from the player
removeitemfromplayer
inventorystring add item to player's inventory
removetosseditem
inventorystring remove item from tossed items list
resumepatrol
startlabel endlabel finds the "best" destination at which the resume patrolling and jumps to that line
return
returns to most recently pushed line or script state (error if no applicable)
rotate
#.# rotate #.# degrees clockwise (right) relative to forward
savedestination
copies GotoActorTarget into SavedDestination for later use with resumepatrol
sendevent
EventName [triggerpawns] triggers all Actors with tag that matches given Event, or all NPCs
setactorrangetest
target distance sets the InRangeActor and InRangeDistance for ActorInRange/ActorOutOfRange events
setaimodds
odds sets odds of hitting target when firing weapon under script control
setalert
0/1 controls whether NPC uses "alert" animations
setammo
ammostring amount [maxclip] makes sure NPC has exactly specified amount of given type of ammo, if maxclip=1 makes sure clip is as full as possible
setfocus
[name] set scripted focus to given actor or clear focus
sethealth
x.x sets controlled NPC's health to x.x
setinventory
targetname inventorystring sets target's selected inventory to x.x
setlocation
locationname [allowfail] move pawn to location of locationame
setlocationnamed
targetname locationname [allowfail] move actor matching targetname to location of locationame
setlocationvector
targetname X Y Z move targetname to given coordinates
setmovespeed
speed [stance] 0.01 to MaxDesiredSpeed (usually 1.0) – set speed used for scripted movement
setmovespeedauto
speed 0.01 to MaxDesiredSpeed (usually 1.0) – set speed used for autonomous movement
setorders
orders [OrdersObject [fparam [ordergiver]]] sets/clears orders
setphysics
physics
setproperty
targetname property value sets property in named actor to value
setproperties
classname property value sets given property in all actors which are a classname
setsatellite
satellitename [targetname] binds a mesh satellite node of the given name to the given target, for dynamic animations
setscript
filename [startlabel] switches over to the given script [at the given label]
setskill
skill set NPC's skill to given value (0.0..1.0)
setstance
stand / crouch / prone specifies stance that NPC should use while patrolling
setstationary
1/0 [1] makes NPC immobile/mobile, optionally forever
settacticalmovetype
0/1/2 sets tactical move type to use during scripted movement (0: none 1: basic 2: serpentine)
setweapon
weaponstring set NPC's weapon to specified one, spawning it if necessary
shutdown
1/0 makes NPC as inert as possible without actually making it dormant or removing its controller
sleep
[x.x] puts controller to sleep for x.x seconds (defaults to "forever")
sleeprand
[x.x] puts controller to sleep for random time in 0..x.x seconds (x.x defaults to 1.0)
spawn
targetname S [1 [filename [startlabel]]] spawn given actor at targetname's location, if 1 is given, failure = error, optionally gives spawned NPCs a script
stop
stops execution, detaches script controller
stopmovement
stops NPC movement
stopsound
slot [bStopNoOverrideSounds] stops any sounds played through the named actor on the specified sound slot
testactorinrange
name distance if given actor is outside given distance of pawn ==> next command skipped
testproperty
name property value property != value ==> next command skipped (string comparison)
testpropertyci
name property value property != value ==> next command skipped (case-insensitive string comparison)
testpropertye
name property value property != value ==> next command skipped (numerical comparison)
testpropertyg
name property value property <= value ==> next command skipped (numerical comparison)
testpropertyge
name property value property < value ==> next command skipped (numerical comparison)
testpropertyl
name property value property >= value ==> next command skipped (numerical comparison)
testpropertyle
name property value property > value ==> next command skipped (numerical comparison)
testrandom
float (if random number in 0.0..1.0 > value ==> next command skipped)
teststate
name name (false ==> next command skipped)
turntoactor
targetname [LOS [Lock]] turn NPC to face named actor, LOS=0 ==> LOS not needed, LOS=1 ==> LOS needed, LOS=2 ==> LOS not needed but turn anyway, Lock means target actor won't be cleared
unuse
name unuse the named actor
use
name use the named actor
usepickups
0/1 if 0, won't go after or pickup pickups
weaponload
load current weapon
WeaponSetAmmoType
ammoname
WeaponSupportsAltFire
weaponname 0/1 disables/enables NPC being able to alt fire weapon
WeaponSupportsFire
weaponname 0/1 disables/enables NPC being able to primary fire weapon
                                                                                                

Events

                                                                                                                                                              
ActorInRange
generated when the InRangeActor comes within the InRangeDistance
ActorOutOfRange
generated once when the InRangeActor comes goes out of the InRangeDistance
AnimEnd
goes to Controller unless Pawn has no Controller (dying state)
AutoBegin
goes to Controller, generated by U2NPCControllerScriptable
AutoEnd
goes to Controller, generated by Controller : seems to be used for after fighting conditions
BumpEnemy
NotifyBump –> Controller –> BumpEnemy/Friend/Other
BumpFriend
NotifyBump –> Controller –> BumpEnemy/Friend/Other
BumpOther
NotifyBump –> Controller –> BumpEnemy/Friend/Other
BumpPlayer
not an actual event: eventwait BumpPlayer –> BumpEnemy/BumpFriend checked for player
DestinationReached
goes to Controller
DialogBegin
generated by Controller before destroyed
DialogUnPause
generated when dialog unpauses npc's script
Died
generated by Controller before destroyed
EnemyNotVisible
goes to Controller
HearNoiseFriendly
HearNoise –> Controller –> HearNoiseFriendly
HearNoiseOther
HearNoise –> Controller –> HearNoiseOther
HearNoiseThreat
HearNoise –> Controller –> HearNoiseThreat
InheritEnemy
generated when NPC could inherit another NPC's Enemy
ScriptedLanding
generated when NPC in scripted state lands (not passed back to NPC)
SeeAlertFriend
SeeAlertFriend –> Controller
SeeEnemy
SeeEnemy –> Controller
SeeFriend
SeeFriend –> Controller –> SeeFriend
SeeOther
SeeOther –> Controller –> SeeOther
SeePlayer
not an actual event: eventwait SeePlayer –> SeeEnemy/SeeFriend checked for player
TakeDamage
goes to Pawn
TookDamage
eventTakeDamage –> TookDamage generated by U2NPCControllerScriptable
TookDamageEnemy
generated internall from TookDamage for use by scripts only
TookDamageFriend
generated internall from TookDamage for use by scripts only
Trigger
goes to Pawn then Controller

Related Topics

 

Discussion

Unknown: Maybe explain what these are and where to put them?

Unknown: I'll put that stuff in Basic AI Scripting Tutorial when I make it.

SuperApe: This page needs help. Is it purely U2? It should be applicable to all versions. Since, I'm working on the Basic AI Scripting Tutorial, I may revise this.


Category Mapping

Category To Do – This page needs to be updated and made relevant to all Unreal versions as well as the current wiki structure.

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