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UTGame.UTSeqAct_AIFreeze

Extends
SequenceAction

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
UTSeqAct_AIFreeze
boolbAllowWeaponFiring
Inherited Variables from Engine.SequenceAction
bCallHandler, HandlerName, Targets
Inherited Variables from Engine.SequenceOp
ActivateCount, bActive, bAutoActivateOutputLinks, bLatentExecution, EventLinks, InputLinks, OutputLinks, PlayerIndex, SearchTag, VariableLinks

Structures Summary
Inherited Structures from Engine.SequenceOp
SeqEventLink, SeqOpInputLink, SeqOpOutputInputLink, SeqOpOutputLink, SeqVarLink

Functions Summary
Inherited Functions from Engine.SequenceOp
Activated, Deactivated, GetBoolVars, GetController, GetLinkedObjects, GetObjectVars, GetPawn, HasLinkedOps, LinkedVariables, PopulateLinkedVariableValues, PublishLinkedVariableValues, Reset


Variables Detail

UTSeqAct_AIFreeze

bAllowWeaponFiring Source code

var(UTSeqAct_AIFreeze) bool bAllowWeaponFiring;
whether to allow the AI's target selection and weapon firing logic to continue to execute


Defaultproperties

defaultproperties
{
   InputLinks(0)=(LinkDesc="Freeze")
   InputLinks(1)=(LinkDesc="Unfreeze")
   ObjName="Freeze"
   ObjCategory="AI"
   Name="Default__UTSeqAct_AIFreeze"
   ObjectArchetype=SequenceAction'Engine.Default__SequenceAction'
}

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Creation time: sk 18-3-2018 10:00:56.232 - Created with UnCodeX