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UE3:UTVehicle_DarkWalker_Content (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Walker >> UTVehicle_DarkWalker >> UTVehicle_DarkWalker_Content
Package: 
UTGameContent

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

Properties[edit]

BeamLight[edit]

Type: UTDarkWalkerBeamLight

dynamic light which moves around following primary fire beam impact point

bSpeakerReady[edit]

Type: bool

Modifiers: repnotify


Default value: True

DarkwalkerHornEffect[edit]

Type: ParticleSystemComponent


Default value: ParticleSystemComponent'HornEffect'

HornAttackSound[edit]

Type: SoundCue


Default value: SoundCue'A_Vehicle_DarkWalker.Cue.A_Vehicle_DarkWalker_HornCue'

HornImpulseMag[edit]

Type: float


Default value: 1250.0

SpeakerRadius[edit]

Type: float


Default value: 750.0

SpeakerRechargeTime[edit]

Type: float


Default value: 7.0

VehicleHornModifier[edit]

Type: float


Default value: 5.3

Default values[edit]

See UTVehicle_DarkWalker_Content defaults.

Functions[edit]

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: UTVehicle_DarkWalker.Destroyed

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

MantaDuckEffect[edit]

event MantaDuckEffect ()


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: UTVehicle.ReplicatedEvent

(Description copied from UTVehicle.ReplicatedEvent)
This event is triggered when a repnotify variable is received

Parameters:

  • VarName - The name of the variable replicated

Other instance functions[edit]

CauseMuzzleFlashLight[edit]

simulated function CauseMuzzleFlashLight (int SeatIndex)

Overrides: UTVehicle.CauseMuzzleFlashLight

Overloaded so we can attach the muzzle flash light to a custom socket

ChooseFireMode[edit]

function byte ChooseFireMode ()

Overrides: UTVehicleBase.ChooseFireMode

AI - Returns the best firing mode for this weapon

ClearHornTimer[edit]

simulated function ClearHornTimer ()


DriverLeft[edit]

function DriverLeft ()

Overrides: UTVehicle_Walker.DriverLeft

DriverLeft() called by DriverLeave() after the drive has been taken out of the vehicle

KillBeamEmitter[edit]

simulated function KillBeamEmitter ()

Overrides: UTVehicle_DarkWalker.KillBeamEmitter


NeedToTurn[edit]

function bool NeedToTurn (Object.Vector Targ)

Overrides: UTVehicleBase.NeedToTurn

(Description copied from UTVehicleBase.NeedToTurn)


Returns:

true if the AI needs to turn towards a target

OverrideBeginFire[edit]

simulated function bool OverrideBeginFire (byte FireModeNum)

Overrides: UTVehicle.OverrideBeginFire

(Description copied from UTVehicle.OverrideBeginFire)
Gives the vehicle an opportunity to override the functionality of the given fire mode, called on both the owning client and the server

Returns:

false to allow the vehicle weapon to use its behavior, true to override it

PlayHornAttack[edit]

simulated function PlayHornAttack ()


SetBeamEmitterHidden[edit]

simulated function SetBeamEmitterHidden (bool bHide)

Overrides: UTVehicle_DarkWalker.SetBeamEmitterHidden


SpawnImpactEmitter[edit]

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

Overrides: UTVehicle_DarkWalker.SpawnImpactEmitter


TeamChanged[edit]

simulated function TeamChanged ()

Overrides: UTVehicle_Walker.TeamChanged

This function is called when the team has changed. Use it to setup team specific overlays/etc

NOTE: the UTVehicle_Scavenger is doing all kinds of crazy special case stuff and does NOT call super. Make certain that you check UTVehicle_Scavenger.TeamChanged() when making changes here.