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UE3:UTVehicle (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle

Contents

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

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
Member Value
A 1.0
B 0.2
G 0.2
R 0.2

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

simulated static function DrawKillIcon (Canvas Canvas, float ScreenX, float ScreenY, float HUDScaleX, float HUDScaleY)


Exec functions

EditUDmgFX

exec function EditUDmgFX (optional int Index)


FixedView

exec function FixedView (string VisibleMeshes)


Native functions

ApplyMorphDamage

native function ApplyMorphDamage (Object.Vector HitLocation, int Damage, Object.Vector Momentum)

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

native simulated function ForceWeaponRotation (int SeatIndex, Object.Rotator NewRotation)


GetAlternateLockTarget

native function Actor GetAlternateLockTarget ()

Returns:

Actor that can be locked on to by weapons as if it were this vehicle

GetBarrelIndex

native simulated function int GetBarrelIndex (int SeatIndex)


GetSeatPivotPoint

native simulated function Object.Vector GetSeatPivotPoint (int SeatIndex)


GetTeamNum

simulated native function byte GetTeamNum ()

Overrides: Pawn.GetTeamNum

Returns:

the TeamIndex of this vehicle

InitDamageSkel

native simulated function InitDamageSkel ()


InUseableRange

simulated native function bool InUseableRange (UTPlayerController PC, float Dist)


IsSeatControllerReplicationViewer

native(999) noexport final function bool IsSeatControllerReplicationViewer (int SeatIndex)

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

simulated native function NativePostRenderFor (PlayerController PC, Canvas Canvas, Object.Vector CameraPosition, Object.Vector CameraDir)

Overrides: Actor.NativePostRenderFor

Hook to allow actors to render HUD overlays for themselves. Assumes that appropriate font has already been set

SeatFiringMode

native simulated function byte SeatFiringMode (int SeatIndex, optional byte NewFireMode, optional bool bReadValue)


SeatFlashCount

native simulated function byte SeatFlashCount (int SeatIndex, optional byte NewCount, optional bool bReadValue)


SeatFlashLocation

native simulated function Object.Vector SeatFlashLocation (int SeatIndex, optional Object.Vector NewLoc, optional bool bReadValue)


SeatWeaponRotation

native simulated function Object.Rotator SeatWeaponRotation (int SeatIndex, optional Object.Rotator NewRot, optional bool bReadValue)


SetHUDLocation

simulated native function SetHUDLocation (Object.Vector NewHUDLocation)

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

native function SetMaxRadius (SoundNodeAttenuation Node)

Hack the max radius to be updated values

UpdateDamageMaterial

native simulated function 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

native function 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

singular event BaseChange ()

Overrides: Pawn.BaseChange (global)

Event called after actor's base changes.

DyingVehicle.BeginState

simulated event BeginState (name PreviousStateName)

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

event Landed (Object.Vector HitNormal, Actor FloorActor)

Overrides: Pawn.Landed (global)


DyingVehicle.PostRenderFor

simulated event PostRenderFor (PlayerController PC, Canvas Canvas, Object.Vector CameraPosition, Object.Vector CameraDir)

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

simulated event RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out Actor.CollisionImpactData Collision, int ContactIndex)

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

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

Overrides: TakeDamage (global)

(Description copied from UTVehicle.TakeDamage)


See: Actor.TakeDamage()

DyingVehicle.BlowupVehicle

simulated function BlowupVehicle ()

Overrides: BlowupVehicle (global)

Call this function to blow up the vehicle

DyingVehicle.CheckDamageSmoke

simulated function CheckDamageSmoke ()

Overrides: CheckDamageSmoke (global)


DyingVehicle.Died

function bool Died (Controller Killer, class<DamageTypedamageType, Object.Vector HitLocation)

Overrides: Died (global)

See Pawn::Died()

DyingVehicle.DoVehicleExplosion

simulated function DoVehicleExplosion (bool bDoingSecondaryExplosion)

spawn an explosion effect and damage nearby actors

DyingVehicle.PerformDeathEffects

simulated function PerformDeathEffects ()


DyingVehicle.PerformSecondaryVehicleExplosion

simulated function PerformSecondaryVehicleExplosion ()


DyingVehicle.PlayNextAnimation

simulated function PlayNextAnimation ()


DyingVehicle.PlayVehicleExplosionEffect

simulated function PlayVehicleExplosionEffect (ParticleSystem TheExplosionTemplate, bool bSpawnLight)

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

simulated function PlayWeaponSwitch (Weapon OldWeapon, Weapon NewWeapon)

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

simulated function SecondaryVehicleExplosion ()

This does the secondary explosion of the vehicle (e.g. from reserve fuel tanks finally blowing / ammo blowing up )*

DyingVehicle.VehicleCalcCamera

simulated function VehicleCalcCamera (float fDeltaTime, int SeatIndex, out Object.Vector out_CamLoc, out Object.Rotator out_CamRot, out Object.Vector CamStart, optional bool bPivotOnly)

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.