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UE3:UTVehicle_Hoverboard instance functions (UT3)
Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTHoverVehicle >> UTVehicle_Hoverboard (instance functions) |
Contents
- 1 Instance functions
- 1.1 AIAttachTowCable
- 1.2 AnySeatAvailable
- 1.3 AttachDriver
- 1.4 AttachHoverboardEffects
- 1.5 CanAttachTo
- 1.6 CauseMuzzleFlashLight
- 1.7 ChooseFireMode
- 1.8 ClientForceSpinWarmup
- 1.9 CoversScreenSpace
- 1.10 DetachDriver
- 1.11 DetachTowCable
- 1.12 Died
- 1.13 DisableVehicle
- 1.14 DisplayDebug
- 1.15 DisplayHud
- 1.16 Dodge
- 1.17 DriverDied
- 1.18 DriverEnter
- 1.19 DriverLeft
- 1.20 DriverRadiusDamage
- 1.21 DrivingStatusChanged
- 1.22 FastVehicle
- 1.23 FindGoodEndView
- 1.24 ForceSpinJump
- 1.25 GetCameraFocus
- 1.26 GetCameraStart
- 1.27 GetChargePower
- 1.28 GetDisplayedHealth
- 1.29 GetTowingVehicle
- 1.30 InitializeEffects
- 1.31 InitPhysicsAnimPawn
- 1.32 KickOutBot
- 1.33 LinkUp
- 1.34 NotifyDriverTakeHit
- 1.35 OnAttachTowCable
- 1.36 OnDriverPhysicsAssetChanged
- 1.37 OnHoverboardSpinJump
- 1.38 OnTouchForcedDirVolume
- 1.39 PlayHorn
- 1.40 PossessedBy
- 1.41 RagdollDriver
- 1.42 ServerChangeSeat
- 1.43 ServerRequestDodge
- 1.44 ServerSpin
- 1.45 SetHoverboardRiderPhysics
- 1.46 SetInputs
- 1.47 SetOnlyControllableByTilt
- 1.48 ShouldLeaveForCombat
- 1.49 ShouldShowUseable
- 1.50 SitDriver
- 1.51 StopVehicleSounds
- 1.52 TooCloseToAttack
- 1.53 TryAttachingTowCable
- 1.54 VehicleCalcCamera
- 1.55 WeaponRotationChanged
- UTVehicle_Hoverboard instance functions in other games:
- UDK
- Other member categories for this class:
- UTVehicle Hoverboard defaults, UTVehicle Hoverboard internal variables, UTVehicle Hoverboard properties
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Instance functions
AIAttachTowCable
hooked to bot's custom action interface to tell them to attach tow cable
AnySeatAvailable
Overrides: UTVehicle.AnySeatAvailable
(Description copied from UTVehicle.AnySeatAvailable)
Returns:
- true if there is a seat
AttachDriver
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
CanAttachTo
CauseMuzzleFlashLight
Overrides: UTVehicle.CauseMuzzleFlashLight
Causes the muzzle flashlight to turn on and setup a time to turn it back off again.
ChooseFireMode
Overrides: UTVehicleBase.ChooseFireMode
AI - Returns the best firing mode for this weapon
ClientForceSpinWarmup
CoversScreenSpace
DetachDriver
Overrides: UTVehicle.DetachDriver
Detach Driver from vehicle. Network : ALL
DetachTowCable
Overrides: UTVehicle.DetachTowCable
detach this vehicle's tow cable (used by AI)
Died
Overrides: UTVehicle.Died
See Pawn::Died()
DisableVehicle
Overrides: UTVehicle.DisableVehicle
DisplayDebug
Overrides: SVehicle.DisplayDebug
(Description copied from Vehicle.DisplayDebug)
See: Actor::DisplayDebug
DisplayHud
Overrides: UTVehicle.DisplayHud
Dodge
Overrides: UTVehicle.Dodge
Stub out the Dodge event. Override if the vehicle needs a dodge
See Pawn::Dodge()
DriverDied
Overrides: Vehicle.DriverDied
DriverEnter
Overrides: UTVehicle.DriverEnter
Called when a pawn enters the vehicle
Parameters:
- P - The Pawn entering the vehicle
DriverLeft
Overrides: UTVehicle.DriverLeft
DriverLeft() called by DriverLeave() after the drive has been taken out of the vehicle
DriverRadiusDamage
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
Overrides: UTVehicle.DrivingStatusChanged
This function is called when the driver's status has changed.
FastVehicle
Overrides: UTVehicle.FastVehicle
AI hint
FindGoodEndView
Overrides: UTVehicle.FindGoodEndView
Used by PlayerController.FindGoodView() in RoundEnded State
ForceSpinJump
GetCameraFocus
Overrides: UTVehicle.GetCameraFocus
returns the camera focus position (without camera lag)
GetCameraStart
Overrides: UTVehicle.GetCameraStart
returns the camera focus position (adjusted for camera lag)
GetChargePower
Overrides: UTVehicle.GetChargePower
GetDisplayedHealth
Overrides: UTVehicle.GetDisplayedHealth
GetTowingVehicle
Overrides: UTVehicle.GetTowingVehicle
(Description copied from UTVehicle.GetTowingVehicle)
Returns:
- if this vehicle is being towed, return the vehicle that is towing it
InitializeEffects
Overrides: UTVehicle.InitializeEffects
Initialize the effects system. Create all the needed PSCs and set their templates
InitPhysicsAnimPawn
KickOutBot
Overrides: UTVehicle.KickOutBot
Can't kick out bots from their hoverboard
LinkUp
NotifyDriverTakeHit
Overrides: Vehicle.NotifyDriverTakeHit
called when the driver of this vehicle takes damage
OnAttachTowCable
Kismet hook to use the tow cable in scripted sequences
OnDriverPhysicsAssetChanged
Overrides: UTVehicle.OnDriverPhysicsAssetChanged
Allows a vehicle to do specific physics setup on a driver when physics asset changes.
OnHoverboardSpinJump
OnTouchForcedDirVolume
Overrides: UTVehicle.OnTouchForcedDirVolume
Check the bIgnoreHoverboards flag.
PlayHorn
Overrides: UTVehicle.PlayHorn
Play the horn for this vehicle
PossessedBy
Overrides: UTVehicle.PossessedBy
RagdollDriver
kick the driver out and throw him into ragdoll because we ran into something
ServerChangeSeat
Overrides: UTVehicle.ServerChangeSeat
(Description copied from UTVehicle.ServerChangeSeat)
Called when a client is requesting a seat change
Network: Server-Side
ServerRequestDodge
Server adds dodge force
Parameters:
- bDodgeLeft - is true if dodging left, false if dodging right
ServerSpin
SetHoverboardRiderPhysics
Set up the rider with physics for riding.
SetInputs
Overrides: UTVehicle.SetInputs
Console specific input modification
SetOnlyControllableByTilt
Used to turn on or off the functionality of the controller only accepting input from the tilt aspect (if it has it) *
ShouldLeaveForCombat
Overrides: UTVehicle.ShouldLeaveForCombat
(Description copied from UTVehicle.ShouldLeaveForCombat)
Returns:
- whether bot should leave this vehicle if it encounters combat
ShouldShowUseable
Overrides: UTVehicle.ShouldShowUseable
returns TRUE if vehicle is useable (can be entered)
SitDriver
Overrides: UTVehicle.SitDriver
StopVehicleSounds
Overrides: UTVehicle.StopVehicleSounds
TooCloseToAttack
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
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
Overrides: UTVehicle.VehicleCalcCamera
WeaponRotationChanged
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