Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

Difference between revisions of "UE3:UTStealthVehicle (UT3)"

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m (added native code snippet posted by Steve Polge)
m (added missing members)
 
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| abstract = yes
 
| abstract = yes
 
}}
 
}}
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{{expand}}
 
Abstract base class for vehicles with stealth abilities.
 
Abstract base class for vehicles with stealth abilities.
  
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'''Default value:''' -8500.0
 
'''Default value:''' -8500.0
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 +
===Property group 'Deploy'===
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====DeployablePositionOffsets====
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'''Type:''' [[array]]<{{tl|Vector|Object|structs}}>
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 +
Offsets for the deployables
  
 
===Property group 'Movement'===
 
===Property group 'Movement'===
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| {{tl|CameraLag||UTVehicle internal variables}}
 
| {{tl|CameraLag||UTVehicle internal variables}}
 
| 0.0
 
| 0.0
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|-
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| {{tl|MaxDesireability||UTVehicle internal variables}}
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| 0.75
 
|-
 
|-
 
| {{tl|NeedToPickUpAnnouncement||UTVehicle internal variables}}
 
| {{tl|NeedToPickUpAnnouncement||UTVehicle internal variables}}
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'''[[States#Modifiers|Modifiers]]:''' simulated
 
'''[[States#Modifiers|Modifiers]]:''' simulated
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====Deployed.BeginState====
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{{code|event '''BeginState''' ([[name]]&nbsp;'''PreviousStateName''')}}
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 +
'''Overrides:''' {{tl|Deployed.BeginState|UTVehicle_Deployable}}
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 +
Called immediately when entering a state, while within the
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GotoState() call that caused the state change (before any
 +
state code is executed).
 +
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====Deployed.BotUndeploy====
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{{code|function '''BotUndeploy''' ()}}
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'''Overrides:''' {{tl|BotUndeploy||UTStealthVehicle instance functions}} ''(global)''
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<!-- enter function description -->
  
 
====Deployed.ServerToggleDeploy====
 
====Deployed.ServerToggleDeploy====

Latest revision as of 06:50, 16 August 2009

UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Deployable >> UTStealthVehicle
Package: 
UTGame
Direct subclasses:
UTVehicle_StealthBender, UTVehicle_NightShade

Abstract base class for vehicles with stealth abilities.

Properties[edit]

Property group 'Camera'[edit]

DeployArmCameraDist[edit]

Type: float

Distance behind the vehicle to focus the camera

Default value: 250.0

DeployArmCameraPitch[edit]

Type: float

The pitch of the camera while deployed

Default value: -8500.0

Property group 'Deploy'[edit]

DeployablePositionOffsets[edit]

Type: array<Object.Vector>

Offsets for the deployables

Property group 'Movement'[edit]

FastCamTransitionTime[edit]

Type: float

time to transition to deployed camera mode

Default value: 1.3

Property group 'UTStealthVehicle'[edit]

ArmSpeedTune[edit]

Type: int

Max distance added per frame to the deploy arm rotation

Default value: 8000

CloakedSpeedModifier[edit]

Type: float

Speed modifier to the above max speeds while cloaked

CloakTotalResTime[edit]

Type: float


Default value: 0.6

DeployCheckDistance[edit]

Type: float

How far behind the vehicle to check for obstacles

HitEffectScale[edit]

Type: float

Scale value for the hit effect color

Default value: 2.0

OverlayTeamRezColor[edit]

Type: Object.LinearColor

Array size: 2


Default value, index 0:

Member Value
A 1.0
B 0.05
G 0.45
R 7.0

Default value, index 1:

Member Value
A 1.0
B 50.0
G 6.0
R 1.0

SlowSpeed[edit]

Type: float

Speed while 'crouched'

VisibleAirSpeed[edit]

Type: float

Max air speed while visible

VisibleGroundSpeed[edit]

Type: float

Max ground speed while visible

VisibleMaxSpeed[edit]

Type: float

Max speed while visible

Internal variables[edit]

See UTStealthVehicle internal variables.

Default values[edit]

Property Value
AIPurpose AIP_Any
bHasWeaponBar True
CameraLag 0.0
MaxDesireability 0.75
NeedToPickUpAnnouncement
Member Value
AnnouncementText "Man the Stealth Vehicle"
StayUprightConstraintInstance RB_ConstraintInstance'UTGame.Default__UTStealthVehicle:MyStayUprightConstraintInstance'
StayUprightConstraintSetup RB_StayUprightSetup'UTGame.Default__UTStealthVehicle:MyStayUprightSetup'

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTVehicle_Deployable.CollisionCylinder

No new values.

MyLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTVehicle_Deployable.MyLightEnvironment

No new values.

MyStayUprightConstraintInstance[edit]

Class: Engine.RB_ConstraintInstance

Inherits from: UTVehicle_Deployable.MyStayUprightConstraintInstance

No new values.

MyStayUprightSetup[edit]

Class: Engine.RB_StayUprightSetup

Inherits from: UTVehicle_Deployable.MyStayUprightSetup

No new values.

SVehicleMesh[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTVehicle_Deployable.SVehicleMesh

No new values.

Functions[edit]

Static functions[edit]

GetTeamBeamColor[edit]

static function Object.Color GetTeamBeamColor (byte TeamNum)


Native functions[edit]

IsInvisible[edit]

native function bool IsInvisible ()

Overrides: Pawn.IsInvisible

Returns:

true if pawn is invisible to AI

Native implementation:

UBOOL AUTStealthVehicle::IsInvisible()
{
        //return bDriving && (DeployedState == EDS_Undeployed);
        return bIsVehicleCloaked;
}

SetArmLocation[edit]

simulated native function SetArmLocation (float DeltaSeconds)


Events[edit]

CanDeploy[edit]

event bool CanDeploy (optional bool bShowMessage)

Overrides: UTVehicle_Deployable.CanDeploy

(Description copied from UTVehicle_Deployable.CanDeploy)


Returns:

true if this vehicle can deploy

Destroyed[edit]

simulated event Destroyed ()

Overrides: UTVehicle.Destroyed

Called when the vehicle is destroyed. Clean up the seats/effects/etc

DisplayWeaponBar[edit]

event DisplayWeaponBar (Canvas canvas, UTHUD HUD)

Overrides: UTVehicle.DisplayWeaponBar


DriverLeave[edit]

event bool DriverLeave (bool bForceLeave)

Overrides: UTVehicle.DriverLeave

(Description copied from UTVehicle.DriverLeave)
Called when the driver leaves the vehicle

Parameters:

  • bForceLeave - Is true if the driver was forced out

GetViewRotation[edit]

simulated event Object.Rotator GetViewRotation ()

Overrides: UTVehicle.GetViewRotation


OnAnimEnd[edit]

simulated event OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)

Overrides: UTVehicle_Deployable.OnAnimEnd

Play the ambients when an action anim finishes

PlayTakeHitEffects[edit]

simulated event PlayTakeHitEffects ()

Overrides: UTVehicle.PlayTakeHitEffects

plays take hit effects; called from PlayHit() on server and whenever LastTakeHitInfo is received on the client

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTVehicle_Deployable.PostBeginPlay

Initialization

ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: UTVehicle_Deployable.ReplicatedEvent

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

Parameters:

  • VarName - The name of the variable replicated

Other instance functions[edit]

See UTStealthVehicle instance functions.

States[edit]

Deployed[edit]

Inherits from: UTVehicle_Deployable.Deployed

Modifiers: simulated

Deployed.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: UTVehicle_Deployable.Deployed.BeginState

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

Deployed.BotUndeploy[edit]

function BotUndeploy ()

Overrides: BotUndeploy (global)


Deployed.ServerToggleDeploy[edit]

reliable server function ServerToggleDeploy ()

Overrides: UTVehicle_Deployable.Deployed.ServerToggleDeploy


UnDeploying[edit]

Inherits from: UTVehicle_Deployable.UnDeploying

Modifiers: simulated

UnDeploying.DoJump[edit]

function bool DoJump (bool bUpdating)

Overrides: UTVehicle_Deployable.DoJump (global)

Jump Deploys / Undeploys

UnDeploying.ServerToggleDeploy[edit]

reliable server function ServerToggleDeploy ()

Overrides: UTVehicle_Deployable.UnDeploying.ServerToggleDeploy


UnDeploying.VehicleUnDeployIsFinished[edit]

simulated function VehicleUnDeployIsFinished ()

Overrides: UTVehicle_Deployable.UnDeploying.VehicleUnDeployIsFinished