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Legacy:ASVehicle

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UT2004 :: Actor >> Pawn >> Vehicle >> ASVehicle (Package: UT2k4Assault)

This is the abstract parent class of all UT2004 Assault vehicles and turrets. (non-Karma vehicles)

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]