40 lines
1011 B
Ucode
40 lines
1011 B
Ucode
class ACTION_SetAlertness extends ScriptedAction;
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enum EAlertnessType
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{
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ALERTNESS_IgnoreAll, // ignore any damage, etc. (even the physics part)
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ALERTNESS_IgnoreEnemies, // react normally, but don't try to fight or anything
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ALERTNESS_StayOnScript, // stay on script, but fight when possible
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ALERTNESS_LeaveScriptForCombat // leave script when acquire enemy
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};
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var(Action) EAlertnessType Alertness;
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function bool InitActionFor(ScriptedController C)
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{
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C.SetEnemyReaction(int(Alertness));
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return false;
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}
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function string GetActionString()
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{
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local String S;
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Switch(Alertness)
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{
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case ALERTNESS_IgnoreAll: S="Ignore all"; break;
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case ALERTNESS_IgnoreEnemies: S="Ignore enemies"; break;
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case ALERTNESS_StayOnScript: S="Stay on script"; break;
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case ALERTNESS_LeaveScriptForCombat: S="Leave script for combat"; break;
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}
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return ActionString@S;
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}
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defaultproperties
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{
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Alertness=ALERTNESS_Normal
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ActionString="set alertness"
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bValidForTrigger=false
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}
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