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Legacy:ASVehicle
From Unreal Wiki, The Unreal Engine Documentation Site
This is the abstract parent class of all UT2004 Assault vehicles and turrets. (non-Karma vehicles)
Contents
Properties[edit]
Main[edit]
- string DefaultWeaponClassName
- Default vehicle weapon class. This applies when players start game in vehicle without the "standard" possess procedure.
- vector VehicleProjSpawnOffset
- Projectile spawn offset.
- sound LockedOnSound
Hidden[edit]
- Pawn DamLastInstigator
- float DamLastDamageTime
- Material DefaultCrosshair
- Material CrosshairHitFeedbackTex
- float CrosshairScale
- bool bCHZeroYOffset
- For dual cannons, just trace from the center.
- bool bCustomHealthDisplay
- float LastCalcWeaponFire
- Avoid multiple traces the same tick
- Actor LastCalcHA
- vector LastCalcHL
- vector LastCalcHN
- Controller DestroyPrevController
- Emitter ExplosionEffect
- Emitter DebugFX
- vector BotError
- Actor OldTarget
Functions[edit]
- PlayHit( float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum )
- EMPTY
- ClientDying( class<DamageType> DamageType, vector HitLocation)
- EMPTY
- Tick( float DeltaTime ) (simualted)
- EMPTY
- AddDefaultInventory()
- PossessedBy( Controller C )
- UnPossessed()
- ClientKDriverEnter( PlayerController PC ) (simulated)
- ClientKDriverLeave( PlayerController PC) (simulated)
- bool StopWeaponFiring() (simulated)
- TakeDamage( int Damage, Pawn instigatedBy, vector hitlocation, vector momentum, class<DamageType> DamageType )
- Explode( vector HitLocation, vector HitNormal ) (simulated)
- Spawn explosion FX
- float CalcInertia( float DeltaTime, float FrictionFactor, float OldValue, float NewValue ) (simulated, final)
- name GetWeaponBoneFor( Inventory I )
- Returns .
- DrawHUD( Canvas C) (simulated)
- SpecialDrawCrosshair( Canvas C ) (simulated)
- DrawVehicleHUD( Canvas C, PlayerController PC ) (simulated)
- EMPTY
- DrawWeaponInfo( Canvas C, HUD H ) (simulated)
- EMPTY
- DrawHealthInfo( Canvas C, PlayerController PC ) (simulated)
- EMPTY
- bool DrawCrosshair( Canvas C, out vector ScreenPos ) (simulated)
- bool WeaponHitsCrosshairsHL() (simulated)
- Check if weapon fires where crosshair is aiming at (because of offset between VehicleProjSpawnOffset and POV in 3rd person view)
- DrawCrosshairAlignment( Canvas C, vector ScreenPos ) (simulated)
- Visual feedback that weapon will hit where crosshair is aiming at
- DrawEnemyName( Canvas C, HUDCDeathMatch H ) (simulated)
- vector GetCrosshairWorldLocation() (simulated)
- Return world location of crosshair's == vehicle's focus point
- vector GetFireStart( optional float XOffset ) (simulated)
- Returns world location of vehicle fire start
- vector GetBotError( vector StartLocation )
- Actor CalcWeaponFire( out vector HitLocation, out Vector HitNormal ) (simulated)
- Trace from View to CrossHair, and return HitActor, HitLocation and HitNormal
- Actor PerformTrace( out vector HitLocation, out Vector HitNormal, vector End, vector Start ) (simulated)
- StaticPrecache( LevelInfo L ) (static)
- UpdatePrecacheMaterials() (simulated)
Events[edit]
- PostBeginPlay() (simulated)
- Destroyed() (simulated)
- If Level.Game != None, calls Level.Game.DiscardInventory( Self ).
- bool KDriverLeave( bool bForceLeave )
- PlayDying( class<DamageType> DamageType, vector HitLoc ) (simulated)
- NotifyEnemyLockedOn()
- Notify vehicle that an enemy has locked on to it
States[edit]
Dying[edit]
Explode
Ignores Trigger, Bump, HitWall, HeadVolumeChange, PhysicsVolumeChange, Falling and BreathTimer.
Functions[edit]
- PlayFiring( float Rate, name FiringMode )
- EMPTY
- PlayWeaponSwitch( Weapon NewWeapon )
- EMPTY
- PlayTakeHit( vector HitLoc, int Damage, class<DamageType> damageType )
- EMPTY
- PlayNextAnimation() (simulated)
- EMPTY
- Landed( vector HitNormal )
- EMPTY
- ReduceCylinder()
- EMPTY
- LandThump()
- EMPTY
- LieStill()
- EMPTY
- BaseChange() (singluar)
- EMPTY
- Died( Controller Killer, class<DamageType> damageType, vector HitLocation )
- EMPTY
- TakeDamage( int Damage, Pawn instigatedBy, vector hitlocation, vector momentum, class<DamageType> DamageType)
- EMPTY
- UpdateRocketAcceleration( float DeltaTime, float YawChange, float PitchChange )
- EMPTY
- VehicleSwitchView( bool bUpdating )
- EMPTY
- ProcessMove( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot )
- EMPTY
- DriverDied()
- EMPTY
- Timer() (simulated)
- If !bDeleteMe, calls Destroy().
- BeginState()
Events[edit]
- ChangeAnimation()
- EMPTY
- StopPlayFiring()
- EMPTY
- FellOutOfWorld( eKillZType KillType )
- EMPTY
- AnimEnd( int Channel )
- EMPTY
Known Subclasses[edit]
ASVehicle +- ASTurret | +- ASTurret_BallTurret | +- ASTurret_IonCannon | +- ASTurret_LinkTurret | +- ASTurret_Minigun | +- ASVehicle_Sentinel | +- ASVehicle_Sentinel_Ceiling | +- ASVehicle_Sentinel_Floor +- ASVehicle_SpaceFighter +- ASVehicle_SpaceFighter_Human +- ASVehicle_SpaceFighter_Skaarj
Related Topics[edit]
- Vehicles – Main topic on all vehicles
- SVehicleFactory
- ASVehicleFactory – Parent class of ASVehicle spawners
- TeamVehicleFactory – Custom vehicle spawner for any vehicle class
- Vehicle Gameplay – Placing VehicleFactories for strong Map Flow
- Bot Pathing
- Mapping for AS (UT2004)