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UE3:UTStealthVehicle instance functions (UT3)
Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Deployable >> UTStealthVehicle (instance functions) |
Contents
- 1 Instance functions
- 1.1 AddBeamEmitter
- 1.2 AdjacentSeat
- 1.3 AdjustCameraScale
- 1.4 AttachDriver
- 1.5 BlowupVehicle
- 1.6 BotDropDeployable
- 1.7 BotUndeploy
- 1.8 CancelDeploy
- 1.9 CheckAICloak
- 1.10 Cloak
- 1.11 DeployedStateChanged
- 1.12 DisplayHud
- 1.13 DrawWeaponTile
- 1.14 DriverEnter
- 1.15 DrivingStatusChanged
- 1.16 FindWeaponHitNormal
- 1.17 GetCameraFocus
- 1.18 GoodDefensivePosition
- 1.19 ImmediatelyRedeploy
- 1.20 ImportantVehicle
- 1.21 KillBeamEmitter
- 1.22 KillEndpointEffect
- 1.23 OverrideBeginFire
- 1.24 PartialTurn
- 1.25 PlayHit
- 1.26 PlayReleaseAnim
- 1.27 ProcessViewRotation
- 1.28 ServerSetArmDeltaYaw
- 1.29 ServerSetCloak
- 1.30 ServerSetDeployMesh
- 1.31 ServerSetImmediateRedeploy
- 1.32 ServerSwitchWeapon
- 1.33 SetBeamEmitterHidden
- 1.34 SetDeployMesh
- 1.35 SetDeployMeshHidden
- 1.36 SetDeployVisual
- 1.37 SetupCloakedBodyMaterialMIC
- 1.38 SetVehicleDeployed
- 1.39 SetVehicleUndeployed
- 1.40 SetVehicleUndeploying
- 1.41 ShouldDeployToAttack
- 1.42 ShouldDropDeployable
- 1.43 ShouldUndeploy
- 1.44 SpawnImpactEmitter
- 1.45 SwitchWeapon
- 1.46 TeamChanged
- 1.47 ToggleCloak
- 1.48 VehicleWeaponImpactEffects
- 1.49 VehicleWeaponStoppedFiring
;Other member categories for this class::internal variables
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Instance functions[edit]
AddBeamEmitter[edit]
AdjacentSeat[edit]
Overrides: UTVehicleBase.AdjacentSeat
request change to adjacent vehicle seat
AdjustCameraScale[edit]
Overrides: UTVehicle.AdjustCameraScale
if deployed, changes selected deployable
AttachDriver[edit]
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]
Overrides: UTVehicle.BlowupVehicle
Call this function to blow up the vehicle
BotDropDeployable[edit]
used with bot's CustomAction interface to drop a deployable
BotUndeploy[edit]
CancelDeploy[edit]
CheckAICloak[edit]
called on a timer while AI controlled so AI can evaluate cloaking
Cloak[edit]
Cloaks or decloaks the vehicle. Force is for replication to use since bIsVehicleCloaked has already been modified
DeployedStateChanged[edit]
Overrides: UTVehicle_Deployable.DeployedStateChanged
DisplayHud[edit]
Overrides: UTVehicle_Deployable.DisplayHud
DrawWeaponTile[edit]
Draws a single weapon selection tile in the HUD
Created primarily so Stealthbender could override texture for new UT3G deployables
DriverEnter[edit]
Overrides: UTVehicle.DriverEnter
(Description copied from UTVehicle.DriverEnter)
Called when a pawn enters the vehicle
Parameters:
- P - The Pawn entering the vehicle
DrivingStatusChanged[edit]
Overrides: UTVehicle.DrivingStatusChanged
This function is called when the driver's status has changed.
FindWeaponHitNormal[edit]
Overrides: UTVehicle.FindWeaponHitNormal
Detect the transition from vehicle to ground and vice versus and handle it
GetCameraFocus[edit]
Overrides: UTVehicle.GetCameraFocus
returns the camera focus position (without camera lag)
GoodDefensivePosition[edit]
Overrides: UTVehicle_Deployable.GoodDefensivePosition
ImmediatelyRedeploy[edit]
ImportantVehicle[edit]
Overrides: UTVehicle.ImportantVehicle
KillBeamEmitter[edit]
KillEndpointEffect[edit]
deactivates the beam endpoint effect, if present
OverrideBeginFire[edit]
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]
PlayHit[edit]
Overrides: UTVehicle.PlayHit
PlayReleaseAnim[edit]
Tells clients to play the release animation and sets up the timer for undeploy
ProcessViewRotation[edit]
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]
ServerSetCloak[edit]
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]
ServerSetImmediateRedeploy[edit]
ServerSwitchWeapon[edit]
SetBeamEmitterHidden[edit]
SetDeployMesh[edit]
SetDeployMeshHidden[edit]
SetDeployVisual[edit]
SetupCloakedBodyMaterialMIC[edit]
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]
Overrides: UTVehicle_Deployable.SetVehicleDeployed
SetVehicleUndeployed[edit]
Overrides: UTVehicle_Deployable.SetVehicleUndeployed
SetVehicleUndeploying[edit]
Overrides: UTVehicle_Deployable.SetVehicleUndeploying
ShouldDeployToAttack[edit]
Overrides: UTVehicle_Deployable.ShouldDeployToAttack
ShouldDropDeployable[edit]
AI interface for dropping deployables
Returns:
- whether bot was given an action and so should exit its decision logic
ShouldUndeploy[edit]
Overrides: UTVehicle_Deployable.ShouldUndeploy
SpawnImpactEmitter[edit]
Overrides: UTVehicle.SpawnImpactEmitter
SwitchWeapon[edit]
Overrides: UTVehicleBase.SwitchWeapon
TeamChanged[edit]
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]
VehicleWeaponImpactEffects[edit]
Overrides: UTVehicle.VehicleWeaponImpactEffects
Spawn any effects that occur at the impact point. It's called from the pawn.
VehicleWeaponStoppedFiring[edit]
Overrides: UTVehicle.VehicleWeaponStoppedFiring