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UE3:UTVehicle_Hoverboard (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTHoverVehicle >> UTVehicle_Hoverboard
Package: 
UTGame
This class in other games:
UDK

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

Properties[edit]

See UTVehicle_Hoverboard properties.

Structs[edit]

TowInfoData[edit]

Modifiers: native

UTVehicle TowTruck 
The vehicle we are attached to
name TowAttachPoint 

Functions[edit]

Static functions[edit]

IsHumanDriver[edit]

static function bool IsHumanDriver (UTVehicle_Hoverboard HB, Pawn P)


SetFlagAttachToBody[edit]

simulated static function SetFlagAttachToBody (UTPawn UTP, bool bAttached)

Set whether the flag is attached directly to kinematic bodies on the rider.

Exec functions[edit]

BackDamp[edit]

exec function BackDamp (float LinDamp)


BackSpring[edit]

exec function BackSpring (float LinSpring)


HandDamp[edit]

exec function HandDamp (float LinDamp)


HandSpring[edit]

exec function HandSpring (float LinSpring)


TestResetPhys[edit]

simulated exec function TestResetPhys ()


Native functions[edit]

AttachTowCable[edit]

native final function AttachTowCable ()

Creates a physics attachment to

Events[edit]

BelowSpeedThreshold[edit]

event BelowSpeedThreshold ()

called when AI controlled and the hoverboard is moving too slow so the AI wants to bail

BoardJumpEffect[edit]

simulated event BoardJumpEffect ()


BreakTowLink[edit]

simulated event BreakTowLink ()


ContinueOnFoot[edit]

event bool ContinueOnFoot ()

Overrides: UTVehicle.ContinueOnFoot

(Description copied from UTVehicle.ContinueOnFoot)
ContinueOnFoot() - used by AI Called from route finding if route can only be continued on foot.

Returns:

true if driver left vehicle

DriverLeave[edit]

event bool DriverLeave (bool bForceLeave)

Overrides: UTVehicle.DriverLeave

(Description copied from UTVehicle.DriverLeave)
Called when the driver leaves the vehicle

Parameters:

  • bForceLeave - Is true if the driver was forced out

EncroachingOn[edit]

event bool EncroachingOn (Actor Other)

Overrides: Vehicle.EncroachingOn

(Description copied from Vehicle.EncroachingOn)
called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to

Returns:

true to abort the move, false to allow it

Warning: do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch

HideBoard[edit]

simulated event HideBoard ()


HoverboardLanded[edit]

simulated event HoverboardLanded ()


IncomingMissile[edit]

event IncomingMissile (Projectile P)

Overrides: UTVehicle.IncomingMissile

(Description copied from UTVehicle.IncomingMissile)
This function is called from an incoming missile that is targetting this vehicle

Parameters:

  • P - The incoming projectile

RanInto[edit]

event RanInto (Actor Other)

Overrides: UTVehicle.RanInto

(Description copied from UTVehicle.RanInto)
RanInto() called for encroaching actors which successfully moved the other actor out of the way

Parameters:

  • Other - The pawn that was hit

RBPenetrationDestroy[edit]

event RBPenetrationDestroy ()

Overrides: UTVehicle.RBPenetrationDestroy

Called when a contact with a large penetration occurs.

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

RequestDodge[edit]

event RequestDodge ()

Called from TickSpecial(). Doubleclick detected, so pick dodge direction

RigidBodyCollision[edit]

simulated event RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out Actor.CollisionImpactData RigidCollisionData, int ContactIndex)

Overrides: UTVehicle.RigidBodyCollision

(Description copied from Actor.RigidBodyCollision)
Called when a PrimitiveComponent this Actor owns has:

   -bNotifyRigidBodyCollision set to true
   -ScriptRigidBodyCollisionThreshold > 0
   -it is involved in a physics collision where the relative velocity exceeds ScriptRigidBodyCollisionThreshold

Parameters:

  • HitComponent - the component of this Actor that collided
  • OtherComponent - the other component that collided
  • RigidCollisionData - information on the collision itslef, including contact points
  • ContactIndex - the element in each ContactInfos' ContactVelocity and PhysMaterial arrays that corresponds to this Actor/HitComponent

SpawnRoosterEffect[edit]

simulated event SpawnRoosterEffect ()

spawn and attach effects for moving over water - called from C++ if RoosterEffect is None when over water

SpawnTowCableEffects[edit]

simulated event SpawnTowCableEffects ()

spawn and attach tow cable effects if they don't already exist

TakeDamage[edit]

simulated event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: UTHoverVehicle.TakeDamage

(Description copied from UTVehicle.TakeDamage)


See: Actor.TakeDamage()

Tick[edit]

simulated event Tick (float deltatime)

Overrides: Actor.Tick

Get double click status from playercontroller

ToggleAnimBoard[edit]

simulated event ToggleAnimBoard (bool bAnimBoard, float Delay)


Other instance functions[edit]

See UTVehicle_Hoverboard instance functions.