Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:UTVehicle_Goliath (UT3)
- Package:
- UTGame
- Direct subclass:
- UTVehicle_Goliath_Content
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
See UTVehicle_Goliath properties.
Instance functions[edit]
DisplayWheelsDebug[edit]
Overrides: SVehicle.DisplayWheelsDebug
Special debug information for the wheels that is displayed at each wheel's location
GetSVehicleDebug[edit]
Overrides: UTVehicle.GetSVehicleDebug
(Description copied from UTVehicle.GetSVehicleDebug)
We extend GetSVehicleDebug to include information about the seats array
Parameters:
- DebugInfo - We return the text to display here
GetVelocity[edit]
For Antenna delegate purposes (let's turret motion be more dramatic)
ImportantVehicle[edit]
Overrides: UTVehicle.ImportantVehicle
RecommendLongRangedAttack[edit]
Overrides: Pawn.RecommendLongRangedAttack
StartEngineSound[edit]
Overrides: SVehicle.StartEngineSound
turns on the engine sound
StopEngineSound[edit]
Overrides: SVehicle.StopEngineSound
turns off the engine sound
TeamChanged[edit]
Overrides: UTVehicle.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.
VehicleWeaponFireEffects[edit]
Overrides: UTVehicle.VehicleWeaponFireEffects
This function should be subclassed and manage the different effects
VehicleWeaponStoppedFiring[edit]
Overrides: UTVehicle.VehicleWeaponStoppedFiring