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Main /
ACTION Function ListACTION Function List for TriggeredScriptsThis List shows you the ACTION function which you can use in a TriggeredScript.
ACTION_TankMoveTo( Panzer , PN_Tank_Fire_01 );
Utility functionsfunction SLog( coerce string str, optional name logID ) function bool IsRandomlyTrue( float percentageChanceTrue ) function WargamePlayerController GetLocalPlayerController() function WargamePawn GetLocalPlayerPawn() function Actor GetFirstActor( name actorTag ) function ActorLite GetNavigationPoint( name actorTag ) function vector GetNavigationPointLocation( name actorTag ) function Pawn GetPawn( name actorTag ) function Unit GetUnit( name actorTag ) function Mind GetMind( name actorTag ) function GetAllActors( name actorTag, out array< Actor > arrActors ) event float GetAbsoluteTime() function ResetAbsoluteTime() function StartAbsoluteTime() function StopAbsoluteTime() function OffsetAbsoluteTime( float deltaTime ) function ACTION_ChangeLevel( coerce string URL ) function ACTION_TriggerEvent( name eventName ) function bool ACTION_SuppressionIconsDisabled() function ACTION_DisplayHintStringSkirmish( int nMessageIdx ) function bool ACTION_IsTrainingDisabled() function ACTION_DisplayTrainingString( string trainingString, float flLifeTime ) function ACTION_ConsoleCommand( coerce string command ) function ACTION_DestroyActor( name actorTag ) function ACTION_TeleportPlayerToActor( name Destination Tag? ) function ACTION_TeleportPawnToActor( Anim Pawn? aPawn, name Destination Tag? ) function ACTION_TeleportToActor( name Actor To Move Tag?, name Destination Tag? ) function ACTION_Freeze( name Pawn Tag? ) function ACTION_FreezeDirect( Pawn P ) function Actor ACTION_SpawnActor( coerce string Class Name?, optional name Tag Name? )
MUSIC AND SOUND functionsfunction ACTION_PlayAmbientSound( name actorTag, string soundName, byte volume, byte pitch, float radius ) function ACTION_PlayAmbientSoundDirect( Actor A, string soundName, byte volume, byte pitch, float radius ) function ACTION_StopSound( name actorTag, int soundHandle, float fadeDuration ) /**
function ACTION_StopSoundDirect( Actor A, int soundHandle, float fadeDuration ) function float ACTION_PlaySound( name actorTag, string soundName, float volume, float pitch, float radius ) /**
function float ACTION_PlaySoundDirect( Actor A, string soundName, float volume, float pitch, float radius ) function int ACTION_PlaySoundReturnHandle( name actorTag, string soundName, float volume, float pitch, float radius ) /**
function ACTION_FadeAllSounds( float flFadeOutTime ) // flFadeOutTime of 0.0 will stop all sounds immediately, // any positive amount will cause all sounds to fade out // by that time. function int ACTION_PlaySoundReturnHandleDirect( Actor A, string soundName, float volume, float pitch, float radius ) function float ACTION_PlayLipSyncSound( name actorTag, string soundName, float volume, float pitch, float radius, optional bool bAttenuate, optional name Bone For Location? ) function float ACTION_PlayLipSyncSoundDirect( Actor A, string soundName, float volume, float pitch, float radius, optional bool bAttenuate, optional name Bone For Location? ) function float ACTION_PlayLocalSound( string soundName ) function ACTION_StopCurrentStereoAmbientSound( name actorTag ) function ACTION_StopCurrentStereoAmbientSoundDirect( Actor A )
PAWN/UNIT functionsfunction ACTION_SetPhysics( name actorTag, Actor.E Physics? newPhysicsMode ) function ACTION_SetPhysicsDirect( Actor A, Actor.E Physics? newPhysicsMode ) function ACTION_SetHidden( name actorTag, bool bHide ) function ACTION_SetHiddenDirect( Actor anActor, bool bHide ) function ACTION_Run( name pawnTag ) function ACTION_RunDirect( Pawn P ) function ACTION_Crouch( name pawnTag ) function ACTION_CrouchDirect( Pawn P ) function ACTION_Walk( name pawnTag ) function ACTION_WalkDirect( Pawn P ) function ACTION_OrderMove( name unitTag, name destinationTag, optional bool bAddtoQueue ) function ACTION_OrderTarget( name unitTag, name targetUnitTag ) function ACTION_OrderTargetDirect( Unit Unit To Order?, Unit Unit To Target? ) function ACTION_OrderAssault( name unitTag, name targetUnitTag ) function ACTION_OrderAssaultDirect( Unit Unit To Order?, Unit Unit To Target? ) function ACTION_OrderFallIn( name unitTag ) function ACTION_OrderFallOut( name unitTag ) function ACTION_OrderFallOutDirect( Unit Unit To Order? ) function ACTION_AssignToUnit( name pawnTag, name unitTag ) function ACTION_AssignToUnitDirect( gbxPawn Assignee, name unitTag ) function ACTION_AttachUnitToSuperUnit( name unitTag, name unitTagSuper ) function ACTION_DetachUnitFromSuperUnit( name unitTag )
OBJECTIVE functionsfunction ACTION_SetObjectiveStatus( int ndxObjective, E Objective Complete? complete, name objectiveListTag ) function ACTION_SetObjectiveStatusSkirmish( int ndxObjective, E Objective Complete? complete, name objectiveListTag ) function ACTION_SetObjectiveBeaconState( name objName, bool bArrowEnable, bool bDistanceEnable, bool bSAViewEnable ) function ACTION_SetObjectiveBeaconStateDirect( gbxBeacons anObjective, bool bArrowEnable, bool bDistanceEnable, bool bSAViewEnable ) function ACTION_DisplayObjective( int ndxObjective, name objectiveListTag, float flLifeTime ) function ACTION_DisplayObjectiveSkirmish( int ndxObjective, name objectiveListTag, float flLifeTime ) function ACTION_DisplayObjectiveString( string objString, float flLifeTime ,optional bool bCriticalMsg) function ACTION_DisplayObjectiveStringSkirmish( int nMessageIdx ) function ACTION_DisplayObjectiveHint( string objString, float Life Time? )
ANIM functionsfunction Mesh Animation? ACTION_SetAnimSet( name pawnTag, string Mesh Anim Name? ) function Mesh Animation? ACTION_SetAnimSetDirect( Anim Pawn? thePawn, string Mesh Anim Name? ) function ACTION_UnsetAnimSet( name pawnTag, string Mesh Anim Name? ) function ACTION_UnsetAnimSetAll( string Mesh Anim Name? ) // GBXAD: Values for bTeleportAtAnimEnd: // 0: No teleport // 1: Teleport to relative offset of last animation // 2: Teleport and rotate to relative offset of last animation // 3: Teleport to relative offset between first and last frame of next animation // 4: Teleport and rotate to relative offset between first and last frame of next animation function ACTION_PlayAnim( name pawnTag, name Base Anim?, float Blend In Time?, float Anim Rate?, optional bool bLoopAnim, optional float Start Frame?, optional string Mesh Anim Name?, optional byte bTeleportAtAnimEnd ) function ACTION_PlayAnimDirect( Pawn thePawn, name Base Anim?, float Blend In Time?, float Anim Rate?, optional bool bLoopAnim, optional float Start Frame?, optional string Mesh Anim Name?, optional byte bTeleportAtAnimEnd ) function ACTION_PlayAnimWithQueue( name pawnTag, name Base Anim?, float Blend In Time?, float Anim Rate?, optional bool bLoopAnim, optional float Start Frame?, optional byte bTeleportToRoot ) function ACTION_PlayAnimWithQueueDirect( Anim Pawn? thePawn, name Base Anim?, float Blend In Time?, float Anim Rate?, optional bool bLoopAnim, optional float Start Frame?, optional byte bTeleportToRoot ) function ACTION_FlushAnimQueue( name pawnTag ) function ACTION_FlushAnimQueueDirect( Pawn thePawn ) function ACTION_SetLookAtTarget( name actorTag, Actor Look At?, bool bFreeze, optional name Look At Bone? ) function ACTION_SetLookAtTargetDirect( Actor A, Actor Look At?, bool bFreeze, optional name Look At Bone? ) function ACTION_ClearLookAtTarget( name actorTag ) function ACTION_ClearLookAtTargetDirect( Actor A ) function ACTION_HeadLookAt( Pawn aPawn, bool bLookAt ) function ACTION_ClearPawnIdleQueue( name szCharName ) function ACTION_AddAnimToPawnIdleQueue( name szCharName, name szAnimName ) function ACTION_PlayAnimFromPawnIdleQueue( name szCharName, bool fRandom ) function ACTION_CameraInPawnHead( name Pawn Tag?, name Scene Tag?, bool bEnabled ) function ACTION_PlayerToCameraPawn( name Pawn Tag? ) function ACTION_PauseScene( name Scene Tag?, bool bRunning ) function ACTION_StopScene( name Scene Tag?, name Next Scene Tag? ) function ACTION_SetCinematicFadeInTime( float flFadeInTime ) // This controls how much time passes before all non-cinematic // sounds are fade back into their desired gain.(Default is 2.0) function ACTION_SetCinematicFadeOutTime( float flFadeOutTime ) // This controls how much time passes before all non-cinematic // sounds are playing at what is set by Set Sound Gain During Cinematic?() // (Default is 2.0) function ACTION_SetSoundGainDuringCinematic( float flGain ) // Default cinematic gain is 0.2, I exposed this in case // there is a circumstance where you want everything to go to // silence. Otherwise, Dave says 0.2 should be the default. function ACTION_CinematicBegin() function ACTION_CinematicEnd() function ACTION_FadeOverlay( Wargame Player Controller? playerController, byte bFadeType, float flFadeTime, optional bool bDontAdjustSoundCategories ) // NO_FADE = 0; // FADE_TO_BLACK = 1; // FADE_FROM_BLACK = 2; // FADE_START_BLACK = 3; function ACTION_ScreenOverlay( Wargame Player Controller? playerController, Material aScreenOverlay, optional float xPos, optional float yPos, optional byte bFadeType, optional float flFadeTime, optional float U Size?, optional float V Size?, optional int nJustifyHorz, optional int nJustifyVert ) function ACTION_DisableAnimQueue( name szPawnTag, bool bDisable ) function ACTION_DisableAnimQueueDirect( Anim Pawn? aPawn, bool bDisable )
PLAYER functionsfunction ACTION_EnablePlayerBreak() // Added Player Break? to allow player to interupt script with button input function ACTION_DisablePlayerBreak() function ACTION_StripAllWeapons( Pawn pawnToStrip ) // Remove only the weapons...this will leave grenades, etc. function ACTION_StripAllWeaponsAndInventory( Pawn pawnToStrip ) // Remove EVERYTHING from the pawn function ACTION_GivePlayerWeapon( Pawn playerPawn, string weaponClassName ) // Note: Syntax for weaponClassName is Package Name.Class Name? // All weapons, use this format: "gbxInventory.<Name>" // Weap DEK 98?_ // Weap DEMP 40?_ // Weap US Bar? // Weap US Colt 1911?_ // Weap USM 1?_ // Weap US Thompson? function ACTION_SetPlayerBlownDownAnim( name szBlownDownAnimName ) function ACTION_EnablePlayerHeavyTrauma( bool bEnabled ) function ACTION_KillPawn( name victimTag, optional vector impactDirection, optional name impactBone, optional name whoToBlameTag ) function ACTION_LockPlayerMovement( Pawn playerPawn ) // Note: This will keep player from moving forward/back, but still allow them to look around function ACTION_UnlockPlayerMovement( Pawn playerPawn ) // Give movement ability back to player function ACTION_SetPawnWeaponAmmo( Pawn The Pawn?, Class<Weapon> Weapon Class?, int New Ammo Amount? ) function ACTION_RestoreUnlimitedAmmo( Pawn The Pawn?, Class<Weapon> Weapon Class? ) // This function reverses the limiting-ammo effects of ACTION_SetPawnWeaponAmmo() for AI-controlled pawns. function bool Pawn Is At Destination Tag?(name Pawn Tag?, name Dest Tag?) function ACTION_PawnFireAtTarget( name Pawn Tag?, name Target Tag? ) function ACTION_PawnFireAtTargetDirect( Wargame Pawn? My Pawn?, Actor My Target? ) function ACTION_ClearPawnFireAtTarget( name Pawn Tag? ) function ACTION_ClearPawnFireAtTargetDirect( Wargame Pawn? My Pawn? ) function ACTION_PawnSetHeadTurnMult( name Pawn Tag?, float flMult ) function ACTION_PawnSetHeadTurnMultDirect( Wargame Pawn? My Pawn?, float flMult ) function ACTION_DisablePawnTurn( name Pawn Tag?, bool fDisable ) function ACTION_DisablePawnTurnDirect( Pawn My Pawn?, bool fDisable ) function ACTION_DisableAutoFacialExpression( name Pawn Tag?, bool fDisable ) function ACTION_DisableAutoFacialExpressionDirect( Infantry USA? My Pawn?, bool fDisable ) function ACTION_PawnSetFacialExpression( name Pawn Tag?, name szAnimName, optional float Expression Hold Time?, optional float Blend In Duration Pct?, optional float Blend Out Duration Pct? ) function ACTION_WakeKarmaActor( name karmaActorTag ) function ACTION_WakeKarmaActorDirect( Actor karmaActor ) function ACTION_PushKarmaActor( name karmaActorTag, float pushForce, name targetActorTag, optional rotator pushRotation ) function ACTION_PushKarmaActorDirect( Actor karmaActor, float pushForce, Actor targetActor, optional rotator pushRotation ) function ACTION_AttachStaticMesh( Pawn aPawn, Static Mesh? aMesh, name Bone Name? ) function ACTION_DetachStaticMesh( Pawn aPawn, Static Mesh? aMesh, name Bone Name? ) function ACTION_DropStaticMesh( Pawn aPawn, Static Mesh? aMesh, name Bone Name? ) function ACTION_SetFriendlyFireScale( float scale ) function ACTION_ChangeController( name pawnTag, class< Controller > aControllerClass ) function ACTION_ChangeControllerDirect( Pawn P, class< Controller > aControllerClass ) function ACTION_LimitPlayerInput( Wargame Player Controller? playerController, bool bLimited ) function ACTION_DesaturateCamera( optional byte Desaturation Amount? ) function ACTION_EndDesaturateCamera() function ACTION_SetDesiredSpeed( name Pawn Tag?, float flDesiredSpeed ) function ACTION_SetDesiredSpeedDirect( Wargame Pawn? My Pawn?, float flDesiredSpeed )
WEAPON functionsfunction ACTION_SetWeaponAccuracyOverride( name szCharName, bool bUseAimErrorOverride, optional int nAimError ) function ACTION_GivePawnWeapon( name Pawn Tag?, string szWeaponName ) function ACTION_GivePawnWeaponDirect( Infantry USA? My Pawn?, string szWeaponName ) function ACTION_DetachWeapon( Pawn aPawn, name Bone Name? ) function ACTION_ReattachWeapon( Pawn aPawn, name Bone Name? )
OPTION functionsfunction ACTION_WideScreenOverlay( Wargame Player Controller? playerController, byte bWideScreen ) // WIDESCREEN_SLIDE_TIME = 2.0f; // NO_WIDESCREEN = 0; // WIDESCREEN_SLIDE_ON = 1; // WIDESCREEN_SLIDE_OFF = 2; // WIDESCREEN_ON = 4; function ACTION_SetHorizonTracerTarget( name Target Tag Name?, name Horizon Tag Name? ) function ACTION_RemoveHorizonTracerTarget( name Tag Name? ) function ACTION_MakeHorizonTracerFire( name Tag Name? ) function bool Is TNT Planted?( name Turret Tag? ) function bool Is TNT Planted Direct?( Turret Weapon? Turret )
TURRET functionsfunction ACTION_ForceTurretDismount( name Turret Tag?, optional bool bDoNothingIfHumanControlled ) function ACTION_ForceTurretDismountDirect( Actor Maybe Turret?, optional bool bDoNothingIfHumanControlled ) function ACTION_DisableTurret( name Turret Tag? ) function ACTION_DisableTurretDirect( Actor Maybe Turret? ) function ACTION_EnableTurret( name Turret Tag? ) function ACTION_EnableTurretDirect( Actor Maybe Turret? ) function ACTION_SetTurretDestroyed( name Turret Tag? ) function ACTION_ForcePlayerDismountTurret()
HUD/MAP functionsfunction ACTION_HideWargameHUD( bool bHide ) function bool ACTION_IsFirstRun() function ACTION_DisplayVictory() function ACTION_ChapterCompleteSilent() function ACTION_DisplayMapStats(optional bool bSkipCompletedScreen) function ACTION_DisplayMissionFailed() function ACTION_SetStaticCharacterTarget( name szCharName, name szTarget1, name szTarget2, optional bool fDisableAI, optional bool fTargetVisible ) function ACTION_SetStaticCharacterToMesh( name szCharName ) function ACTION_SetUnitImpactDistancePct( name szUnitName, float flDistancePct ) function ACTION_SetUnitHiddenOnCompass( name szUnitName, bool bHidden ) function ACTION_ChangePlayerFOV( float Desired FOV?, float FOV Rate? ) function ACTION_SetMotionBlurEffect( bool fDoClear, byte bBlurR, byte bBlurG, byte bBlurB, float Blur Alpha? ) function ACTION_SetSaturationEffect( byte bSaturationAlpha ) function ACTION_SetHighDynamicRangeEffect() function ACTION_SetBlurEffect( float flBlurOffset, byte bBlurR, byte bBlurG, byte bBlurB, byte bBlurAlpha, float flBlurAmount ) function ACTION_FadeBlurEffect( float flBlurTime, float flTargetBlurOffset, float flTargetBlurAmount, byte bTargetBlurR, byte bTargetBlurG, byte bTargetBlurB, byte bTargetBlurAlpha ) function ACTION_SetBloodEffect( float flVecX, float flVecY, float flVecZ, int numParticles ) function ACTION_RemoveCameraEffect( bool fRestoreDefault ) function ACTION_HideHUD( Wargame Player Controller? playerController, bool bHide ) function ACTION_ChangeMapIntroText( Wargame Player Controller? playerController, coerce string Title, coerce string Title Location?, coerce string Title Date?, optional bool bSimpleIntro ) function ACTION_MapIntroText( Wargame Player Controller? playerController, byte bFadeType, float flFadeTime ) function ACTION_MapIntroTextPos( Wargame Player Controller? playerController, int xPos, int yPos ) function ACTION_ToggleSAView( bool bAllow ) function ACTION_DisplaySubTitleMessage( coerce string Message, float Life Time?, color Text Color?, optional bool bCentered, optional bool bClearSubTitles ) function ACTION_DisplaySubTitleMessage2( function ACTION_DisplayTrainingMessage( function ACTION_WaitForSubTitle( name szEventToFire, bool bLockedMovement, bool bHideHud ) function ACTION_SetSubTitlePosition( int titleX, int titleY, optional bool bShowBackground )
CHECKPOINT functionsfunction ACTION_SaveMemoryReport( optional string szMemTag ) function ACTION_CheckPoint( optional name szPreSaveTrigger, optional name szPostSaveTrigger ) function ACTION_CheckPointPart2( optional name szPreSaveTrigger, optional name szPostSaveTrigger ) function ACTION_ClearScriptValues() function ACTION_SaveScriptValue( name szValueName, int nValue ) function ACTION_LoadSavedValues() function bool ACTION_GetSavedValue( name szValueName, out int nValue ) function ACTION_CheckPointSave( int nCheckpointID, optional name szPreSaveTrigger, optional name szPostSaveTrigger, optional bool fSaveCustom, optional string szCustomMapName ) function ACTION_CheckPointSavePart2( int nCheckpointID, optional name szPreSaveTrigger, optional name szPostSaveTrigger )
MG 42? Functionsfunction ACTION_EnableMG42Recruiting( name MG Name?, bool bRecruit )
PAK 36? Functionsfunction ACTION_EnablePak36Recruiting( name Pak Name?, bool bRecruit )
FLAKVIERLING Functionsfunction ACTION_EnableFlakvierlingRecruiting( name Flak V Name?, bool bRecruit ) function ACTION_SetFlakvierlingTarget( name Flak Name?, name Target Actor Name? )
Mortar Functionsfunction ACTION_EnableMortarRecruiting( name Mortar Name?, bool bRecruit ) function ACTION_SetMortarTargetByName( name Mortar Name?, name Target Name?, E Mortar Fire? Fire Type?, int Num Shots?, float Time Between Shots?, float Offset From Target? ) function ACTION_SetMortarTargetByRef( name Mortar Name?, Actor New Target?, E Mortar Fire? Fire Type?, int Num Shots?, float Time Between Shots?, float Offset From Target? ) function ACTION_SetMortarTargetPlayer( name Mortar Name?, E Mortar Fire? Fire Type?, int Num Shots?, float Time Between Shots?, float Offset From Target? )
Pak88 Scripted Control Functionsfunction ACTION_Pak88EnterScriptedMode( name My 88 Gun? ) function ACTION_88LeaveScriptedMode(name My 88 Gun?) function ACTION_Set88TargetByName( name My 88 Gun?, name Target Name?, bool directShot ) function ACTION_Set88TargetPlayer( name My 88 Gun?, bool directShot ) function ACTION_FireAtTarget(name My 88 Gun?, name Target Name?) function ACTION_FireAtPlayer(name My 88 Gun?) function bool ACTION_88IsAimingAtEnemy(name My 88 Gun?, name Target Name?) function bool ACTION_88IsAimingAtPlayer(name My 88 Gun?)
RAIN Functionsfunction ACTION_StartRain( optional float Intensity, optional bool bNoSound ) function ACTION_StopRain() function ACTION_AdjustRain( float Intensity )
BATTLEDIALOG functionsfunction ACTION_DisableBattleDialogue() function ACTION_EnableBattleDialogue() function ACTION_DisableBattleDialogueForCharacter( name Pawn Tag? ) function ACTION_EnableBattleDialogueForCharacter( name Pawn Tag? ) function ACTION_DisableTalkToMessageForCharacter( name Pawn Tag? ) function ACTION_EnableTalkToMessageForCharacter( name Pawn Tag? ) function ACTION_DisableFlankingDialogue() function ACTION_EnableFlankingDialogue()
NAVPOINT functionsfunction ACTION_BlockNavPoint( name Nav Point Tag? ) function ACTION_BlockNavPoints( name Nav Point Tag? ) // Just like above function, only for multiple points sharing same tag. function ACTION_UnBlockNavPoint( name Nav Point Tag? ) function ACTION_UnBlockNavPoints( name Nav Point Tag? )
// Just like above function, only for multiple points sharing same tag.
Tank Scripted Control Functionsfunction ACTION_TankEnterScriptedMode( Tank My Tank? ) function ACTION_TankLeaveScriptedMode( Tank My Tank? ) function ACTION_TankMoveTo( Tank My Tank?, Actor Lite? Move Dest? ) function bool ACTION_TankIsAtDestination( Tank My Tank?, Actor Lite? Move Dest? ) function ACTION_TankSetSpeed( Tank My Tank?, float percent ) function ACTION_TankRotateBodyToward( Tank My Tank?, Actor Facing Actor?, optional bool bTrackTarget ) function ACTION_TankHalt( Tank My Tank? ) function ACTION_TankSetEnemy( Tank My Tank?, Actor Enemy, optional bool bDontRotateBody ) function bool ACTION_TankIsAimingAtEnemy( Tank My Tank? ) function ACTION_TankFireCannon( Tank My Tank?, optional bool bDoNoDamage ) function ACTION_TankSetNoEnemy( Tank My Tank?, optional bool bResetTurret ) function ACTION_TankDisablePlayerUseTrigger( Tank My Tank? ) function ACTION_TankEnablePlayerUseTrigger( Tank My Tank? ) function ACTION_TankNoEngineSound( Tank My Tank? ) function ACTION_TankKill( Tank My Tank? ) function bool ACTION_TankCommanderOpenHatch( Tank My Tank?, optional name Commander Anim?, optional name Tank Anim? ) function bool ACTION_TankCommanderCloseHatch( Tank My Tank?, optional name Commander Anim?, optional name Tank Anim? ) function ACTION_TankCommanderPlayAnim( Tank My Tank?, name Base Anim?, float Blend In Time?, float Anim Rate?, optional bool bLoopAnim, optional string Mesh Anim Name? ) function float ACTION_TankCommanderPlayLipSyncSound( Tank My Tank?, string soundName, float volume, float pitch, float radius, optional bool bAttenuate ) function ACTION_TankCommanderLookAt( Tank My Tank?, Actor Look At Actor? ) function ACTION_TankCommanderResetLookAt( Tank My Tank? ) function ACTION_KarmaWakeAllDeadTanks() // END Tank Scripted Control Functions //
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function bool Is Player Riding Tank?(Tank My Tank?) function ACTION_SetRepelBullets( name pawnTag, bool bRepel, optional float Cutoff Distance? ) function ACTION_SetRepelBulletsDirect( gbxPawn thePawn, bool bRepel, optional float Cutoff Distance? ) function ACTION_SetForcedFaceActor( Actor FFA, float Turn Rate? ) function ACTION_ClearForcedFaceActor() function ACTION_AllowLongDistanceAIShots( bool bAllow, optional float Cutoff Dist?, optional float Accuracy Scalar? ) function ACTION_SetPawnIgnoreFriendlyFire( name Pawn Tag?, bool bIgnore ) function ACTION_InsertOracleCamTarget( gbxPlayerController gbxPC, Oracle Cam Look Target? Target Actor?, optional string Text Label? ) function ACTION_ChangeScriptedSequence( name szPawnTag, name szAIScriptTag ) function ACTION_ChangeScriptedSequenceDirect( Anim Pawn? aPawn, name szAIScriptTag )
Skirmish game functionsfunction ACTION_IncrementEnemyAISkillSet() function bool ACTION_IsTimedSkirmish() function int ACTION_NumPlayerWeapons()
Localization helper functionsfunction string S_Localize(string Key String?, optional string Int File Name?, optional string Section Name?)
// Copied to gbxGameplay/gbxVictoryCondition.uc 2004-09-28 JWS
State Common Functionsfunction Begin State?() function End State?()
function On Trigger?() function On Destroyed?()
Statesauto state Start { Begin: // Your code here! Goto State?( 'Default' ); } state Default { Begin: // Your code here! } state Triggered { Begin: // Your code here! Goto State?( 'Default' ); } state Player Break? { Begin: // Your code here! } simulated event Pre Save Callback?() { } simulated event Post Save Callback?() { } |