My program doesn't have bugs. It just develops random features.
UE3:UTVehicle (UT3)
Contents
- 1 Constants
- 2 Properties
- 3 Enums
- 4 Structs
- 5 Functions
- 5.1 Static functions
- 5.2 Exec functions
- 5.3 Native functions
- 5.3.1 ApplyMorphDamage
- 5.3.2 ForceWeaponRotation
- 5.3.3 GetAlternateLockTarget
- 5.3.4 GetBarrelIndex
- 5.3.5 GetSeatPivotPoint
- 5.3.6 GetTeamNum
- 5.3.7 InitDamageSkel
- 5.3.8 InUseableRange
- 5.3.9 IsSeatControllerReplicationViewer
- 5.3.10 NativePostRenderFor
- 5.3.11 SeatFiringMode
- 5.3.12 SeatFlashCount
- 5.3.13 SeatFlashLocation
- 5.3.14 SeatWeaponRotation
- 5.3.15 SetHUDLocation
- 5.3.16 SetMaxRadius
- 5.3.17 UpdateDamageMaterial
- 5.3.18 VehicleHudCoordsFixup
- 5.4 Events
- 5.5 Other instance functions
- 6 States
- 6.1 DyingVehicle
- 6.1.1 DyingVehicle.BaseChange
- 6.1.2 DyingVehicle.BeginState
- 6.1.3 DyingVehicle.Landed
- 6.1.4 DyingVehicle.PostRenderFor
- 6.1.5 DyingVehicle.RigidBodyCollision
- 6.1.6 DyingVehicle.TakeDamage
- 6.1.7 DyingVehicle.BlowupVehicle
- 6.1.8 DyingVehicle.CheckDamageSmoke
- 6.1.9 DyingVehicle.Died
- 6.1.10 DyingVehicle.DoVehicleExplosion
- 6.1.11 DyingVehicle.PerformDeathEffects
- 6.1.12 DyingVehicle.PerformSecondaryVehicleExplosion
- 6.1.13 DyingVehicle.PlayNextAnimation
- 6.1.14 DyingVehicle.PlayVehicleExplosionEffect
- 6.1.15 DyingVehicle.PlayWeaponSwitch
- 6.1.16 DyingVehicle.SecondaryVehicleExplosion
- 6.1.17 DyingVehicle.VehicleCalcCamera
- 6.1 DyingVehicle
- Package:
- UTGame
- Direct subclasses:
- UTVehicle_Deployable, UTVehicle_Goliath, UTHoverVehicle, UTVehicle_Scorpion, UTVehicle_HellBender, UTVehicle_Nemesis, UTVehicle_Paladin, UTVehicle_TrackTurretBase, UTVehicle_Walker, UTVehicle_Eradicator
- This class in other games:
- UDK
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Constants[edit]
UTVEHICLE_UNSET_TEAM[edit]
Value: 128
value for Team property that indicates the vehicle's team hasn't been set
Properties[edit]
Property group 'Camera'[edit]
bRotateCameraUnderVehicle[edit]
Type: bool
If true, this will allow the camera to rotate under the vehicle which may obscure the view
LookForwardDist[edit]
Type: float
How far forward to bring camera if looking over nose of vehicle
Property group 'Effects'[edit]
VehicleAnims[edit]
Type: array<VehicleAnim>
Holds a list of vehicle animations
VehicleEffects[edit]
Type: array<VehicleEffect>
Holds the Vehicle Effects data
VehicleSounds[edit]
Type: array<VehicleSound>
Default value:
Member | Value |
---|---|
SoundEndTag | 'NoDamageSmoke' |
SoundStartTag | 'DamageSmoke' |
SoundTemplate | SoundCue'A_Vehicle_Generic.Vehicle.Vehicle_Damage_FireLoop_Cue' |
Property group 'Flag'[edit]
FlagBone[edit]
Type: name
FlagOffset[edit]
Type: Object.Vector
Flag carrying
Default value:
Member | Value |
---|---|
X | 0.0 |
Y | 0.0 |
Z | 120.0 |
FlagRotation[edit]
Type: Object.Rotator
Default value:
Member | Value |
---|---|
Pitch | 0 |
Roll | 0 |
Yaw | 32768 |
Property group 'LookSteer'[edit]
bLookSteerOnNormalControls[edit]
Type: bool
If true, use 'look to steer' on 'Normal' vehicle control settings.
bLookSteerOnSimpleControls[edit]
Type: bool
If true, use 'look to steer' on 'Simple' vehicle control settings.
ConsoleSteerScale[edit]
Type: float
Increases sensitivity of steering around middle region of controller.
Default value: 1.5
LeftStickDirDeadZone[edit]
Type: float
When using 'steer to left stick dir', this is a straight ahead dead zone which makes steering directly forwards easier.
LookSteerDamping[edit]
Type: float
LookSteerDeadZone[edit]
Type: float
When error is more than this, turn on the handbrake.
LookSteerSensitivity[edit]
Type: float
When bLookToSteer is enabled, relates angle between 'looking' and 'facing' and steering angle.
Default value: 2.0
Property group 'Seats'[edit]
SeatCameraScale[edit]
Type: float
Camera
Default value: 1.0
Seats[edit]
Type: array<VehicleSeat>
information for each seat a player may occupy
Note: this array is on clients as well, but SeatPawn and Gun will only be valid for the client in that seat
Property group 'Sounds'[edit]
ScrapeSound[edit]
Type: AudioComponent
Sound to play when the vehicle is scraping against something
TireAudioComp[edit]
Type: AudioComponent
Modifiers: editconst, const
Sound to play from the tires
TireSoundList[edit]
Type: array<UTPhysicalMaterialProperty.MaterialSoundEffect>
Property group 'UTVehicle'[edit]
bRagdollDriverOnDarkwalkerHorn[edit]
Type: bool
If true, driver is thrown from vehicle as ragdoll by darkwalker horn.
DestroyOnPenetrationDuration[edit]
Type: float
If we are over DestroyOnPenetrationThreshold for more than this (seconds), call RBPenetrationDestroy.
Default value: 1.0
DestroyOnPenetrationThreshold[edit]
Type: float
If a physics penetration of greater than this is detected, destroy vehicle.
Default value: 50.0
DisabledTime[edit]
Type: float
Default value: 20.0
Internal variables[edit]
See UTVehicle internal variables.
Default values[edit]
Property | Value |
---|---|
bAlwaysRelevant | True |
BaseEyeHeight | 30.0 |
bCanFlip | False |
bPushedByEncroachers | False |
Components[2] | DynamicLightEnvironmentComponent'MyLightEnvironment' |
CrushedDamageType | Class'UTGame.UTDmgType_Pancake' |
EyeHeight | 30.0 |
InventoryManagerClass | Class'UTGame.UTInventoryManager' |
MinCrushSpeed | 100.0 |
MomentumMult | 2.0 |
StayUprightConstraintInstance | RB_ConstraintInstance'UTGame.Default__UTVehicle:MyStayUprightConstraintInstance' |
StayUprightConstraintSetup | RB_StayUprightSetup'UTGame.Default__UTVehicle:MyStayUprightSetup' |
ViewPitchMin | -15000.0 |
Subobjects[edit]
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: UTVehicleBase.CollisionCylinder
Property | Value |
---|---|
BlockActors | False |
BlockNonZeroExtent | False |
BlockZeroExtent | False |
CollideActors | False |
MyLightEnvironment[edit]
Class: Engine.DynamicLightEnvironmentComponent
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
AmbientGlow |
|
MyStayUprightConstraintInstance[edit]
Class: Engine.RB_ConstraintInstance
Inherits from: UTVehicleBase.MyStayUprightConstraintInstance
No new values.
MyStayUprightSetup[edit]
Class: Engine.RB_StayUprightSetup
Inherits from: UTVehicleBase.MyStayUprightSetup
No new values.
SVehicleMesh[edit]
Class: Engine.SkeletalMeshComponent
Inherits from: UTVehicleBase.SVehicleMesh
Property | Value |
---|---|
bOverrideAttachmentOwnerVisibility | True |
LightEnvironment | DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle:MyLightEnvironment' |
Enums[edit]
EAIVehiclePurpose[edit]
what kind of tasks the AI should use this vehicle for
- AIP_Offensive
- use only for offense
- AIP_Defensive
- use only for defense
- AIP_Any
- suitable for anything
Structs[edit]
See UTVehicle structs.
Functions[edit]
Static functions[edit]
DrawKillIcon[edit]
Exec functions[edit]
EditUDmgFX[edit]
FixedView[edit]
Native functions[edit]
ApplyMorphDamage[edit]
When damage occur, we need to apply it to any MorphTargets. We do this natively for speed
Parameters:
- HitLocation - Where did the hit occured
- Damage - How much damage occured
ForceWeaponRotation[edit]
GetAlternateLockTarget[edit]
Returns:
- Actor that can be locked on to by weapons as if it were this vehicle
GetBarrelIndex[edit]
GetSeatPivotPoint[edit]
GetTeamNum[edit]
Overrides: Pawn.GetTeamNum
Returns:
- the TeamIndex of this vehicle
InitDamageSkel[edit]
InUseableRange[edit]
IsSeatControllerReplicationViewer[edit]
Returns:
- whether we are currently replicating to the Controller of the given seat this would be equivalent to checking bNetOwner on that seat, but bNetOwner is only valid during that Actor's replication, not during the base vehicle's not complex logic, but since it's for use in vehicle replication statements, the faster the better
NativePostRenderFor[edit]
Overrides: Actor.NativePostRenderFor
Hook to allow actors to render HUD overlays for themselves. Assumes that appropriate font has already been set
SeatFiringMode[edit]
SeatFlashCount[edit]
SeatFlashLocation[edit]
SeatWeaponRotation[edit]
SetHUDLocation[edit]
Overrides: Actor.SetHUDLocation
function used to update where icon for this actor should be rendered on the HUD
Parameters:
- NewHUDLocation - is a vector whose X and Y components are the X and Y components of this actor's icon's 2D position on the HUD
SetMaxRadius[edit]
Hack the max radius to be updated values
UpdateDamageMaterial[edit]
Whenever the morph system adjusts a health, it should call UpdateDamageMaterial() so that any associated skins can be adjusted. This is also native
VehicleHudCoordsFixup[edit]
Events[edit]
See UTVehicle events.
Other instance functions[edit]
See UTVehicle instance functions.
States[edit]
DyingVehicle[edit]
Modifiers: simulated
Ignores: BreathTimer, Bump, Falling, FellOutOfWorld, HeadVolumeChange, HitWall, PhysicsVolumeChange
DyingVehicle.BaseChange[edit]
Overrides: Pawn.BaseChange (global)
Event called after actor's base changes.
DyingVehicle.BeginState[edit]
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
DyingVehicle.Landed[edit]
Overrides: Pawn.Landed (global)
DyingVehicle.PostRenderFor[edit]
Overrides: PostRenderFor (global)
(Description copied from UTVehicle.PostRenderFor)
PostRenderFor() Hook to allow pawns to render HUD overlays for themselves. Assumes that appropriate font has already been set
Parameters:
- PC - The Player Controller who is rendering this pawn
- Canvas - The canvas to draw on
DyingVehicle.RigidBodyCollision[edit]
Overrides: RigidBodyCollision (global)
(Description copied from Actor.RigidBodyCollision)
Called when a PrimitiveComponent this Actor owns has:
-bNotifyRigidBodyCollision set to true -ScriptRigidBodyCollisionThreshold > 0 -it is involved in a physics collision where the relative velocity exceeds ScriptRigidBodyCollisionThreshold
Parameters:
- HitComponent - the component of this Actor that collided
- OtherComponent - the other component that collided
- RigidCollisionData - information on the collision itslef, including contact points
- ContactIndex - the element in each ContactInfos' ContactVelocity and PhysMaterial arrays that corresponds to this Actor/HitComponent
DyingVehicle.TakeDamage[edit]
Overrides: TakeDamage (global)
(Description copied from UTVehicle.TakeDamage)
See: Actor.TakeDamage()
DyingVehicle.BlowupVehicle[edit]
Overrides: BlowupVehicle (global)
Call this function to blow up the vehicle
DyingVehicle.CheckDamageSmoke[edit]
Overrides: CheckDamageSmoke (global)
DyingVehicle.Died[edit]
Overrides: Died (global)
See Pawn::Died()
DyingVehicle.DoVehicleExplosion[edit]
spawn an explosion effect and damage nearby actors
DyingVehicle.PerformDeathEffects[edit]
DyingVehicle.PerformSecondaryVehicleExplosion[edit]
DyingVehicle.PlayNextAnimation[edit]
DyingVehicle.PlayVehicleExplosionEffect[edit]
This will spawn the actual explosion particle system. It could be a fiery death or just dust when the vehicle hits the ground *
DyingVehicle.PlayWeaponSwitch[edit]
Overrides: Pawn.PlayWeaponSwitch (global)
(Description copied from Pawn.PlayWeaponSwitch)
Player just changed weapon. Called from InventoryManager::ChangedWeapon(). Network: Local Player and Server.
Parameters:
- OldWeapon - Old weapon held by Pawn.
- NewWeapon - New weapon held by Pawn.
DyingVehicle.SecondaryVehicleExplosion[edit]
This does the secondary explosion of the vehicle (e.g. from reserve fuel tanks finally blowing / ammo blowing up )*
DyingVehicle.VehicleCalcCamera[edit]
Overrides: VehicleCalcCamera (global)
Calculate camera view point, when viewing this pawn.
Parameters:
- fDeltaTime - delta time seconds since last update
- out_CamLoc - Camera Location
- out_CamRot - Camera Rotation
- out_FOV - Field of View
Returns:
- true if Pawn should provide the camera point of view.