UE3:UTVehicle_DarkWalker (UT3)
Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Walker >> UTVehicle_DarkWalker |
- Package:
- UTGame
- Direct subclass:
- UTVehicle_DarkWalker_Content
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
BeamAmbientSound
Type: AudioComponent
Modifiers: protected
BeamEmitter
Type: ParticleSystemComponent
Array size: 2
Holds the Emitter for the Beam
BeamFireSound
Type: SoundCue
BeamSockets
Type: name
Array size: 2
Where to attach the Beam
BeamTemplate
Type: ParticleSystem
bIsBeamActive
Type: bool
bIsDucking
Type: bool
Hack: replicated copy of bHoldingDuck for clients
bSkipAggresiveSleep
Type: bool
Disable aggressive sleeping behaviour.
ConeParam
Type: name
CustomEntryRadius
Type: float
radius to allow players under this darkwalker to gain entry
Default value: 300.0
CustomGravityScaling
Type: float
Default value: 0.9
EffectEmitter
Type: ParticleSystemComponent
EndPointParamName
Type: name
The name of the EndPoint parameter
LastHitActor
Type: Actor
LastSleepCheckDistance
Type: float
When asleep, monitor distance below darkwalker to make sure it isn't in the air.
LengthDarkWalkerWarningCone
Type: float
Default value: 7500.0
TurretFiringMode
Type: byte
TurretFlashCount
Type: byte
Modifiers: repnotify
TurretWeaponRotation
Type: Object.Rotator
Modifiers: repnotify
WarningConeMaxRadius
Type: float
WarningConeSound
Type: AudioComponent
Default values
See UTVehicle_DarkWalker defaults.
Functions
Native functions
PlayWarningSoundIfInCone
Events
Destroyed
Overrides: UTVehicle_Walker.Destroyed
Called when the vehicle is destroyed. Clean up the seats/effects/etc
PostBeginPlay
Overrides: UTVehicle_Walker.PostBeginPlay
Initialization
WalkerDuckEffect
Other instance functions
AddBeamEmitter
AddVelocity
Overrides: SVehicle.AddVelocity
Overloading this from SVehicle to avoid torquing the walker head.
BlowupVehicle
Overrides: UTVehicle_Walker.BlowupVehicle
Call this function to blow up the vehicle
FindWeaponHitNormal
Overrides: UTVehicle.FindWeaponHitNormal
Detect the transition from vehicle to ground and vice versus and handle it
ImportantVehicle
Overrides: UTVehicle.ImportantVehicle
InCustomEntryRadius
Overrides: UTVehicle.InCustomEntryRadius
Let pawns standing under me get in, if I have a driver.
KillBeamEmitter
PassengerEnter
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
Overrides: UTVehicle.PassengerLeave
(Description copied from UTVehicle.PassengerLeave)
Called when a passenger leaves the vehicle
Parameters:
- SeatIndex - Leaving from which seat
RecommendLongRangedAttack
Overrides: Pawn.RecommendLongRangedAttack
SetBeamEmitterHidden
ShouldClamp
Overrides: UTVehicle.ShouldClamp
SleepCheckGroundDistance
SpawnImpactEmitter
Overrides: UTVehicle.SpawnImpactEmitter
TookStep
Overrides: UTVehicle_Walker.TookStep
notification from WalkerBody that foot just landed
VehicleCalcCamera
Overrides: UTVehicle.VehicleCalcCamera
VehicleWeaponImpactEffects
Overrides: UTVehicle.VehicleWeaponImpactEffects
Spawn any effects that occur at the impact point. It's called from the pawn.
VehicleWeaponStoppedFiring
Overrides: UTVehicle.VehicleWeaponStoppedFiring