I'm a doctor, not a mechanic
UE3:UTVehicleBase (UDK)
Contents
- 1 Properties
- 2 Functions
- 2.1 Events
- 2.2 Other instance functions
- 2.2.1 AdjacentSeat
- 2.2.2 ApplyWeaponEffects
- 2.2.3 BotFire
- 2.2.4 ChooseFireMode
- 2.2.5 DetachDriver
- 2.2.6 DisplayHud
- 2.2.7 DriverEnter
- 2.2.8 DriverLeft
- 2.2.9 DrivingStatusChanged
- 2.2.10 EjectDriver
- 2.2.11 GetDamageScaling
- 2.2.12 GetPowerLevel
- 2.2.13 GetQuickPickCells
- 2.2.14 GetVehicleDrivingStatName
- 2.2.15 HandleDeadVehicleDriver
- 2.2.16 NeedToTurn
- 2.2.17 QuickPick
- 2.2.18 ServerAdjacentSeat
- 2.2.19 ServerChangeSeat
- 2.2.20 StopFiringWeapon
- 2.2.21 SwitchWeapon
- 2.2.22 TakeHeadShot
- Package:
- UTGame
- Direct subclasses:
- UTVehicle, UTWeaponPawn
- This class in other games:
- UT3
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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
HoldGameObject() Attach GameObject to mesh.
Parameters:
- GameObj - Game object to hold
Other instance functions
AdjacentSeat
request change to adjacent vehicle seat
ApplyWeaponEffects
applies weapon effects based on the passed in bitfield
BotFire
Overrides: Pawn.BotFire
AI - An AI controller wants to fire
Parameters:
- bFinished - unused
ChooseFireMode
Overrides: Pawn.ChooseFireMode
AI - Returns the best firing mode for this weapon
DetachDriver
Overrides: Vehicle.DetachDriver
Detach Driver from vehicle. Network : ALL
DisplayHud
DriverEnter
Overrides: Vehicle.DriverEnter
DriverEnter() Make Pawn P the new driver of this vehicle Changes controller ownership across pawns
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
Overrides: SVehicle.DrivingStatusChanged
EjectDriver
EjectDriver() throws the driver out at high velocity
GetDamageScaling
Overrides: Pawn.GetDamageScaling
Returns:
- the scale factor to apply to damage affecting this vehicle
GetPowerLevel
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
GetVehicleDrivingStatName
Statistics gathering
HandleDeadVehicleDriver
Overrides: Vehicle.HandleDeadVehicleDriver
handles the driver pawn of the dead vehicle (decide whether to ragdoll it, etc)
NeedToTurn
Overrides: Pawn.NeedToTurn
Returns:
- true if the AI needs to turn towards a target
QuickPick
ServerAdjacentSeat
request change to adjacent vehicle seat
ServerChangeSeat
Called when a client is requesting a seat change
Network: Server-Side
StopFiringWeapon
Shut down the weapon
SwitchWeapon
TakeHeadShot
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.