There is no spoon
UE3:UTVehicle_DarkWalker (UT3)
Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Walker >> UTVehicle_DarkWalker |
Contents
- 1 Properties
- 1.1 BeamAmbientSound
- 1.2 BeamEmitter
- 1.3 BeamFireSound
- 1.4 BeamSockets
- 1.5 BeamTemplate
- 1.6 bIsBeamActive
- 1.7 bIsDucking
- 1.8 bSkipAggresiveSleep
- 1.9 ConeParam
- 1.10 CustomEntryRadius
- 1.11 CustomGravityScaling
- 1.12 EffectEmitter
- 1.13 EndPointParamName
- 1.14 LastHitActor
- 1.15 LastSleepCheckDistance
- 1.16 LengthDarkWalkerWarningCone
- 1.17 TurretFiringMode
- 1.18 TurretFlashCount
- 1.19 TurretWeaponRotation
- 1.20 WarningConeMaxRadius
- 1.21 WarningConeSound
- 1.22 Default values
- 2 Functions
- 2.1 Native functions
- 2.2 Events
- 2.3 Other instance functions
- 2.3.1 AddBeamEmitter
- 2.3.2 AddVelocity
- 2.3.3 BlowupVehicle
- 2.3.4 FindWeaponHitNormal
- 2.3.5 ImportantVehicle
- 2.3.6 InCustomEntryRadius
- 2.3.7 KillBeamEmitter
- 2.3.8 PassengerEnter
- 2.3.9 PassengerLeave
- 2.3.10 RecommendLongRangedAttack
- 2.3.11 SetBeamEmitterHidden
- 2.3.12 ShouldClamp
- 2.3.13 SleepCheckGroundDistance
- 2.3.14 SpawnImpactEmitter
- 2.3.15 TookStep
- 2.3.16 VehicleCalcCamera
- 2.3.17 VehicleWeaponImpactEffects
- 2.3.18 VehicleWeaponStoppedFiring
- 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