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UE3:UTVehicle_Hoverboard instance functions (UDK)

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UDK Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTHoverVehicle >> UTVehicle_Hoverboard (instance functions)
UTVehicle_Hoverboard instance functions in other games:
UT3
Other member categories for this class:
UTVehicle Hoverboard internal variables

Instance functions[edit]

AIAttachTowCable[edit]

function bool AIAttachTowCable (UTBot B)

hooked to bot's custom action interface to tell them to attach tow cable

AnySeatAvailable[edit]

function bool AnySeatAvailable ()

Overrides: UTVehicle.AnySeatAvailable

(Description copied from UTVehicle.AnySeatAvailable)


Returns:

true if there is a seat

AttachDriver[edit]

simulated function AttachDriver (Pawn P)

Overrides: UTVehicle.AttachDriver

Attach driver to vehicle. Sets up the Pawn to drive the vehicle (rendering, physics, collision..). Called only if bAttachDriver is true. Network : ALL

AttachHoverboardEffects[edit]

simulated function AttachHoverboardEffects ()


CanAttachTo[edit]

function bool CanAttachTo (UTVehicle TowingVehicle, UTVWeap_TowCable TowCable)


CauseMuzzleFlashLight[edit]

simulated function CauseMuzzleFlashLight (int SeatIndex)

Overrides: UTVehicle.CauseMuzzleFlashLight

Causes the muzzle flashlight to turn on and setup a time to turn it back off again.

ChooseFireMode[edit]

function byte ChooseFireMode ()

Overrides: UTVehicleBase.ChooseFireMode

AI - Returns the best firing mode for this weapon

ClientForceSpinWarmup[edit]

reliable client function ClientForceSpinWarmup ()


CoversScreenSpace[edit]

simulated function bool CoversScreenSpace (Object.Vector ScreenLoc, Canvas Canvas)


DetachDriver[edit]

simulated function DetachDriver (Pawn P)

Overrides: UTVehicle.DetachDriver

Detach Driver from vehicle. Network : ALL

DetachTowCable[edit]

function DetachTowCable ()

Overrides: UTVehicle.DetachTowCable

detach this vehicle's tow cable (used by AI)

Died[edit]

function bool Died (Controller Killer, class<DamageTypeDamageType, Object.Vector HitLocation)

Overrides: UTVehicle.Died

See Pawn::Died()

DisableVehicle[edit]

simulated function bool DisableVehicle ()

Overrides: UTVehicle.DisableVehicle


DisplayDebug[edit]

simulated function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos)

Overrides: SVehicle.DisplayDebug

(Description copied from Vehicle.DisplayDebug)


See: Actor::DisplayDebug

DisplayHud[edit]

simulated function DisplayHud (UTHUD Hud, Canvas Canvas, Object.Vector2D HudPOS, optional int SeatIndex)

Overrides: UTVehicle.DisplayHud


Dodge[edit]

function bool Dodge (Actor.EDoubleClickDir InDoubleClickMove)

Overrides: UTVehicle.Dodge

Stub out the Dodge event. Override if the vehicle needs a dodge

See Pawn::Dodge()

DriverDied[edit]

function DriverDied (class<DamageTypeDamageType)

Overrides: Vehicle.DriverDied


DriverEnter[edit]

function bool DriverEnter (Pawn P)

Overrides: UTVehicle.DriverEnter

Called when a pawn enters the vehicle

Parameters:

  • P - The Pawn entering the vehicle

DriverLeft[edit]

function DriverLeft ()

Overrides: UTVehicle.DriverLeft

DriverLeft() called by DriverLeave() after the drive has been taken out of the vehicle

DriverRadiusDamage[edit]

function DriverRadiusDamage (float DamageAmount, float DamageRadius, Controller EventInstigator, class<DamageTypeDamageType, float Momentum, Object.Vector HitLocation, Actor DamageCauser, optional float DamageFalloffExp)

Overrides: UTVehicle.DriverRadiusDamage

(Description copied from UTVehicle.DriverRadiusDamage)
This function is called to see if radius damage should be applied to the driver. It is called from SVehicle::TakeRadiusDamage().

Parameters:

  • DamageAmount - The amount of damage taken
  • DamageRadius - The radius that the damage covered
  • EventInstigator - Who caused the damage
  • DamageType - What type of damage
  • Momentum - How much force should be imparted
  • HitLocation - Where

DrivingStatusChanged[edit]

simulated function DrivingStatusChanged ()

Overrides: UTVehicle.DrivingStatusChanged

This function is called when the driver's status has changed.

FastVehicle[edit]

function bool FastVehicle ()

Overrides: UTVehicle.FastVehicle

AI hint

FindGoodEndView[edit]

simulated function FindGoodEndView (PlayerController InPC, out Object.Rotator GoodRotation)

Overrides: UTVehicle.FindGoodEndView

Used by PlayerController.FindGoodView() in RoundEnded State

ForceSpinJump[edit]

function ForceSpinJump ()


GetCameraFocus[edit]

simulated function Object.Vector GetCameraFocus (int SeatIndex)

Overrides: UTVehicle.GetCameraFocus

returns the camera focus position (without camera lag)

GetCameraStart[edit]

simulated function Object.Vector GetCameraStart (int SeatIndex)

Overrides: UTVehicle.GetCameraStart

returns the camera focus position (adjusted for camera lag)

GetChargePower[edit]

simulated function float GetChargePower ()

Overrides: UTVehicle.GetChargePower


GetDisplayedHealth[edit]

simulated function float GetDisplayedHealth ()

Overrides: UTVehicle.GetDisplayedHealth


GetTowingVehicle[edit]

function UTVehicle GetTowingVehicle ()

Overrides: UTVehicle.GetTowingVehicle

(Description copied from UTVehicle.GetTowingVehicle)


Returns:

if this vehicle is being towed, return the vehicle that is towing it

InitializeEffects[edit]

simulated function InitializeEffects ()

Overrides: UTVehicle.InitializeEffects

Initialize the effects system. Create all the needed PSCs and set their templates

InitPhysicsAnimPawn[edit]

simulated function InitPhysicsAnimPawn ()


KickOutBot[edit]

function bool KickOutBot ()

Overrides: UTVehicle.KickOutBot

Can't kick out bots from their hoverboard

LinkUp[edit]

function LinkUp (UTVehicle NewTowTruck)


NotifyDriverTakeHit[edit]

function NotifyDriverTakeHit (Controller InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageTypeDamageType, Object.Vector Momentum)

Overrides: Vehicle.NotifyDriverTakeHit

called when the driver of this vehicle takes damage

OnAttachTowCable[edit]

function OnAttachTowCable (UTSeqAct_AttachTowCable InAction)

Kismet hook to use the tow cable in scripted sequences

OnDriverPhysicsAssetChanged[edit]

simulated function OnDriverPhysicsAssetChanged (UTPawn UTP)

Overrides: UTVehicle.OnDriverPhysicsAssetChanged

Allows a vehicle to do specific physics setup on a driver when physics asset changes.

OnHoverboardSpinJump[edit]

function OnHoverboardSpinJump (UTSeqAct_HoverboardSpinJump Action)


OnTouchForcedDirVolume[edit]

function bool OnTouchForcedDirVolume (ForcedDirVolume Vol)

Overrides: UTVehicle.OnTouchForcedDirVolume

Check the bIgnoreHoverboards flag.

PlayHorn[edit]

function PlayHorn ()

Overrides: UTVehicle.PlayHorn

Play the horn for this vehicle

PossessedBy[edit]

function PossessedBy (Controller C, bool bVehicleTransition)

Overrides: UTVehicle.PossessedBy


RagdollDriver[edit]

function RagdollDriver ()

kick the driver out and throw him into ragdoll because we ran into something

ServerChangeSeat[edit]

reliable server function ServerChangeSeat (int RequestedSeat)

Overrides: UTVehicle.ServerChangeSeat

(Description copied from UTVehicle.ServerChangeSeat)
Called when a client is requesting a seat change

Network: Server-Side

ServerRequestDodge[edit]

unreliable server function ServerRequestDodge (bool bDodgeLeft)

Server adds dodge force

Parameters:

  • bDodgeLeft - is true if dodging left, false if dodging right

ServerSpin[edit]

reliable server function ServerSpin (float Direction)


SetHoverboardRiderPhysics[edit]

simulated function SetHoverboardRiderPhysics (UTPawn UTP)

Set up the rider with physics for riding.

SetInputs[edit]

simulated function SetInputs (float InForward, float InStrafe, float InUp)

Overrides: UTVehicle.SetInputs

Console specific input modification

SetOnlyControllableByTilt[edit]

reliable client function SetOnlyControllableByTilt (bool bActive)

Used to turn on or off the functionality of the controller only accepting input from the tilt aspect (if it has it) *

ShouldLeaveForCombat[edit]

function bool ShouldLeaveForCombat (UTBot B)

Overrides: UTVehicle.ShouldLeaveForCombat

(Description copied from UTVehicle.ShouldLeaveForCombat)


Returns:

whether bot should leave this vehicle if it encounters combat

ShouldShowUseable[edit]

simulated function bool ShouldShowUseable (PlayerController PC, float Dist)

Overrides: UTVehicle.ShouldShowUseable

returns TRUE if vehicle is useable (can be entered)

SitDriver[edit]

simulated function SitDriver (UTPawn UTP, int SeatIndex)

Overrides: UTVehicle.SitDriver


StopVehicleSounds[edit]

simulated function StopVehicleSounds ()

Overrides: UTVehicle.StopVehicleSounds


TooCloseToAttack[edit]

function bool TooCloseToAttack (Actor Other)

Overrides: UTVehicle.TooCloseToAttack

(Description copied from UTVehicle.TooCloseToAttack)
Check to see if Other is too close to attack

Parameters:

  • Other - Actor to check against

Returns:

true if he's too close

TryAttachingTowCable[edit]

function bool TryAttachingTowCable (UTBot B, UTVehicle TowingVehicle)

Overrides: UTVehicle.TryAttachingTowCable

(Description copied from UTVehicle.TryAttachingTowCable)
if TowingVehicle is a valid vehicle to tow, tell bot how to hook up to it

Returns:

whether the bot was given instructions

VehicleCalcCamera[edit]

simulated function VehicleCalcCamera (float DeltaTime, int SeatIndex, out Object.Vector out_CamLoc, out Object.Rotator out_CamRot, out Object.Vector CamStart, optional bool bPivotOnly)

Overrides: UTVehicle.VehicleCalcCamera


WeaponRotationChanged[edit]

simulated function WeaponRotationChanged (int SeatIndex)

Overrides: UTVehicle.WeaponRotationChanged

(Description copied from UTVehicle.WeaponRotationChanged)
this function is called when a weapon rotation value has changed. It sets the DesiredboneRotations for each controller associated with the turret.

Network: Remote clients. All other cases are handled natively FIXME: Look at handling remote clients natively as well

Parameters:

  • SeatIndex - The seat at which the rotation changed