I'm a doctor, not a mechanic

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

bShouldEject

Type: bool

If true the driver will be ejected if he leaves

HudCoords

Type: UIRoot.TextureCoordinates


HudIcons

Type: Texture2D

HUD

Default value: Texture2D'UI_HUD.HUD.UI_HUD_BaseB'

Default values

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

Subobjects

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: SVehicle.CollisionCylinder

Property Value
ReplacementPrimitive None

MyStayUprightConstraintInstance

Class: Engine.RB_ConstraintInstance

Inherits from: SVehicle.MyStayUprightConstraintInstance

No new values.

MyStayUprightSetup

Class: Engine.RB_StayUprightSetup

Inherits from: SVehicle.MyStayUprightSetup

No new values.

SVehicleMesh

Class: Engine.SkeletalMeshComponent

Inherits from: SVehicle.SVehicleMesh

Property Value
MotionBlurScale 0.0
ReplacementPrimitive None

Functions

Events

HoldGameObject

simulated event HoldGameObject (UTCarriedObject GameObj)

HoldGameObject() Attach GameObject to mesh.

Parameters:

  • GameObj - Game object to hold

Other instance functions

AdjacentSeat

simulated function AdjacentSeat (int Direction, Controller C)

request change to adjacent vehicle seat

ApplyWeaponEffects

simulated function ApplyWeaponEffects (int OverlayFlags, optional int SeatIndex)

applies weapon effects based on the passed in bitfield

BotFire

function bool BotFire (bool bFinished)

Overrides: Pawn.BotFire

AI - An AI controller wants to fire

Parameters:

  • bFinished - unused

ChooseFireMode

function byte ChooseFireMode ()

Overrides: Pawn.ChooseFireMode

AI - Returns the best firing mode for this weapon

DetachDriver

simulated function DetachDriver (Pawn P)

Overrides: Vehicle.DetachDriver

Detach Driver from vehicle. Network : ALL

DisplayHud

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


DriverEnter

function bool DriverEnter (Pawn P)

Overrides: Vehicle.DriverEnter

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

DriverLeft

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

simulated function DrivingStatusChanged ()

Overrides: SVehicle.DrivingStatusChanged


EjectDriver

function EjectDriver ()

EjectDriver() throws the driver out at high velocity

GetDamageScaling

function float GetDamageScaling ()

Overrides: Pawn.GetDamageScaling

Returns:

the scale factor to apply to damage affecting this vehicle

GetPowerLevel

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

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


GetVehicleDrivingStatName

function name GetVehicleDrivingStatName ()

Statistics gathering

HandleDeadVehicleDriver

function HandleDeadVehicleDriver ()

Overrides: Vehicle.HandleDeadVehicleDriver

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

NeedToTurn

function bool NeedToTurn (Object.Vector Targ)

Overrides: Pawn.NeedToTurn

Returns:

true if the AI needs to turn towards a target

QuickPick

simulated function QuickPick (int Quad)


ServerAdjacentSeat

reliable server function ServerAdjacentSeat (int Direction, Controller C)

request change to adjacent vehicle seat

ServerChangeSeat

reliable server function ServerChangeSeat (int RequestedSeat)

Called when a client is requesting a seat change

Network: Server-Side

StopFiringWeapon

simulated function StopFiringWeapon ()

Shut down the weapon

SwitchWeapon

simulated function SwitchWeapon (byte NewGroup)


TakeHeadShot

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.