Always snap to grid

UE2:ONSVehicle (UT2004)

From Unreal Wiki, The Unreal Engine Documentation Site

Jump to: navigation, search
UT2004 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> ONSVehicle

Contents

Package: 
Onslaught
Direct subclasses:
ONSChopperCraft, ONSHoverCraft, ONSPlaneCraft, ONSTreadCraft, ONSWheeledCraft


[edit] Properties

[edit] Property group 'ONSVehicle'

See ONSVehicle property group ONSVehicle.

[edit] Property group 'SVehicle'

[edit] DriverWeapons

Type: array<DriverWeaponStruct>


[edit] PassengerWeapons

Type: array<PassengerWeaponStruct>


[edit] Internal variables

See ONSVehicle internal variables.

[edit] Default values

Property Value
bCanTeleport False
bEnterringUnlocks True
bSetPCRotOnPossess False
bSpecialHUD True
bTeamLocked True
BulletSounds[0] Sound'WeaponSounds.BBulletReflect1'
BulletSounds[1] Sound'WeaponSounds.BBulletReflect2'
BulletSounds[10] Sound'WeaponSounds.BBulletImpact7'
BulletSounds[11] Sound'WeaponSounds.BBulletImpact8'
BulletSounds[12] Sound'WeaponSounds.BBulletImpact9'
BulletSounds[13] Sound'WeaponSounds.BBulletImpact11'
BulletSounds[14] Sound'WeaponSounds.BBulletImpact12'
BulletSounds[15] Sound'WeaponSounds.BBulletImpact13'
BulletSounds[16] Sound'WeaponSounds.BBulletImpact14'
BulletSounds[2] Sound'WeaponSounds.BBulletReflect3'
BulletSounds[3] Sound'WeaponSounds.BBulletReflect4'
BulletSounds[4] Sound'WeaponSounds.BBulletImpact1'
BulletSounds[5] Sound'WeaponSounds.BBulletImpact2'
BulletSounds[6] Sound'WeaponSounds.BBulletImpact3'
BulletSounds[7] Sound'WeaponSounds.BBulletImpact4'
BulletSounds[8] Sound'WeaponSounds.BBulletImpact5'
BulletSounds[9] Sound'WeaponSounds.BBulletImpact6'
bZeroPCRotOnEntry False
CrushedDamageType Class'Onslaught.DamTypePancake'
NoEntryTexture Texture'HUDContent.NoEntry'
RanOverDamageType Class'Onslaught.DamTypeRoadkill'
RanOverSound Sound'ONSVehicleSounds-S.CollisionSounds.BodyHitbyVeh01'
SoundRadius 200.0
SpawnOverlay[0] Material'XGameShaders.PlayerShaders.VehicleSpawnShaderRed'
SpawnOverlay[1] Material'XGameShaders.PlayerShaders.VehicleSpawnShaderBlue'
StolenAnnouncement 'Hijacked'
StolenSound Sound'ONSVehicleSounds-S.CarAlarm01'
Team 0
TeamBeaconBorderMaterial Material'InterfaceContent.BorderBoxD'
TeamBeaconTexture Texture'ONSInterface-TX.HealthBar'
TransientSoundRadius 600.0
VehicleDrowningDamType Class'Gameplay.Drowned'
VehicleIcon
Member Value
Material Texture'AS_FX_TX.HUD.TrackedVehicleIcon'
SizeX 64.0
SizeY 64.0
X 0.0
Y 0.0
WaterDamage 150.0

[edit] Structs

[edit] DriverWeaponStruct

Modifiers: native, export

class<ONSWeapon> WeaponClass 
name WeaponBone 

[edit] ImpactInfoStruct

Modifiers: native, export

Actor Other 
Object.Vector Pos 
Object.Vector ImpactVel 
Object.Vector ImpactNorm 
Object.Vector ImpactAccel 

[edit] PassengerWeaponStruct

Modifiers: native, export

class<ONSWeaponPawn> WeaponPawnClass 
name WeaponBone 

[edit] Functions

[edit] Static functions

[edit] StaticPrecache

static function StaticPrecache (LevelInfo L)

Overrides: Vehicle.StaticPrecache


[edit] Events

[edit] ApplyFireImpulse

event ApplyFireImpulse (bool bAlt)


[edit] CheckReset

event CheckReset ()


[edit] ClientVehicleExplosion

simulated event ClientVehicleExplosion (bool bFinal)


[edit] DestroyAppearance

simulated event DestroyAppearance ()


[edit] Destroyed

simulated event Destroyed ()

Overrides: SVehicle.Destroyed


[edit] IsVehicleEmpty

event bool IsVehicleEmpty ()

Overrides: Vehicle.IsVehicleEmpty


[edit] KDriverLeave

event bool KDriverLeave (bool bForceLeave)

Overrides: Vehicle.KDriverLeave


[edit] KImpact

event KImpact (Actor Other, Object.Vector Pos, Object.Vector ImpactVel, Object.Vector ImpactNorm)

Overrides: Actor.KImpact


[edit] NotifyEnemyLockedOn

event NotifyEnemyLockedOn ()

Overrides: Vehicle.NotifyEnemyLockedOn


[edit] NotifyEnemyLostLock

event NotifyEnemyLostLock ()

Overrides: Vehicle.NotifyEnemyLostLock


[edit] PostNetBeginPlay

simulated event PostNetBeginPlay ()

Overrides: SVehicle.PostNetBeginPlay


[edit] SVehicleUpdateParams

simulated event SVehicleUpdateParams ()

Overrides: SVehicle.SVehicleUpdateParams


[edit] TakeDamage

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector Hitlocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: Vehicle.TakeDamage


[edit] TakeImpactDamage

event TakeImpactDamage (float AccelMag)


[edit] TeamChanged

simulated event TeamChanged ()

Overrides: Vehicle.TeamChanged


[edit] VehicleLocked

event VehicleLocked (Pawn P)

Overrides: Vehicle.VehicleLocked


[edit] Other instance functions

See ONSVehicle instance functions.

[edit] States

[edit] VehicleDestroyed

Ignores: Tick

[edit] VehicleDestroyed.CallDestroy

function CallDestroy ()


[edit] VehicleDestroyed.Died

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

Overrides: Died (global)


[edit] VehicleDisintegrated

Ignores: Tick

[edit] VehicleDisintegrated.CallDestroy

function CallDestroy ()


[edit] VehicleDisintegrated.Died

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

Overrides: Died (global)