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UE3:UTRemoteRedeemer (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> UTRemoteRedeemer
Package: 
UTGame
Direct subclass:
UTRemoteRedeemer_Content

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

Properties[edit]

bCanHitDriver[edit]

Type: bool

used to avoid colliding with Driver when initially firing

bDying[edit]

Type: bool

Modifiers: repnotify


CameraEffect[edit]

Type: PostProcessChain

camera overlay effect

ForcedDirectionVolume[edit]

Type: ForcedDirVolume


InstigatorController[edit]

Type: Controller

Controller that should get credit for explosion kills (since Controller variable won't be hooked up during the explosion)

PawnAmbientSound[edit]

Type: AudioComponent


PitchAccel[edit]

Type: float


RedeemerProjClass[edit]

Type: class<UTProj_RedeemerBase>

we use this class's defaults for many properties (damage, effects, etc) to reduce code duplication

TeamCameraMaterials[edit]

Type: array<MaterialInterface>


Trail[edit]

Type: ParticleSystemComponent


YawAccel[edit]

Type: float


Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: Vehicle.CollisionCylinder

No new values.

Functions[edit]

Native functions[edit]

IsPlayerPawn[edit]

simulated native function bool IsPlayerPawn () const

Overrides: Pawn.IsPlayerPawn

IsPlayerPawn() return true if controlled by a Player (AI or human) on local machine (any controller on server, localclient's pawn on client)

Events[edit]

BaseChange[edit]

singular event BaseChange ()

Overrides: Pawn.BaseChange

Event called after actor's base changes.

Bump[edit]

singular event Bump (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitNormal)

Overrides: Actor.Bump


Destroyed[edit]

simulated event Destroyed ()

Overrides: Vehicle.Destroyed


DriverLeave[edit]

event bool DriverLeave (bool bForceLeave)

Overrides: Vehicle.DriverLeave

Called from the Controller when player wants to get out.

EncroachedBy[edit]

event EncroachedBy (Actor Other)

Overrides: Vehicle.EncroachedBy

Vehicles dont get telefragged.

EncroachingOn[edit]

event bool EncroachingOn (Actor Other)

Overrides: Vehicle.EncroachingOn

(Description copied from Vehicle.EncroachingOn)
called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to

Returns:

true to abort the move, false to allow it

Warning: do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch

GetViewRotation[edit]

simulated event Object.Rotator GetViewRotation ()

Overrides: Pawn.GetViewRotation


HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall, PrimitiveComponent WallComp)

Overrides: Pawn.HitWall


Landed[edit]

event Landed (Object.Vector HitNormal, Actor FloorActor)

Overrides: Pawn.Landed


PhysicsVolumeChange[edit]

event PhysicsVolumeChange (PhysicsVolume Volume)

Overrides: Actor.PhysicsVolumeChange


PlayDying[edit]

simulated event PlayDying (class<DamageTypeDamageType, Object.Vector HitLoc)

Overrides: Vehicle.PlayDying


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Vehicle.PostBeginPlay


PreBeginPlay[edit]

simulated event PreBeginPlay ()

Overrides: Pawn.PreBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: Vehicle.ReplicatedEvent


SetWalking[edit]

event SetWalking (bool bNewIsWalking)

Overrides: Pawn.SetWalking

(Description copied from Pawn.SetWalking)
Called every frame from PlayerInput or PlayerController::MoveAutonomous() Sets bIsWalking flag, which defines if the Pawn is walking or not (affects velocity)

Parameters:

  • bNewIsWalking - new walking state.

TakeDamage[edit]

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

Overrides: Vehicle.TakeDamage

(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor

Parameters:

  • Damage - the base damage to apply
  • EventInstigator - the Controller responsible for the damage
  • HitLocation - world location where the hit occurred
  • Momentum - force caused by this hit
  • DamageType - class describing the damage that was done
  • HitInfo - additional info about where the hit occurred
  • DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)

Touch[edit]

singular event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: Actor.Touch


Other instance functions[edit]

BlowUp[edit]

function BlowUp ()


CalcCamera[edit]

simulated function bool CalcCamera (float fDeltaTime, out Object.Vector out_CamLoc, out Object.Rotator out_CamRot, out float out_FOV)

Overrides: Actor.CalcCamera

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.

CheatFly[edit]

function bool CheatFly ()

Overrides: Vehicle.CheatFly


CheatGhost[edit]

function bool CheatGhost ()

Overrides: Vehicle.CheatGhost


CheatWalk[edit]

function bool CheatWalk ()

Overrides: Vehicle.CheatWalk


ClientRestart[edit]

simulated function ClientRestart ()

Overrides: Pawn.ClientReStart


ClientSetCameraEffect[edit]

reliable client function ClientSetCameraEffect (Controller C, bool bEnabled)

turns on or off the camera effect

Died[edit]

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

Overrides: Vehicle.Died

(Description copied from Pawn.Died)
This pawn has died.

Parameters:

  • Killer - Who killed this pawn
  • DamageType - What killed it
  • HitLocation - Where did the hit occur

Returns:

true if allowed

DoJump[edit]

function bool DoJump (bool bUpdating)

Overrides: Pawn.DoJump


DrawHUD[edit]

simulated function DrawHUD (HUD H)

Overrides: Pawn.DrawHUD

Hook called from HUD actor. Gives access to HUD and Canvas

DriverDied[edit]

function DriverDied ()

Overrides: Vehicle.DriverDied


DriverEnter[edit]

function bool DriverEnter (Pawn P)

Overrides: Vehicle.DriverEnter

DriverEnter() Make Pawn P the new driver of this vehicle

DriverLeft[edit]

function DriverLeft ()

Overrides: Vehicle.DriverLeft


PlaceExitingDriver[edit]

function bool PlaceExitingDriver (optional Pawn ExitingDriver)

Overrides: Vehicle.PlaceExitingDriver

PlaceExitingDriver() Find an acceptable position to place the exiting driver pawn, and move it there. Returns true if pawn was successfully placed.

PossessedBy[edit]

function PossessedBy (Controller C, bool bVehicleTransition)

Overrides: Vehicle.PossessedBy


PoweredUp[edit]

function bool PoweredUp ()

Overrides: Pawn.PoweredUp

PoweredUp() returns true if pawn has game play advantages, as defined by specific game implementation

ServerBlowUp[edit]

reliable server function ServerBlowUp ()


SetOnlyControllableByTilt[edit]

reliable client function SetOnlyControllableByTilt (bool bActive)

Used to turn on or off the functionality of the controller only accepting input from the tilt aspect (if it has it) *

ShouldCrouch[edit]

function ShouldCrouch (bool Crouch)

Overrides: Pawn.ShouldCrouch

(Description copied from Pawn.ShouldCrouch)
Controller is requesting that pawn crouches. This is not guaranteed as it depends if crouching collision cylinder can fit when Pawn is located.

Parameters:

  • bCrouch - true if Pawn should crouch.

StartFire[edit]

simulated function StartFire (byte FireModeNum)

Overrides: Pawn.StartFire

(Description copied from Pawn.StartFire)
Pawn starts firing! Called from PlayerController::StartFiring Network: Local Player

Parameters:

  • FireModeNum - fire mode number

Suicide[edit]

function Suicide ()

Overrides: Vehicle.Suicide


TurnOff[edit]

simulated function TurnOff ()

Overrides: Pawn.TurnOff

TurnOff() Freeze pawn - stop sounds, animations, physics, weapon firing

UnPossessed[edit]

function UnPossessed ()

Overrides: Vehicle.UnPossessed


States[edit]

Dying[edit]

Inherits from: Pawn.Dying

Modifiers: simulated

Ignores: BreathTimer, Bump, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange, SetInitialState, Trigger

Dying.BeginState[edit]

simulated event BeginState (name OldStateName)

Overrides: Pawn.Dying.BeginState

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

Dying.TakeDamage[edit]

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

Overrides: Pawn.Dying.TakeDamage

(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor

Parameters:

  • Damage - the base damage to apply
  • EventInstigator - the Controller responsible for the damage
  • HitLocation - world location where the hit occurred
  • Momentum - force caused by this hit
  • DamageType - class describing the damage that was done
  • HitInfo - additional info about where the hit occurred
  • DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)

Dying.BlowUp[edit]

function BlowUp ()

Overrides: BlowUp (global)


Dying.ServerBlowUp[edit]

reliable server function ServerBlowUp ()

Overrides: ServerBlowUp (global)


Dying.StartFire[edit]

simulated function StartFire (byte FireModeNum)

Overrides: StartFire (global)

(Description copied from Pawn.StartFire)
Pawn starts firing! Called from PlayerController::StartFiring Network: Local Player

Parameters:

  • FireModeNum - fire mode number

Dying.TurnOff[edit]

simulated function TurnOff ()

Overrides: TurnOff (global)

TurnOff() Freeze pawn - stop sounds, animations, physics, weapon firing

Flying[edit]

Modifiers: auto

Flying.Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


Flying.FaceRotation[edit]

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

Overrides: Vehicle.FaceRotation (global)

Vehicles ignore 'face rotation'.