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UE2:SVehicle (UE2Runtime)

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UE2Runtime Object >> Actor >> Pawn >> SVehicle

Contents

Package: 
Engine
This class in other games:
U2, UDK, UT2004, UT3

null

[edit] Properties

[edit] Property group 'SVehicle'

[edit] bDrawDriverInTP

Type: bool

Whether to draw the driver when in 3rd person mode.

[edit] bDrawMeshInFP

Type: bool

Whether to draw the vehicle mesh when in 1st person mode.

[edit] bZeroPCRotOnEntry

Type: bool

If true, set camera rotation to zero on entering vehicle. If false, set it to the vehicle rotation.

Default value: True

[edit] DestroyEffectClass

Type: class<Actor>


[edit] DriveAnim

Type: name


[edit] DrivePos

Type: Object.Vector

Position (rel to vehicle) to put player while driving.

[edit] DriveRot

Type: Object.Rotator

Rotation (rel to vehicle) to put driver while driving.

[edit] EntryPositions

Type: array<Object.Vector>

Positions (rel to vehicle) to create triggers for entry.

[edit] ExitPositions

Type: array<Object.Vector>

Positions (rel to vehicle) to try putting the player when exiting.

[edit] FPCamPos

Type: Object.Vector

Position of camera when driving first person.

[edit] MaxViewPitch

Type: int


Default value: 16000

[edit] MaxViewYaw

Type: int

Maximum amount you can look left and right

Default value: 16000

[edit] Rise

Type: float

between -1 and 1

[edit] Steering

Type: float

between -1 and 1

[edit] Throttle

Type: float

between -1 and 1

[edit] TPCamDistance

Type: float


Default value: 600.0

[edit] TPCamLookat

Type: Object.Vector


Default value:

Member Value
X -100.0
Z 100.0

[edit] VehicleMass

Type: float


Default value: 1.0

[edit] Wheels

Type: array<SVehicleWheel>

Modifiers: editinline, export


[edit] Internal variables

[edit] bGetOut

Type: bool


[edit] Driver

Type: Pawn


[edit] EntryTriggers

Type: array<SVehicleTrigger>


[edit] ParentFactory

Type: SVehicleFactory


[edit] VehicleShadow

Type: ShadowProjector


[edit] Default values

Property Value
bAlwaysRelevant True
bBlockKarma True
bCanBeBaseForPawns True
bCollideWorld False
bEdShouldSnap True
bNetInitialRotation True
bSpecialCalcView True
CollisionHeight 1.0
CollisionRadius 1.0
Physics PHYS_Karma

[edit] Functions

[edit] Native functions

[edit] UpdateVehicle

native event UpdateVehicle (float DeltaTime)


[edit] GraphData

native final function GraphData (string DataName, float DataValue)


[edit] Events

[edit] Destroyed

simulated event Destroyed ()

Overrides: Pawn.Destroyed


[edit] EncroachedBy

event EncroachedBy (Actor Other)

Overrides: Pawn.EncroachedBy


[edit] EncroachingOn

event bool EncroachingOn (Actor Other)

Overrides: Pawn.EncroachingOn


[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


[edit] PostNetBeginPlay

simulated event PostNetBeginPlay ()

Overrides: Pawn.PostNetBeginPlay


[edit] SVehicleUpdateParams

simulated event SVehicleUpdateParams ()


[edit] TakeDamage

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

Overrides: Pawn.TakeDamage


[edit] Tick

simulated event Tick (float deltaSeconds)

Overrides: Actor.Tick


[edit] VehicleStateReceived

event VehicleStateReceived ()


[edit] Other instance functions

[edit] ClientKDriverEnter

simulated function ClientKDriverEnter (PlayerController pc)


[edit] ClientKDriverLeave

simulated function ClientKDriverLeave (PlayerController pc)


[edit] FaceRotation

simulated function FaceRotation (Object.Rotator NewRotation, float DeltaTime)

Overrides: Pawn.FaceRotation


[edit] KDriverEnter

function KDriverEnter (Pawn p)


[edit] KDriverLeave

function bool KDriverLeave (bool bForceLeave)


[edit] SpecialCalcView

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

Overrides: Pawn.SpecialCalcView


[edit] TryToDrive

function TryToDrive (Pawn p)


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