ACTION_None |
This is the default action for each entry. The scripted actor does nothing when executing this action. Note: This action is useful as a placeholder for an undefined and/or future action.
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ACTION_WalkToPoint |
The scripted actor will walk to a point.
ActionName (required) specifies the Tag property of a NavigationPoint object.
ActionSound (optional) specifies a sound to play when the walk action begins.
ActionBool (optional) specifies whether to proceed to the next instruction (true) or wait and turn toward the orientation of the NavigationPoint (false) when reached. ActionValue (optional) specifies a time (in seconds) to delay after reaching the point.
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ACTION_RunToPoint |
The scripted actor will run to a point.
ActionName (required) specifies the Tag property of a NavigationPoint object.
ActionSound (optional) specifies a sound to play when the run action begins.
ActionBool (optional) specifies whether to proceed to the next instruction (true) or wait and turn toward the orientation of the NavigationPoint (false) when reached. ActionValue (optional) specifies a time (in seconds) to delay after reaching the point.
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ACTION_WalkToPlayer |
The scripted actor will walk to a point near the player.
ActionValue (optional) specifies a distance offset to use when calculating the destination point. Elaboration needed.
ActionSound (optional) specifies a sound to play when the walk action begins.
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ACTION_RunToPlayer |
The scripted actor will run to a point near the player.
ActionValuez (optional) specifies a distance offset to use when calculating the destination point. Elaboration needed.
ActionSound (optional) specifies a sound to play when the run action begins.
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ACTION_SpeakCasual |
The scripted actor will play a sound while randomly playing "casual" speaking animations.
ActionSound (required) specifies the sound to play.
ActionValue (optional) specifies a time (in seconds) to delay after the sound finishes playing.
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ACTION_SpeakImplore |
The scripted actor will play a sound while randomly playing "imploring" speaking animations.
ActionSound (required) specifies the sound to play.
ActionValue (optional) specifies a time (in seconds) to delay after the sound finishes playing.
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ACTION_SpeakInquisitive |
The scripted actor will play a sound while randomly playing "inquisitive" speaking animations.
ActionSound (required) specifies the sound to play.
ActionValue (optional) specifies a time (in seconds) to delay after the sound finishes playing.
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ACTION_SpeakMumble |
The scripted actor will play a sound and immediately proceed to the next action.
ActionSound (required) specifies the sound to play.
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ACTION_PlayAnimation |
The scripted actor will play an animation.
ActionName (required) specifies the animation name.
ActionSound (optional) specifies a sound to play when the animation action begins.
ActionBool (optional) specifies whether to wait for the animation to finish before proceeding.
ActionValue (optional) specifies a time (in seconds) to delay before proceeding. Elaboration needed.
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ACTION_LoopAnimation |
The scripted actor will loop an animation.
ActionName (required) specifies the animation name.
ActionSound (optional) specifies a sound to play when the animation begins.
ActionValue (optional) specifies a time (in seconds) to delay before proceeding.
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ACTION_Trigger |
The scripted actor will trigger an event. Note: when a scripted actor is triggered, it remembers the actor that triggered it. When a trigger action is executed, the scripted actor passes this information on to all triggered actors.
ActionName (required) specifies the name of the event to trigger.
ActionSound (optional) specifies a sound to play when the trigger action occurs.
ActionValue (optional) specifies a time (in seconds) to delay before proceeding.
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ACTION_Wait |
The scripted actor will play its waiting animation and wait for some time.
ActionSound (optional) specifies a sound to play when the wait begins.
ActionValue (optional) specifies a time (in seconds) to wait. If unspecified, the default value of zero is used.
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ACTION_Goto |
The scripted actor will go to an action within the current script.
ActionValue (optional) specifies the action number (entry number in the ActionList array) to go to. If unspecified, the default value of zero is used.
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ACTION_GotoState |
The scripted actor will change to an AI state.
ActionName (required) specifies the state to change to.
NOTE: Once the creature leaves the AIRunScript state via ACTION_GotoState, it will not return unless triggered.
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ACTION_GotoScript |
The scripted actor will locate a script and begin executing it.
ActionName (required) specifies the Tag of the script.
ActionValue (optional) specifies the action number (entry number in the ActionList array) to go to. If unspecified, the default value of zero is used.
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ACTION_UnlockPlayer |
The scripted actor will disengage the LockPlayerTrigger that was used to trigger the dialog sequence, if any.
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ACTION_PlayerSpeak |
The scripted actor will cause the player to play a sound.
ActionSound (required) specifies the sound to play.
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ACTION_Unlook |
The scripted actor will stop looking at the player.
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ACTION_LeashPlayer |
The scripted actor will make or break the tether to the player. When the player is tethered, he will follow the scripted actor wherever he goes.
ActionBool (required) specifies whether to leash (true) or unleash (false) the player.
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ACTION_JumpToPoint |
The scripted actor will attempt to jump from its current location to a point.
ActionName (required) specifies the Tag property of a NavigationPoint object.
ActionSound (optional) specifies a sound to play when the animation begins.
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ACTION_Vanish |
The scripted actor will destroy itself.
ActionSound (optional) specifies a sound to play when the animation begins.
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ACTION_PlayerDetect |
The scripted actor will enable or disable its visual and aural detection of the player.
ActionBool (required) specifies whether to enable (true) or disable (false) the senses.
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ACTION_EndScript |
The scripted actor will cease script execution.
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ACTION_CallState |
The scripted actor will call an AI state.
ActionName (required) specifies the state to call.
ActionSound (optional) specifies a sound to play when the animation begins.
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ACTION_CallScript |
The scripted actor will locate another script and begin executing it. When ACTION_Return is encountered in the sub-script, control will return to the calling script.
NOTE: If the ACTION_Return is absent from the sub-script, control will return to the calling script when the end of the sub-script is reached.
ActionName (required) specifies the Tag property of the script.
ActionValue (optional) specifies the action number (entry number in the ActionList array) to go to. If unspecified, the default value of zero is used.
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ACTION_Return |
Ends a sub-script, returning control to the calling script.
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ACTION_SetTag |
The scripted actor will set its Tag property.
ActionName (required) specifies the value with which to set the Tag property.
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ACTION_Die |
The scripted actor will commit suicide.
ActionName (optional) specifies the name to pass as the damage type for the death animation.
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ACTION_FadeOut |
The scripted actor will fade to 0.0 opacity (complete transparency).
ActionValue (required) specifies the time (in seconds) for the fade effect.
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ACTION_FadeIn |
The scripted actor will fade to 1.0 opacity (complete opacity).
ActionValue (required) specifies the time (in seconds) for the fade effect.
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ACTION_LookAt |
The scripted actor will attempt to look at another actor.
ActionName (optional) specifies the Tag property of an actor to look at. If unspecified, the scripted actor will cancel any previous looking commands.
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