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UE2:ASVehicle_SpaceFighter (UT2004)

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

Contents

Package: 
UT2k4Assault
Direct subclass:
ASVehicle_SpaceFighter_Human

ASVehicle_SpaceFighter Created by Laurent Delayen © 2003, Epic Games, Inc. All Rights Reserved

Constants[edit]

SpeedFilterFrames[edit]

Value: 20


Properties[edit]

Property group 'ASVehicle_SpaceFighter'[edit]

EngineMinVelocity[edit]

Type: float

Modifiers: const

minimum forward velocity

Default value: 600.0

MaxStrafe[edit]

Type: float


Default value: 300.0

RollAutoCorrectSpeed[edit]

Type: float


Default value: 3000.0

RotationInertia[edit]

Type: float

Modifiers: const


Default value: 10.0

StrafeAccel[edit]

Type: float


StrafeAccelRate[edit]

Type: float


Default value: 0.5

VehicleRotationSpeed[edit]

Type: float

Modifiers: const


Default value: 0.0090

Internal variables[edit]

bAutoTarget[edit]

Type: bool

automatically target closest Vehicle

Default value: True

bGearUp[edit]

Type: bool

Once flying animation is played

bHumanShip[edit]

Type: bool


Default value: True

bInitialized[edit]

Type: bool

this to catch first tick when match is started and velocity reset (so ship would always have a rotation==(0,0,0))

bPostNetCalled[edit]

Type: bool


bRocketLoaded[edit]

Type: bool


bSpeedFilterWarmup[edit]

Type: bool


Default value: True

bTargetClosestToCrosshair[edit]

Type: bool


CamRotationInertia[edit]

Type: float


Default value: 0.33

CrosshairPos[edit]

Type: Object.Vector


CurrentTarget[edit]

Type: Vehicle


DelayedDebugString[edit]

Type: string


DesiredVelocity[edit]

Type: float

Range: EngineMinVelocity -> 1000

FlyingAnim[edit]

Type: name


GenericShieldEffect[edit]

Type: class<Actor>

Array size: 2


LastAutoTargetTime[edit]

Type: float


LastCamRot[edit]

Type: Object.Rotator


LastTimeSeconds[edit]

Type: float


MaxTargetingRange[edit]

Type: float


Default value: 20000.0

myDeltaTime[edit]

Type: float


NextShieldTime[edit]

Type: float


NextSpeedFilterSlot[edit]

Type: int


PitchAccel[edit]

Type: float


RocketLoadedSound[edit]

Type: Sound


Default value: Sound'AssaultSounds.HnShipFireReadyl01'

RocketOffset[edit]

Type: Object.Vector


RollAccel[edit]

Type: float


ShotDownFXClass[edit]

Type: class<Emitter>


ShotDownRotation[edit]

Type: Object.Rotator


SmokeTrail[edit]

Type: Emitter


SmoothedSpeedRatio[edit]

Type: float


SpaceFighterRotation[edit]

Type: Object.Quat

Space Fighter actual rotation (using quaternions instead of rotators)

SpeedFilter[edit]

Type: float

Array size: 20 (SpeedFilterFrames)


SpeedInfoTexture[edit]

Type: Texture


TargetAcquiredSound[edit]

Type: Sound


Default value: Sound'AssaultSounds.TargetCycle01'

Text_Speed[edit]

Type: string

Modifiers: localized


Default value: "Speed:"

TopGunCount[edit]

Type: int


TrailEmitter[edit]

Type: Emitter


TrailOffset[edit]

Type: float


Default value: 80.0

WeaponInfoTexture[edit]

Type: Texture


YawAccel[edit]

Type: float


Default values[edit]

Property Value
AccelRate 2000.0
AirSpeed 2000.0
bCanFly True
bCanStrafe True
bCHZeroYOffset True
bDirectHitWall True
bHasRadar True
bServerMoveSetPawnRot False
bSimulateGravity False
bSpecialCalcView True
bSpecialHUD True
CenterSpringForce "SpringSpaceFighter"
CenterSpringRangePitch 0
CenterSpringRangeRoll 0
CollisionHeight 30.0
CollisionRadius 60.0
CrosshairScale 0.5
DefaultCrosshair Material'Crosshairs.HUD.Crosshair_Circle1'
DriverDamageMult 0.0
ForceRadius 100.0
ForceScale 5.0
ForceType FT_DragAlong
Health 250
HealthMax 250.0
LandMovementState 'PlayerSpaceFlying'
MaxRotation 0.85
MinFlySpeed 1100.0
Physics PHYS_Flying
RotationRate
Member Value
Pitch 32768
Roll 32768
Yaw 32768
SightRadius 25000.0

Functions[edit]

Exec functions[edit]

TargetClosestToCrosshair[edit]

exec function TargetClosestToCrosshair ()


Events[edit]

AnimEnd[edit]

event AnimEnd (int Channel)

Overrides: Pawn.AnimEnd


Bump[edit]

simulated event Bump (Actor Other)

Overrides: Actor.Bump


Destroyed[edit]

simulated event Destroyed ()

Overrides: ASVehicle.Destroyed


HitWall[edit]

simulated event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Pawn.HitWall


KDriverLeave[edit]

event bool KDriverLeave (bool bForceLeave)

Overrides: ASVehicle.KDriverLeave


Landed[edit]

simulated event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed


PlayDying[edit]

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

Overrides: ASVehicle.PlayDying


PostNetBeginPlay[edit]

simulated event PostNetBeginPlay ()

Overrides: Pawn.PostNetBeginPlay


TakeDamage[edit]

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

Overrides: ASVehicle.TakeDamage


TeamChanged[edit]

simulated event TeamChanged ()

Overrides: Vehicle.TeamChanged


Timer[edit]

simulated event Timer ()

Overrides: Actor.Timer


Touch[edit]

simulated singular event Touch (Actor Other)

Overrides: Actor.Touch


Other instance functions[edit]

AdjustFX[edit]

simulated function AdjustFX ()


BlowUp[edit]

function BlowUp (Object.Vector HitNormal)


CanAttack[edit]

function bool CanAttack (Actor Other)

Overrides: Pawn.CanAttack


ClientKDriverEnter[edit]

simulated function ClientKDriverEnter (PlayerController PC)

Overrides: ASVehicle.ClientKDriverEnter


DisplayDebug[edit]

function DisplayDebug (Canvas Canvas, out float YL, out float YPos)

Overrides: Vehicle.DisplayDebug


DoShieldEffect[edit]

function DoShieldEffect (Object.Vector HitLocation, Object.Vector HitNormal)


DriverDied[edit]

function DriverDied ()

Overrides: Vehicle.DriverDied


Explode[edit]

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

Overrides: ASVehicle.Explode


GetBotError[edit]

function Object.Vector GetBotError (Object.Vector StartLocation)

Overrides: ASVehicle.GetBotError


GetRocketSpawnLocation[edit]

simulated function Object.Vector GetRocketSpawnLocation ()


GetViewRotation[edit]

simulated function Object.Rotator GetViewRotation ()

Overrides: Pawn.GetViewRotation


IsTargetRelevant[edit]

simulated function bool IsTargetRelevant (Vehicle Target)


MyRandSpin[edit]

simulated final function MyRandSpin (float spinRate)


NextWeapon[edit]

simulated function NextWeapon ()

Overrides: Vehicle.NextWeapon


PlayTakeOff[edit]

simulated function PlayTakeOff ()


PossessedBy[edit]

function PossessedBy (Controller C)

Overrides: ASVehicle.PossessedBy


PrevWeapon[edit]

simulated function PrevWeapon ()

Overrides: Vehicle.PrevWeapon


ProcessMove[edit]

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

Overrides: Pawn.ProcessMove


ServerNextTarget[edit]

function ServerNextTarget (bool bTryOnce)


ServerPrevTarget[edit]

function ServerPrevTarget (bool bTryOnce)


ServerSetTarget[edit]

function ServerSetTarget (Vehicle NewTarget)


SetTrailFX[edit]

simulated function SetTrailFX ()


SpecialCalcFirstPersonView[edit]

simulated function SpecialCalcFirstPersonView (PlayerController PC, out Actor ViewActor, out Object.Vector CameraLocation, out Object.Rotator CameraRotation)

Overrides: Vehicle.SpecialCalcFirstPersonView


SpecialCalcView[edit]

simulated function bool SpecialCalcView (out Actor ViewActor, out Object.Vector CameraLocation, out Object.Rotator CameraRotation)

Overrides: Vehicle.SpecialCalcView


TargetUnSet[edit]

function TargetUnSet ()


UpdateAutoTargetting[edit]

function UpdateAutoTargetting ()


UpdateRocketAcceleration[edit]

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

Overrides: Pawn.UpdateRocketAcceleration


VehicleCollision[edit]

simulated function VehicleCollision (Object.Vector HitNormal, Actor Other)


States[edit]

ShotDown[edit]

Ignores: BreathTimer, Falling, HeadVolumeChange, PhysicsVolumeChange, Trigger

ShotDown.AnimEnd[edit]

event AnimEnd (int Channel)

Overrides: AnimEnd (global)


ShotDown.BaseChange[edit]

singular event BaseChange ()

Overrides: Pawn.BaseChange (global)


ShotDown.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


ShotDown.ChangeAnimation[edit]

event ChangeAnimation ()

Overrides: Pawn.ChangeAnimation (global)


ShotDown.EndState[edit]

simulated event EndState ()

Overrides: Object.EndState (global)


ShotDown.FellOutOfWorld[edit]

event FellOutOfWorld (Actor.eKillZType KillType)

Overrides: Pawn.FellOutOfWorld (global)


ShotDown.StopPlayFiring[edit]

event StopPlayFiring ()

Overrides: Pawn.StopPlayFiring (global)


ShotDown.TakeDamage[edit]

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

Overrides: TakeDamage (global)


ShotDown.Timer[edit]

simulated event Timer ()

Overrides: Timer (global)


ShotDown.BlowUp[edit]

simulated function BlowUp (Object.Vector HitNormal)

Overrides: BlowUp (global)


ShotDown.Died[edit]

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

Overrides: Vehicle.Died (global)


ShotDown.DriverDied[edit]

function DriverDied ()

Overrides: DriverDied (global)


ShotDown.LandThump[edit]

function LandThump ()


ShotDown.LieStill[edit]

function LieStill ()


ShotDown.PlayFiring[edit]

function PlayFiring (float Rate, name FiringMode)

Overrides: Pawn.PlayFiring (global)


ShotDown.PlayNextAnimation[edit]

simulated function PlayNextAnimation ()


ShotDown.PlayTakeHit[edit]

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

Overrides: Vehicle.PlayTakeHit (global)


ShotDown.PlayWeaponSwitch[edit]

function PlayWeaponSwitch (Weapon NewWeapon)

Overrides: Pawn.PlayWeaponSwitch (global)


ShotDown.ProcessMove[edit]

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

Overrides: ProcessMove (global)


ShotDown.ReduceCylinder[edit]

function ReduceCylinder ()


ShotDown.UpdateRocketAcceleration[edit]

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

Overrides: UpdateRocketAcceleration (global)


ShotDown.VehicleCollision[edit]

simulated function VehicleCollision (Object.Vector HitNormal, Actor Other)

Overrides: VehicleCollision (global)


ShotDown.VehicleSwitchView[edit]

function VehicleSwitchView (bool bUpdating)