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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 CancelDeploy
- 1.8 CheckAICloak
- 1.9 Cloak
- 1.10 DeployedStateChanged
- 1.11 DrivingStatusChanged
- 1.12 FindWeaponHitNormal
- 1.13 GetCameraFocus
- 1.14 ImmediatelyRedeploy
- 1.15 KillBeamEmitter
- 1.16 KillEndpointEffect
- 1.17 OverrideBeginFire
- 1.18 PartialTurn
- 1.19 PlayHit
- 1.20 PlayReleaseAnim
- 1.21 ProcessViewRotation
- 1.22 ServerSetArmDeltaYaw
- 1.23 ServerSetCloak
- 1.24 ServerSetDeployMesh
- 1.25 ServerSetImmediateRedeploy
- 1.26 ServerSwitchWeapon
- 1.27 SetBeamEmitterHidden
- 1.28 SetDeployMesh
- 1.29 SetDeployMeshHidden
- 1.30 SetDeployVisual
- 1.31 SetupCloakedBodyMaterialMIC
- 1.32 SetVehicleDeployed
- 1.33 SetVehicleUndeployed
- 1.34 SetVehicleUndeploying
- 1.35 ShouldDropDeployable
- 1.36 SpawnImpactEmitter
- 1.37 SwitchWeapon
- 1.38 TeamChanged
- 1.39 ToggleCloak
- 1.40 VehicleWeaponImpactEffects
- 1.41 VehicleWeaponStoppedFiring
;Other member categories for this class::internal variables
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Instance functions
AddBeamEmitter
AdjacentSeat
Overrides: UTVehicleBase.AdjacentSeat
request change to adjacent vehicle seat
AdjustCameraScale
Overrides: UTVehicle.AdjustCameraScale
if deployed, changes selected deployable
AttachDriver
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
Overrides: UTVehicle.BlowupVehicle
Call this function to blow up the vehicle
BotDropDeployable
used with bot's CustomAction interface to drop a deployable
CancelDeploy
CheckAICloak
called on a timer while AI controlled so AI can evaluate cloaking
Cloak
Cloaks or decloaks the vehicle. Force is for replication to use since bIsVehicleCloaked has already been modified
DeployedStateChanged
Overrides: UTVehicle_Deployable.DeployedStateChanged
DrivingStatusChanged
Overrides: UTVehicle.DrivingStatusChanged
This function is called when the driver's status has changed.
FindWeaponHitNormal
Overrides: UTVehicle.FindWeaponHitNormal
Detect the transition from vehicle to ground and vice versus and handle it
GetCameraFocus
Overrides: UTVehicle.GetCameraFocus
returns the camera focus position (without camera lag)
ImmediatelyRedeploy
KillBeamEmitter
KillEndpointEffect
deactivates the beam endpoint effect, if present
OverrideBeginFire
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
PlayHit
Overrides: UTVehicle.PlayHit
PlayReleaseAnim
Tells clients to play the release animation and sets up the timer for undeploy
ProcessViewRotation
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
ServerSetCloak
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
ServerSetImmediateRedeploy
ServerSwitchWeapon
SetBeamEmitterHidden
SetDeployMesh
SetDeployMeshHidden
SetDeployVisual
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
Overrides: UTVehicle_Deployable.SetVehicleDeployed
SetVehicleUndeployed
Overrides: UTVehicle_Deployable.SetVehicleUndeployed
SetVehicleUndeploying
Overrides: UTVehicle_Deployable.SetVehicleUndeploying
ShouldDropDeployable
AI interface for dropping deployables
Returns:
- whether bot was given an action and so should exit its decision logic
SpawnImpactEmitter
Overrides: UTVehicle.SpawnImpactEmitter
SwitchWeapon
Overrides: UTVehicleBase.SwitchWeapon
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
VehicleWeaponImpactEffects
Overrides: UTVehicle.VehicleWeaponImpactEffects
Spawn any effects that occur at the impact point. It's called from the pawn.
VehicleWeaponStoppedFiring
Overrides: UTVehicle.VehicleWeaponStoppedFiring