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UE2:Vehicle instance functions (UT2004)

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UT2004 Object >> Actor >> Pawn >> Vehicle (instance functions)

Contents

Vehicle instance functions in other games:
U2, UT3, UDK
Other member categories for this class:
internal variables

Instance functions[edit]

ActivateOverlay[edit]

simulated function ActivateOverlay (bool bActive)


AdjustDriverDamage[edit]

function AdjustDriverDamage (out int Damage, Pawn InstigatedBy, Object.Vector HitLocation, out Object.Vector Momentum, class<DamageTypeDamageType)


AdjustedStrength[edit]

function float AdjustedStrength ()

Overrides: Pawn.AdjustedStrength


AlternateTarget[edit]

simulated function Actor AlternateTarget ()


AltFire[edit]

function AltFire (optional float F)

Overrides: Pawn.AltFire


AttachDriver[edit]

simulated function AttachDriver (Pawn P)


AttachFlag[edit]

function AttachFlag (Actor FlagActor)


BotDesireability[edit]

function float BotDesireability (Actor S, int TeamIndex, Actor Objective)


ChangedReservation[edit]

function bool ChangedReservation (Pawn P)


ChargeBar[edit]

simulated function float ChargeBar ()


CheatFly[edit]

function bool CheatFly ()

Overrides: Pawn.CheatFly


CheatGhost[edit]

function bool CheatGhost ()

Overrides: Pawn.CheatGhost


CheatWalk[edit]

function bool CheatWalk ()

Overrides: Pawn.CheatWalk


CheckForHeadShot[edit]

function Pawn CheckForHeadShot (Object.Vector loc, Object.Vector ray, float AdditionalScale)


CheckSuperBerserk[edit]

function CheckSuperBerserk ()


CheckTauntValid[edit]

simulated function bool CheckTauntValid (name Sequence)

Overrides: Pawn.CheckTauntValid


ClientClearController[edit]

simulated function ClientClearController ()


ClientKDriverEnter[edit]

simulated function ClientKDriverEnter (PlayerController PC)


ClientKDriverLeave[edit]

simulated function ClientKDriverLeave (PlayerController PC)


ClientPlayForceFeedback[edit]

simulated function ClientPlayForceFeedback (string EffectName)


ClientVehicleCeaseFire[edit]

function ClientVehicleCeaseFire (bool bWasAltFire)


Destroyed_HandleDriver[edit]

simulated function Destroyed_HandleDriver ()


DetachDriver[edit]

simulated function DetachDriver (Pawn P)


Died[edit]

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

Overrides: Pawn.Died


DisplayDebug[edit]

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

Overrides: Pawn.DisplayDebug


DriverDied[edit]

function DriverDied ()


DriverLeft[edit]

function DriverLeft ()


DriverRadiusDamage[edit]

function DriverRadiusDamage (float DamageAmount, float DamageRadius, Controller EventInstigator, class<DamageTypeDamageType, float Momentum, Object.Vector HitLocation)


EjectDriver[edit]

function EjectDriver ()


FaceRotation[edit]

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

Overrides: Pawn.FaceRotation


FindEntryVehicle[edit]

function Vehicle FindEntryVehicle (Pawn P)


FindValidTaunt[edit]

simulated function bool FindValidTaunt (out name Sequence)

Overrides: Pawn.FindValidTaunt


Fire[edit]

function Fire (optional float F)

Overrides: Pawn.Fire


FixPCRotation[edit]

simulated function FixPCRotation (PlayerController PC)


Flip[edit]

function Flip (Object.Vector HitNormal, float ForceScale)


GetBestEntry[edit]

function Actor GetBestEntry (Pawn P)


GetBotPassenger[edit]

function AIController GetBotPassenger ()


GetCameraLocationStart[edit]

simulated function Object.Vector GetCameraLocationStart ()


GetInstigator[edit]

function Pawn GetInstigator ()


GetMoveTargetFor[edit]

function Vehicle GetMoveTargetFor (Pawn P)


GetSpree[edit]

function int GetSpree ()

Overrides: Pawn.GetSpree


GetTeamNum[edit]

simulated function int GetTeamNum ()

Overrides: Pawn.GetTeamNum


GetTurrets[edit]

function array<VehicleGetTurrets ()


GetVehiclePositionString[edit]

simulated function string GetVehiclePositionString ()


HasOccupiedTurret[edit]

function bool HasOccupiedTurret ()


HealDamage[edit]

function bool HealDamage (int Amount, Controller Healer, class<DamageTypeDamageType)

Overrides: Actor.HealDamage


ImportantVehicle[edit]

function bool ImportantVehicle ()


IncomingMissile[edit]

function IncomingMissile (Projectile P)


IncrementSpree[edit]

function IncrementSpree ()

Overrides: Pawn.IncrementSpree


IndependentVehicle[edit]

simulated function bool IndependentVehicle ()


IsArtillery[edit]

function bool IsArtillery ()


KDriverEnter[edit]

function KDriverEnter (Pawn P)


NewReservationCostMultiplier[edit]

function float NewReservationCostMultiplier (Pawn P)


NextWeapon[edit]

simulated function NextWeapon ()

Overrides: Pawn.NextWeapon


NumPassengers[edit]

simulated function int NumPassengers ()


Occupied[edit]

function bool Occupied ()


OpenPositionFor[edit]

function Vehicle OpenPositionFor (Pawn P)


PlaceExitingDriver[edit]

function bool PlaceExitingDriver ()


PlayerChangedTeam[edit]

function PlayerChangedTeam ()

Overrides: Pawn.PlayerChangedTeam


PlayTakeHit[edit]

function PlayTakeHit (Object.Vector HitLocation, int Damage, class<DamageTypeDamageType)

Overrides: Pawn.PlayTakeHit


PlayTeleportEffect[edit]

function PlayTeleportEffect (bool bOut, bool bSound)

Overrides: Pawn.PlayTeleportEffect


PointOfView[edit]

simulated function bool PointOfView ()

Overrides: Pawn.PointOfView


PossessedBy[edit]

function PossessedBy (Controller C)

Overrides: Pawn.PossessedBy


POVChanged[edit]

simulated function POVChanged (PlayerController PC, bool bBehindViewChanged)

Overrides: Actor.POVChanged


PrevWeapon[edit]

simulated function PrevWeapon ()

Overrides: Pawn.PrevWeapon


ReservationCostMultiplier[edit]

function float ReservationCostMultiplier ()


ServerPlayHorn[edit]

function ServerPlayHorn (int HornIndex)


SetBaseEyeheight[edit]

simulated function SetBaseEyeheight ()

Overrides: Pawn.SetBaseEyeheight


SetReservation[edit]

function SetReservation (Controller C)


SetTeamNum[edit]

function SetTeamNum (byte T)


ShootMissile[edit]

function ShootMissile (Projectile P)


ShootSpecial[edit]

function Actor ShootSpecial (Actor A)

Overrides: Pawn.ShootSpecial


ShouldTargetMissile[edit]

function ShouldTargetMissile (Projectile P)


SpecialCalcBehindView[edit]

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


SpecialCalcFirstPersonView[edit]

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


SpecialCalcView[edit]

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

Overrides: Pawn.SpecialCalcView


SpectatorSpecialCalcView[edit]

simulated function bool SpectatorSpecialCalcView (PlayerController Viewer, out Actor ViewActor, out Object.Vector CameraLocation, out Object.Rotator CameraRotation)

Overrides: Pawn.SpectatorSpecialCalcView


SpokenFor[edit]

function bool SpokenFor (Controller C)


StopForceFeedback[edit]

simulated function StopForceFeedback (string EffectName)


StopWeaponFiring[edit]

function bool StopWeaponFiring ()

Overrides: Pawn.StopWeaponFiring


StronglyRecommended[edit]

function bool StronglyRecommended (Actor S, int TeamIndex, Actor Objective)


Suicide[edit]

function Suicide ()

Overrides: Pawn.Suicide


TeamLink[edit]

function bool TeamLink (int TeamNum)

Overrides: Actor.TeamLink


TryToDrive[edit]

function bool TryToDrive (Pawn P)


UnPossessed[edit]

function UnPossessed ()

Overrides: Pawn.UnPossessed


VehicleCeaseFire[edit]

function VehicleCeaseFire (bool bWasAltFire)


VehicleFire[edit]

function VehicleFire (bool bWasAltFire)