Recent Changes - Search:

ACTION Function List

Main.ACTIONFunctionList History

Hide minor edits - Show changes to markup

April 01, 2006, at 04:39 AM by Engel -
Deleted lines 3-6:

Here is an example of how to use it:

 ACTION_TankMoveTo( Panzer , PN_Tank_Fire_01 );
Added line 5:

For best use print it out and use it as a reference guide.

Changed lines 7-8 from:
to:


If you find new ACTION functions feel free to add them.

Here is an example of how to use it:

 ACTION_TankMoveTo( Panzer , PN_Tank_Fire_01 );



April 01, 2006, at 04:36 AM by Engel -
Added lines 1-841:

ACTION Function List for TriggeredScripts

This List shows you the ACTION function which you can use in a TriggeredScript.

Here is an example of how to use it:

 ACTION_TankMoveTo( Panzer , PN_Tank_Fire_01 );



Utility functions

function 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 functions

function 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 ) /**

  • Stop the specified sound cue playing with this sound HANDLE.

  • @param actorTag The name of the Actor the sound was played from originally.
  • @param soundHandle The sound handle that was returned from Play Sound?.
  • @param fadeRuation The length of time the sound should fade out (0.0 will stop abrubtly with no fade).
  • /

function ACTION_StopSoundDirect( Actor A, int soundHandle, float fadeDuration )

function float ACTION_PlaySound( name actorTag, string soundName, float volume, float pitch, float radius ) /**

  • Play a sound cue on the specified Actor.
  • @param actorTag The name of the Actor to play the sound from. If the sound is 3D, the sound will use this Actor for its position.
  • @param soundName The name of the sound to play.
  • @param volume The volume to play the sound at. (DEPRECATED) This is now overridden with what is saved in the Everything.ucx Cue package.
  • @param pitch The pitch to play the sound at. (DEPRECATED) This is now overridden with what is saved in the Everything.ucx Cue package.
  • @param radius The radius that this sound should be heard from. (DEPRECATED) This is now overridden with what is saved in the Everything.ucx Cue package.
  • @return Returns the sound's duration in seconds.
  • /

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 ) /**

  • Play a sound cue on the specified Actor.
  • @param actorTag The name of the Actor to play the sound from. If the sound is 3D, the sound will use this Actor for its position.
  • @param soundName The name of the sound to play.
  • @param volume The volume to play the sound at. (DEPRECATED) This is now overridden with what is saved in the Everything.ucx Cue package.
  • @param pitch The pitch to play the sound at. (DEPRECATED) This is now overridden with what is saved in the Everything.ucx Cue package.
  • @param radius The radius that this sound should be heard from. (DEPRECATED) This is now overridden with what is saved in the Everything.ucx Cue package.
  • @return Returns the sound handle associated with this sound which can be used later to stop the sound.
  • /

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 functions

function 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 functions

function 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 functions

function 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 functions

function 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 functions

function 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 functions

function 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 functions

function 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 functions

function 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 functions

function 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? Functions

function ACTION_EnableMG42Recruiting( name MG Name?, bool bRecruit )

PAK 36? Functions

function ACTION_EnablePak36Recruiting( name Pak Name?, bool bRecruit )

FLAKVIERLING Functions

function ACTION_EnableFlakvierlingRecruiting( name Flak V Name?, bool bRecruit )

function ACTION_SetFlakvierlingTarget( name Flak Name?, name Target Actor Name? )

Mortar Functions

function 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 Functions

function 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 Functions

function ACTION_StartRain( optional float Intensity, optional bool bNoSound )

function ACTION_StopRain()

function ACTION_AdjustRain( float Intensity )

BATTLEDIALOG functions

function 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 functions

function 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 Functions

function 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 // /////////////////////////////////////////

function bool Tank Has Enemy?(Tank My Tank?)

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 functions

function ACTION_IncrementEnemyAISkillSet()

function bool ACTION_IsTimedSkirmish()

function int ACTION_NumPlayerWeapons()

Localization helper functions

function 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 Functions

function Begin State?()

function End State?()

!!!Overridables

function On Start?()

function On Trigger?()

function On Destroyed?()

States

auto 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?() { }

Edit - History - Print - Recent Changes - Search
Page last modified on April 01, 2006, at 04:39 AM