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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

bCanHitDriver

Type: bool

used to avoid colliding with Driver when initially firing

bDying

Type: bool

Modifiers: repnotify


CameraEffect

Type: PostProcessChain

camera overlay effect

ForcedDirectionVolume

Type: ForcedDirVolume


InstigatorController

Type: Controller

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

PawnAmbientSound

Type: AudioComponent


PitchAccel

Type: float


RedeemerProjClass

Type: class<UTProj_RedeemerBase>

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

TeamCameraMaterials

Type: array<MaterialInterface>


Trail

Type: ParticleSystemComponent


YawAccel

Type: float


Subobjects

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: Vehicle.CollisionCylinder

No new values.

Functions

Native functions

IsPlayerPawn

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

BaseChange

singular event BaseChange ()

Overrides: Pawn.BaseChange

Event called after actor's base changes.

Bump

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

Overrides: Actor.Bump


Destroyed

simulated event Destroyed ()

Overrides: Vehicle.Destroyed


DriverLeave

event bool DriverLeave (bool bForceLeave)

Overrides: Vehicle.DriverLeave

Called from the Controller when player wants to get out.

EncroachedBy

event EncroachedBy (Actor Other)

Overrides: Vehicle.EncroachedBy

Vehicles dont get telefragged.

EncroachingOn

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

simulated event Object.Rotator GetViewRotation ()

Overrides: Pawn.GetViewRotation


HitWall

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

Overrides: Pawn.HitWall


Landed

event Landed (Object.Vector HitNormal, Actor FloorActor)

Overrides: Pawn.Landed


PhysicsVolumeChange

event PhysicsVolumeChange (PhysicsVolume Volume)

Overrides: Actor.PhysicsVolumeChange


PlayDying

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

Overrides: Vehicle.PlayDying


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Vehicle.PostBeginPlay


PreBeginPlay

simulated event PreBeginPlay ()

Overrides: Pawn.PreBeginPlay


ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: Vehicle.ReplicatedEvent


SetWalking

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

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

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

Overrides: Actor.Touch


Other instance functions

BlowUp

function BlowUp ()


CalcCamera

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

function bool CheatFly ()

Overrides: Vehicle.CheatFly


CheatGhost

function bool CheatGhost ()

Overrides: Vehicle.CheatGhost


CheatWalk

function bool CheatWalk ()

Overrides: Vehicle.CheatWalk


ClientRestart

simulated function ClientRestart ()

Overrides: Pawn.ClientReStart


ClientSetCameraEffect

reliable client function ClientSetCameraEffect (Controller C, bool bEnabled)

turns on or off the camera effect

Died

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

function bool DoJump (bool bUpdating)

Overrides: Pawn.DoJump


DrawHUD

simulated function DrawHUD (HUD H)

Overrides: Pawn.DrawHUD

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

DriverDied

function DriverDied ()

Overrides: Vehicle.DriverDied


DriverEnter

function bool DriverEnter (Pawn P)

Overrides: Vehicle.DriverEnter

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

DriverLeft

function DriverLeft ()

Overrides: Vehicle.DriverLeft


PlaceExitingDriver

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

function PossessedBy (Controller C, bool bVehicleTransition)

Overrides: Vehicle.PossessedBy


PoweredUp

function bool PoweredUp ()

Overrides: Pawn.PoweredUp

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

ServerBlowUp

reliable server function ServerBlowUp ()


SetOnlyControllableByTilt

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

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

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

function Suicide ()

Overrides: Vehicle.Suicide


TurnOff

simulated function TurnOff ()

Overrides: Pawn.TurnOff

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

UnPossessed

function UnPossessed ()

Overrides: Vehicle.UnPossessed


States

Dying

Inherits from: Pawn.Dying

Modifiers: simulated

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

Dying.BeginState

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

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

function BlowUp ()

Overrides: BlowUp (global)


Dying.ServerBlowUp

reliable server function ServerBlowUp ()

Overrides: ServerBlowUp (global)


Dying.StartFire

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

simulated function TurnOff ()

Overrides: TurnOff (global)

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

Flying

Modifiers: auto

Flying.Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


Flying.FaceRotation

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

Overrides: Vehicle.FaceRotation (global)

Vehicles ignore 'face rotation'.