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ACTION_SetAlertness.uc
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2003-12-11
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1KB
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40 lines
class ACTION_SetAlertness extends ScriptedAction;
enum EAlertnessType
{
ALERTNESS_IgnoreAll, // ignore any damage, etc. (even the physics part)
ALERTNESS_IgnoreEnemies, // react normally, but don't try to fight or anything
ALERTNESS_StayOnScript, // stay on script, but fight when possible
ALERTNESS_LeaveScriptForCombat // leave script when acquire enemy
};
var(Action) EAlertnessType Alertness;
function bool InitActionFor(ScriptedController C)
{
C.SetEnemyReaction(int(Alertness));
return false;
}
function string GetActionString()
{
local String S;
Switch(Alertness)
{
case ALERTNESS_IgnoreAll: S="Ignore all"; break;
case ALERTNESS_IgnoreEnemies: S="Ignore enemies"; break;
case ALERTNESS_StayOnScript: S="Stay on script"; break;
case ALERTNESS_LeaveScriptForCombat: S="Leave script for combat"; break;
}
return ActionString@S;
}
defaultproperties
{
Alertness=ALERTNESS_Normal
ActionString="set alertness"
bValidForTrigger=false
}