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UE2:ASVehicle (UT2004)

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UT2004 Object >> Actor >> Pawn >> Vehicle >> ASVehicle

Contents

Package: 
UT2k4Assault
Direct subclasses:
ASTurret, ASVehicle_SpaceFighter

ASVehicle Base class for non Karma vehicles Created by Laurent Delayen © 2003, Epic Games, Inc. All Rights Reserved

[edit] Properties

[edit] Property group 'ASVehicle'

[edit] DefaultWeaponClassName

Type: string


Default value: "XWeapons.ShockRifle"

[edit] LockedOnSound

Type: Sound


Default value: Sound'WeaponSounds.BSeekLost1'

[edit] VehicleProjSpawnOffset

Type: Object.Vector

Projectile Spawn Offset

[edit] Internal variables

[edit] bCHZeroYOffset

Type: bool

For dual cannons, just trace from the center.

[edit] bCustomHealthDisplay

Type: bool


[edit] BotError

Type: Object.Vector


[edit] CrosshairHitFeedbackTex

Type: Material


Default value: Texture'ONSInterface-TX.tankBarrelAligned'

[edit] CrosshairScale

Type: float


Default value: 0.125

[edit] DamLastDamageTime

Type: float


[edit] DamLastInstigator

Type: Pawn


[edit] DebugFX

Type: Emitter


[edit] DefaultCrosshair

Type: Material


Default value: Material'InterfaceContent.Hud.fbBombFocus'

[edit] DestroyPrevController

Type: Controller


[edit] ExplosionEffect

Type: Emitter


[edit] LastCalcHA

Type: Actor


[edit] LastCalcHL

Type: Object.Vector


[edit] LastCalcHN

Type: Object.Vector


[edit] LastCalcWeaponFire

Type: float

avoid multiple traces the same tick

[edit] OldTarget

Type: Actor


[edit] Default values

Property Value
bAdjustDriversHead False
BaseEyeHeight 0.0
bBlockKarma True
bCanTeleport False
bDesiredBehindView False
bDrawVehicleShadow False
bNetInitialRotation True
bShowDamageOverlay True
bSpecialCrosshair True
bStasis False
EyeHeight 0.0
NoEntryTexture Texture'HUDContent.NoEntry'
TeamBeaconBorderMaterial Material'InterfaceContent.BorderBoxD'
TeamBeaconTexture Texture'ONSInterface-TX.HealthBar'
VehicleIcon
Member Value
Material Texture'AS_FX_TX.HUD.TrackedVehicleIcon'
SizeX 64.0
SizeY 64.0
X 0.0
Y 0.0

[edit] Functions

[edit] Static functions

[edit] StaticPrecache

static function StaticPrecache (LevelInfo L)

Overrides: Vehicle.StaticPrecache


[edit] Events

[edit] Destroyed

simulated event Destroyed ()

Overrides: Vehicle.Destroyed


[edit] KDriverLeave

event bool KDriverLeave (bool bForceLeave)

Overrides: Vehicle.KDriverLeave


[edit] NotifyEnemyLockedOn

event NotifyEnemyLockedOn ()

Overrides: Vehicle.NotifyEnemyLockedOn


[edit] PlayDying

simulated event PlayDying (class<DamageTypeDamageType, Object.Vector HitLoc)

Overrides: Vehicle.PlayDying


[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Vehicle.PostBeginPlay


[edit] TakeDamage

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: Vehicle.TakeDamage


[edit] Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


[edit] Other instance functions

[edit] AddDefaultInventory

function AddDefaultInventory ()


[edit] CalcInertia

simulated final function float CalcInertia (float DeltaTime, float FrictionFactor, float OldValue, float NewValue)


[edit] CalcWeaponFire

simulated function Actor CalcWeaponFire (out Object.Vector HitLocation, out Object.Vector HitNormal)


[edit] ClientDying

function ClientDying (class<DamageTypeDamageType, Object.Vector HitLocation)

Overrides: Pawn.ClientDying


[edit] ClientKDriverEnter

simulated function ClientKDriverEnter (PlayerController PC)

Overrides: Vehicle.ClientKDriverEnter


[edit] ClientKDriverLeave

simulated function ClientKDriverLeave (PlayerController PC)

Overrides: Vehicle.ClientKDriverLeave


[edit] DrawCrosshair

simulated function bool DrawCrosshair (Canvas C, out Object.Vector ScreenPos)


[edit] DrawCrosshairAlignment

simulated function DrawCrosshairAlignment (Canvas C, Object.Vector ScreenPos)


[edit] DrawEnemyName

simulated function DrawEnemyName (Canvas C, HudCDeathMatch H)


[edit] DrawHealthInfo

simulated function DrawHealthInfo (Canvas C, PlayerController PC)


[edit] DrawHUD

simulated function DrawHUD (Canvas C)

Overrides: Pawn.DrawHUD


[edit] DrawVehicleHUD

simulated function DrawVehicleHUD (Canvas C, PlayerController PC)


[edit] DrawWeaponInfo

simulated function DrawWeaponInfo (Canvas C, Hud H)


[edit] Explode

simulated function Explode (Object.Vector HitLocation, Object.Vector HitNormal)


[edit] GetBotError

function Object.Vector GetBotError (Object.Vector StartLocation)


[edit] GetCrosshairWorldLocation

simulated function Object.Vector GetCrosshairWorldLocation ()


[edit] GetFireStart

simulated function Object.Vector GetFireStart (optional float XOffset)


[edit] GetWeaponBoneFor

function name GetWeaponBoneFor (Inventory I)

Overrides: Pawn.GetWeaponBoneFor


[edit] PerformTrace

simulated function Actor PerformTrace (out Object.Vector HitLocation, out Object.Vector HitNormal, Object.Vector End, Object.Vector Start)


[edit] PlayHit

function PlayHit (float Damage, Pawn InstigatedBy, Object.Vector HitLocation, class<DamageTypedamageType, Object.Vector Momentum)

Overrides: Pawn.PlayHit


[edit] PossessedBy

function PossessedBy (Controller C)

Overrides: Vehicle.PossessedBy


[edit] SpecialDrawCrosshair

simulated function SpecialDrawCrosshair (Canvas C)

Overrides: Pawn.SpecialDrawCrosshair


[edit] StopWeaponFiring

simulated function bool StopWeaponFiring ()

Overrides: Vehicle.StopWeaponFiring


[edit] UnPossessed

function UnPossessed ()

Overrides: Vehicle.UnPossessed


[edit] UpdatePrecacheMaterials

simulated function UpdatePrecacheMaterials ()

Overrides: Actor.UpdatePrecacheMaterials


[edit] WeaponHitsCrosshairsHL

simulated function bool WeaponHitsCrosshairsHL ()


[edit] States

[edit] Dying

Inherits from: Pawn.Dying

Ignores: BreathTimer, Bump, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange, Trigger

[edit] Dying.AnimEnd

event AnimEnd (int Channel)

Overrides: Pawn.Dying.AnimEnd


[edit] Dying.BaseChange

singular event BaseChange ()

Overrides: Pawn.Dying.BaseChange


[edit] Dying.BeginState

event BeginState ()

Overrides: Pawn.Dying.BeginState


[edit] Dying.ChangeAnimation

event ChangeAnimation ()

Overrides: Pawn.Dying.ChangeAnimation


[edit] Dying.FellOutOfWorld

event FellOutOfWorld (Actor.eKillZType KillType)

Overrides: Pawn.Dying.FellOutOfWorld


[edit] Dying.Landed

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Dying.Landed


[edit] Dying.StopPlayFiring

event StopPlayFiring ()

Overrides: Pawn.Dying.StopPlayFiring


[edit] Dying.TakeDamage

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: Pawn.Dying.TakeDamage


[edit] Dying.Timer

simulated event Timer ()

Overrides: Pawn.Dying.Timer


[edit] Dying.Died

function Died (Controller Killer, class<DamageTypedamageType, Object.Vector HitLocation)

Overrides: Pawn.Dying.Died


[edit] Dying.DriverDied

function DriverDied ()

Overrides: Vehicle.DriverDied (global)


[edit] Dying.LandThump

function LandThump ()

Overrides: Pawn.Dying.LandThump


[edit] Dying.LieStill

function LieStill ()

Overrides: Pawn.Dying.LieStill


[edit] Dying.PlayFiring

function PlayFiring (float Rate, name FiringMode)

Overrides: Pawn.Dying.PlayFiring


[edit] Dying.PlayNextAnimation

simulated function PlayNextAnimation ()

Overrides: Pawn.Dying.PlayNextAnimation


[edit] Dying.PlayTakeHit

function PlayTakeHit (Object.Vector HitLoc, int Damage, class<DamageTypedamageType)

Overrides: Pawn.Dying.PlayTakeHit


[edit] Dying.PlayWeaponSwitch

function PlayWeaponSwitch (Weapon NewWeapon)

Overrides: Pawn.Dying.PlayWeaponSwitch


[edit] Dying.ProcessMove

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: Pawn.ProcessMove (global)


[edit] Dying.ReduceCylinder

function ReduceCylinder ()

Overrides: Pawn.Dying.ReduceCylinder


[edit] Dying.UpdateRocketAcceleration

function UpdateRocketAcceleration (float DeltaTime, float YawChange, float PitchChange)

Overrides: Pawn.UpdateRocketAcceleration (global)


[edit] Dying.VehicleSwitchView

function VehicleSwitchView (bool bUpdating)


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