Legacy:ScriptedAction - Unreal Wiki

# Legacy:ScriptedAction

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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

- udn2:ScriptedSequenceActions
- udn2:ScriptedSequenceTutorial

## Related Topics

- ScriptedTrigger
- UnrealScriptedSequence
- Creating And Using ScriptedActions
- Trigger Systems
- Artificial Intelligence
  - Bot Support
  - Monster Support
  - NPC Support

Categories: Legacy Class (UT2003) | Legacy Class (UT2004)

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