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UE2:SVehicle (UE2Runtime)

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UE2Runtime Object >> Actor >> Pawn >> SVehicle
Package: 
Engine
This class in other games:
U2, UT2004, UDK, UT3

null

Properties[edit]

Property group 'SVehicle'[edit]

bDrawDriverInTP[edit]

Type: bool

Whether to draw the driver when in 3rd person mode.

bDrawMeshInFP[edit]

Type: bool

Whether to draw the vehicle mesh when in 1st person mode.

bZeroPCRotOnEntry[edit]

Type: bool

If true, set camera rotation to zero on entering vehicle. If false, set it to the vehicle rotation.

Default value: True

DestroyEffectClass[edit]

Type: class<Actor>


DriveAnim[edit]

Type: name


DrivePos[edit]

Type: Object.Vector

Position (rel to vehicle) to put player while driving.

DriveRot[edit]

Type: Object.Rotator

Rotation (rel to vehicle) to put driver while driving.

EntryPositions[edit]

Type: array<Object.Vector>

Positions (rel to vehicle) to create triggers for entry.

ExitPositions[edit]

Type: array<Object.Vector>

Positions (rel to vehicle) to try putting the player when exiting.

FPCamPos[edit]

Type: Object.Vector

Position of camera when driving first person.

MaxViewPitch[edit]

Type: int


Default value: 16000

MaxViewYaw[edit]

Type: int

Maximum amount you can look left and right

Default value: 16000

Rise[edit]

Type: float

between -1 and 1

Steering[edit]

Type: float

between -1 and 1

Throttle[edit]

Type: float

between -1 and 1

TPCamDistance[edit]

Type: float


Default value: 600.0

TPCamLookat[edit]

Type: Object.Vector


Default value:

Member Value
X -100.0
Z 100.0

VehicleMass[edit]

Type: float


Default value: 1.0

Wheels[edit]

Type: array<SVehicleWheel>

Modifiers: editinline, export


Internal variables[edit]

bGetOut[edit]

Type: bool


Driver[edit]

Type: Pawn


EntryTriggers[edit]

Type: array<SVehicleTrigger>


ParentFactory[edit]

Type: SVehicleFactory


VehicleShadow[edit]

Type: ShadowProjector


Default values[edit]

Property Value
bAlwaysRelevant True
bBlockKarma True
bCanBeBaseForPawns True
bCollideWorld False
bEdShouldSnap True
bNetInitialRotation True
bSpecialCalcView True
CollisionHeight 1.0
CollisionRadius 1.0
Physics PHYS_Karma

Functions[edit]

Native functions[edit]

UpdateVehicle[edit]

native event UpdateVehicle (float DeltaTime)


GraphData[edit]

native final function GraphData (string DataName, float DataValue)


Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: Pawn.Destroyed


EncroachedBy[edit]

event EncroachedBy (Actor Other)

Overrides: Pawn.EncroachedBy


EncroachingOn[edit]

event bool EncroachingOn (Actor Other)

Overrides: Pawn.EncroachingOn


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


PostNetBeginPlay[edit]

simulated event PostNetBeginPlay ()

Overrides: Pawn.PostNetBeginPlay


SVehicleUpdateParams[edit]

simulated event SVehicleUpdateParams ()


TakeDamage[edit]

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

Overrides: Pawn.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)


ClientKDriverLeave[edit]

simulated function ClientKDriverLeave (PlayerController pc)


FaceRotation[edit]

simulated function FaceRotation (Object.Rotator NewRotation, float DeltaTime)

Overrides: Pawn.FaceRotation


KDriverEnter[edit]

function KDriverEnter (Pawn p)


KDriverLeave[edit]

function bool KDriverLeave (bool bForceLeave)


SpecialCalcView[edit]

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

Overrides: Pawn.SpecialCalcView


TryToDrive[edit]

function TryToDrive (Pawn p)