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UE3:UTStealthVehicle (UT3)

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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

Property group 'Camera'

DeployArmCameraDist

Type: float

Distance behind the vehicle to focus the camera

Default value: 250.0

DeployArmCameraPitch

Type: float

The pitch of the camera while deployed

Default value: -8500.0

Property group 'Deploy'

DeployablePositionOffsets

Type: array<Object.Vector>

Offsets for the deployables

Property group 'Movement'

FastCamTransitionTime

Type: float

time to transition to deployed camera mode

Default value: 1.3

Property group 'UTStealthVehicle'

ArmSpeedTune

Type: int

Max distance added per frame to the deploy arm rotation

Default value: 8000

CloakedSpeedModifier

Type: float

Speed modifier to the above max speeds while cloaked

CloakTotalResTime

Type: float


Default value: 0.6

DeployCheckDistance

Type: float

How far behind the vehicle to check for obstacles

HitEffectScale

Type: float

Scale value for the hit effect color

Default value: 2.0

OverlayTeamRezColor

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

Type: float

Speed while 'crouched'

VisibleAirSpeed

Type: float

Max air speed while visible

VisibleGroundSpeed

Type: float

Max ground speed while visible

VisibleMaxSpeed

Type: float

Max speed while visible

Internal variables

See UTStealthVehicle internal variables.

Default values

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

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: UTVehicle_Deployable.CollisionCylinder

No new values.

MyLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTVehicle_Deployable.MyLightEnvironment

No new values.

MyStayUprightConstraintInstance

Class: Engine.RB_ConstraintInstance

Inherits from: UTVehicle_Deployable.MyStayUprightConstraintInstance

No new values.

MyStayUprightSetup

Class: Engine.RB_StayUprightSetup

Inherits from: UTVehicle_Deployable.MyStayUprightSetup

No new values.

SVehicleMesh

Class: Engine.SkeletalMeshComponent

Inherits from: UTVehicle_Deployable.SVehicleMesh

No new values.

Functions

Static functions

GetTeamBeamColor

static function Object.Color GetTeamBeamColor (byte TeamNum)


Native functions

IsInvisible

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

simulated native function SetArmLocation (float DeltaSeconds)


Events

CanDeploy

event bool CanDeploy (optional bool bShowMessage)

Overrides: UTVehicle_Deployable.CanDeploy

(Description copied from UTVehicle_Deployable.CanDeploy)


Returns:

true if this vehicle can deploy

Destroyed

simulated event Destroyed ()

Overrides: UTVehicle.Destroyed

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

DisplayWeaponBar

event DisplayWeaponBar (Canvas canvas, UTHUD HUD)

Overrides: UTVehicle.DisplayWeaponBar


DriverLeave

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

simulated event Object.Rotator GetViewRotation ()

Overrides: UTVehicle.GetViewRotation


OnAnimEnd

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

Overrides: UTVehicle_Deployable.OnAnimEnd

Play the ambients when an action anim finishes

PlayTakeHitEffects

simulated event PlayTakeHitEffects ()

Overrides: UTVehicle.PlayTakeHitEffects

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

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: UTVehicle_Deployable.PostBeginPlay

Initialization

ReplicatedEvent

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

See UTStealthVehicle instance functions.

States

Deployed

Inherits from: UTVehicle_Deployable.Deployed

Modifiers: simulated

Deployed.BeginState

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

function BotUndeploy ()

Overrides: BotUndeploy (global)


Deployed.ServerToggleDeploy

reliable server function ServerToggleDeploy ()

Overrides: UTVehicle_Deployable.Deployed.ServerToggleDeploy


UnDeploying

Inherits from: UTVehicle_Deployable.UnDeploying

Modifiers: simulated

UnDeploying.DoJump

function bool DoJump (bool bUpdating)

Overrides: UTVehicle_Deployable.DoJump (global)

Jump Deploys / Undeploys

UnDeploying.ServerToggleDeploy

reliable server function ServerToggleDeploy ()

Overrides: UTVehicle_Deployable.UnDeploying.ServerToggleDeploy


UnDeploying.VehicleUnDeployIsFinished

simulated function VehicleUnDeployIsFinished ()

Overrides: UTVehicle_Deployable.UnDeploying.VehicleUnDeployIsFinished