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UE2:KVehicle (UT2004)
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Generic 'Karma Vehicle' base class that can be controlled by a Pawn.
Constants[edit]
FilterFrames[edit]
Value: 5
Properties[edit]
Property group 'KVehicle'[edit]
bAutoDrive[edit]
Type: bool
DestroyEffectClass[edit]
Internal variables[edit]
bHistoryWarmup[edit]
Type: bool
bVehicleIsAltFiring[edit]
Type: bool
bVehicleIsFiring[edit]
Type: bool
CameraHistory[edit]
Type: Object.Vector
Array size: 5 (FilterFrames
)
NextHistorySlot[edit]
Type: int
Default values[edit]
Property | Value |
---|---|
bAlwaysRelevant | True |
bBlockKarma | True |
bCollideWorld | False |
bEdShouldSnap | True |
bNetInitialRotation | True |
bSpecialCalcView | True |
Physics | PHYS_Karma |
Functions[edit]
Native functions[edit]
GraphData[edit]
Events[edit]
Destroyed[edit]
simulated event Destroyed ()
Overrides: Vehicle.Destroyed
KDriverLeave[edit]
Overrides: Vehicle.KDriverLeave
KVehicleUpdateParams[edit]
simulated event KVehicleUpdateParams ()
TakeDamage[edit]
event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageType> damageType)
Overrides: Vehicle.TakeDamage
Tick[edit]
simulated event Tick (float deltaSeconds)
Overrides: Actor.Tick
VehicleStateReceived[edit]
event VehicleStateReceived ()
Other instance functions[edit]
ClientKDriverEnter[edit]
simulated function ClientKDriverEnter (PlayerController pc)
Overrides: Vehicle.ClientKDriverEnter
ClientKDriverLeave[edit]
simulated function ClientKDriverLeave (PlayerController pc)
Overrides: Vehicle.ClientKDriverLeave
KDriverEnter[edit]
function KDriverEnter (Pawn P)
Overrides: Vehicle.KDriverEnter
SpecialCalcView[edit]
simulated function bool SpecialCalcView (out Actor ViewActor, out Object.Vector CameraLocation, out Object.Rotator CameraRotation)
Overrides: Vehicle.SpecialCalcView
TryToDrive[edit]
Overrides: Vehicle.TryToDrive