I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

UE3:UTVehicleShield (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT3 Object >> Actor >> UTWeaponShield >> UTVehicleShield
Package: 
UTGame
Direct subclasses:
UTLeviathanShield, UTPaladinShield
This class in other games:
UDK

shield that vehicles can attach to themselves and activate/deactivate

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

ActivatedSound[edit]

Type: SoundCue


AmbientComponent[edit]

Type: AudioComponent


bFullyActive[edit]

Type: bool


DeactivatedSound[edit]

Type: SoundCue


ShieldActivatedTime[edit]

Type: float


Default value: 1.8

ShieldEffectComponent[edit]

Type: ParticleSystemComponent


Default values[edit]

Property Value
bCollideActors False
bHardAttach True
bHidden True

Functions[edit]

Events[edit]

TakeDamage[edit]

event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: Actor.TakeDamage

(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor

Parameters:

  • Damage - the base damage to apply
  • EventInstigator - the Controller responsible for the damage
  • HitLocation - world location where the hit occurred
  • Momentum - force caused by this hit
  • DamageType - class describing the damage that was done
  • HitInfo - additional info about where the hit occurred
  • DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)

Other instance functions[edit]

SetActive[edit]

function SetActive (bool bNowActive)

turns the shield on or off

ShieldFullyOnline[edit]

simulated function ShieldFullyOnline ()