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UE2:ASVehicle (UT2004)

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UT2004 Object >> Actor >> Pawn >> Vehicle >> ASVehicle

Contents

Package: 
UT2k4Assault
Direct subclasses:
ASTurret, ASVehicle_SpaceFighter

ASVehicle Base class for non Karma vehicles Created by Laurent Delayen © 2003, Epic Games, Inc. All Rights Reserved

Properties[edit]

Property group 'ASVehicle'[edit]

DefaultWeaponClassName[edit]

Type: string


Default value: "XWeapons.ShockRifle"

LockedOnSound[edit]

Type: Sound


Default value: Sound'WeaponSounds.BSeekLost1'

VehicleProjSpawnOffset[edit]

Type: Object.Vector

Projectile Spawn Offset

Internal variables[edit]

bCHZeroYOffset[edit]

Type: bool

For dual cannons, just trace from the center.

bCustomHealthDisplay[edit]

Type: bool


BotError[edit]

Type: Object.Vector


CrosshairHitFeedbackTex[edit]

Type: Material


Default value: Texture'ONSInterface-TX.tankBarrelAligned'

CrosshairScale[edit]

Type: float


Default value: 0.125

DamLastDamageTime[edit]

Type: float


DamLastInstigator[edit]

Type: Pawn


DebugFX[edit]

Type: Emitter


DefaultCrosshair[edit]

Type: Material


Default value: Material'InterfaceContent.Hud.fbBombFocus'

DestroyPrevController[edit]

Type: Controller


ExplosionEffect[edit]

Type: Emitter


LastCalcHA[edit]

Type: Actor


LastCalcHL[edit]

Type: Object.Vector


LastCalcHN[edit]

Type: Object.Vector


LastCalcWeaponFire[edit]

Type: float

avoid multiple traces the same tick

OldTarget[edit]

Type: Actor


Default values[edit]

Property Value
bAdjustDriversHead False
BaseEyeHeight 0.0
bBlockKarma True
bCanTeleport False
bDesiredBehindView False
bDrawVehicleShadow False
bNetInitialRotation True
bShowDamageOverlay True
bSpecialCrosshair True
bStasis False
EyeHeight 0.0
NoEntryTexture Texture'HUDContent.NoEntry'
TeamBeaconBorderMaterial Material'InterfaceContent.BorderBoxD'
TeamBeaconTexture Texture'ONSInterface-TX.HealthBar'
VehicleIcon
Member Value
Material Texture'AS_FX_TX.HUD.TrackedVehicleIcon'
SizeX 64.0
SizeY 64.0
X 0.0
Y 0.0

Functions[edit]

Static functions[edit]

StaticPrecache[edit]

static function StaticPrecache (LevelInfo L)

Overrides: Vehicle.StaticPrecache


Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: Vehicle.Destroyed


KDriverLeave[edit]

event bool KDriverLeave (bool bForceLeave)

Overrides: Vehicle.KDriverLeave


NotifyEnemyLockedOn[edit]

event NotifyEnemyLockedOn ()

Overrides: Vehicle.NotifyEnemyLockedOn


PlayDying[edit]

simulated event PlayDying (class<DamageTypeDamageType, Object.Vector HitLoc)

Overrides: Vehicle.PlayDying


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Vehicle.PostBeginPlay


TakeDamage[edit]

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

Overrides: Vehicle.TakeDamage


Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions[edit]

AddDefaultInventory[edit]

function AddDefaultInventory ()


CalcInertia[edit]

simulated final function float CalcInertia (float DeltaTime, float FrictionFactor, float OldValue, float NewValue)


CalcWeaponFire[edit]

simulated function Actor CalcWeaponFire (out Object.Vector HitLocation, out Object.Vector HitNormal)


ClientDying[edit]

function ClientDying (class<DamageTypeDamageType, Object.Vector HitLocation)

Overrides: Pawn.ClientDying


ClientKDriverEnter[edit]

simulated function ClientKDriverEnter (PlayerController PC)

Overrides: Vehicle.ClientKDriverEnter


ClientKDriverLeave[edit]

simulated function ClientKDriverLeave (PlayerController PC)

Overrides: Vehicle.ClientKDriverLeave


DrawCrosshair[edit]

simulated function bool DrawCrosshair (Canvas C, out Object.Vector ScreenPos)


DrawCrosshairAlignment[edit]

simulated function DrawCrosshairAlignment (Canvas C, Object.Vector ScreenPos)


DrawEnemyName[edit]

simulated function DrawEnemyName (Canvas C, HudCDeathMatch H)


DrawHealthInfo[edit]

simulated function DrawHealthInfo (Canvas C, PlayerController PC)


DrawHUD[edit]

simulated function DrawHUD (Canvas C)

Overrides: Pawn.DrawHUD


DrawVehicleHUD[edit]

simulated function DrawVehicleHUD (Canvas C, PlayerController PC)


DrawWeaponInfo[edit]

simulated function DrawWeaponInfo (Canvas C, Hud H)


Explode[edit]

simulated function Explode (Object.Vector HitLocation, Object.Vector HitNormal)


GetBotError[edit]

function Object.Vector GetBotError (Object.Vector StartLocation)


GetCrosshairWorldLocation[edit]

simulated function Object.Vector GetCrosshairWorldLocation ()


GetFireStart[edit]

simulated function Object.Vector GetFireStart (optional float XOffset)


GetWeaponBoneFor[edit]

function name GetWeaponBoneFor (Inventory I)

Overrides: Pawn.GetWeaponBoneFor


PerformTrace[edit]

simulated function Actor PerformTrace (out Object.Vector HitLocation, out Object.Vector HitNormal, Object.Vector End, Object.Vector Start)


PlayHit[edit]

function PlayHit (float Damage, Pawn InstigatedBy, Object.Vector HitLocation, class<DamageTypedamageType, Object.Vector Momentum)

Overrides: Pawn.PlayHit


PossessedBy[edit]

function PossessedBy (Controller C)

Overrides: Vehicle.PossessedBy


SpecialDrawCrosshair[edit]

simulated function SpecialDrawCrosshair (Canvas C)

Overrides: Pawn.SpecialDrawCrosshair


StopWeaponFiring[edit]

simulated function bool StopWeaponFiring ()

Overrides: Vehicle.StopWeaponFiring


UnPossessed[edit]

function UnPossessed ()

Overrides: Vehicle.UnPossessed


UpdatePrecacheMaterials[edit]

simulated function UpdatePrecacheMaterials ()

Overrides: Actor.UpdatePrecacheMaterials


WeaponHitsCrosshairsHL[edit]

simulated function bool WeaponHitsCrosshairsHL ()


States[edit]

Dying[edit]

Inherits from: Pawn.Dying

Ignores: BreathTimer, Bump, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange, Trigger

Dying.AnimEnd[edit]

event AnimEnd (int Channel)

Overrides: Pawn.Dying.AnimEnd


Dying.BaseChange[edit]

singular event BaseChange ()

Overrides: Pawn.Dying.BaseChange


Dying.BeginState[edit]

event BeginState ()

Overrides: Pawn.Dying.BeginState


Dying.ChangeAnimation[edit]

event ChangeAnimation ()

Overrides: Pawn.Dying.ChangeAnimation


Dying.FellOutOfWorld[edit]

event FellOutOfWorld (Actor.eKillZType KillType)

Overrides: Pawn.Dying.FellOutOfWorld


Dying.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Dying.Landed


Dying.StopPlayFiring[edit]

event StopPlayFiring ()

Overrides: Pawn.Dying.StopPlayFiring


Dying.TakeDamage[edit]

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

Overrides: Pawn.Dying.TakeDamage


Dying.Timer[edit]

simulated event Timer ()

Overrides: Pawn.Dying.Timer


Dying.Died[edit]

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

Overrides: Pawn.Dying.Died


Dying.DriverDied[edit]

function DriverDied ()

Overrides: Vehicle.DriverDied (global)


Dying.LandThump[edit]

function LandThump ()

Overrides: Pawn.Dying.LandThump


Dying.LieStill[edit]

function LieStill ()

Overrides: Pawn.Dying.LieStill


Dying.PlayFiring[edit]

function PlayFiring (float Rate, name FiringMode)

Overrides: Pawn.Dying.PlayFiring


Dying.PlayNextAnimation[edit]

simulated function PlayNextAnimation ()

Overrides: Pawn.Dying.PlayNextAnimation


Dying.PlayTakeHit[edit]

function PlayTakeHit (Object.Vector HitLoc, int Damage, class<DamageTypedamageType)

Overrides: Pawn.Dying.PlayTakeHit


Dying.PlayWeaponSwitch[edit]

function PlayWeaponSwitch (Weapon NewWeapon)

Overrides: Pawn.Dying.PlayWeaponSwitch


Dying.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: Pawn.ProcessMove (global)


Dying.ReduceCylinder[edit]

function ReduceCylinder ()

Overrides: Pawn.Dying.ReduceCylinder


Dying.UpdateRocketAcceleration[edit]

function UpdateRocketAcceleration (float DeltaTime, float YawChange, float PitchChange)

Overrides: Pawn.UpdateRocketAcceleration (global)


Dying.VehicleSwitchView[edit]

function VehicleSwitchView (bool bUpdating)