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UE3:UTVehicle_Deployable (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Deployable

Contents

Package: 
UTGame
Direct subclasses:
UTStealthVehicle, UTVehicle_Leviathan, UTVehicle_SPMA

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'Deploy'[edit]

bAllowAbortDeploy[edit]

Type: bool


bRequireAllWheelsOnGround[edit]

Type: bool


Default value: True

MaxDeploySpeed[edit]

Type: float


Default value: 100.0

Internal variables[edit]

AnimPlay[edit]

Type: AnimNodeSequence

Helper to allow quick access to playing deploy animations

bDrawCanDeployTooltip[edit]

Type: bool

Check on timer to see if we can deploy/draw tool tip

bNotGoodArtilleryPosition[edit]

Type: bool

Set if no acceptable artillery target found

DeployAnim[edit]

Type: name

Array size: 2


DeployedEnterSound[edit]

Type: SoundCue


DeployedExitSound[edit]

Type: SoundCue


DeployedState[edit]

Type: EDeployState

Modifiers: repnotify

If true, this SPMA is deployed

DeployIconOffset[edit]

Type: float


Default value: 0.95

DeploySound[edit]

Type: SoundCue

Sounds

DeploySoundComp[edit]

Type: AudioComponent


DeployTime[edit]

Type: float

How long does it take to deploy

Default value: 2.1

GetInAnim[edit]

Type: name

Array size: 2

Animations

GetOutAnim[edit]

Type: name

Array size: 2


IdleAnim[edit]

Type: name

Array size: 2


LastDeployStartTime[edit]

Type: float


TimeSinceLastDeployCheck[edit]

Type: float

Time stamp for last deploy check

ToolTipIconCoords[edit]

Type: UIRoot.TextureCoordinates

Coordinates for the tooltip textures

UndeploySound[edit]

Type: SoundCue


UnDeployTime[edit]

Type: float

How long does it take to undeploy

Default value: 2.0

Default values[edit]

Property Value
StayUprightConstraintInstance RB_ConstraintInstance'UTGame.Default__UTVehicle_Deployable:MyStayUprightConstraintInstance'
StayUprightConstraintSetup RB_StayUprightSetup'UTGame.Default__UTVehicle_Deployable:MyStayUprightSetup'

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTVehicle.CollisionCylinder

No new values.

MyLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTVehicle.MyLightEnvironment

No new values.

MyStayUprightConstraintInstance[edit]

Class: Engine.RB_ConstraintInstance

Inherits from: UTVehicle.MyStayUprightConstraintInstance

No new values.

MyStayUprightSetup[edit]

Class: Engine.RB_StayUprightSetup

Inherits from: UTVehicle.MyStayUprightSetup

No new values.

SVehicleMesh[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTVehicle.SVehicleMesh

No new values.

Enums[edit]

EDeployState[edit]

EDS_Undeployed 
EDS_Deploying 
EDS_AbortDeploying 
EDS_Deployed 
EDS_UnDeploying 

Functions[edit]

Events[edit]

CanDeploy[edit]

event bool CanDeploy (optional bool bShowMessage)

Returns:

true if this vehicle can deploy

OnAnimEnd[edit]

simulated event OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)

Overrides: UTVehicle.OnAnimEnd

Play the ambients when an action anim finishes

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTVehicle.PostBeginPlay

Initialization

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]

AttachDriver[edit]

simulated function AttachDriver (Pawn P)

Overrides: UTVehicle.AttachDriver

Play Enter Animations

CanDeployedAttack[edit]

function bool CanDeployedAttack (Actor Other)

Overrides: UTVehicle.CanDeployedAttack


ChangeDeployState[edit]

function ChangeDeployState (EDeployState NewState)


DeployActivated[edit]

simulated function bool DeployActivated ()


DeployedStateChanged[edit]

simulated function DeployedStateChanged ()


DetachDriver[edit]

simulated function DetachDriver (Pawn P)

Overrides: UTVehicle.DetachDriver

Play Exit Animation

DisplayHud[edit]

simulated function DisplayHud (UTHUD Hud, Canvas Canvas, Object.Vector2D HudPOS, optional int SeatIndex)

Overrides: UTVehicle.DisplayHud


DoJump[edit]

function bool DoJump (bool bUpdating)

Overrides: Pawn.DoJump

Jump Deploys / Undeploys

GoodDefensivePosition[edit]

function bool GoodDefensivePosition ()


IsDeployed[edit]

simulated function bool IsDeployed ()

Overrides: UTVehicle.IsDeployed


PlayAnim[edit]

simulated function PlayAnim (name AnimName, optional float AnimDuration)


ServerToggleDeploy[edit]

reliable server function ServerToggleDeploy ()


SetVehicleDeployed[edit]

simulated function SetVehicleDeployed ()


SetVehicleUndeployed[edit]

simulated function SetVehicleUndeployed ()


SetVehicleUndeploying[edit]

simulated function SetVehicleUndeploying ()


ShouldClamp[edit]

simulated function bool ShouldClamp ()

Overrides: UTVehicle.ShouldClamp


ShouldDeployToAttack[edit]

function bool ShouldDeployToAttack ()


ShouldUndeploy[edit]

function bool ShouldUndeploy (UTBot B)


StartEngineSound[edit]

simulated function StartEngineSound ()

Overrides: SVehicle.StartEngineSound

turns on the engine sound

StopAnim[edit]

simulated function StopAnim ()


VehiclePlayEnterSound[edit]

simulated function VehiclePlayEnterSound ()

Overrides: SVehicle.VehiclePlayEnterSound


VehiclePlayExitSound[edit]

simulated function VehiclePlayExitSound ()

Overrides: SVehicle.VehiclePlayExitSound


States[edit]

Deployed[edit]

Deployed.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

Deployed.EndState[edit]

event EndState (name NextStateName)

Overrides: Object.EndState (global)

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

Deployed.CheckStability[edit]

function CheckStability ()

traces down to the ground from the wheels and undeploys the vehicle if wheels are too far off the ground

Deployed.DrivingStatusChanged[edit]

simulated function DrivingStatusChanged ()

Overrides: UTVehicle.DrivingStatusChanged (global)

This function is called when the driver's status has changed.

Deployed.ServerToggleDeploy[edit]

reliable server function ServerToggleDeploy ()

Overrides: ServerToggleDeploy (global)


Deploying[edit]

Deploying.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

Deploying.BackToUndeployed[edit]

simulated function BackToUndeployed ()


Deploying.ServerToggleDeploy[edit]

reliable server function ServerToggleDeploy ()

Overrides: ServerToggleDeploy (global)


Deploying.VehicleIsDeployed[edit]

simulated function VehicleIsDeployed ()


UnDeploying[edit]

Modifiers: simulated

UnDeploying.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

UnDeploying.ServerToggleDeploy[edit]

reliable server function ServerToggleDeploy ()

Overrides: ServerToggleDeploy (global)


UnDeploying.VehicleUnDeployIsFinished[edit]

simulated function VehicleUnDeployIsFinished ()