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UE3:UTVehicle_Goliath (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Goliath
Package: 
UTGame
Direct subclass:
UTVehicle_Goliath_Content

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

Properties[edit]

See UTVehicle_Goliath properties.

Instance functions[edit]

DisplayWheelsDebug[edit]

simulated function DisplayWheelsDebug (HUD HUD, float YL)

Overrides: SVehicle.DisplayWheelsDebug

Special debug information for the wheels that is displayed at each wheel's location

GetSVehicleDebug[edit]

simulated function GetSVehicleDebug (out array<stringDebugInfo)

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]

function Object.Vector GetVelocity ()

For Antenna delegate purposes (let's turret motion be more dramatic)

ImportantVehicle[edit]

function bool ImportantVehicle ()

Overrides: UTVehicle.ImportantVehicle


RecommendLongRangedAttack[edit]

function bool RecommendLongRangedAttack ()

Overrides: Pawn.RecommendLongRangedAttack


StartEngineSound[edit]

simulated function StartEngineSound ()

Overrides: SVehicle.StartEngineSound

turns on the engine sound

StopEngineSound[edit]

simulated function StopEngineSound ()

Overrides: SVehicle.StopEngineSound

turns off the engine sound

TeamChanged[edit]

simulated function TeamChanged ()

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]

simulated function VehicleWeaponFireEffects (Object.Vector HitLocation, int SeatIndex)

Overrides: UTVehicle.VehicleWeaponFireEffects

This function should be subclassed and manage the different effects

VehicleWeaponStoppedFiring[edit]

simulated function VehicleWeaponStoppedFiring (bool bViaReplication, int SeatIndex)

Overrides: UTVehicle.VehicleWeaponStoppedFiring