| 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 | |
|---|---|
| UTSeqAct_AIFreeze | |
| bool | bAllowWeaponFiring |
| 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 |
|---|
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'
}
|
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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