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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
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Constants
UTVEHICLE_UNSET_TEAM
Value: 128
value for Team property that indicates the vehicle's team hasn't been set
Properties
Property group 'Camera'
bRotateCameraUnderVehicle
Type: bool
If true, this will allow the camera to rotate under the vehicle which may obscure the view
LookForwardDist
Type: float
How far forward to bring camera if looking over nose of vehicle
Property group 'Effects'
VehicleAnims
Type: array<VehicleAnim>
Holds a list of vehicle animations
VehicleEffects
Type: array<VehicleEffect>
Holds the Vehicle Effects data
VehicleSounds
Type: array<VehicleSound>
Default value:
Member | Value |
---|---|
SoundEndTag | 'NoDamageSmoke' |
SoundStartTag | 'DamageSmoke' |
SoundTemplate | SoundCue'A_Vehicle_Generic.Vehicle.Vehicle_Damage_FireLoop_Cue' |
Property group 'Flag'
FlagBone
Type: name
FlagOffset
Type: Object.Vector
Flag carrying
Default value:
Member | Value |
---|---|
X | 0.0 |
Y | 0.0 |
Z | 120.0 |
FlagRotation
Type: Object.Rotator
Default value:
Member | Value |
---|---|
Pitch | 0 |
Roll | 0 |
Yaw | 32768 |
Property group 'LookSteer'
bLookSteerOnNormalControls
Type: bool
If true, use 'look to steer' on 'Normal' vehicle control settings.
bLookSteerOnSimpleControls
Type: bool
If true, use 'look to steer' on 'Simple' vehicle control settings.
ConsoleSteerScale
Type: float
Increases sensitivity of steering around middle region of controller.
Default value: 1.5
LeftStickDirDeadZone
Type: float
When using 'steer to left stick dir', this is a straight ahead dead zone which makes steering directly forwards easier.
LookSteerDamping
Type: float
LookSteerDeadZone
Type: float
When error is more than this, turn on the handbrake.
LookSteerSensitivity
Type: float
When bLookToSteer is enabled, relates angle between 'looking' and 'facing' and steering angle.
Default value: 2.0
Property group 'Seats'
SeatCameraScale
Type: float
Camera
Default value: 1.0
Seats
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'
ScrapeSound
Type: AudioComponent
Sound to play when the vehicle is scraping against something
TireAudioComp
Type: AudioComponent
Modifiers: editconst, const
Sound to play from the tires
TireSoundList
Type: array<UTPhysicalMaterialProperty.MaterialSoundEffect>
Property group 'UTVehicle'
bRagdollDriverOnDarkwalkerHorn
Type: bool
If true, driver is thrown from vehicle as ragdoll by darkwalker horn.
DestroyOnPenetrationDuration
Type: float
If we are over DestroyOnPenetrationThreshold for more than this (seconds), call RBPenetrationDestroy.
Default value: 1.0
DestroyOnPenetrationThreshold
Type: float
If a physics penetration of greater than this is detected, destroy vehicle.
Default value: 50.0
DisabledTime
Type: float
Default value: 20.0
Internal variables
See UTVehicle internal variables.
Default values
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
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTVehicleBase.CollisionCylinder
Property | Value |
---|---|
BlockActors | False |
BlockNonZeroExtent | False |
BlockZeroExtent | False |
CollideActors | False |
MyLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
AmbientGlow |
|
MyStayUprightConstraintInstance
Class: Engine.RB_ConstraintInstance
Inherits from: UTVehicleBase.MyStayUprightConstraintInstance
No new values.
MyStayUprightSetup
Class: Engine.RB_StayUprightSetup
Inherits from: UTVehicleBase.MyStayUprightSetup
No new values.
SVehicleMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTVehicleBase.SVehicleMesh
Property | Value |
---|---|
bOverrideAttachmentOwnerVisibility | True |
LightEnvironment | DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle:MyLightEnvironment' |
Enums
EAIVehiclePurpose
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
See UTVehicle structs.
Functions
Static functions
DrawKillIcon
Exec functions
EditUDmgFX
FixedView
Native functions
ApplyMorphDamage
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
GetAlternateLockTarget
Returns:
- Actor that can be locked on to by weapons as if it were this vehicle
GetBarrelIndex
GetSeatPivotPoint
GetTeamNum
Overrides: Pawn.GetTeamNum
Returns:
- the TeamIndex of this vehicle
InitDamageSkel
InUseableRange
IsSeatControllerReplicationViewer
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
Overrides: Actor.NativePostRenderFor
Hook to allow actors to render HUD overlays for themselves. Assumes that appropriate font has already been set
SeatFiringMode
SeatFlashCount
SeatFlashLocation
SeatWeaponRotation
SetHUDLocation
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
Hack the max radius to be updated values
UpdateDamageMaterial
Whenever the morph system adjusts a health, it should call UpdateDamageMaterial() so that any associated skins can be adjusted. This is also native
VehicleHudCoordsFixup
Events
See UTVehicle events.
Other instance functions
See UTVehicle instance functions.
States
DyingVehicle
Modifiers: simulated
Ignores: BreathTimer, Bump, Falling, FellOutOfWorld, HeadVolumeChange, HitWall, PhysicsVolumeChange
DyingVehicle.BaseChange
Overrides: Pawn.BaseChange (global)
Event called after actor's base changes.
DyingVehicle.BeginState
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
Overrides: Pawn.Landed (global)
DyingVehicle.PostRenderFor
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
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
Overrides: TakeDamage (global)
(Description copied from UTVehicle.TakeDamage)
See: Actor.TakeDamage()
DyingVehicle.BlowupVehicle
Overrides: BlowupVehicle (global)
Call this function to blow up the vehicle
DyingVehicle.CheckDamageSmoke
Overrides: CheckDamageSmoke (global)
DyingVehicle.Died
Overrides: Died (global)
See Pawn::Died()
DyingVehicle.DoVehicleExplosion
spawn an explosion effect and damage nearby actors
DyingVehicle.PerformDeathEffects
DyingVehicle.PerformSecondaryVehicleExplosion
DyingVehicle.PlayNextAnimation
DyingVehicle.PlayVehicleExplosionEffect
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
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
This does the secondary explosion of the vehicle (e.g. from reserve fuel tanks finally blowing / ammo blowing up )*
DyingVehicle.VehicleCalcCamera
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.