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UE3:UTStealthVehicle (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Deployable >> UTStealthVehicle |
Contents |
- Package:
- UTGame
- Direct subclasses:
- UTVehicle_NightShade, UTVehicle_StealthBender
| Please help improve this article or section by expanding it. |
Abstract base class for vehicles with stealth abilities.
[edit] Properties
[edit] Property group 'Camera'
[edit] DeployArmCameraDist
Type: float
Distance behind the vehicle to focus the camera
Default value: 250.0
[edit] DeployArmCameraPitch
Type: float
The pitch of the camera while deployed
Default value: -8500.0
[edit] Property group 'Deploy'
[edit] DeployablePositionOffsets
Type: array<Object.Vector>
Offsets for the deployables
[edit] Property group 'Movement'
[edit] FastCamTransitionTime
Type: float
time to transition to deployed camera mode
Default value: 1.3
[edit] Property group 'UTStealthVehicle'
[edit] ArmSpeedTune
Type: int
Max distance added per frame to the deploy arm rotation
Default value: 8000
[edit] CloakedSpeedModifier
Type: float
Speed modifier to the above max speeds while cloaked
[edit] CloakTotalResTime
Type: float
Default value: 0.6
[edit] DeployCheckDistance
Type: float
How far behind the vehicle to check for obstacles
[edit] HitEffectScale
Type: float
Scale value for the hit effect color
Default value: 2.0
[edit] OverlayTeamRezColor
Type: Object.LinearColor
Array size: 2
Default value, index 0:
| Member | Value |
|---|---|
| A | 1.0 |
| B | 0.05 |
| G | 0.45 |
| R | 7.0 |
Default value, index 1:
| Member | Value |
|---|---|
| A | 1.0 |
| B | 50.0 |
| G | 6.0 |
| R | 1.0 |
[edit] SlowSpeed
Type: float
Speed while 'crouched'
[edit] VisibleAirSpeed
Type: float
Max air speed while visible
[edit] VisibleGroundSpeed
Type: float
Max ground speed while visible
[edit] VisibleMaxSpeed
Type: float
Max speed while visible
[edit] Internal variables
See UTStealthVehicle internal variables.
[edit] Default values
| Property | Value | ||||
|---|---|---|---|---|---|
| AIPurpose | AIP_Any | ||||
| bHasWeaponBar | True | ||||
| CameraLag | 0.0 | ||||
| MaxDesireability | 0.75 | ||||
| NeedToPickUpAnnouncement |
|
||||
| StayUprightConstraintInstance | RB_ConstraintInstance'UTGame.Default__UTStealthVehicle:MyStayUprightConstraintInstance' | ||||
| StayUprightConstraintSetup | RB_StayUprightSetup'UTGame.Default__UTStealthVehicle:MyStayUprightSetup' |
[edit] Subobjects
[edit] CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTVehicle_Deployable.CollisionCylinder
No new values.
[edit] MyLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: UTVehicle_Deployable.MyLightEnvironment
No new values.
[edit] MyStayUprightConstraintInstance
Class: Engine.RB_ConstraintInstance
Inherits from: UTVehicle_Deployable.MyStayUprightConstraintInstance
No new values.
[edit] MyStayUprightSetup
Class: Engine.RB_StayUprightSetup
Inherits from: UTVehicle_Deployable.MyStayUprightSetup
No new values.
[edit] SVehicleMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTVehicle_Deployable.SVehicleMesh
No new values.
[edit] Functions
[edit] Static functions
[edit] GetTeamBeamColor
[edit] Native functions
[edit] IsInvisible
Overrides: Pawn.IsInvisible
Returns:
- true if pawn is invisible to AI
Native implementation:
UBOOL AUTStealthVehicle::IsInvisible() { //return bDriving && (DeployedState == EDS_Undeployed); return bIsVehicleCloaked; }
[edit] SetArmLocation
[edit] Events
[edit] CanDeploy
Overrides: UTVehicle_Deployable.CanDeploy
(Description copied from UTVehicle_Deployable.CanDeploy)
Returns:
- true if this vehicle can deploy
[edit] Destroyed
Overrides: UTVehicle.Destroyed
Called when the vehicle is destroyed. Clean up the seats/effects/etc
[edit] DisplayWeaponBar
Overrides: UTVehicle.DisplayWeaponBar
[edit] DriverLeave
Overrides: UTVehicle.DriverLeave
(Description copied from UTVehicle.DriverLeave)
Called when the driver leaves the vehicle
Parameters:
- bForceLeave - Is true if the driver was forced out
[edit] GetViewRotation
Overrides: UTVehicle.GetViewRotation
[edit] OnAnimEnd
Overrides: UTVehicle_Deployable.OnAnimEnd
Play the ambients when an action anim finishes
[edit] PlayTakeHitEffects
Overrides: UTVehicle.PlayTakeHitEffects
plays take hit effects; called from PlayHit() on server and whenever LastTakeHitInfo is received on the client
[edit] PostBeginPlay
Overrides: UTVehicle_Deployable.PostBeginPlay
Initialization
[edit] ReplicatedEvent
Overrides: UTVehicle_Deployable.ReplicatedEvent
(Description copied from UTVehicle.ReplicatedEvent)
This event is triggered when a repnotify variable is received
Parameters:
- VarName - The name of the variable replicated
[edit] Other instance functions
See UTStealthVehicle instance functions.
[edit] States
[edit] Deployed
Inherits from: UTVehicle_Deployable.Deployed
Modifiers: simulated
[edit] Deployed.BeginState
Overrides: UTVehicle_Deployable.Deployed.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] Deployed.BotUndeploy
Overrides: BotUndeploy (global)
[edit] Deployed.ServerToggleDeploy
Overrides: UTVehicle_Deployable.Deployed.ServerToggleDeploy
[edit] UnDeploying
Inherits from: UTVehicle_Deployable.UnDeploying
Modifiers: simulated
[edit] UnDeploying.DoJump
Overrides: UTVehicle_Deployable.DoJump (global)
Jump Deploys / Undeploys
[edit] UnDeploying.ServerToggleDeploy
Overrides: UTVehicle_Deployable.UnDeploying.ServerToggleDeploy
[edit] UnDeploying.VehicleUnDeployIsFinished
Overrides: UTVehicle_Deployable.UnDeploying.VehicleUnDeployIsFinished
