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Kismet SequenceAction Documentation
SequenceActions (or SeqAct) are the actions in a kismet sequence that actually have significant weight. Most of the time you will be editing a Sequence Action of some form or another.
A RemoteEvent such as, Ash_Dynamic.TheWorld:PersistentLevel.Main_Sequence.A_Real_Boy.SeqAct_ActivateRemoteEvent_0
, will search every level until it finds a remote event that matches the EventName
property on the SeqAct_ActivateRemoteEvent
.
A SeqAct_ApplyBehavior
such as, Ash_Combat.TheWorld:PersistentLevel.Main_Sequence.SeqAct_ApplyBehavior_1
, will run every Behavior in the Behaviors
array, in chronological order of appearance in the array.
A SeqAct_AttachToEvent
such as, Hunger_Mission_3.TheWorld:PersistentLevel.Main_Sequence.DefendTheCook.SeqAct_AttachToEvent_0
, will attach a Kismet Sequence Event(s), noted in the EventLinks
array to variable(s) which are noted in the VariableLinks
array.
A SeqAct_CameraFade
will fade the camera at a set Opacity, Color, Alpha for a set time (FadeOpacity
,FadeColor
,Alpha
,FadeTime
).
A SeqAct_ChangeCollision
will change the collision of objects, (in the VariableLinks
array and in the Targets
array) to the collision type specified in the CollisionType
property.
A SeqAct_CommitMapChange
will commit a map change.
A SeqAct_ConsoleCommand
will run command(s) as specified in the Commands
array. It might also apply the command(s) ran to a Variable in the VariableLinks
array.
A SeqAct_FinishSequence
will finish the currently running / parent Sequence.
A SeqAct_GetDistance
will get the distance between two variables as noted in the VariableLinks
property and return a float using the distance between the two variables.
A SeqAct_GetLocationAndRotation
will get the location and rotation of a variable as noted in the VariableLinks
property and return a Vector.
A SeqAct_GetVelocity
will get the velocity of a variable as specified in the VariableLinks
array and return a float.
A SeqAct_IsInObjectList
will run two different SequenceAction
s depending on if a Variable (once again noted in VariableLinks
) is in an ObjectList
.
A SeqAct_Delay
will delay for the amount of time specified in Duration
.
These are the back-bone of many things in Borderlands, such as in-game rendered cutscenes!
They can run certain and do certain things based on the values in the InterpData
specified in the VariableLinks
property.
A SeqAct_PrepareMapChange
will prepare a map change based on a definition specified in the DefaultMap
property. It will generally then run a SeqAct_CommitMapChange
to commit the map change. These two SequenceActions are the backbone of Borderlands' multi-level abilities.
A GearboxSeqAct_TriggerDialog
and subclasses will trigger a dialog based on the, EventTag
, and NameTag
.
A SeqAct_PlayBinkMovie
will play a bink movie as specified in Borderlands' WillowGame\Movies
directory.
A SeqAct_Log
is used to log things to the Borderlands' log file.
A SeqAct_SetSequenceVariable
and subclasses are able to: Add, Divide, Multiply, Subtract, (Cast)[https://en.wikibooks.org/wiki/Computer_Programming/Type_conversion]
A SeqAct_Switch
will run its OutputLinks
after the time it's been ran is equal to the LinkCount
property. The number the total amount the SeqAct_Switch
is ran is also affected by the IncrementAmount
although the number is generally 1.
A SeqAct_Toggle
will toggle off the objects in its VariableLinks
.
A SeqAct_Teleport
will teleport all objects in its VariableLinks
to the Destination
object in the VariableLinks
.