Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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action that causes the AI to do absolutely nothing and deactivates any automatic responses it might have
Core.Object | +-- Engine.SequenceObject | +-- Engine.SequenceOp | +-- Engine.SequenceAction | +-- UTGame.UTSeqAct_AIFreeze
Variables Summary | |
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UTSeqAct_AIFreeze | |
bool | bAllowWeaponFiring |
Inherited Variables from Engine.SequenceAction |
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bCallHandler, HandlerName, Targets |
Inherited Variables from Engine.SequenceOp |
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ActivateCount, bActive, bAutoActivateOutputLinks, bLatentExecution, EventLinks, InputLinks, OutputLinks, PlayerIndex, SearchTag, VariableLinks |
Structures Summary |
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Inherited Structures from Engine.SequenceOp |
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SeqEventLink, SeqOpInputLink, SeqOpOutputInputLink, SeqOpOutputLink, SeqVarLink |
Functions Summary |
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Inherited Functions from Engine.SequenceOp |
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Activated, Deactivated, GetBoolVars, GetController, GetLinkedObjects, GetObjectVars, GetPawn, HasLinkedOps, LinkedVariables, PopulateLinkedVariableValues, PublishLinkedVariableValues, Reset |
Variables Detail |
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whether to allow the AI's target selection and weapon firing logic to continue to execute
Defaultproperties |
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defaultproperties { InputLinks(0)=(LinkDesc="Freeze") InputLinks(1)=(LinkDesc="Unfreeze") ObjName="Freeze" ObjCategory="AI" Name="Default__UTSeqAct_AIFreeze" ObjectArchetype=SequenceAction'Engine.Default__SequenceAction' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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