Function Summary |
void |
CallCommand(string currentScript) |
void |
CallNewDirector(string DirectorName) |
string |
CutOutWord(string Word, string Message)
//Takes "word" out of "message" and returns the new string.
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void |
ExecuteChangeLevel(string Command)
//*******************************************************************
//ChangeLevel Stuff
//*******************************************************************
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void |
ExecuteLoop(string Command)
//*******************************************************************
//Loop Stuff
//*******************************************************************
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void |
ExecuteNextCommand()
//Grab the next command from the script and execute it.
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Actor |
FindActor(string ActorName) |
Pawn |
FindPawn(string PawnName)
//*******************************************************************
//Finding Stuff
//*******************************************************************
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string |
GetFirstWord(String Message)
//This returns the first word (everything before the first space) of
//the string it is given.
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void |
GoBackToMyTrailer()
//This function is called when the Director has finished all the
//commands for its script, but there is still stuff in the level
//that needs to occur.
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void |
GoBackToWaiting() |
void |
LoadModules() |
void |
postBeginPlay()
//States are kind of like subclasses of the current class. When an
//object goes into a new state, its functions can be overridden, so
//its behavior can change tottally, even though it is still the same
//objet. It also, starting at "Begin:" runs through a series of
//sequential commands that can have more headers and be looped.
//
//In this case, the director starts out waiting for bRolling to be
//true so it can start executing commands. When this happens it goes
//to state Rolling which does all the checks for waiting on pawns and
//cameras, and executes a command if possible.
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string |
tokenize(out string, string delim) |