Title: Unreal Scripted Sequences
1Unreal Scripted Sequences
- CIS 488/588
- Bruce R. Maxim
- UM-Dearborn
2NPC Control
- You can tell a bot to use a button to start a
door pressing animation - Scripted sequences have an Actions list the
controls their behavior under the AIScript
category in their properties list - Action lists can have conditionals and loops
- Actions can be latent (pause after executing) or
non-latent (no delay before next action)
3Using a Scripted Trigger - 1Tutorial 14.1
- Use the map file Tutorial14_01_Start.ut2
- This tutorial creates a UseTrigger that plays a
sound, opens a door, and turns on a caution light - Open the Actor class browser, expand Triggers,
and select UseTrigger - Add the UseTrigger in front of the door
4Using a Scripted Trigger - 2Tutorial 14.1
- Open the Actor class browser, expand
KeyPointgtAIScriptgtScriptedSequence, and select
ScriptedTrigger - Add the ScriptedTriggeer next to the UseTrigger
in front of the door - Open the Properties window for the Use Trigger,
expand th Events category, and type MultiTrigger
as the value of Event property
5Using a Scripted Trigger - 3Tutorial 14.1
- Open the Properties window for the
ScriptedTrigger, expand the AIScript, and enter
the actions list - Rebuild the level, save, and test
6ScriptedTrigger ActionsTutorial 14.1
7Controlling a Pawn - 1Tutorial 14.2
- Use map file Tutorial14_02_Start.ut2
- The NPC will runs to the Player, beckons for the
player to follow, and then opens the door
(several PathNodes are already in the map) - Open Actor class browser, expand PawngtUnrealPawn,
and select xPawn - Move the xPawn to the lower right of the level,
near the PathNode, rotate the xPawn to face the
PathNode
8Controlling a Pawn - 2Tutorial 14.2
- Open the Actor class browser, expand
KeypointgtAIScript, and select ScriptedSequence - Place the ScriptedSequence next to xPawn
- Open Properties window, expand the Events
category, and set Tag to PawnController - Expand the AIScript category and set the
ControllerClass property to ScriptedController
9Controlling a Pawn - 3Tutorial 14.2
- Open the xPawnProperties window, expand the AI
category, and set AIScriptTag to PawnController - Open the Properties window of the
ScriptedSequence, expand the AIScript category,
and add the actions list - Rebuild the path, save, and test
10Actions for ScriptedSequence 1Tutorial 14.2
11Actions for ScriptedSequence 2Tutorial 14.2
12Actions for ScriptedSequence 3Tutorial 14.2
13Matinee ScriptedSequences Tutorial 14.3
- I have not worked with matinee yet
14Using if Conditions - 1 Tutorial 14.4
- Use map file Tutorial14_04_Start.ut2
- Well set up a scripted sequence to make the pawn
run over to a PathNode to send a message to a
triggered condition - Add a ScriptedSequence actor next to the existing
Trigger - Open the Properties window, expand AIScript
category, and set ControllerClass to
ScriptedController
15Actions for ScriptedSequenceTutorial 14.4
16Actions for ScriptedSequenceTutorial 14.4
17Using if Conditions 2Tutorial 14.4
- Open the Property window for the xPawn, expand
the AI category, and check the value of
AIScriptTag (should be NPCScript) - Return to the Property window of the
ScriptedSequence, expand the Events category, and
set Tag ot NPCScript - Open the Actor class browser, expand
TriggersgtTriggeredCondition, and select
TriggeredCondition
18Using if Conditions 3Tutorial 14.4
- Place the TriggeredCondtion next to the Trigger
and the ScriptedSequence - Open the Property window for the
TriggeredCondition, expand the category
TriggeredCondition, and set value of
bTriggerContolled to True - Expand the events category and set the Tag
property to IC_DoorControl
19Using if Conditions 4Tutorial 14.4
- UseTrigger in front of the second PathNode send
the event TestConsole - Once the actions for the ScriptedTrigger are
entered, rebuild the path, save, and test
20Actions for ScriptedTriggerTutorial 14.4
21Using Random Conditions - 1 Tutorial 14.5
- Use map file Tutorial14_05_Start.ut2
- Open the Actor class browser, expand Light, and
select TriggerLight - Place this TriggerLIght near the corner light
- Open the TriggerLight properties window, expand
the LightColor category and set - LightBrightness to 200
- LightHue to 150
- LightSaturation to 150
22Using Random Conditions - 2 Tutorial 14.5
- Expand the Lighting category and set LightRadius
to 10 - Expand the Events category and set Tag to
FlickerLight - Expand the Object category and set InitialState
to TriggerToggle - Open the Actor class browser, expand
KeyPointgtAIScriptgt and select ScriptedSequence
23Actions for ScriptedSequence Tutorial 14.5
24Using Random Conditions - 4 Tutorial 14.5
- After entering the actions list in AIScript
category, rebuild the level - Save and test it (trigger lights have not always
worked for me)