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//============================================================================= // U2NPCControllerScriptable.uc // Created By: Steve Polge, Mike Fox // Created On: 8/01/00 // $Author: Mfox $ // $Date: 12/18/02 5:22p $ // $Revision: 63 $ //============================================================================= class U2NPCControllerScriptable extends U2NPCController config(User) abstract; //----------------------------------------------------------------------------- const ScriptedState = 'Scripted'; // under script control const ScriptedDialogState = 'ScriptedDialog'; // engaging in dialog const ScriptedDialogFarState = 'ScriptedDialogFar'; // waiting for 3rd party dialog to finish const MinMoveSpeedMultiplier = 0.05; // min movement speed for scripting //----------------------------------------------------------------------------- // properties var class<ScriptControllerInterf> DefaultScriptControllerClass; // default event controller class var class<ScriptControllerInterf> ScriptedScriptControllerClass; // scripted event controller class var ScriptControllerInterf ScriptController; // script controller (SC) assigned on startup var float CrouchingMoveSpeedMultiplier; var float ProneMoveSpeedMultiplier; var float StandingMoveSpeedMultiplier; //----------------------------------------------------------------------------- var Actor ScriptedFocus; //var bool bFireAtWill; // mdf-tbd: if scripted and has enemy/target will shoot at it if appropriate var protected bool bDirectionalPatrol; // whether NPC on patrol will match patrol destination rotation var protected bool bScriptedIdleAnims; // whether script is handling idle animations (tbd) var bool bStayStationary; // can be set (e.g. via script) to force NPC to stay stationary var byte StationaryStance; var bool bScriptLockedTarget; var bool bScriptPendingFire; var byte bScriptPendingFireUseAltMode; var float ScriptedAimOdds; // used with scripting firing var float LastAutoEndTime; var float MaxScriptedAutoEndDelay; // max delay when going back to script after being autonomous var bool bStayDormant; var bool bDidStartup; // hack to make sure script doesn't start executing before NPC initialized var ETacticalMoveType ScriptedTacticalMoveType; // type of tactical moves to use during scripted movement var bool bScriptedHeadTrackingEnabled; var bool bXMPHandlingEnabled; // mdf-tbd: needed currently or get accessed Nones, animation errors // but a better approach might be to have the script controller initiate the delay var bool bInitializedForScripting; // true once ScriptedState has gone through delay to make sure Pawn/Controller initialized but there has to be a better way // set in Possess var U2Pawn U2P; //----------------------------------------------------------------------------- //@ EVENTS //----------------------------------------------------------------------------- /*----------------------------------------------------------------------------- events -- these are all declared as final since this class and subclasses should intercept eventXXX rather than XXX directly (events are possibly filtered by the current event controller). Note that some engine events are only implemented specific states (e.g. Scripted) so that these events aren't enabled by default in other states (Disable/Enable status are tracked on a per-state basis). mdf-tbd: send initial (raw) events to an event handler component (script controller could be derived from this instead of ScriptControllerInterf and move event handling code from here to there (mainly to eliminate this redirection and to help keep the amount of code in this file under control. */ //!!mdf-tbd: check for Pawn == None here (rather than in multiple other places) i.e. // catch this situation and filter out event asap and all other code will assume // that the Pawn is valid. What about checking health etc.? function final ActorInRange() { ScriptController.eventSCActorInRange( Self ); } function final ActorOutOfRange() { ScriptController.eventSCActorOutOfRange( Self ); } event final EnemyNotVisible() { ScriptController.eventSCEnemyNotVisible( Self ); } //!!mdf-tbd: event final SeeEnemy( Pawn Seen ) { if( StationaryPawn(Seen) == None || StationaryPawn(Seen).ConsiderAttacking( Seen, Self ) ) ScriptController.eventSCSeeEnemy( Self, Seen ); } function final AutoBegin( name DestinationState, name DestinationLabel ) { ScriptController.eventSCAutoBegin( Self, DestinationState, DestinationLabel ); } function final AutoEnd() { ScriptController.eventSCAutoEnd( Self ); } function final BumpEnemy( Pawn Other ) { ScriptController.eventSCBumpEnemy( Self, Other ); } function final BumpFriend( Pawn Other ) { ScriptController.eventSCBumpFriend( Self, Other ); } function final BumpOther( Actor Other ) { ScriptController.eventSCBumpOther( Self, Other ); } function final DestinationReached() { ScriptController.eventSCDestinationReached( Self ); } function final Died() { ScriptController.eventSCDied( Self ); } function final HearNoiseFriendly( float Loudness, Actor NoiseMaker ) { ScriptController.eventSCHearNoiseFriendly( Self, Loudness, NoiseMaker ); } function final HearNoiseOther( float Loudness, Actor NoiseMaker ) { ScriptController.eventSCHearNoiseOther( Self, Loudness, NoiseMaker ); } function final HearNoiseThreat( float Loudness, Actor NoiseMaker ) { ScriptController.eventSCHearNoiseThreat( Self, Loudness, NoiseMaker ); } function final InheritEnemy( Pawn NewEnemy ) { ScriptController.eventSCInheritEnemy( Self, NewEnemy ); } function final ScriptedLanding() { ScriptController.eventSCScriptedLanding( Self ); } function final TakeDamage( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) { ScriptController.eventSCTakeDamage( Self, Damage, EventInstigator, HitLocation, Momentum, DamageType ); } function final TookDamage( int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) { ScriptController.eventSCTookDamage( Self, Damage, Instigator, HitLocation, Momentum, DamageType ); } function Trigger( Actor Other, Pawn Instigator, optional name EventName ) // global so that autonomous NPCs with a script can be triggered { ScriptController.eventSCTrigger( Self, Other, Instigator, EventName ); } //----------------------------------------------------------------------------- // actual event handlers -- override these to implement specific behavior function eventAutoBegin( name DestinationState, name DestinationLabel ); // no default global handler function eventEnemyNotVisible(); // no default global handler function eventBumpEnemy( Pawn Other ); function eventBumpFriend( Pawn Other ); function eventBumpOther( Actor Other ); function eventDialogUnPaused(); function eventHearNoiseFriendly( float Loudness, Actor NoiseMaker ); function eventHearNoiseOther( float Loudness, Actor NoiseMaker ); function eventHearNoiseThreat( float Loudness, Actor NoiseMaker ); function eventInheritEnemy( Pawn NewEnemy ); function eventSeeAlertFriend( Pawn Seen ); function eventSeeEnemy( Pawn Seen ); function eventSeeFriend( Pawn Seen ); function eventSeeOther( Actor Seen ); function eventTakeDamage( int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ); function eventTookDamage( int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ); //tbd: not used currently function eventTrigger( Actor Other, Pawn EventInstigator ) { NILog( GetContext() ); } //----------------------------------------------------------------------------- //@ SCRIPTING SUPPORT //----------------------------------------------------------------------------- function Possess( Pawn P ) { // helpers U2P = U2Pawn(P); #debug DMAI( "U2P: " $ U2P ); Super.Possess( P ); AssignScriptController(); bScriptedHeadTrackingEnabled = U2P.default.bHeadTrackingEnabled; #debug DMAI( "Possess: Controller=" $ Self $ " Pawn=" $ Pawn $ " ScriptController=" $ ScriptController ); } //----------------------------------------------------------------------------- // interface functions for scripting function Shutdown( bool bVal ); function bool IsDialogPaused() { return false; } function MaybeFire( byte bUseAltMode ); function bool IsRepeatFire( bool bPrimary ); function bool SetAmmoTypeStr( string AmmoString ) { return false; } function TurnToActor( Actor A, optional bool bLock ); simulated function SetAlert( bool bNewVal ) { LPawn.SetAlert( bNewVal ); } simulated function SetHealth( float NewVal ) { LPawn.SetHealth( NewVal ); } #debug function WhatToDoNext( string ContextStr ); #release function WhatToDoNext(); function SetDirectionalPatrol( bool bNewVal ); simulated function SetScriptedFocus( Actor A ); function SetScriptedIdleAnims( bool bNewVal ); function SetXMPHandlingEnabled( bool bVal ) { bXMPHandlingEnabled = bVal; } function UseActor( Actor A ); function UnuseActor( optional Actor A ); //----------------------------------------------------------------------------- // scripting support exec function Use() { // mdf-tbd: not used by NPCs? DMAssert( false, GetContext() ); } //----------------------------------------------------------------------------- // global version needed for U2NPCScriptables (eg. LevelMaster) wating on a dialog function DialogUnPause() { ScriptController.eventSCDialogUnPause( Self ); } //----------------------------------------------------------------------------- function AgentSpecialStateBegin() { if( U2P != None ) { U2P.bIgnoreImpactForces = true; U2P.bCanKnockDown = false; U2P.bCanPanic = false; } } //----------------------------------------------------------------------------- function AgentSpecialStateEnd() { if( U2P != None ) { U2P.bIgnoreImpactForces = U2P.default.bIgnoreImpactForces; U2P.bCanKnockDown = U2P.default.bCanKnockDown; U2P.bCanPanic = U2P.default.bCanPanic; } } /*----------------------------------------------------------------------------- If bStayDormant is true, NPC will stay dormant even if the NPC's script ends etc. */ function SetDormant( bool bVal, optional bool bStayDormantVal ) { bStayDormant = bStayDormantVal; //DMTNS( "SetDormant -- bVal=" $ bVal $ " bStasis=" $ bStasis $ " Pawn=" $ Pawn ); if( bVal ) { if( !bStasis ) { bStasis = true; #debug StopFiring( 0.0, SFI_Behavior, GetContext() ); #release StopFiring( 0.0, SFI_Behavior ); if( Pawn != None ) { if( !bVisibleAI ) Pawn.bHidden = true; else U2P.SpamTextures( U2Pawn.TexDormant ); Pawn.bStasis = true; Pawn.SetPhysics( PHYS_None ); Pawn.AnimFrame = 0.0; Pawn.AnimRate = 0.0; Pawn.SetCollision( false, false, false ); U2P.WentDormant(true); if( Pawn.AmbientSound != None ) DMTNS( "Warning -- dormant Pawn " $ Pawn $ " has ambient sound " $ Pawn.AmbientSound ); } } } else if( !bStayDormant ) { if( bStasis ) { bStasis = false; if( Pawn != None ) { if( !bVisibleAI ) Pawn.bHidden = false; else U2P.SpamTextures( None ); Pawn.bStasis = false; // swimming creatures get stuck if waking up falling if( U2P != None && U2P.MovementPhysics == PHYS_Swimming ) Pawn.SetPhysics( PHYS_Swimming ); else Pawn.SetPhysics( PHYS_Falling ); Pawn.SetCollision( true, true, true ); U2P.WentDormant(false); } } } } //----------------------------------------------------------------------------- function SetScriptedTacticalMoveType( ETacticalMoveType NewTacticalMoveType ) { ScriptedTacticalMoveType = NewTacticalMoveType; } //----------------------------------------------------------------------------- function bool SetScriptedMoveSpeedMultiplier( float NewMoveSpeedMultiplier, byte Stance ) { local bool bResult; bResult = false; if( NewMoveSpeedMultiplier >= MinMoveSpeedMultiplier && NewMoveSpeedMultiplier <= Pawn.MaxDesiredSpeed ) { switch( Stance ) { case ST_Standing: StandingMoveSpeedMultiplier = NewMoveSpeedMultiplier * U2P.SetMoveSpeedFudge; #debug DMAIM( "SetScriptedMoveSpeedMultiplier StandingMoveSpeedMultiplier: " $ StandingMoveSpeedMultiplier ); break; case ST_Crouching: CrouchingMoveSpeedMultiplier = NewMoveSpeedMultiplier * U2P.SetMoveSpeedFudge; #debug DMAIM( "SetScriptedMoveSpeedMultiplier CrouchingMoveSpeedMultiplier: " $ CrouchingMoveSpeedMultiplier ); break; case ST_Prone: ProneMoveSpeedMultiplier = NewMoveSpeedMultiplier * U2P.SetMoveSpeedFudge; #debug DMAIM( "SetScriptedMoveSpeedMultiplier ProneMoveSpeedMultiplier: " $ ProneMoveSpeedMultiplier ); break; } bResult = true; } return bResult; } //----------------------------------------------------------------------------- function float GetScriptedMoveSpeed() { local float ReturnedSpeed; switch( LPawn.GetStance() ) { case ST_Standing: ReturnedSpeed = U2P.StandingMoveSpeed * StandingMoveSpeedMultiplier; break; case ST_Crouching: ReturnedSpeed = U2P.CrouchingMoveSpeed * CrouchingMoveSpeedMultiplier; break; case ST_Prone: ReturnedSpeed = U2P.ProneMoveSpeed * ProneMoveSpeedMultiplier; break; } //if( SuggestedSpeed > 0.0 ) // ReturnedSpeed = FMin( ReturnedSpeed, SuggestedSpeed ); //#debug DMAIM( "GetScriptedMoveSpeed returning " $ ReturnedSpeed ); return ReturnedSpeed; } //----------------------------------------------------------------------------- function SetAutoMoveSpeed( float NewVal ) { DefaultMoveSpeed = NewVal * U2P.SetMoveSpeedFudge; } //----------------------------------------------------------------------------- function SetHeadTrackingEnabled( bool bVal ) { U2P.bHeadTrackingEnabled = bVal; if( !bVal ) U2P.MeshSetSatellite('Sat_HeadTrack', U2P ); // if "headtracking 0" clear old satellite and look straight ahead bScriptedHeadTrackingEnabled = bVal; } //----------------------------------------------------------------------------- function SetAimOdds( float Odds ) { ScriptedAimOdds = Odds; } //----------------------------------------------------------------------------- function ClearScriptTarget() { #debug SetControllerTarget( None, GetContext() ); #release SetControllerTarget( None ); bScriptLockedTarget = false; bScriptPendingFire = false; } //----------------------------------------------------------------------------- // Changing or dropping script. Clean up stuff which might have been set while // scripted which is no longer valid. function ScriptReset() { ClearScriptTarget(); SetDormant( false ); MoveTarget = None; if( Pawn != None ) Destination = Pawn.Location; else Destination = Location; SetSpecialGoal( None ); } /*----------------------------------------------------------------------------- AssignScriptController Assigns NPC's script controller (through ScriptController property). 1) if SpecifiedScriptControllerClass is set, this will be the class used 2) otherwise, if Pawn's CommandFileName is set, will use a script controller 3) otherwise, will use a ScriptControllerInterf (DefaultScriptControllerClass) Frees old ScriptController, if any, then spawns instance of class determined above and sets ScriptController to this. Called on startup to setup the initial script controller and also called internally, e.g. when the current script is changed or set through a script or ScriptTrigger etc. */ function bool AssignScriptController( optional class<ScriptControllerInterf> SpecifiedScriptControllerClass ) { local class<ScriptControllerInterf> NewScriptControllerClass; // determine script controller class to use NewScriptControllerClass = DefaultScriptControllerClass; if( SpecifiedScriptControllerClass != None ) { // use specified class NewScriptControllerClass = SpecifiedScriptControllerClass; } else if( U2P.CommandFileName != "" ) { // if CommandFileName specified, must use a scripted script controller NewScriptControllerClass = ScriptedScriptControllerClass; } if( ScriptController == None || ScriptController.Class != NewScriptControllerClass ) { if( ScriptController != None ) { //DMTNS( "calling cleanup on " $ ScriptController ); ScriptController.CleanupScriptController(); } ScriptController = NewScriptControllerClass.static.GetInstance( Self ); } if( HasScript() ) { // under script control -- set file/label in script controller ScriptController.SetCommandFile( U2P.CommandFileName ); ScriptController.SetStartLabel( U2P.CommandStartLabel ); } else { // will not be under script control -- make sure doesn't try to resume any old patrol SetSpecialGoal( None ); // NOTE: script might have left NPC crouched or prone at this point. If the NPC never // moves (stopmovement 1 = stationary) this stance will be maintained (damage or // momentum xfer might change this). If the NPC moves at all the physics will restore // the standing stance. This all seems to make sense for an NPC that is now // autonomous. } if( ScriptController == None ) NPCError( ET_Other, "WARNING: couldn't assign script controller -- NPC will be totally borked!" ); #debug DMAI( "AssignScriptController ScriptController= " $ ScriptController $ " U2S=" $ ScriptController.GetCommandFile() ); return ( ScriptController != None ); } //----------------------------------------------------------------------------- // Used e.g. when NPC is killed to make sure it is no longer under script // control. function ResetScriptController() { ScriptReset(); AssignScriptController( DefaultScriptControllerClass ); } //----------------------------------------------------------------------------- function DetachScriptController() { if( HasScript() ) { ScriptReset(); AssignScriptController( DefaultScriptControllerClass ); #debug WhatToDoNext( GetContext() ); #release WhatToDoNext(); } } //----------------------------------------------------------------------------- // Called externally (e.g. through an exec function) to reload the scripts for // all scripted NPCs. Mainly used for testing/modifying scripts without having // to restart the game. function ReloadScriptController() { #debug DMAI( "ReloadScriptController" ); ScriptReset(); if( ScriptController != None ) { //DMTNS( "calling InitializeScriptController #2" ); ScriptController.InitializeScriptController( Self ); } } //----------------------------------------------------------------------------- // Used for specifying the script that an NPC should be using. This can be // done within a previous script (setscript command), or externally through a // ScriptTrigger (trigger which, when activated by an appropriate NPC, gives a // script, possibly from a list, to that NPC), or through the SetScript exec // (used for testing). function SetScript( string NewCommandFileName, optional string NewStartLabel ) { #debug DMAI( "SetScript: " $ NewCommandFileName $ " " $ NewStartLabel ); ScriptReset(); U2P.CommandFileName = NewCommandFileName; U2P.CommandStartLabel = NewStartLabel; // note: NPC might not have a script controller at this point if( AssignScriptController() ) { if( HasScript() ) { bDidStartup = true; bInitializedForScripting = true; if( GetStateName() != ScriptedState ) { //EnableSenses( true ); GotoState( ScriptedState, BeginLabel ); } // NOTE: unlike situation on game startup (script was in NPC's properties) the NPC // is already initialized at this point (Possess has been called etc.) so we can // initialize the script controller immediately //DMTNS( "calling InitializeScriptController #3" ); ScriptController.InitializeScriptController( Self ); } else { #debug WhatToDoNext( GetContext() ); #release WhatToDoNext(); } } } //----------------------------------------------------------------------------- function bool HasScript() { return ( ScriptController.bHasScript ); } //----------------------------------------------------------------------------- function bool UnderScriptControl() { return IsInState( ScriptedState ); } //----------------------------------------------------------------------------- function PawnDied() { if( ScriptController != None ) //mdf: this check appears to be needed currently Died(); // sends event to script controller ResetScriptController(); Super.PawnDied(); } //----------------------------------------------------------------------------- function CleanupScriptController() { //DMTNS( "CleanupScriptController: " $ ScriptController ); if( ScriptController != None ) { // this is absolutely needed or script FTimerManagers can cause a crash ScriptController.CleanupScriptController(); ScriptController.Delete(); ScriptController = None; } } //----------------------------------------------------------------------------- event Destroyed() { //DMTNS( "Destroyed calling CleanupScriptController for " $ ScriptController ); CleanupScriptController(); Super.Destroyed(); } //----------------------------------------------------------------------------- //@ DEBUGGING //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Used with the "trace debug" facility to get additional debugging information // from the NPC and/or its script controller. function GetExtendedInformation( out array<string> ReturnedStrings ) { if( ScriptController == None ) ReturnedStrings[ 0 ] = "ScriptController not set!"; else ScriptController.GetDebugInformation( Self, ReturnedStrings ); } //----------------------------------------------------------------------------- defaultproperties { ScriptedAimOdds=1.000000 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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