Mostly Harmless

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

SpeedFilterFrames

Value: 20


Properties

Property group 'ASVehicle_SpaceFighter'

EngineMinVelocity

Type: float

Modifiers: const

minimum forward velocity

Default value: 600.0

MaxStrafe

Type: float


Default value: 300.0

RollAutoCorrectSpeed

Type: float


Default value: 3000.0

RotationInertia

Type: float

Modifiers: const


Default value: 10.0

StrafeAccel

Type: float


StrafeAccelRate

Type: float


Default value: 0.5

VehicleRotationSpeed

Type: float

Modifiers: const


Default value: 0.0090

Internal variables

bAutoTarget

Type: bool

automatically target closest Vehicle

Default value: True

bGearUp

Type: bool

Once flying animation is played

bHumanShip

Type: bool


Default value: True

bInitialized

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

Type: bool


bRocketLoaded

Type: bool


bSpeedFilterWarmup

Type: bool


Default value: True

bTargetClosestToCrosshair

Type: bool


CamRotationInertia

Type: float


Default value: 0.33

CrosshairPos

Type: Object.Vector


CurrentTarget

Type: Vehicle


DelayedDebugString

Type: string


DesiredVelocity

Type: float

Range: EngineMinVelocity -> 1000

FlyingAnim

Type: name


GenericShieldEffect

Type: class<Actor>

Array size: 2


LastAutoTargetTime

Type: float


LastCamRot

Type: Object.Rotator


LastTimeSeconds

Type: float


MaxTargetingRange

Type: float


Default value: 20000.0

myDeltaTime

Type: float


NextShieldTime

Type: float


NextSpeedFilterSlot

Type: int


PitchAccel

Type: float


RocketLoadedSound

Type: Sound


Default value: Sound'AssaultSounds.HnShipFireReadyl01'

RocketOffset

Type: Object.Vector


RollAccel

Type: float


ShotDownFXClass

Type: class<Emitter>


ShotDownRotation

Type: Object.Rotator


SmokeTrail

Type: Emitter


SmoothedSpeedRatio

Type: float


SpaceFighterRotation

Type: Object.Quat

Space Fighter actual rotation (using quaternions instead of rotators)

SpeedFilter

Type: float

Array size: 20 (SpeedFilterFrames)


SpeedInfoTexture

Type: Texture


TargetAcquiredSound

Type: Sound


Default value: Sound'AssaultSounds.TargetCycle01'

Text_Speed

Type: string

Modifiers: localized


Default value: "Speed:"

TopGunCount

Type: int


TrailEmitter

Type: Emitter


TrailOffset

Type: float


Default value: 80.0

WeaponInfoTexture

Type: Texture


YawAccel

Type: float


Default values

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

Exec functions

TargetClosestToCrosshair

exec function TargetClosestToCrosshair ()


Events

AnimEnd

event AnimEnd (int Channel)

Overrides: Pawn.AnimEnd


Bump

simulated event Bump (Actor Other)

Overrides: Actor.Bump


Destroyed

simulated event Destroyed ()

Overrides: ASVehicle.Destroyed


HitWall

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

Overrides: Pawn.HitWall


KDriverLeave

event bool KDriverLeave (bool bForceLeave)

Overrides: ASVehicle.KDriverLeave


Landed

simulated event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed


PlayDying

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

Overrides: ASVehicle.PlayDying


PostNetBeginPlay

simulated event PostNetBeginPlay ()

Overrides: Pawn.PostNetBeginPlay


TakeDamage

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

Overrides: ASVehicle.TakeDamage


TeamChanged

simulated event TeamChanged ()

Overrides: Vehicle.TeamChanged


Timer

simulated event Timer ()

Overrides: Actor.Timer


Touch

simulated singular event Touch (Actor Other)

Overrides: Actor.Touch


Other instance functions

AdjustFX

simulated function AdjustFX ()


BlowUp

function BlowUp (Object.Vector HitNormal)


CanAttack

function bool CanAttack (Actor Other)

Overrides: Pawn.CanAttack


ClientKDriverEnter

simulated function ClientKDriverEnter (PlayerController PC)

Overrides: ASVehicle.ClientKDriverEnter


DisplayDebug

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

Overrides: Vehicle.DisplayDebug


DoShieldEffect

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


DriverDied

function DriverDied ()

Overrides: Vehicle.DriverDied


Explode

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

Overrides: ASVehicle.Explode


GetBotError

function Object.Vector GetBotError (Object.Vector StartLocation)

Overrides: ASVehicle.GetBotError


GetRocketSpawnLocation

simulated function Object.Vector GetRocketSpawnLocation ()


GetViewRotation

simulated function Object.Rotator GetViewRotation ()

Overrides: Pawn.GetViewRotation


IsTargetRelevant

simulated function bool IsTargetRelevant (Vehicle Target)


MyRandSpin

simulated final function MyRandSpin (float spinRate)


NextWeapon

simulated function NextWeapon ()

Overrides: Vehicle.NextWeapon


PlayTakeOff

simulated function PlayTakeOff ()


PossessedBy

function PossessedBy (Controller C)

Overrides: ASVehicle.PossessedBy


PrevWeapon

simulated function PrevWeapon ()

Overrides: Vehicle.PrevWeapon


ProcessMove

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

Overrides: Pawn.ProcessMove


ServerNextTarget

function ServerNextTarget (bool bTryOnce)


ServerPrevTarget

function ServerPrevTarget (bool bTryOnce)


ServerSetTarget

function ServerSetTarget (Vehicle NewTarget)


SetTrailFX

simulated function SetTrailFX ()


SpecialCalcFirstPersonView

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

Overrides: Vehicle.SpecialCalcFirstPersonView


SpecialCalcView

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

Overrides: Vehicle.SpecialCalcView


TargetUnSet

function TargetUnSet ()


UpdateAutoTargetting

function UpdateAutoTargetting ()


UpdateRocketAcceleration

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

Overrides: Pawn.UpdateRocketAcceleration


VehicleCollision

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


States

ShotDown

Ignores: BreathTimer, Falling, HeadVolumeChange, PhysicsVolumeChange, Trigger

ShotDown.AnimEnd

event AnimEnd (int Channel)

Overrides: AnimEnd (global)


ShotDown.BaseChange

singular event BaseChange ()

Overrides: Pawn.BaseChange (global)


ShotDown.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)


ShotDown.ChangeAnimation

event ChangeAnimation ()

Overrides: Pawn.ChangeAnimation (global)


ShotDown.EndState

simulated event EndState ()

Overrides: Object.EndState (global)


ShotDown.FellOutOfWorld

event FellOutOfWorld (Actor.eKillZType KillType)

Overrides: Pawn.FellOutOfWorld (global)


ShotDown.StopPlayFiring

event StopPlayFiring ()

Overrides: Pawn.StopPlayFiring (global)


ShotDown.TakeDamage

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

Overrides: TakeDamage (global)


ShotDown.Timer

simulated event Timer ()

Overrides: Timer (global)


ShotDown.BlowUp

simulated function BlowUp (Object.Vector HitNormal)

Overrides: BlowUp (global)


ShotDown.Died

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

Overrides: Vehicle.Died (global)


ShotDown.DriverDied

function DriverDied ()

Overrides: DriverDied (global)


ShotDown.LandThump

function LandThump ()


ShotDown.LieStill

function LieStill ()


ShotDown.PlayFiring

function PlayFiring (float Rate, name FiringMode)

Overrides: Pawn.PlayFiring (global)


ShotDown.PlayNextAnimation

simulated function PlayNextAnimation ()


ShotDown.PlayTakeHit

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

Overrides: Vehicle.PlayTakeHit (global)


ShotDown.PlayWeaponSwitch

function PlayWeaponSwitch (Weapon NewWeapon)

Overrides: Pawn.PlayWeaponSwitch (global)


ShotDown.ProcessMove

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

Overrides: ProcessMove (global)


ShotDown.ReduceCylinder

function ReduceCylinder ()


ShotDown.UpdateRocketAcceleration

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

Overrides: UpdateRocketAcceleration (global)


ShotDown.VehicleCollision

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

Overrides: VehicleCollision (global)


ShotDown.VehicleSwitchView

function VehicleSwitchView (bool bUpdating)