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Difference between revisions of "UE3:UTVehicle DarkWalker (UT3)"

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====EffectEmitter====
 
====EffectEmitter====

Latest revision as of 07:40, 23 May 2008

UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Walker >> UTVehicle_DarkWalker
Package: 
UTGame
Direct subclass:
UTVehicle_DarkWalker_Content

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

Properties[edit]

BeamAmbientSound[edit]

Type: AudioComponent

Modifiers: protected


BeamEmitter[edit]

Type: ParticleSystemComponent

Array size: 2

Holds the Emitter for the Beam

BeamFireSound[edit]

Type: SoundCue


BeamSockets[edit]

Type: name

Array size: 2

Where to attach the Beam

BeamTemplate[edit]

Type: ParticleSystem


bIsBeamActive[edit]

Type: bool


bIsDucking[edit]

Type: bool

Hack: replicated copy of bHoldingDuck for clients

bSkipAggresiveSleep[edit]

Type: bool

Disable aggressive sleeping behaviour.

ConeParam[edit]

Type: name


CustomEntryRadius[edit]

Type: float

radius to allow players under this darkwalker to gain entry

Default value: 300.0

CustomGravityScaling[edit]

Type: float


Default value: 0.9

EffectEmitter[edit]

Type: ParticleSystemComponent


EndPointParamName[edit]

Type: name

The name of the EndPoint parameter

LastHitActor[edit]

Type: Actor


LastSleepCheckDistance[edit]

Type: float

When asleep, monitor distance below darkwalker to make sure it isn't in the air.

LengthDarkWalkerWarningCone[edit]

Type: float


Default value: 7500.0

TurretFiringMode[edit]

Type: byte


TurretFlashCount[edit]

Type: byte

Modifiers: repnotify


TurretWeaponRotation[edit]

Type: Object.Rotator

Modifiers: repnotify


WarningConeMaxRadius[edit]

Type: float


WarningConeSound[edit]

Type: AudioComponent


Default values[edit]

See UTVehicle_DarkWalker defaults.

Functions[edit]

Native functions[edit]

PlayWarningSoundIfInCone[edit]

native simulated final function PlayWarningSoundIfInCone (Pawn Target)


Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: UTVehicle_Walker.Destroyed

Called when the vehicle is destroyed. Clean up the seats/effects/etc

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTVehicle_Walker.PostBeginPlay

Initialization

WalkerDuckEffect[edit]

event WalkerDuckEffect ()


Other instance functions[edit]

AddBeamEmitter[edit]

simulated function AddBeamEmitter ()


AddVelocity[edit]

function AddVelocity (Object.Vector NewVelocity, Object.Vector HitLocation, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo)

Overrides: SVehicle.AddVelocity

Overloading this from SVehicle to avoid torquing the walker head.

BlowupVehicle[edit]

simulated function BlowupVehicle ()

Overrides: UTVehicle_Walker.BlowupVehicle

Call this function to blow up the vehicle

FindWeaponHitNormal[edit]

simulated function Actor FindWeaponHitNormal (out Object.Vector HitLocation, out Object.Vector HitNormal, Object.Vector End, Object.Vector Start, out Actor.TraceHitInfo HitInfo)

Overrides: UTVehicle.FindWeaponHitNormal

Detect the transition from vehicle to ground and vice versus and handle it

ImportantVehicle[edit]

function bool ImportantVehicle ()

Overrides: UTVehicle.ImportantVehicle


InCustomEntryRadius[edit]

function bool InCustomEntryRadius (Pawn P)

Overrides: UTVehicle.InCustomEntryRadius

Let pawns standing under me get in, if I have a driver.

KillBeamEmitter[edit]

simulated function KillBeamEmitter ()


PassengerEnter[edit]

function bool PassengerEnter (Pawn P, int SeatIndex)

Overrides: UTVehicle.PassengerEnter

(Description copied from UTVehicle.PassengerEnter)
Called when a passenger enters the vehicle

Parameters:

  • P - The Pawn entering the vehicle
  • SeatIndex - The seat where he is to sit

PassengerLeave[edit]

function PassengerLeave (int SeatIndex)

Overrides: UTVehicle.PassengerLeave

(Description copied from UTVehicle.PassengerLeave)
Called when a passenger leaves the vehicle

Parameters:

  • SeatIndex - Leaving from which seat

RecommendLongRangedAttack[edit]

function bool RecommendLongRangedAttack ()

Overrides: Pawn.RecommendLongRangedAttack


SetBeamEmitterHidden[edit]

simulated function SetBeamEmitterHidden (bool bHide)


ShouldClamp[edit]

simulated function bool ShouldClamp ()

Overrides: UTVehicle.ShouldClamp


SleepCheckGroundDistance[edit]

simulated function SleepCheckGroundDistance ()


SpawnImpactEmitter[edit]

simulated function SpawnImpactEmitter (Object.Vector HitLocation, Object.Vector HitNormal, const out UTPhysicalMaterialProperty.MaterialImpactEffect ImpactEffect, int SeatIndex)

Overrides: UTVehicle.SpawnImpactEmitter


TookStep[edit]

function TookStep (int LegIdx)

Overrides: UTVehicle_Walker.TookStep

notification from WalkerBody that foot just landed

VehicleCalcCamera[edit]

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

Overrides: UTVehicle.VehicleCalcCamera


VehicleWeaponImpactEffects[edit]

simulated function VehicleWeaponImpactEffects (Object.Vector HitLocation, int SeatIndex)

Overrides: UTVehicle.VehicleWeaponImpactEffects

Spawn any effects that occur at the impact point. It's called from the pawn.

VehicleWeaponStoppedFiring[edit]

simulated function VehicleWeaponStoppedFiring (bool bViaReplication, int SeatIndex)

Overrides: UTVehicle.VehicleWeaponStoppedFiring