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UE3:UTStealthVehicle instance functions (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Deployable >> UTStealthVehicle (instance functions)

;Other member categories for this class::internal variables

Instance functions[edit]

AddBeamEmitter[edit]

simulated function AddBeamEmitter ()


AdjacentSeat[edit]

simulated function AdjacentSeat (int Direction, Controller C)

Overrides: UTVehicleBase.AdjacentSeat

request change to adjacent vehicle seat

AdjustCameraScale[edit]

simulated function AdjustCameraScale (bool bMoveCameraIn)

Overrides: UTVehicle.AdjustCameraScale

if deployed, changes selected deployable

AttachDriver[edit]

simulated function AttachDriver (Pawn P)

Overrides: UTVehicle_Deployable.AttachDriver

Attach driver to vehicle. Sets up the Pawn to drive the vehicle (rendering, physics, collision..). Called only if bAttachDriver is true. Network : ALL

BlowupVehicle[edit]

simulated function BlowupVehicle ()

Overrides: UTVehicle.BlowupVehicle

Call this function to blow up the vehicle

BotDropDeployable[edit]

function bool BotDropDeployable (UTBot B)

used with bot's CustomAction interface to drop a deployable

BotUndeploy[edit]

function BotUndeploy ()


CancelDeploy[edit]

function CancelDeploy ()


CheckAICloak[edit]

function CheckAICloak ()

called on a timer while AI controlled so AI can evaluate cloaking

Cloak[edit]

simulated function Cloak (bool bIsEnabled, optional bool bForce)

Cloaks or decloaks the vehicle. Force is for replication to use since bIsVehicleCloaked has already been modified

DeployedStateChanged[edit]

simulated function DeployedStateChanged ()

Overrides: UTVehicle_Deployable.DeployedStateChanged


DisplayHud[edit]

simulated function DisplayHud (UTHUD Hud, Canvas Canvas, Object.Vector2D HudPOS, optional int SeatIndex)

Overrides: UTVehicle_Deployable.DisplayHud


DrawWeaponTile[edit]

function DrawWeaponTile (Canvas Canvas, Texture2D IconTexture, UTVWeap_NightshadeGun Gun, int WeaponIndex, float OffsetSizeX, float OffsetSizeY)

Draws a single weapon selection tile in the HUD

Created primarily so Stealthbender could override texture for new UT3G deployables

DriverEnter[edit]

function bool DriverEnter (Pawn P)

Overrides: UTVehicle.DriverEnter

(Description copied from UTVehicle.DriverEnter)
Called when a pawn enters the vehicle

Parameters:

  • P - The Pawn entering the vehicle

DrivingStatusChanged[edit]

simulated function DrivingStatusChanged ()

Overrides: UTVehicle.DrivingStatusChanged

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

FindWeaponHitNormal[edit]

simulated function Actor FindWeaponHitNormal (out Object.Vector HitLocation, out Object.Vector HitNormal, Object.Vector End, Object.Vector Start, out Actor.TraceHitInfo HitInfo)

Overrides: UTVehicle.FindWeaponHitNormal

Detect the transition from vehicle to ground and vice versus and handle it

GetCameraFocus[edit]

simulated function Object.Vector GetCameraFocus (int SeatIndex)

Overrides: UTVehicle.GetCameraFocus

returns the camera focus position (without camera lag)

GoodDefensivePosition[edit]

function bool GoodDefensivePosition ()

Overrides: UTVehicle_Deployable.GoodDefensivePosition


ImmediatelyRedeploy[edit]

simulated function ImmediatelyRedeploy (bool ShouldImmediatelyRedeploy)


ImportantVehicle[edit]

function bool ImportantVehicle ()

Overrides: UTVehicle.ImportantVehicle


KillBeamEmitter[edit]

simulated function KillBeamEmitter ()


KillEndpointEffect[edit]

simulated function KillEndpointEffect ()

deactivates the beam endpoint effect, if present

OverrideBeginFire[edit]

simulated function bool OverrideBeginFire (byte FireModeNum)

Overrides: UTVehicle.OverrideBeginFire

(Description copied from UTVehicle.OverrideBeginFire)
Gives the vehicle an opportunity to override the functionality of the given fire mode, called on both the owning client and the server

Returns:

false to allow the vehicle weapon to use its behavior, true to override it

PartialTurn[edit]

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


PlayHit[edit]

function PlayHit (float Damage, Controller InstigatedBy, Object.Vector HitLocation, class<DamageTypedamageType, Object.Vector Momentum, Actor.TraceHitInfo HitInfo)

Overrides: UTVehicle.PlayHit


PlayReleaseAnim[edit]

simulated function PlayReleaseAnim ()

Tells clients to play the release animation and sets up the timer for undeploy

ProcessViewRotation[edit]

simulated function ProcessViewRotation (float DeltaTime, out Object.Rotator out_ViewRotation, out Object.Rotator out_DeltaRot)

Overrides: UTVehicle.ProcessViewRotation

(Description copied from Pawn.ProcessViewRotation)
Called from PlayerController UpdateRotation() -> ProcessViewRotation() to (pre)process player ViewRotation adds delta rot (player input), applies any limits and post-processing returns the final ViewRotation set on PlayerController

Parameters:

  • DeltaTime - time since last frame
  • ViewRotation - actual PlayerController view rotation
  • out_DeltaRot - delta rotation to be applied on ViewRotation. Represents player's input.

Returns:

processed ViewRotation to be set on PlayerController.

ServerSetArmDeltaYaw[edit]

function reliable server ServerSetArmDeltaYaw (int InArmDeltaYaw)


ServerSetCloak[edit]

reliable server function ServerSetCloak (bool bIsEnabled)

Listen clients will call Cloak() replicating the value directly Clients will call Cloak() which also calls this function allowing the server to cloak thus replicating to everyone else

ServerSetDeployMesh[edit]

function singular reliable server ServerSetDeployMesh (Object InDeployMesh, int DeployableIndex)


ServerSetImmediateRedeploy[edit]

reliable server function ServerSetImmediateRedeploy (bool ShouldImmediatelyRedeploy)


ServerSwitchWeapon[edit]

reliable server function ServerSwitchWeapon (byte NewGroup)


SetBeamEmitterHidden[edit]

simulated function SetBeamEmitterHidden (bool bHide)


SetDeployMesh[edit]

function simulated SetDeployMesh (Object InDeployMesh, int DeployableIndex)


SetDeployMeshHidden[edit]

simulated function SetDeployMeshHidden (bool bIsHidden)


SetDeployVisual[edit]

simulated function SetDeployVisual ()


SetupCloakedBodyMaterialMIC[edit]

simulated function bool SetupCloakedBodyMaterialMIC ()

This function will verify that the CloakedBodyMIC variable is setup and ready to go. This is a key component for the BodyMat overlay system

SetVehicleDeployed[edit]

simulated function SetVehicleDeployed ()

Overrides: UTVehicle_Deployable.SetVehicleDeployed


SetVehicleUndeployed[edit]

simulated function SetVehicleUndeployed ()

Overrides: UTVehicle_Deployable.SetVehicleUndeployed


SetVehicleUndeploying[edit]

simulated function SetVehicleUndeploying ()

Overrides: UTVehicle_Deployable.SetVehicleUndeploying


ShouldDeployToAttack[edit]

function bool ShouldDeployToAttack ()

Overrides: UTVehicle_Deployable.ShouldDeployToAttack


ShouldDropDeployable[edit]

function bool ShouldDropDeployable ()

AI interface for dropping deployables

Returns:

whether bot was given an action and so should exit its decision logic

ShouldUndeploy[edit]

function bool ShouldUndeploy (UTBot B)

Overrides: UTVehicle_Deployable.ShouldUndeploy


SpawnImpactEmitter[edit]

simulated function SpawnImpactEmitter (Object.Vector HitLocation, Object.Vector HitNormal, const out UTPhysicalMaterialProperty.MaterialImpactEffect ImpactEffect, int SeatIndex)

Overrides: UTVehicle.SpawnImpactEmitter


SwitchWeapon[edit]

simulated function SwitchWeapon (byte NewGroup)

Overrides: UTVehicleBase.SwitchWeapon


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.

ToggleCloak[edit]

simulated function ToggleCloak ()


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.

VehicleWeaponStoppedFiring[edit]

simulated function VehicleWeaponStoppedFiring (bool bViaReplication, int SeatIndex)

Overrides: UTVehicle.VehicleWeaponStoppedFiring