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UE3:UTVehicle_Goliath_Content (UT3)
Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Goliath >> UTVehicle_Goliath_Content |
- Package:
- UTGameContent
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Properties[edit]
BurnOutMaterialTread[edit]
Type: MaterialInterface
Array size: 2
Default value, index 0: MaterialInstanceTimeVarying'VH_Goliath.Materials.MITV_VH_Goliath01_Red_Tread_BO'
Default value, index 1: MaterialInstanceTimeVarying'VH_Goliath.Materials.MITV_VH_Goliath01_Blue_Tread_BO'
Default values[edit]
See UTVehicle_Goliath_Content defaults.
Functions[edit]
Events[edit]
PostBeginPlay[edit]
Overrides: UTVehicle.PostBeginPlay
Initialization
Other instance functions[edit]
CauseMuzzleFlashLight[edit]
Overrides: UTVehicle.CauseMuzzleFlashLight
Causes the muzzle flashlight to turn on and setup a time to turn it back off again.
SetBurnOut[edit]
Overrides: UTVehicle.SetBurnOut
StartLinkedEffect[edit]
Overrides: UTVehicle.StartLinkedEffect
function to call whenever a link gun links to this vehicle (e.g. to heal the Vehicle)
StopLinkedEffect[edit]
Overrides: UTVehicle.StopLinkedEffect
function to call when a link gun unlinks
TeamChanged[edit]
Overrides: UTVehicle_Goliath.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.
VehicleWeaponImpactEffects[edit]
Overrides: UTVehicle.VehicleWeaponImpactEffects
Spawn any effects that occur at the impact point. It's called from the pawn.