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UE3:UTVehicle_Nemesis (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Nemesis
Package: 
UTGameContent

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

See UTVehicle_Nemesis properties.

Enums[edit]

ETurretHeightSetting[edit]

indicates whether the turret is raised or lowered

THS_Lowered 
THS_Normal 
THS_Raised 

Functions[edit]

Events[edit]

GetViewRotation[edit]

simulated event Object.Rotator GetViewRotation ()

Overrides: UTVehicle.GetViewRotation

Force fixed view if in lowered posture

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTVehicle.PostBeginPlay

Initialization

ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: UTVehicle.ReplicatedEvent

(Description copied from UTVehicle.ReplicatedEvent)
This event is triggered when a repnotify variable is received

Parameters:

  • VarName - The name of the variable replicated

Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions[edit]

ApplyTurretHeight[edit]

simulated function ApplyTurretHeight ()


CheckAIStance[edit]

function CheckAIStance ()

used by AI to decide what stance to be in

DetachDriver[edit]

simulated function DetachDriver (Pawn P)

Overrides: UTVehicle.DetachDriver

Used to make sure we stop the camera anim when you get out of nemesis.

DrivingStatusChanged[edit]

simulated function DrivingStatusChanged ()

Overrides: UTVehicle.DrivingStatusChanged

This function is called when the driver's status has changed.

OrbPower[edit]

simulated function OrbPower (bool bIsActive)


PartialTurn[edit]

simulated function int PartialTurn (int original, int desired, float PctTurn)


RecommendLongRangedAttack[edit]

function bool RecommendLongRangedAttack ()

Overrides: Pawn.RecommendLongRangedAttack


SetDrivingControllersActive[edit]

simulated function SetDrivingControllersActive (bool bNowActive)


SetInputs[edit]

simulated function SetInputs (float InForward, float InStrafe, float InUp)

Overrides: UTVehicle.SetInputs

Console specific input modification

SetTurretHeight[edit]

function SetTurretHeight (ETurretHeightSetting NewHeightSetting)


TeamChanged[edit]

simulated function TeamChanged ()

Overrides: UTVehicle.TeamChanged

This function is called when the team has changed. Use it to setup team specific overlays/etc

NOTE: the UTVehicle_Scavenger is doing all kinds of crazy special case stuff and does NOT call super. Make certain that you check UTVehicle_Scavenger.TeamChanged() when making changes here.

VehicleCalcCamera[edit]

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

Overrides: UTVehicle.VehicleCalcCamera


VehicleWeaponFireEffects[edit]

simulated function VehicleWeaponFireEffects (Object.Vector HitLocation, int SeatIndex)

Overrides: UTVehicle.VehicleWeaponFireEffects

This function should be subclassed and manage the different effects

VehicleWeaponImpactEffects[edit]

simulated function VehicleWeaponImpactEffects (Object.Vector HitLocation, int SeatIndex)

Overrides: UTVehicle.VehicleWeaponImpactEffects

Spawn any effects that occur at the impact point. It's called from the pawn.