Cogito, ergo sum

UE2:ASVehicle_SpaceFighter (UT2004)

From Unreal Wiki, The Unreal Engine Documentation Site

Jump to: navigation, search
UT2004 Object >> Actor >> Pawn >> Vehicle >> ASVehicle >> ASVehicle_SpaceFighter

Contents

Package: 
UT2k4Assault
Direct subclass:
ASVehicle_SpaceFighter_Human

ASVehicle_SpaceFighter Created by Laurent Delayen © 2003, Epic Games, Inc. All Rights Reserved

[edit] Constants

[edit] SpeedFilterFrames

Value: 20


[edit] Properties

[edit] Property group 'ASVehicle_SpaceFighter'

[edit] EngineMinVelocity

Type: float

Modifiers: const

minimum forward velocity

Default value: 600.0

[edit] MaxStrafe

Type: float


Default value: 300.0

[edit] RollAutoCorrectSpeed

Type: float


Default value: 3000.0

[edit] RotationInertia

Type: float

Modifiers: const


Default value: 10.0

[edit] StrafeAccel

Type: float


[edit] StrafeAccelRate

Type: float


Default value: 0.5

[edit] VehicleRotationSpeed

Type: float

Modifiers: const


Default value: 0.0090

[edit] Internal variables

[edit] bAutoTarget

Type: bool

automatically target closest Vehicle

Default value: True

[edit] bGearUp

Type: bool

Once flying animation is played

[edit] bHumanShip

Type: bool


Default value: True

[edit] bInitialized

Type: bool

this to catch first tick when match is started and velocity reset (so ship would always have a rotation==(0,0,0))

[edit] bPostNetCalled

Type: bool


[edit] bRocketLoaded

Type: bool


[edit] bSpeedFilterWarmup

Type: bool


Default value: True

[edit] bTargetClosestToCrosshair

Type: bool


[edit] CamRotationInertia

Type: float


Default value: 0.33

[edit] CrosshairPos

Type: Object.Vector


[edit] CurrentTarget

Type: Vehicle


[edit] DelayedDebugString

Type: string


[edit] DesiredVelocity

Type: float

Range: EngineMinVelocity -> 1000

[edit] FlyingAnim

Type: name


[edit] GenericShieldEffect

Type: class<Actor>

Array size: 2


[edit] LastAutoTargetTime

Type: float


[edit] LastCamRot

Type: Object.Rotator


[edit] LastTimeSeconds

Type: float


[edit] MaxTargetingRange

Type: float


Default value: 20000.0

[edit] myDeltaTime

Type: float


[edit] NextShieldTime

Type: float


[edit] NextSpeedFilterSlot

Type: int


[edit] PitchAccel

Type: float


[edit] RocketLoadedSound

Type: Sound


Default value: Sound'AssaultSounds.HnShipFireReadyl01'

[edit] RocketOffset

Type: Object.Vector


[edit] RollAccel

Type: float


[edit] ShotDownFXClass

Type: class<Emitter>


[edit] ShotDownRotation

Type: Object.Rotator


[edit] SmokeTrail

Type: Emitter


[edit] SmoothedSpeedRatio

Type: float


[edit] SpaceFighterRotation

Type: Object.Quat

Space Fighter actual rotation (using quaternions instead of rotators)

[edit] SpeedFilter

Type: float

Array size: 20 (SpeedFilterFrames)


[edit] SpeedInfoTexture

Type: Texture


[edit] TargetAcquiredSound

Type: Sound


Default value: Sound'AssaultSounds.TargetCycle01'

[edit] Text_Speed

Type: string

Modifiers: localized


Default value: "Speed:"

[edit] TopGunCount

Type: int


[edit] TrailEmitter

Type: Emitter


[edit] TrailOffset

Type: float


Default value: 80.0

[edit] WeaponInfoTexture

Type: Texture


[edit] YawAccel

Type: float


[edit] Default values

Property Value
AccelRate 2000.0
AirSpeed 2000.0
bCanFly True
bCanStrafe True
bCHZeroYOffset True
bDirectHitWall True
bHasRadar True
bServerMoveSetPawnRot False
bSimulateGravity False
bSpecialCalcView True
bSpecialHUD True
CenterSpringForce "SpringSpaceFighter"
CenterSpringRangePitch 0
CenterSpringRangeRoll 0
CollisionHeight 30.0
CollisionRadius 60.0
CrosshairScale 0.5
DefaultCrosshair Material'Crosshairs.HUD.Crosshair_Circle1'
DriverDamageMult 0.0
ForceRadius 100.0
ForceScale 5.0
ForceType FT_DragAlong
Health 250
HealthMax 250.0
LandMovementState 'PlayerSpaceFlying'
MaxRotation 0.85
MinFlySpeed 1100.0
Physics PHYS_Flying
RotationRate
Member Value
Pitch 32768
Roll 32768
Yaw 32768
SightRadius 25000.0

[edit] Functions

[edit] Exec functions

[edit] TargetClosestToCrosshair

exec function TargetClosestToCrosshair ()


[edit] Events

[edit] AnimEnd

event AnimEnd (int Channel)

Overrides: Pawn.AnimEnd


[edit] Bump

simulated event Bump (Actor Other)

Overrides: Actor.Bump


[edit] Destroyed

simulated event Destroyed ()

Overrides: ASVehicle.Destroyed


[edit] HitWall

simulated event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Pawn.HitWall


[edit] KDriverLeave

event bool KDriverLeave (bool bForceLeave)

Overrides: ASVehicle.KDriverLeave


[edit] Landed

simulated event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed


[edit] PlayDying

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

Overrides: ASVehicle.PlayDying


[edit] PostNetBeginPlay

simulated event PostNetBeginPlay ()

Overrides: Pawn.PostNetBeginPlay


[edit] TakeDamage

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

Overrides: ASVehicle.TakeDamage


[edit] TeamChanged

simulated event TeamChanged ()

Overrides: Vehicle.TeamChanged


[edit] Timer

simulated event Timer ()

Overrides: Actor.Timer


[edit] Touch

simulated singular event Touch (Actor Other)

Overrides: Actor.Touch


[edit] Other instance functions

[edit] AdjustFX

simulated function AdjustFX ()


[edit] BlowUp

function BlowUp (Object.Vector HitNormal)


[edit] CanAttack

function bool CanAttack (Actor Other)

Overrides: Pawn.CanAttack


[edit] ClientKDriverEnter

simulated function ClientKDriverEnter (PlayerController PC)

Overrides: ASVehicle.ClientKDriverEnter


[edit] DisplayDebug

function DisplayDebug (Canvas Canvas, out float YL, out float YPos)

Overrides: Vehicle.DisplayDebug


[edit] DoShieldEffect

function DoShieldEffect (Object.Vector HitLocation, Object.Vector HitNormal)


[edit] DriverDied

function DriverDied ()

Overrides: Vehicle.DriverDied


[edit] Explode

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

Overrides: ASVehicle.Explode


[edit] GetBotError

function Object.Vector GetBotError (Object.Vector StartLocation)

Overrides: ASVehicle.GetBotError


[edit] GetRocketSpawnLocation

simulated function Object.Vector GetRocketSpawnLocation ()


[edit] GetViewRotation

simulated function Object.Rotator GetViewRotation ()

Overrides: Pawn.GetViewRotation


[edit] IsTargetRelevant

simulated function bool IsTargetRelevant (Vehicle Target)


[edit] MyRandSpin

simulated final function MyRandSpin (float spinRate)


[edit] NextWeapon

simulated function NextWeapon ()

Overrides: Vehicle.NextWeapon


[edit] PlayTakeOff

simulated function PlayTakeOff ()


[edit] PossessedBy

function PossessedBy (Controller C)

Overrides: ASVehicle.PossessedBy


[edit] PrevWeapon

simulated function PrevWeapon ()

Overrides: Vehicle.PrevWeapon


[edit] ProcessMove

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

Overrides: Pawn.ProcessMove


[edit] ServerNextTarget

function ServerNextTarget (bool bTryOnce)


[edit] ServerPrevTarget

function ServerPrevTarget (bool bTryOnce)


[edit] ServerSetTarget

function ServerSetTarget (Vehicle NewTarget)


[edit] SetTrailFX

simulated function SetTrailFX ()


[edit] SpecialCalcFirstPersonView

simulated function SpecialCalcFirstPersonView (PlayerController PC, out Actor ViewActor, out Object.Vector CameraLocation, out Object.Rotator CameraRotation)

Overrides: Vehicle.SpecialCalcFirstPersonView


[edit] SpecialCalcView

simulated function bool SpecialCalcView (out Actor ViewActor, out Object.Vector CameraLocation, out Object.Rotator CameraRotation)

Overrides: Vehicle.SpecialCalcView


[edit] TargetUnSet

function TargetUnSet ()


[edit] UpdateAutoTargetting

function UpdateAutoTargetting ()


[edit] UpdateRocketAcceleration

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

Overrides: Pawn.UpdateRocketAcceleration


[edit] VehicleCollision

simulated function VehicleCollision (Object.Vector HitNormal, Actor Other)


[edit] States

[edit] ShotDown

Ignores: BreathTimer, Falling, HeadVolumeChange, PhysicsVolumeChange, Trigger

[edit] ShotDown.AnimEnd

event AnimEnd (int Channel)

Overrides: AnimEnd (global)


[edit] ShotDown.BaseChange

singular event BaseChange ()

Overrides: Pawn.BaseChange (global)


[edit] ShotDown.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)


[edit] ShotDown.ChangeAnimation

event ChangeAnimation ()

Overrides: Pawn.ChangeAnimation (global)


[edit] ShotDown.EndState

simulated event EndState ()

Overrides: Object.EndState (global)


[edit] ShotDown.FellOutOfWorld

event FellOutOfWorld (Actor.eKillZType KillType)

Overrides: Pawn.FellOutOfWorld (global)


[edit] ShotDown.StopPlayFiring

event StopPlayFiring ()

Overrides: Pawn.StopPlayFiring (global)


[edit] ShotDown.TakeDamage

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

Overrides: TakeDamage (global)


[edit] ShotDown.Timer

simulated event Timer ()

Overrides: Timer (global)


[edit] ShotDown.BlowUp

simulated function BlowUp (Object.Vector HitNormal)

Overrides: BlowUp (global)


[edit] ShotDown.Died

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

Overrides: Vehicle.Died (global)


[edit] ShotDown.DriverDied

function DriverDied ()

Overrides: DriverDied (global)


[edit] ShotDown.LandThump

function LandThump ()


[edit] ShotDown.LieStill

function LieStill ()


[edit] ShotDown.PlayFiring

function PlayFiring (float Rate, name FiringMode)

Overrides: Pawn.PlayFiring (global)


[edit] ShotDown.PlayNextAnimation

simulated function PlayNextAnimation ()


[edit] ShotDown.PlayTakeHit

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

Overrides: Vehicle.PlayTakeHit (global)


[edit] ShotDown.PlayWeaponSwitch

function PlayWeaponSwitch (Weapon NewWeapon)

Overrides: Pawn.PlayWeaponSwitch (global)


[edit] ShotDown.ProcessMove

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

Overrides: ProcessMove (global)


[edit] ShotDown.ReduceCylinder

function ReduceCylinder ()


[edit] ShotDown.UpdateRocketAcceleration

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

Overrides: UpdateRocketAcceleration (global)


[edit] ShotDown.VehicleCollision

simulated function VehicleCollision (Object.Vector HitNormal, Actor Other)

Overrides: VehicleCollision (global)


[edit] ShotDown.VehicleSwitchView

function VehicleSwitchView (bool bUpdating)


Personal tools