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UE3:UTVehicle_Leviathan instance functions (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Deployable >> UTVehicle_Leviathan (instance functions)

;Other member categories for this class::UTVehicle Leviathan internal variables, UTVehicle Leviathan Content defaults, UTVehicle Leviathan Content properties

Instance functions

BotFire

function bool BotFire (bool bFinished)

Overrides: UTVehicleBase.BotFire

(Description copied from UTVehicleBase.BotFire)
AI - An AI controller wants to fire

Parameters:

  • bFinished - unused

CanAttack

function bool CanAttack (Actor Other)

Overrides: UTVehicle.CanAttack


ChangeSeat

function bool ChangeSeat (Controller ControllerToMove, int RequestedSeat)

Overrides: UTVehicle.ChangeSeat

(Description copied from UTVehicle.ChangeSeat)
ChangeSeat, this controller to change from it's current seat to a new one if (A) the new set is empty or (B) the controller looking to move has Priority over the controller already there.

If the seat is filled but the new controller has priority, the current seat holder will be bumped and swapped in to the seat left vacant.

Parameters:

  • ControllerToMove - The Controller we are trying to move
  • RequestedSeat - Where are we trying to move him to

Returns:

true if successful

CheckTurretDead

function CheckTurretDead (int TurretIndex, int CurHealth, Controller InstigatedBy, class<DamageTypeDamageType, Object.Vector HitLocation)

kills the turret if it is dead

DeployedStateChanged

simulated function DeployedStateChanged ()

Overrides: UTVehicle_Deployable.DeployedStateChanged


FindAutoExit

function bool FindAutoExit (Pawn ExitingDriver)

Overrides: UTVehicle.FindAutoExit

FindAutoExit() Tries to find exit position on either side of vehicle, in back, or in front returns true if driver successfully exited.

Parameters:

  • ExitingDriver - The Pawn that is leaving the vehicle

FlashShield

function FlashShield (int SeatIndex)


GetHealth

simulated function int GetHealth (int SeatIndex)

Overrides: UTVehicle.GetHealth


GetSeatPRI

simulated function PlayerReplicationInfo GetSeatPRI (int SeatNum)

Overrides: UTVehicle.GetSeatPRI


ImportantVehicle

function bool ImportantVehicle ()

Overrides: UTVehicle.ImportantVehicle


IsArtillery

function bool IsArtillery ()

Overrides: UTVehicle.IsArtillery

AI Hint

NeedToTurn

function bool NeedToTurn (Object.Vector Targ)

Overrides: UTVehicleBase.NeedToTurn

(Description copied from UTVehicleBase.NeedToTurn)


Returns:

true if the AI needs to turn towards a target

NotifyTakeHit

function NotifyTakeHit (Controller InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageTypedamageType, Object.Vector Momentum)

Overrides: UTVehicle.NotifyTakeHit

sends any notifications to anything that needs to know this pawn has taken damage

PassengerEnter

function bool PassengerEnter (Pawn P, int SeatIndex)

Overrides: UTVehicle.PassengerEnter

(Description copied from UTVehicle.PassengerEnter)
Called when a passenger enters the vehicle

Parameters:

  • P - The Pawn entering the vehicle
  • SeatIndex - The seat where he is to sit

PassengerLeave

function PassengerLeave (int SeatIndex)

Overrides: UTVehicle.PassengerLeave

(Description copied from UTVehicle.PassengerLeave)
Called when a passenger leaves the vehicle

Parameters:

  • SeatIndex - Leaving from which seat

PlaySpawnEffect

simulated function PlaySpawnEffect ()

Overrides: UTVehicle.PlaySpawnEffect


PlayTurretAnim

simulated function PlayTurretAnim (int ShieldIndex, string BaseName)


PoweredUp

function bool PoweredUp ()

Overrides: Pawn.PoweredUp

PoweredUp() returns true if pawn has game play advantages, as defined by specific game implementation

RecommendLongRangedAttack

function bool RecommendLongRangedAttack ()

Overrides: Pawn.RecommendLongRangedAttack


RenderPassengerBeacons

simulated function RenderPassengerBeacons (PlayerController PC, Canvas Canvas, Object.LinearColor TeamColor, Object.Color TextColor, UTWeapon Weap)

Overrides: UTVehicle.RenderPassengerBeacons


SeatAvailable

function bool SeatAvailable (int SeatIndex)

Overrides: UTVehicle.SeatAvailable

(Description copied from UTVehicle.SeatAvailable)


Returns:

true if a seat is not occupied

SetSeatStoragePawn

function SetSeatStoragePawn (int SeatIndex, Pawn PawnToSit)

Overrides: UTVehicle.SetSeatStoragePawn


SetShieldActive

function SetShieldActive (int SeatIndex, bool bActive)

Overrides: UTVehicle.SetShieldActive

stub for vehicles with shield firemodes

SetVehicleDeployed

simulated function SetVehicleDeployed ()

Overrides: UTVehicle_Deployable.SetVehicleDeployed


SetVehicleUndeployed

simulated function SetVehicleUndeployed ()

Overrides: UTVehicle_Deployable.SetVehicleUndeployed


ShieldStatusChanged

simulated function ShieldStatusChanged ()


SpawnShield

simulated function UTVehicleShield SpawnShield (Object.Vector Offset, name SocketName)


TakeRadiusDamage

simulated function TakeRadiusDamage (Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageTypeDamageType, float Momentum, Object.Vector HurtOrigin, bool bFullDamage, Actor DamageCauser)

Overrides: SVehicle.TakeRadiusDamage

(Description copied from SVehicle.TakeRadiusDamage)
Take Radius Damage by default scales damage based on distance from HurtOrigin to Actor's location. This can be overriden by the actor receiving the damage for special conditions (see KAsset.uc).

Parameters:

  • InstigatedBy - instigator of the damage
  • Base - Damage
  • Damage - Radius (from Origin)
  • DamageType - class
  • Momentum - float)
  • HurtOrigin - origin of the damage radius.
  • bFullDamage - if true, damage not scaled based on distance HurtOrigin
  • DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)

TeamChanged

simulated function TeamChanged ()

Overrides: UTVehicle.TeamChanged

This function is called when the team has changed. Use it to setup team specific overlays/etc

NOTE: the UTVehicle_Scavenger is doing all kinds of crazy special case stuff and does NOT call super. Make certain that you check UTVehicle_Scavenger.TeamChanged() when making changes here.

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

TotalTurretHealth

function int TotalTurretHealth ()


TriggerShieldEffect

simulated function TriggerShieldEffect (int SeatIndex)


TryToFindShieldHit

function TryToFindShieldHit (Object.Vector EndTrace, Object.Vector StartTrace, out Actor.TraceHitInfo HitInfo)


TurretStatusChanged

simulated function TurretStatusChanged ()


TurretTakeDamage

function bool TurretTakeDamage (int TurretIndex, int Damage, Controller InstigatedBy, class<DamageTypeDamageType, Object.Vector HitLocation)


VehicleWeaponFired

simulated function VehicleWeaponFired (bool bViaReplication, Object.Vector HitLocation, int SeatIndex)

Overrides: UTVehicle.VehicleWeaponFired

Vehicle will want to override WeaponFired and pass off the effects to the proper Seat

VehicleWeaponImpactEffects

simulated function VehicleWeaponImpactEffects (Object.Vector HitLocation, int SeatIndex)

Overrides: UTVehicle.VehicleWeaponImpactEffects

Spawn any effects that occur at the impact point. It's called from the pawn.

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