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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, UT3, UDK

null

Properties

Property group 'SVehicle'

bDrawDriverInTP

Type: bool

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

bDrawMeshInFP

Type: bool

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

bZeroPCRotOnEntry

Type: bool

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

Default value: True

DestroyEffectClass

Type: class<Actor>


DriveAnim

Type: name


DrivePos

Type: Object.Vector

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

DriveRot

Type: Object.Rotator

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

EntryPositions

Type: array<Object.Vector>

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

ExitPositions

Type: array<Object.Vector>

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

FPCamPos

Type: Object.Vector

Position of camera when driving first person.

MaxViewPitch

Type: int


Default value: 16000

MaxViewYaw

Type: int

Maximum amount you can look left and right

Default value: 16000

Rise

Type: float

between -1 and 1

Steering

Type: float

between -1 and 1

Throttle

Type: float

between -1 and 1

TPCamDistance

Type: float


Default value: 600.0

TPCamLookat

Type: Object.Vector


Default value:

Member Value
X -100.0
Z 100.0

VehicleMass

Type: float


Default value: 1.0

Wheels

Type: array<SVehicleWheel>

Modifiers: editinline, export


Internal variables

bGetOut

Type: bool


Driver

Type: Pawn


EntryTriggers

Type: array<SVehicleTrigger>


ParentFactory

Type: SVehicleFactory


VehicleShadow

Type: ShadowProjector


Default values

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

Native functions

UpdateVehicle

native event UpdateVehicle (float DeltaTime)


GraphData

native final function GraphData (string DataName, float DataValue)


Events

Destroyed

simulated event Destroyed ()

Overrides: Pawn.Destroyed


EncroachedBy

event EncroachedBy (Actor Other)

Overrides: Pawn.EncroachedBy


EncroachingOn

event bool EncroachingOn (Actor Other)

Overrides: Pawn.EncroachingOn


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


PostNetBeginPlay

simulated event PostNetBeginPlay ()

Overrides: Pawn.PostNetBeginPlay


SVehicleUpdateParams

simulated event SVehicleUpdateParams ()


TakeDamage

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

Overrides: Pawn.TakeDamage


Tick

simulated event Tick (float deltaSeconds)

Overrides: Actor.Tick


VehicleStateReceived

event VehicleStateReceived ()


Other instance functions

ClientKDriverEnter

simulated function ClientKDriverEnter (PlayerController pc)


ClientKDriverLeave

simulated function ClientKDriverLeave (PlayerController pc)


FaceRotation

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

Overrides: Pawn.FaceRotation


KDriverEnter

function KDriverEnter (Pawn p)


KDriverLeave

function bool KDriverLeave (bool bForceLeave)


SpecialCalcView

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

Overrides: Pawn.SpecialCalcView


TryToDrive

function TryToDrive (Pawn p)