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UE3:UTVehicleBase (UDK)

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UDK Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase
Package: 
UTGame
Direct subclasses:
UTVehicle, UTWeaponPawn
This class in other games:
UT3


Properties[edit]

bShouldEject[edit]

Type: bool

If true the driver will be ejected if he leaves

HudCoords[edit]

Type: UIRoot.TextureCoordinates


HudIcons[edit]

Type: Texture2D

HUD

Default value: Texture2D'UI_HUD.HUD.UI_HUD_BaseB'

Default values[edit]

Property Value
bCanBeAdheredTo True
bCanBeFrictionedTo True
SightRadius 12000.0
StayUprightConstraintInstance RB_ConstraintInstance'UTGame.Default__UTVehicleBase:MyStayUprightConstraintInstance'
StayUprightConstraintSetup RB_StayUprightSetup'UTGame.Default__UTVehicleBase:MyStayUprightSetup'

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: SVehicle.CollisionCylinder

Property Value
ReplacementPrimitive None

MyStayUprightConstraintInstance[edit]

Class: Engine.RB_ConstraintInstance

Inherits from: SVehicle.MyStayUprightConstraintInstance

No new values.

MyStayUprightSetup[edit]

Class: Engine.RB_StayUprightSetup

Inherits from: SVehicle.MyStayUprightSetup

No new values.

SVehicleMesh[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: SVehicle.SVehicleMesh

Property Value
MotionBlurScale 0.0
ReplacementPrimitive None

Functions[edit]

Events[edit]

HoldGameObject[edit]

simulated event HoldGameObject (UTCarriedObject GameObj)

HoldGameObject() Attach GameObject to mesh.

Parameters:

  • GameObj - Game object to hold

Other instance functions[edit]

AdjacentSeat[edit]

simulated function AdjacentSeat (int Direction, Controller C)

request change to adjacent vehicle seat

ApplyWeaponEffects[edit]

simulated function ApplyWeaponEffects (int OverlayFlags, optional int SeatIndex)

applies weapon effects based on the passed in bitfield

BotFire[edit]

function bool BotFire (bool bFinished)

Overrides: Pawn.BotFire

AI - An AI controller wants to fire

Parameters:

  • bFinished - unused

ChooseFireMode[edit]

function byte ChooseFireMode ()

Overrides: Pawn.ChooseFireMode

AI - Returns the best firing mode for this weapon

DetachDriver[edit]

simulated function DetachDriver (Pawn P)

Overrides: Vehicle.DetachDriver

Detach Driver from vehicle. Network : ALL

DisplayHud[edit]

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


DriverEnter[edit]

function bool DriverEnter (Pawn P)

Overrides: Vehicle.DriverEnter

DriverEnter() Make Pawn P the new driver of this vehicle Changes controller ownership across pawns

DriverLeft[edit]

function DriverLeft ()

Overrides: Vehicle.DriverLeft

Called on both the server an owning client when the player leaves the vehicle. We want to make sure any active weapon is shut down

DrivingStatusChanged[edit]

simulated function DrivingStatusChanged ()

Overrides: SVehicle.DrivingStatusChanged


EjectDriver[edit]

function EjectDriver ()

EjectDriver() throws the driver out at high velocity

GetDamageScaling[edit]

function float GetDamageScaling ()

Overrides: Pawn.GetDamageScaling

Returns:

the scale factor to apply to damage affecting this vehicle

GetPowerLevel[edit]

simulated function bool GetPowerLevel (out float PowerLevel)

Gets the powerlevel for this vehicle - primarily used for charge bars

Parameters:

  • PowerLevel - out) - how full the charge bar should be (0 to 1)

Returns:

whether this vehicle's HUD should display a charge bar

GetQuickPickCells[edit]

simulated function GetQuickPickCells (UTHUD Hud, out array<UTPawn.QuickPickCellCells, out int CurrentWeaponIndex)


GetVehicleDrivingStatName[edit]

function name GetVehicleDrivingStatName ()

Statistics gathering

HandleDeadVehicleDriver[edit]

function HandleDeadVehicleDriver ()

Overrides: Vehicle.HandleDeadVehicleDriver

handles the driver pawn of the dead vehicle (decide whether to ragdoll it, etc)

NeedToTurn[edit]

function bool NeedToTurn (Object.Vector Targ)

Overrides: Pawn.NeedToTurn

Returns:

true if the AI needs to turn towards a target

QuickPick[edit]

simulated function QuickPick (int Quad)


ServerAdjacentSeat[edit]

reliable server function ServerAdjacentSeat (int Direction, Controller C)

request change to adjacent vehicle seat

ServerChangeSeat[edit]

reliable server function ServerChangeSeat (int RequestedSeat)

Called when a client is requesting a seat change

Network: Server-Side

StopFiringWeapon[edit]

simulated function StopFiringWeapon ()

Shut down the weapon

SwitchWeapon[edit]

simulated function SwitchWeapon (byte NewGroup)


TakeHeadShot[edit]

function bool TakeHeadShot (const out Actor.ImpactInfo Impact, class<UTDamageTypeHeadShotDamageType, int HeadDamage, float AdditionalScale, Controller InstigatingController)

TakeHeadShot()

Parameters:

  • Impact - impact information (where the shot hit)
  • HeadShotDamageType - damagetype to use if this is a headshot
  • HeadDamage - amount of damage the weapon causes if this is a headshot
  • AdditionalScale - head sphere scaling for head hit determination

Returns:

true if pawn handled this as a headshot, in which case the weapon doesn't need to cause damage to the pawn.