| Home Page | Recent Changes | Preferences

ScriptedAction

UT2004 :: Object >> ScriptedAction (Package: Gameplay)

ScriptedActions are used by ScriptedSequences. These allow mappers to create complex behaviours for actors without actually programming in UnrealScript. You can think of this as a bit like creating macros in an application. ScriptedAction has a HUGE number of subclasses, each which carries out a particular kind of action.

See also Creating And Using ScriptedActions.

Available Actions

  • Latent actions stop the execution flow of the scripted sequence until their task has been finished.
  • Several actions by design can't be used with a ScriptedTrigger. They're marked separately below.

Environment Control

Action Class Latent? ScriptedTrigger? Purpose
ACTION_ChangeLevel? No Yes Sends the server to another level.
ACTION_DestroyActor? No Yes Destroys all Actors with a given Tag.
ACTION_PlayAmbientSound? No Yes Plays an ambient sound.
ACTION_SetCorona? No Yes Sets the bCorona property for all Actors with a given Tag.
ACTION_SetHidden? No Yes Sets the bHidden property for all Actors with a given Tag.
ACTION_SpawnActor? No Yes Spawns an Actor.
ACTION_TriggerEvent? No Yes Fires the given Event.

Player Control

General

Action Class Latent? ScriptedTrigger? Purpose
ACTION_ConsoleCommand? No Yes Executes a console command on the server for the instigator.
ACTION_DamageInstigator? No Yes Inflicts damage on the instigator.
ACTION_DestroyPawn? No No Destroys the instigator's Pawn.
ACTION_ForceMoveToPoint? No Yes Instantaneously moves the instigator to the specified point.
ACTION_KillInstigator? No Yes Kills the instigator with a given DamageType.
ACTION_PlaySound? No Yes Plays a sound.
ACTION_SetPhysics? No Yes Sets the instigator's physics mode.
ACTION_TeleportToPoint? No Yes Instantly teleports the instigator to a given destination, optionally displaying a respawn/teleportation effect.

Human Players

Action Class Latent? ScriptedTrigger? Purpose
ACTION_DisplayMessage? No Yes Sends a message to the instigator or all players.
ACTION_FadeView? Yes Yes Fades the instigator's view to a given constant color.
ACTION_GotoMenu? No Yes Opens a given menu on the first found human player's screen.
ACTION_LocalizedMessage? No Yes Displays a certain LocalMessage on the instigator's screen.
ACTION_PlayLocalSound? No Yes Plays a sound for all human players in the game.
ACTION_PlayMusic? No Yes Sets the music for either the instigator only or all human players in the game.

ScriptedControllers and Bots

Action Class Latent? ScriptedTrigger? Purpose
ACTION_ChangeTeam? No Yes Changes the instigator's team.
ACTION_ChangeWeapon? No Yes Changes the instigator's Weapon (if present in his/her inventory).
ACTION_Crouch? No No Tells the instigator to start crouching (as opposed to walking or running).
ACTION_FinishRotation? Yes Yes Waits until the instigator has finished rotating towards its goal.
ACTION_FireWeapon? No Yes Tells the instigator to fire its current weapon.
ACTION_Freeze? Yes Yes Freezes the instigator.
ACTION_FreezeOnAnimEnd? No Yes Freezes the instigator after its current animation has ended.
ACTION_Jump? No Yes Makes the instigator jump or dodge.
ACTION_MoveToPlayer? Yes No Makes the instigator go to its associated player.
ACTION_MoveToPoint? Yes No Makes the instigator go to a specified Actor specified by its Tag, or the UnrealScriptedSequence actor's location itself if none is specified.
ACTION_PlayAnim? No No Plays an animation for the instigator.
ACTION_Run? No No Tells the instigator to start running (as opposed to walking or crouching).
ACTION_SetAlertness? No No Sets the instigator's alertness.
ACTION_SetViewTarget? No No Tells the instigator to focus on the actor specified by a given Tag.
ACTION_ShootTarget? No Yes Tells the instigator to start shooting its current target.
ACTION_StopAnimation? No No Stops the instigator's current animation.
ACTION_StopShooting? No Yes Tells the instigator to stop shooting its current target.
ACTION_ThrowWeapon? No Yes Tells the instigator to throw its weapon.
ACTION_TurnTowardPlayer? No No Tells the instigator to turn towards its associated player.
ACTION_Walk? No No Tells the instigator to start walking (as opposed to running or crouching).

Flow Control

  • Scripted sequences can contain conditional blocks. A conditional block starts with an ACTION_IfCondition? or an ACTION_IfRandomPct? and ends at an ACTION_EndSection?. Blocks can be nested.
  • There is support for loops built into the code, but no scripted action that exposes that functionality in UnrealEd. You will have to combine ACTION_IfCondition? and ACTION_GotoAction? to create conditional loops.
Action Class Latent? ScriptedTrigger? Purpose
ACTION_ChangeScript? No No Continues execution with a different script.
ACTION_EndSection? No Yes Marks the end of a section of script actions that was started with ACTION_IfCondition? or ACTION_IfRandomPct?.
ACTION_GotoAction? No Yes Jumps to a given action number within the current sequence.
ACTION_IfCondition? No Yes Skips all actions up to the next ACTION_EndSection? unless a given TriggeredCondition is enabled.
ACTION_IfRandomPct? No Yes Skips all actions up to the next ACTION_EndSection? with a given probability.
ACTION_LeaveSequence? No Yes Stops this scripted sequence.
ACTION_WaitForAnimend? Yes No Waits until the instigator's current animation has ended.
ACTION_WaitForEvent? Yes Yes Waits until the given Event has been fired.
ACTION_WaitForPlayer? Yes No Waits until the instigator is within a given distance of its associated player.
ACTION_WaitForTimer? Yes Yes Waits until a given number of seconds has elapsed.

External Links

Related Topics


Category Class (UT2003)

Category Class (UT2004)

The Unreal Engine Documentation Site

Wiki Community

Topic Categories

Image Uploads

Random Page

Recent Changes

Offline Wiki

Unreal Engine

Console Commands

Terminology

FAQs

Help Desk

Mapping Topics

Mapping Lessons

UnrealEd Interface

UnrealScript Topics

UnrealScript Lessons

Making Mods

Class Tree

Modeling Topics

Chongqing Page

Log In