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UE3:UTVehicle_Fury_Content (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTHoverVehicle >> UTAirVehicle >> UTVehicle_Fury >> UTVehicle_Fury_Content
Package: 
UTGameContent

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

Properties

BeamLight

Type: UTFuryBeamLight

dynamic light which moves around following primary fire beam impact point

Default values

See UTVehicle_Fury_Content defaults.

Functions

Events

Destroyed

simulated event Destroyed ()

Overrides: UTVehicle_Fury.Destroyed

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

OnAnimEnd

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

Overrides: UTVehicle.OnAnimEnd

(Description copied from Actor.OnAnimEnd)
Event called when an AnimNodeSequence (in the animation tree of one of this Actor's SkeletalMeshComponents) reaches the end and stops. Will not get called if bLooping is 'true' on the AnimNodeSequence. bCauseActorAnimEnd must be set 'true' on the AnimNodeSequence for this event to get generated.

Parameters:

  • SeqNode - Node that finished playing. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
  • PlayedTime - Time played on this animation. (play rate independant).
  • ExcessTime - how much time overlapped beyond end of animation. (play rate independant).

PlayLanding

simulated event PlayLanding ()

Overrides: UTVehicle_Fury.PlayLanding


PlayTakeOff

simulated event PlayTakeOff ()

Overrides: UTVehicle_Fury.PlayTakeOff


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: UTVehicle_Fury.PostBeginPlay

Initialization

Other instance functions

KillBeamEmitter

simulated function KillBeamEmitter ()

Overrides: UTVehicle_Fury.KillBeamEmitter


SetBeamEmitterHidden

simulated function SetBeamEmitterHidden (bool bHide)

Overrides: UTVehicle_Fury.SetBeamEmitterHidden


VehicleWeaponFired

simulated function VehicleWeaponFired (bool bViaReplication, Object.Vector HitLocation, int SeatIndex)

Overrides: UTVehicle_Fury.VehicleWeaponFired

Vehicle will want to override WeaponFired and pass off the effects to the proper Seat