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)