Always snap to grid

UE3:UTVehicle (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
(Redirected from UE3:EAIVehiclePurpose (UDK))
Jump to: navigation, search
UDK Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle

Contents

Package: 
UTGame
Direct subclasses:
UTHoverVehicle, UTVehicle_Scorpion
This class in other games:
UT3


Constants[edit]

UTVEHICLE_UNSET_TEAM[edit]

Value: 128

value for Team property that indicates the vehicle's team hasn't been set

Properties[edit]

Property group 'Camera'[edit]

bRotateCameraUnderVehicle[edit]

Type: bool

If true, this will allow the camera to rotate under the vehicle which may obscure the view

LookForwardDist[edit]

Type: float

How far forward to bring camera if looking over nose of vehicle

Property group 'Effects'[edit]

VehicleAnims[edit]

Type: array<VehicleAnim>

Holds a list of vehicle animations

VehicleEffects[edit]

Type: array<VehicleEffect>

Holds the Vehicle Effects data

VehicleSounds[edit]

Type: array<VehicleSound>


Default value:

Member Value
SoundEndTag 'NoDamageSmoke'
SoundStartTag 'DamageSmoke'
SoundTemplate SoundCue'A_Vehicle_Generic.Vehicle.Vehicle_Damage_FireLoop_Cue'

Property group 'Flag'[edit]

FlagBone[edit]

Type: name


FlagOffset[edit]

Type: Object.Vector

Flag carrying

Default value:

Member Value
X 0.0
Y 0.0
Z 120.0

FlagRotation[edit]

Type: Object.Rotator


Default value:

Member Value
Pitch 0
Roll 0
Yaw 32768

Property group 'LookSteer'[edit]

bLookSteerOnNormalControls[edit]

Type: bool

If true, use 'look to steer' on 'Normal' vehicle control settings.

bLookSteerOnSimpleControls[edit]

Type: bool

If true, use 'look to steer' on 'Simple' vehicle control settings.

ConsoleSteerScale[edit]

Type: float

Increases sensitivity of steering around middle region of controller.

Default value: 1.5

LeftStickDirDeadZone[edit]

Type: float

When using 'steer to left stick dir', this is a straight ahead dead zone which makes steering directly forwards easier.

LookSteerDamping[edit]

Type: float


LookSteerDeadZone[edit]

Type: float

When error is more than this, turn on the handbrake.

LookSteerSensitivity[edit]

Type: float

When bLookToSteer is enabled, relates angle between 'looking' and 'facing' and steering angle.

Default value: 2.0

Property group 'Seats'[edit]

SeatCameraScale[edit]

Type: float

Camera

Default value: 1.0

Seats[edit]

Type: array<VehicleSeat>

information for each seat a player may occupy

Note: this array is on clients as well, but SeatPawn and Gun will only be valid for the client in that seat

Property group 'Sounds'[edit]

ScrapeSound[edit]

Type: AudioComponent

Sound to play when the vehicle is scraping against something

TireAudioComp[edit]

Type: AudioComponent

Modifiers: editconst, const

Sound to play from the tires

TireSoundList[edit]

Type: array<UTPawn.MaterialSoundEffect>


Property group 'UTVehicle'[edit]

bRagdollDriverOnDarkwalkerHorn[edit]

Type: bool

If true, driver is thrown from vehicle as ragdoll by darkwalker horn.

DestroyOnPenetrationDuration[edit]

Type: float

If we are over DestroyOnPenetrationThreshold for more than this (seconds), call RBPenetrationDestroy.

Default value: 1.0

DestroyOnPenetrationThreshold[edit]

Type: float

If a physics penetration of greater than this is detected, destroy vehicle.

Default value: 50.0

DisabledTime[edit]

Type: float


Default value: 20.0

Internal variables[edit]

See UTVehicle internal variables.

Default values[edit]

Property Value
bAlwaysRelevant True
BaseEyeHeight 30.0
bCanFlip False
bPushedByEncroachers False
Components[2] DynamicLightEnvironmentComponent'MyLightEnvironment'
CrushedDamageType Class'UTGame.UTDmgType_Pancake'
EyeHeight 30.0
InventoryManagerClass Class'UTGame.UTInventoryManager'
MinCrushSpeed 100.0
MomentumMult 2.0
StayUprightConstraintInstance RB_ConstraintInstance'UTGame.Default__UTVehicle:MyStayUprightConstraintInstance'
StayUprightConstraintSetup RB_StayUprightSetup'UTGame.Default__UTVehicle:MyStayUprightSetup'
ViewPitchMin -15000.0

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTVehicleBase.CollisionCylinder

Property Value
BlockActors False
BlockNonZeroExtent False
BlockZeroExtent False
CollideActors False
ReplacementPrimitive None

MyLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

No new values.

MyStayUprightConstraintInstance[edit]

Class: Engine.RB_ConstraintInstance

Inherits from: UTVehicleBase.MyStayUprightConstraintInstance

No new values.

MyStayUprightSetup[edit]

Class: Engine.RB_StayUprightSetup

Inherits from: UTVehicleBase.MyStayUprightSetup

No new values.

SVehicleMesh[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTVehicleBase.SVehicleMesh

Property Value
bAllowAmbientOcclusion False
bOverrideAttachmentOwnerVisibility True
LightEnvironment DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle:MyLightEnvironment'
ReplacementPrimitive None

Enums[edit]

EAIVehiclePurpose[edit]

what kind of tasks the AI should use this vehicle for

AIP_Offensive 
use only for offense
AIP_Defensive 
use only for defense
AIP_Any 
suitable for anything

Structs[edit]

See UTVehicle structs.

Functions[edit]

Static functions[edit]

DrawKillIcon[edit]

simulated static function DrawKillIcon (Canvas Canvas, float ScreenX, float ScreenY, float HUDScaleX, float HUDScaleY)


Native functions[edit]

ApplyMorphDamage[edit]

native function ApplyMorphDamage (Object.Vector HitLocation, int Damage, Object.Vector Momentum)

When damage occur, we need to apply it to any MorphTargets. We do this natively for speed

Parameters:

  • HitLocation - Where did the hit occured
  • Damage - How much damage occured

CheckAutoDestruct[edit]

native simulated function bool CheckAutoDestruct (TeamInfo InstigatorTeam, float CheckRadius)


ForceWeaponRotation[edit]

native simulated function ForceWeaponRotation (int SeatIndex, Object.Rotator NewRotation)


GetBarrelIndex[edit]

native simulated function int GetBarrelIndex (int SeatIndex)


GetSeatPivotPoint[edit]

native simulated function Object.Vector GetSeatPivotPoint (int SeatIndex)


GetTeamNum[edit]

simulated native function byte GetTeamNum ()

Overrides: Pawn.GetTeamNum

Returns:

the TeamIndex of this vehicle

InitDamageSkel[edit]

native simulated function InitDamageSkel ()


InUseableRange[edit]

simulated native function bool InUseableRange (UTPlayerController PC, float Dist)


IsSeatControllerReplicationViewer[edit]

native(999) noexport final function bool IsSeatControllerReplicationViewer (int SeatIndex)

Returns:

whether we are currently replicating to the Controller of the given seat this would be equivalent to checking bNetOwner on that seat, but bNetOwner is only valid during that Actor's replication, not during the base vehicle's not complex logic, but since it's for use in vehicle replication statements, the faster the better

NativePostRenderFor[edit]

simulated native function NativePostRenderFor (PlayerController PC, Canvas Canvas, Object.Vector CameraPosition, Object.Vector CameraDir)

Overrides: Actor.NativePostRenderFor

Hook to allow actors to render HUD overlays for themselves. Assumes that appropriate font has already been set

SeatFiringMode[edit]

native simulated function byte SeatFiringMode (int SeatIndex, optional byte NewFireMode, optional bool bReadValue)


SeatFlashCount[edit]

native simulated function byte SeatFlashCount (int SeatIndex, optional byte NewCount, optional bool bReadValue)


SeatFlashLocation[edit]

native simulated function Object.Vector SeatFlashLocation (int SeatIndex, optional Object.Vector NewLoc, optional bool bReadValue)


SeatWeaponRotation[edit]

native simulated function Object.Rotator SeatWeaponRotation (int SeatIndex, optional Object.Rotator NewRot, optional bool bReadValue)

Native Accessors for the WeaponRotation, FlashLocation, FlashCount and FiringMode

SetHUDLocation[edit]

simulated native function SetHUDLocation (Object.Vector NewHUDLocation)

Overrides: Actor.SetHUDLocation

function used to update where icon for this actor should be rendered on the HUD

Parameters:

  • NewHUDLocation - is a vector whose X and Y components are the X and Y components of this actor's icon's 2D position on the HUD

UpdateDamageMaterial[edit]

native simulated function UpdateDamageMaterial ()

Whenever the morph system adjusts a health, it should call UpdateDamageMaterial() so that any associated skins can be adjusted. This is also native

Events[edit]

See UTVehicle events.

Other instance functions[edit]

See UTVehicle instance functions.

States[edit]

DyingVehicle[edit]

Modifiers: simulated

Ignores: BreathTimer, Bump, Falling, FellOutOfWorld, HeadVolumeChange, HitWall, PhysicsVolumeChange

DyingVehicle.BaseChange[edit]

singular event BaseChange ()

Overrides: Pawn.BaseChange (global)

Event called after actor's base changes.

DyingVehicle.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

DyingVehicle.Landed[edit]

event Landed (Object.Vector HitNormal, Actor FloorActor)

Overrides: Pawn.Landed (global)


DyingVehicle.PostRenderFor[edit]

simulated event PostRenderFor (PlayerController PC, Canvas Canvas, Object.Vector CameraPosition, Object.Vector CameraDir)

Overrides: PostRenderFor (global)

(Description copied from UTVehicle.PostRenderFor)
PostRenderFor() Hook to allow pawns to render HUD overlays for themselves. Assumes that appropriate font has already been set

Parameters:

  • PC - The Player Controller who is rendering this pawn
  • Canvas - The canvas to draw on

DyingVehicle.RigidBodyCollision[edit]

simulated event RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out Actor.CollisionImpactData Collision, int ContactIndex)

Overrides: RigidBodyCollision (global)

(Description copied from Actor.RigidBodyCollision)
Called when a PrimitiveComponent this Actor owns has:

   -bNotifyRigidBodyCollision set to true
   -ScriptRigidBodyCollisionThreshold > 0
   -it is involved in a physics collision where the relative velocity exceeds ScriptRigidBodyCollisionThreshold

Parameters:

  • HitComponent - the component of this Actor that collided
  • OtherComponent - the other component that collided
  • RigidCollisionData - information on the collision itslef, including contact points
  • ContactIndex - the element in each ContactInfos' ContactVelocity and PhysMaterial arrays that corresponds to this Actor/HitComponent

DyingVehicle.TakeDamage[edit]

simulated event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: TakeDamage (global)

(Description copied from UTVehicle.TakeDamage)


See: Actor.TakeDamage()

DyingVehicle.BlowupVehicle[edit]

simulated function BlowupVehicle ()

Overrides: BlowupVehicle (global)

Call this function to blow up the vehicle

DyingVehicle.CheckDamageSmoke[edit]

simulated function CheckDamageSmoke ()

Overrides: CheckDamageSmoke (global)


DyingVehicle.Died[edit]

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

Overrides: Died (global)

See Pawn::Died()

DyingVehicle.DoVehicleExplosion[edit]

simulated function DoVehicleExplosion (bool bDoingSecondaryExplosion)

spawn an explosion effect and damage nearby actors

DyingVehicle.PerformDeathEffects[edit]

simulated function PerformDeathEffects ()


DyingVehicle.PerformSecondaryVehicleExplosion[edit]

simulated function PerformSecondaryVehicleExplosion ()


DyingVehicle.PlayNextAnimation[edit]

simulated function PlayNextAnimation ()


DyingVehicle.PlayVehicleExplosionEffect[edit]

simulated function PlayVehicleExplosionEffect (ParticleSystem TheExplosionTemplate, bool bSpawnLight)

This will spawn the actual explosion particle system. It could be a fiery death or just dust when the vehicle hits the ground *

DyingVehicle.PlayWeaponSwitch[edit]

simulated function PlayWeaponSwitch (Weapon OldWeapon, Weapon NewWeapon)

Overrides: Pawn.PlayWeaponSwitch (global)

(Description copied from Pawn.PlayWeaponSwitch)
Player just changed weapon. Called from InventoryManager::ChangedWeapon(). Network: Local Player and Server.

Parameters:

  • OldWeapon - Old weapon held by Pawn.
  • NewWeapon - New weapon held by Pawn.

DyingVehicle.SecondaryVehicleExplosion[edit]

simulated function SecondaryVehicleExplosion ()

This does the secondary explosion of the vehicle (e.g. from reserve fuel tanks finally blowing / ammo blowing up )*

DyingVehicle.VehicleCalcCamera[edit]

simulated function VehicleCalcCamera (float fDeltaTime, int SeatIndex, out Object.Vector out_CamLoc, out Object.Rotator out_CamRot, out Object.Vector CamStart, optional bool bPivotOnly)

Overrides: VehicleCalcCamera (global)

Calculate camera view point, when viewing this pawn.

Parameters:

  • fDeltaTime - delta time seconds since last update
  • out_CamLoc - Camera Location
  • out_CamRot - Camera Rotation
  • out_FOV - Field of View

Returns:

true if Pawn should provide the camera point of view.