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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

See UTVehicle_Hoverboard properties.

Structs

TowInfoData

Modifiers: native

UTVehicle TowTruck 
The vehicle we are attached to
name TowAttachPoint 

Functions

Static functions

IsHumanDriver

static function bool IsHumanDriver (UTVehicle_Hoverboard HB, Pawn P)


SetFlagAttachToBody

simulated static function SetFlagAttachToBody (UTPawn UTP, bool bAttached)

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

Exec functions

BackDamp

exec function BackDamp (float LinDamp)


BackSpring

exec function BackSpring (float LinSpring)


HandDamp

exec function HandDamp (float LinDamp)


HandSpring

exec function HandSpring (float LinSpring)


TestResetPhys

simulated exec function TestResetPhys ()


Native functions

AttachTowCable

native final function AttachTowCable ()

Creates a physics attachment to

Events

BelowSpeedThreshold

event BelowSpeedThreshold ()

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

BoardJumpEffect

simulated event BoardJumpEffect ()


BreakTowLink

simulated event BreakTowLink ()


ContinueOnFoot

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

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

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

simulated event HideBoard ()


HoverboardLanded

simulated event HoverboardLanded ()


IncomingMissile

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

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

event RBPenetrationDestroy ()

Overrides: UTVehicle.RBPenetrationDestroy

Called when a contact with a large penetration occurs.

ReplicatedEvent

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

event RequestDodge ()

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

RigidBodyCollision

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

simulated event SpawnRoosterEffect ()

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

SpawnTowCableEffects

simulated event SpawnTowCableEffects ()

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

TakeDamage

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

simulated event Tick (float deltatime)

Overrides: Actor.Tick

Get double click status from playercontroller

ToggleAnimBoard

simulated event ToggleAnimBoard (bool bAnimBoard, float Delay)


Other instance functions

See UTVehicle_Hoverboard instance functions.