UDS:Class Reference
Full reference of all classes in the Unreal Director's Suite package included with Unreal: Return to Na Pali.
CS_Action
This class needs to be called so that the cut sequence engine will become active. It’s job is to setup the display and then call the first CS_ShotList.
Name | Type | Description |
---|---|---|
Retriggerable | bool | When set, the trigger can happen more than once. This is usefull for doing Lara Croft/Tomb Raider style sequences when you hit a switch or button. |
bOnlyTriggerable | bool | When true, this will only allow the CS_Action to become active if triggerd by another trigger. |
FirstShotList | name | This should be the name (TAG) of the first CS_ShotList in your sequence. |
Letterboxed | bool | When TRUE, the cut sequences will be in letterboxed format (16:9 aspect ratio). |
First Camera | name | This should be the name (TAG) of the first camera to activate. The CS_Action trigger will cause that camera to become active. This helps make a smooth transition. |
FirstLock | name | This field is used to lock a camera on an actor. If the tag is set to SELF then the camera is locked on to the player that triggered the sequence. |
FreezeActor | bool | If you want to restrict the player (ie: Unreal ignores any movement/firing… set this field to true. |
CS_ActorAct
This command will cause a given actor to perform a given animation. This command will work on any actor, not just CSPawns or CSPlayers. The Event field sets the target to affect.
Name | Type | Description |
---|---|---|
AnimSeq | name | This is the name of the Animation Sequence to force the actor to perform. |
CS_ActorChange
This class is used to change the state of any scripted pawn, the Event field sets the target to affect. NOTE: This actor was intended to be multipurpose and change various properties on the fly however only the state-change code was actually implemented - so don't bother with any of the variables aside from those listed below.
Name | Type | Description |
---|---|---|
ChangeType | enum | This should always be set to CHG_State (see above comments). |
NewState | name | This is the name of the State to send the pawn to. |
CS_ActorMove
This command will cause an actor to move from a location to a CS_SpikeTape. The Event field sets the target actor(s) to affect.
Name | Type | Description |
---|---|---|
GroundSpeed | int | How fast should the actor(s) move. |
SpikeTag | name | The name TAG of the CS_SpikeTape to move this actor to. |
CS_AdjustCamera
This command allows you to adjust how the camera is moving through the world. You can alter it’s velocity or rotation. CS_AdjustCamera is included only for kicks. There are better ways to make a camera move and rotate.
Name | Type | Description |
---|---|---|
Adj_DesiredRotation | rotator | This property actually takes 3 values, Pitch, Roll and YAW. By setting any of the values to 1 will cause the camera to rotate accordingly. |
Adj_RotationRate | rotator | This property also has 3 values. They define how fast the camera will pitch/roll/yaw when the above property is set. |
Adj_Velocity | vector | This property has 3 values. Each is a velocity setting for a given vector (X/Y/Z). It will cause the camera to move in that direction using it’s setting to determine the speed. |
CS_Camera
This class is the actual camera that the viewpoint will come from. Think of it just like a movie camera. It can be positioned, moved, rotated, etc - but only through other actors such as CS_AdjustCamera. You set its initial Roll/Pitch/Yaw in UnrealED like any other actor.
CS_DollyOther
This command will cause the current camera to dolly (rotate) around a given actor. This command is included for shits and giggles as there are better ways to do this ;) The camera will dolly around the actor with the tag matching this actor's event. If more than one actor has this tag, the camera will dolly around the last one added to the map.
Name | Type | Description |
---|---|---|
DollyVelocity | vector | How fast should the camera move. |
CS_DollyPlayer
Same as CS_DollyOther only it forces the camera to dolly around the player who triggered the CS_ACTION.
Name | Type | Description |
---|---|---|
DollyVelocity | vector | How fast should the camera move. |
CS_FollowOther
This is one of the most powerful commands. What this does is causes the camera to mimic the movement of any actor. The event field sets the actor to follow.
CS_FollowPlayer
Same as CS_FollowOther, only this time specifically follows the player who initialised the sequence.
CS_OutText
This command will cause a message to be displayed on the screen as a client message (top-left corner).
Name | Type | Description |
---|---|---|
WhatToSay | string | The text that should be displayed. |
CS_PlayerACT
This command causes the player to perform an animation. These animations are defined in CS_PLAYER.UC! Each additional animation must be coded in to the CS_PLAYER source.
Name | Type | Description |
---|---|---|
Animation | name | Name of the animation you wish to be performed. |
CS_PlayerLookAt
This command will cause the player to look at a given CS_SpikeTape actor, set by matching this actor's event with the CS_SpikeTape's tag. This is commonly used in the end of the sequence to make a smooth transition. NOTE: The NewLocation variable does nothing.
Name | Type | Description |
---|---|---|
bIgnorePitchNRoll | bool | When TRUE, the player’s pitch and roll will be ingored when adjusting view. This allows you to be not so exact in placing the CS_SpikeTape. |
CS_PlayerMoveTo
This command will cause the player to turn towards a CS_SpikeTape (set by matching this actor's event with the CS_SpikeTape's tag) and move in that direction at the NewVelocity.
Name | Type | Description |
---|---|---|
NewVelocity | vector | The speed in which to move. |
bIgnorePitchNRoll | bool | When TRUE, the player’s pitch and roll will be ingored when adjusting view. This allows you to be not so exact in placing the CS_SpikeTape. |
CS_PlayerResetMove
This command stops the player from moving.
CS_SetFOV
This command sets the FOV for the camera.
Name | Type | Description |
---|---|---|
FieldOfView | float | The value to use. 90 is normal view. Lower zooms in. |
CS_SetPhysics
This command is used to set the physics of an actor.
Name | Type | Description |
---|---|---|
ActorTag | name | The name (tag) of the actor to effect. |
bRestore | bool | If true, it will reset. |
newPhysics | enum | The type of physics to set it to. |
CS_ShotList
This class is one of the most important. It holds a listing of all of the other classes that get triggered during a shot. Each sequence can have an unlimited number of CS_Shotlists, each one being linked to the next. Like a Dispatcher, limited to 8 slots per array.
Name | Type | Description |
---|---|---|
OutCamera | name | The first property is an 8 item array. This array holds 8 different names (TAGS) of different cameras to view from. |
OutCamLock | name | The name (TAG) of who to lock the camera on; SELF – Locks it on to the player, UNLOCK – releases the lock. |
OutCommand | name | The name (TAG) of the command to execute on this frame. |
OutDelays | float | How long between each frame should the UDS wait. If this is set to –1, the UDS will wait for an actor’s movement to be completed. |
OutSounds | sound | The sound effect to play for this frame. |
OutTrigger | name | The name (TAG) of a trigger to trigger on this frame. |
DialogVolume | int | How loud should SFX from OutSounds be played. |
CS_SlowMotion
This command will cause the game to change it’s running speed. Basically the "slowmo" command in trigger form.
Name | Type | Description |
---|---|---|
percent | float | The Percent of actual game speed. 1 = full speed.. 0.5 = ½ speed.. etc. |
CS_Spawn
This command will cause a new object to be spawned in to the game. It’s really usefull for spawning shots and effects in a C/S.
Name | Type | Description |
---|---|---|
NewActor | class | The class of the Actor to spawn. |
CS_SpikeTape
This class expands KeyPoint and is used to direct actors towards it. Right now it’s only used with the CS_PLAYERs, but in time, all actors will be able to use it. NOTE: In the version of UDS shipped with RtNP the CS_SpikeTape has the texture set to "none" so when you place one, find it through the level search tool and set the texture to whatever you want and duplicate from there ~ pending fix in 227j ~
Name | Type | Description |
---|---|---|
bExactTouch | bool | When true, this will force the player/actors to be at the exact position (excluding Z) as the spike tape. |
bStopWhenTouched | bool | This field is used to force a player (or in time an actor) to STOP COLD when they reach this CS_SpikeTape. This allows for very exacting movement. |
FinishAnimation | name | Animation to play when this CS_SpikeTape is reached. |
CS_StopCamera
This class causes a camera to stop any movement it is currently undergoing.
CS_Wrap
This command is the last thing your Cut Sequence should call. IT MUST be called to end the sequence. If it is not, the player will be left in a menuless, camera view mode.
Name | Type | Description |
---|---|---|
bSetFinalRotation | bool | If TRUE you can set the rotation of the actor before it ends. This allows for smooth final transitions. |
CS_ZoomFOV
This command is used to smoothly zoom the cameras FOV.
Name | Type | Description |
---|---|---|
FOVIncrement | float | How much to change it by each time. |
IncrementTime | float | How long between increments. |
TargetFOV | float | The FOV you want to stop at. |