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Please take note! For mod developers working with Unreal Tournament 2003, this documentation is meant to be a starting point for your own explorations into UT2003, not a definitive guide. There will be differences between the documentation here and the product in your hands, and you may have to figure out quite a bit for yourself. Check out the Unreal Tournament 2003 page in the Unreal Powered area for links to community sites if you're having problems. UDN is a licensee support site, and cannot provide technical support or game-specific assistance to end users.
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ScriptedSequenceActions |
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Document Summary: A comprehensive reference for the Actions available for use in Scripted Sequences.
Document Changelog: Last updated by Chris Linder (DemiurgeStudios). Original author was Hugh Macdonald (UdnStaff).
The Actions that are used by a ScriptedSequence script are the commands that tell the script what to do. This document will describe exactly what each one does, and how it affects the pawn being controlled by the script.
Makes the pawn that this ScriptedController is controlling change weapon to whatever is in NewWeapon.
Makes the controlled pawn crouch.
This will cause the controlled pawn to take damage. The amount of damage is defined by Damage, and the type by DamageType
This will destroy both the pawn that is being controlled, and the ScriptedController that is doing the controlling. Without the controller or the pawn, there is not much more that the Script can do.
If the pawn has a target selected, but is not facing it, this will cause it to rotate towards that target.
This will immediately move the pawn to the point where the actor with DestinationTag as it's tag is. If there is no actor with this tag, then the pawn will immediately move to the point that it is currently heading for.
This will cause the pawn to completely come to a halt - mid-animation and move.
This will let the current animation finish, and then freeze the pawn.
This will kill the controlled pawn, using whichever DamageType you have selected.
This will spawn a helmet actor (depending on what the HelmetActor in the pawn is set to - if it is none, nothing will happen here) and cause the pawn to lose it's helmet. The helmet's velocity is set by HelmetVelocity.
This will cause the controlled pawn to move towards the player that instigated this ScriptedSequence.
This will do the same thing as MoveToPlayer, but will use the actor with a tag of whatever is in DestinationTag. If this is either blank, or non-existant, then it will move to wherever the ScriptedSequence actor is.
This will cause the controlled pawn to play an animation. The animation's name is specified by BaseAnim. BlendInTime is the time it will take blending between the current animation, and the new one. BlendOutTime is currently not used.
AnimIterations is the number of times you want the animation to be played. If bLoopAnim is True, then the animation will continue playing indefinitely.
This will set the controlled pawn to run next time they are told to move - on it's own, nothing will happen here.
This will set how the controlled pawn reacts to enemies.
IgnoreAll | This will mean that the pawn will be completely oblivious to any enemy, or any damage that is inflicted on it (this includes physics - it will act as if nothing has happened). |
IgnoreEnemies | This will cause the pawn to ignore any enemies, even if fired upon, but it will react to being shot, even though it won't try to fight back. |
StayOnScript | This forces the pawn to follow the script, however, it will fight back when it has the chance. |
LeaveScriptForCombat | When the pawn sees an enemy, it will leave the script, and engage in combat with that enemy. |
This will cause the pawn associated with this to become hidden (if bHidden is true) or visible (if bHidden is false).
This will change how the controlled pawn reacts and moves. It gives you the option of any of the physics types that can be used in the engine, although most of them need a lot of setting-up, and so can't be used properly here.
None | The pawn will stay still, wherever it is |
Walking | The pawn has to be touching the ground at all times (otherwise it changes to Falling). The pawn is allowed to move along the surface of the ground. |
Falling | The pawn is affected by gravity |
Swimming | The pawn is under-water, and swims |
Flying | The pawn is not affected by gravity - the same as swimming, but works outside water |
Rotating | This will make your pawn constantly rotate - this may not work, as the variable for the rotation rate cannot be set. |
Projectile | DO NOT USE |
Interpolating | DO NOT USE - This will not work, as you cannot set what path you want your pawn to interpolate along |
MovingBrush | DO NOT USE |
Spider | This should allow your pawn to walk on any surface - floor, walls or ceiling. However, it currently does not work. |
Trailer | DO NOT USE |
Ladder | This is for when your pawn is climbing a ladder. |
RootMotion | DO NOT USE |
Karma | DO NOT USE - This is used for actors which have Karma properties set. Therefore, it will not work with your pawns. |
KarmaRagDoll | DO NOT USE - See Karma |
This will set what kind of posture your pawn is in. They are pretty much self-explanatory - Normal, Relaxed, Patroling and Alert. This purely changes what your pawn looks like - you need to use SetAlertness to change how they act.
This will find the actor with the tag that you have defined in ViewTargetTag. This actor will then be set to be your pawn's target.
Your pawn will shoot at the actor that you specified in SetViewTarget. FiringMode depends on the weapon. For the coders out there, this ends up in BotFire() in the weapon. In the current Unreal Warfare build, the COG Assault Rifle is the only weapon with different firing modes - auto, single and grenade.
This will stop any animation that is currently playing.
If the pawn is in the middle of shooting, then this will stop it. This can be useful if you want a pawn to contunie shooting until something is triggered.
This will immediately move the controlled pawn to the point with the tag specified in DestinationTag. The only difference between this and ForceMoveToPoint is that this one will affect the player that triggered the sequence if there is no controlled pawn.
This will cause the pawn to throw it's weapon. The velocity of the weapon can be defined by WeaponVelocity or, if WeaponVelocity is (0,0,0), it add a vertical velocity of 250, and a forward (in the direction the pawn is facing) velocity of 300 to the velocity of the pawn itself.
This will cause the controlled pawn to turn towards the player that activated the sequence.
This will set the controlled pawn to walk next time they are told to move - on it's own, nothing will happen here.
Changes to a new level (defined by URL). bShowLoadingMessage is self-explanatory - it sets whether the 'LOADING' is shown on-screen while the level is loading.
Searches for the script with the tag specified in NextScriptTag, and starts executing that script.
This is used in conjunction with IfCondition and IfRandomPct. If either of these decide that they do not want to execute the next section, they will skip on to the next occurence of this action.
Skips to the action specified by ActionNumber.
If the TriggeredCondition pointed to by TriggeredConditionTag is true, then it will continue as normal. If it is false, then it will skip to the next EndSection.
The value specified in Probability is the chance that the next section is executed. The game picks a random number between 0 and 1. If this is less that Probability, then it continues on, otherwise it skips on to the next EndSection.
This will stop the current ScriptedSequence from playing.
This will wait until the current animation has finished before continuing. Channel is the animation channel to wait for - 0 is the main animation channel, and the most often used one.
This will wait until the event specified by ExternalEvent is called.
This will wait until the player that activated the sequence is closer than Distance from the pawn.
This will pause for the length of time specified by PauseTime.
Executes a console command.
This will destroy any actors with the tag in DestroyTag. (This is purely down to whether the actor exists - no explosions to go with it, I'm afraid.)
This will display a message on the client's screen. If bBroadcast is true, then it will appear on the screens of everyone in the game. Otherwise, it will just be on whichever computer is running the ScriptedSequence. The message to be displayed is in Message, and the message type is in MessageType. At the moment, most *MessageType*'s don't make a difference. The only ones that do are 'Say' and 'TeamSay'. These both just add the player's name to the front of the message.
This applies the AmbientSound properties to the ScriptedSequence actor. If you want to stop this sound, you have to call the same action again, with 0 in SoundVolume. If you leave AmbientSound blank, this will not work. The command will not be executed if there is nothing in AmbientSound.
This will play a sound for all players that are linked to the controller.
If bAffectAllPlayers is true, then this will play the selected music for all the players in the level. Otherwise, it will only play for the player who started this controller. The Transition is one of the following:
None | |
Instant | The old music will immediately go, and the new one will start |
Segue | |
Fade | One music track will fade out, as the new one fades in |
FastFade | A faster fade |
SlowFade | A slower fade |
This will play the appropriate sound. If there is a pawn that is being controlled, then that will be where the sound is played from. Otherwise, the sound will be from the SciptedSequence actor. Setting bAttenuation to true will make the sound quieter, depending on the distance from the source. Volume and Pitch are self-explanatory.
This will, understandably, spawn a new actor into the level. ActorClass is the class of actor that you want to spawn, and ActorTag is the tag that you want to give it. if bOffsetFromScriptedPawn is true, then LocationOffset and RotationOffset are the offsets from the pawn that you want it to be spawned at. Otherwise, these are relative to the ScriptedSequence.
This will spawn a 'KRagDoll' actor at the position of the ScriptedSequence actor. Friction is the friction that the Rag-Doll has with the ground. LinDamping and AngDamping are the linear and angular damping on the Rag-Doll.
If you want the Rag-Doll to start, having just had an impulse to one of it's bones, you need to name the bone in HitBoneName. The impulse direction/force is specified by HitBoneImpulse. If you leave HitBoneName blank, the Rag-Doll will activate normally.
InitialVel will give the whole skeleton an initial velocity, letting you set the whole thing in motion from the start.
This will trigger the event that is specified in Event.
This tutorial is meant to be used in conjuntion with the Scripted Sequence Tutorial, which explains the overview of how to use Scripted Sequences.
ScriptedSequenceTutorial - This is a document about how to use ScriptedSequences which are covered only briefly here.
AIControllers - This document goes over all the types of AIControllers as well as how to set up AIControllers in Unrealed.
AIReferenceDocument - This document talks about the technical side of AI. It goes over Controllers, AIControllers, and ScriptedControllers, as well as AIScripts and ScriptedSequences.
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