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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

AIAttachTowCable

function bool AIAttachTowCable (UTBot B)

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

AnySeatAvailable

function bool AnySeatAvailable ()

Overrides: UTVehicle.AnySeatAvailable

(Description copied from UTVehicle.AnySeatAvailable)


Returns:

true if there is a seat

AttachDriver

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

simulated function AttachHoverboardEffects ()


CanAttachTo

function bool CanAttachTo (UTVehicle TowingVehicle, UTVWeap_TowCable TowCable)


CauseMuzzleFlashLight

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

function byte ChooseFireMode ()

Overrides: UTVehicleBase.ChooseFireMode

AI - Returns the best firing mode for this weapon

ClientForceSpinWarmup

reliable client function ClientForceSpinWarmup ()


CoversScreenSpace

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


DetachDriver

simulated function DetachDriver (Pawn P)

Overrides: UTVehicle.DetachDriver

Detach Driver from vehicle. Network : ALL

DetachTowCable

function DetachTowCable ()

Overrides: UTVehicle.DetachTowCable

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

Died

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

Overrides: UTVehicle.Died

See Pawn::Died()

DisableVehicle

simulated function bool DisableVehicle ()

Overrides: UTVehicle.DisableVehicle


DisplayDebug

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

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

Overrides: UTVehicle.DisplayHud


Dodge

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

function DriverDied (class<DamageTypeDamageType)

Overrides: Vehicle.DriverDied


DriverEnter

function bool DriverEnter (Pawn P)

Overrides: UTVehicle.DriverEnter

Called when a pawn enters the vehicle

Parameters:

  • P - The Pawn entering the vehicle

DriverLeft

function DriverLeft ()

Overrides: UTVehicle.DriverLeft

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

DriverRadiusDamage

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

simulated function DrivingStatusChanged ()

Overrides: UTVehicle.DrivingStatusChanged

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

FastVehicle

function bool FastVehicle ()

Overrides: UTVehicle.FastVehicle

AI hint

FindGoodEndView

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

Overrides: UTVehicle.FindGoodEndView

Used by PlayerController.FindGoodView() in RoundEnded State

ForceSpinJump

function ForceSpinJump ()


GetCameraFocus

simulated function Object.Vector GetCameraFocus (int SeatIndex)

Overrides: UTVehicle.GetCameraFocus

returns the camera focus position (without camera lag)

GetCameraStart

simulated function Object.Vector GetCameraStart (int SeatIndex)

Overrides: UTVehicle.GetCameraStart

returns the camera focus position (adjusted for camera lag)

GetChargePower

simulated function float GetChargePower ()

Overrides: UTVehicle.GetChargePower


GetDisplayedHealth

simulated function float GetDisplayedHealth ()

Overrides: UTVehicle.GetDisplayedHealth


GetTowingVehicle

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

simulated function InitializeEffects ()

Overrides: UTVehicle.InitializeEffects

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

InitPhysicsAnimPawn

simulated function InitPhysicsAnimPawn ()


KickOutBot

function bool KickOutBot ()

Overrides: UTVehicle.KickOutBot

Can't kick out bots from their hoverboard

LinkUp

function LinkUp (UTVehicle NewTowTruck)


NotifyDriverTakeHit

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

function OnAttachTowCable (UTSeqAct_AttachTowCable InAction)

Kismet hook to use the tow cable in scripted sequences

OnDriverPhysicsAssetChanged

simulated function OnDriverPhysicsAssetChanged (UTPawn UTP)

Overrides: UTVehicle.OnDriverPhysicsAssetChanged

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

OnHoverboardSpinJump

function OnHoverboardSpinJump (UTSeqAct_HoverboardSpinJump Action)


OnTouchForcedDirVolume

function bool OnTouchForcedDirVolume (ForcedDirVolume Vol)

Overrides: UTVehicle.OnTouchForcedDirVolume

Check the bIgnoreHoverboards flag.

PlayHorn

function PlayHorn ()

Overrides: UTVehicle.PlayHorn

Play the horn for this vehicle

PossessedBy

function PossessedBy (Controller C, bool bVehicleTransition)

Overrides: UTVehicle.PossessedBy


RagdollDriver

function RagdollDriver ()

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

ServerChangeSeat

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

unreliable server function ServerRequestDodge (bool bDodgeLeft)

Server adds dodge force

Parameters:

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

ServerSpin

reliable server function ServerSpin (float Direction)


SetHoverboardRiderPhysics

simulated function SetHoverboardRiderPhysics (UTPawn UTP)

Set up the rider with physics for riding.

SetInputs

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

Overrides: UTVehicle.SetInputs

Console specific input modification

SetOnlyControllableByTilt

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

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

simulated function bool ShouldShowUseable (PlayerController PC, float Dist)

Overrides: UTVehicle.ShouldShowUseable

returns TRUE if vehicle is useable (can be entered)

SitDriver

simulated function SitDriver (UTPawn UTP, int SeatIndex)

Overrides: UTVehicle.SitDriver


StopVehicleSounds

simulated function StopVehicleSounds ()

Overrides: UTVehicle.StopVehicleSounds


TooCloseToAttack

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

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

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

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