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UE3:UTVehicle_DarkWalker_Content (UT3)
Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Walker >> UTVehicle_DarkWalker >> UTVehicle_DarkWalker_Content |
- Package:
- UTGameContent
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
BeamLight
Type: UTDarkWalkerBeamLight
dynamic light which moves around following primary fire beam impact point
bSpeakerReady
Type: bool
Modifiers: repnotify
Default value: True
DarkwalkerHornEffect
Type: ParticleSystemComponent
Default value: ParticleSystemComponent'HornEffect'
HornAttackSound
Type: SoundCue
Default value: SoundCue'A_Vehicle_DarkWalker.Cue.A_Vehicle_DarkWalker_HornCue'
HornImpulseMag
Type: float
Default value: 1250.0
SpeakerRadius
Type: float
Default value: 750.0
SpeakerRechargeTime
Type: float
Default value: 7.0
VehicleHornModifier
Type: float
Default value: 5.3
Default values
See UTVehicle_DarkWalker_Content defaults.
Functions
Events
Destroyed
Overrides: UTVehicle_DarkWalker.Destroyed
Called when the vehicle is destroyed. Clean up the seats/effects/etc
MantaDuckEffect
ReplicatedEvent
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
CauseMuzzleFlashLight
Overrides: UTVehicle.CauseMuzzleFlashLight
Overloaded so we can attach the muzzle flash light to a custom socket
ChooseFireMode
Overrides: UTVehicleBase.ChooseFireMode
AI - Returns the best firing mode for this weapon
ClearHornTimer
DriverLeft
Overrides: UTVehicle_Walker.DriverLeft
DriverLeft() called by DriverLeave() after the drive has been taken out of the vehicle
KillBeamEmitter
Overrides: UTVehicle_DarkWalker.KillBeamEmitter
NeedToTurn
Overrides: UTVehicleBase.NeedToTurn
(Description copied from UTVehicleBase.NeedToTurn)
Returns:
- true if the AI needs to turn towards a target
OverrideBeginFire
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
SetBeamEmitterHidden
Overrides: UTVehicle_DarkWalker.SetBeamEmitterHidden
SpawnImpactEmitter
Overrides: UTVehicle_DarkWalker.SpawnImpactEmitter
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.