My program doesn't have bugs. It just develops random features.
UE2:ASVehicle (UT2004)
Contents
- 1 Properties
- 1.1 Property group 'ASVehicle'
- 1.2 Internal variables
- 1.2.1 bCHZeroYOffset
- 1.2.2 bCustomHealthDisplay
- 1.2.3 BotError
- 1.2.4 CrosshairHitFeedbackTex
- 1.2.5 CrosshairScale
- 1.2.6 DamLastDamageTime
- 1.2.7 DamLastInstigator
- 1.2.8 DebugFX
- 1.2.9 DefaultCrosshair
- 1.2.10 DestroyPrevController
- 1.2.11 ExplosionEffect
- 1.2.12 LastCalcHA
- 1.2.13 LastCalcHL
- 1.2.14 LastCalcHN
- 1.2.15 LastCalcWeaponFire
- 1.2.16 OldTarget
- 1.3 Default values
- 2 Functions
- 2.1 Static functions
- 2.2 Events
- 2.3 Other instance functions
- 2.3.1 AddDefaultInventory
- 2.3.2 CalcInertia
- 2.3.3 CalcWeaponFire
- 2.3.4 ClientDying
- 2.3.5 ClientKDriverEnter
- 2.3.6 ClientKDriverLeave
- 2.3.7 DrawCrosshair
- 2.3.8 DrawCrosshairAlignment
- 2.3.9 DrawEnemyName
- 2.3.10 DrawHealthInfo
- 2.3.11 DrawHUD
- 2.3.12 DrawVehicleHUD
- 2.3.13 DrawWeaponInfo
- 2.3.14 Explode
- 2.3.15 GetBotError
- 2.3.16 GetCrosshairWorldLocation
- 2.3.17 GetFireStart
- 2.3.18 GetWeaponBoneFor
- 2.3.19 PerformTrace
- 2.3.20 PlayHit
- 2.3.21 PossessedBy
- 2.3.22 SpecialDrawCrosshair
- 2.3.23 StopWeaponFiring
- 2.3.24 UnPossessed
- 2.3.25 UpdatePrecacheMaterials
- 2.3.26 WeaponHitsCrosshairsHL
- 3 States
- 3.1 Dying
- 3.1.1 Dying.AnimEnd
- 3.1.2 Dying.BaseChange
- 3.1.3 Dying.BeginState
- 3.1.4 Dying.ChangeAnimation
- 3.1.5 Dying.FellOutOfWorld
- 3.1.6 Dying.Landed
- 3.1.7 Dying.StopPlayFiring
- 3.1.8 Dying.TakeDamage
- 3.1.9 Dying.Timer
- 3.1.10 Dying.Died
- 3.1.11 Dying.DriverDied
- 3.1.12 Dying.LandThump
- 3.1.13 Dying.LieStill
- 3.1.14 Dying.PlayFiring
- 3.1.15 Dying.PlayNextAnimation
- 3.1.16 Dying.PlayTakeHit
- 3.1.17 Dying.PlayWeaponSwitch
- 3.1.18 Dying.ProcessMove
- 3.1.19 Dying.ReduceCylinder
- 3.1.20 Dying.UpdateRocketAcceleration
- 3.1.21 Dying.VehicleSwitchView
- 3.1 Dying
- Package:
- UT2k4Assault
- Direct subclasses:
- ASTurret, ASVehicle_SpaceFighter
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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 |
|
Functions[edit]
Static functions[edit]
StaticPrecache[edit]
Overrides: Vehicle.StaticPrecache
Events[edit]
Destroyed[edit]
Overrides: Vehicle.Destroyed
KDriverLeave[edit]
Overrides: Vehicle.KDriverLeave
NotifyEnemyLockedOn[edit]
Overrides: Vehicle.NotifyEnemyLockedOn
PlayDying[edit]
Overrides: Vehicle.PlayDying
PostBeginPlay[edit]
Overrides: Vehicle.PostBeginPlay
TakeDamage[edit]
Overrides: Vehicle.TakeDamage
Tick[edit]
Overrides: Actor.Tick
Other instance functions[edit]
AddDefaultInventory[edit]
CalcInertia[edit]
CalcWeaponFire[edit]
ClientDying[edit]
Overrides: Pawn.ClientDying
ClientKDriverEnter[edit]
Overrides: Vehicle.ClientKDriverEnter
ClientKDriverLeave[edit]
Overrides: Vehicle.ClientKDriverLeave
DrawCrosshair[edit]
DrawCrosshairAlignment[edit]
DrawEnemyName[edit]
DrawHealthInfo[edit]
DrawHUD[edit]
Overrides: Pawn.DrawHUD
DrawVehicleHUD[edit]
DrawWeaponInfo[edit]
Explode[edit]
GetBotError[edit]
GetCrosshairWorldLocation[edit]
GetFireStart[edit]
GetWeaponBoneFor[edit]
Overrides: Pawn.GetWeaponBoneFor
PerformTrace[edit]
PlayHit[edit]
Overrides: Pawn.PlayHit
PossessedBy[edit]
Overrides: Vehicle.PossessedBy
SpecialDrawCrosshair[edit]
Overrides: Pawn.SpecialDrawCrosshair
StopWeaponFiring[edit]
Overrides: Vehicle.StopWeaponFiring
UnPossessed[edit]
Overrides: Vehicle.UnPossessed
UpdatePrecacheMaterials[edit]
Overrides: Actor.UpdatePrecacheMaterials
WeaponHitsCrosshairsHL[edit]
States[edit]
Dying[edit]
Inherits from: Pawn.Dying
Ignores: BreathTimer, Bump, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange, Trigger
Dying.AnimEnd[edit]
Overrides: Pawn.Dying.AnimEnd
Dying.BaseChange[edit]
Overrides: Pawn.Dying.BaseChange
Dying.BeginState[edit]
Overrides: Pawn.Dying.BeginState
Dying.ChangeAnimation[edit]
Overrides: Pawn.Dying.ChangeAnimation
Dying.FellOutOfWorld[edit]
Overrides: Pawn.Dying.FellOutOfWorld
Dying.Landed[edit]
Overrides: Pawn.Dying.Landed
Dying.StopPlayFiring[edit]
Overrides: Pawn.Dying.StopPlayFiring
Dying.TakeDamage[edit]
Overrides: Pawn.Dying.TakeDamage
Dying.Timer[edit]
Overrides: Pawn.Dying.Timer
Dying.Died[edit]
Overrides: Pawn.Dying.Died
Dying.DriverDied[edit]
Overrides: Vehicle.DriverDied (global)
Dying.LandThump[edit]
Overrides: Pawn.Dying.LandThump
Dying.LieStill[edit]
Overrides: Pawn.Dying.LieStill
Dying.PlayFiring[edit]
Overrides: Pawn.Dying.PlayFiring
Dying.PlayNextAnimation[edit]
Overrides: Pawn.Dying.PlayNextAnimation
Dying.PlayTakeHit[edit]
Overrides: Pawn.Dying.PlayTakeHit
Dying.PlayWeaponSwitch[edit]
Overrides: Pawn.Dying.PlayWeaponSwitch
Dying.ProcessMove[edit]
Overrides: Pawn.ProcessMove (global)
Dying.ReduceCylinder[edit]
Overrides: Pawn.Dying.ReduceCylinder
Dying.UpdateRocketAcceleration[edit]
Overrides: Pawn.UpdateRocketAcceleration (global)