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UE3:UTVehicle_Leviathan instance functions (UT3)
Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Deployable >> UTVehicle_Leviathan (instance functions) |
Contents
- 1 Instance functions
- 1.1 BlowupVehicle
- 1.2 BotFire
- 1.3 CanAttack
- 1.4 ChangeSeat
- 1.5 CheckTurretDead
- 1.6 DeployedStateChanged
- 1.7 DisableVehicle
- 1.8 FindAutoExit
- 1.9 FlashShield
- 1.10 GetHealth
- 1.11 GetSeatPRI
- 1.12 ImportantVehicle
- 1.13 IsArtillery
- 1.14 NeedToTurn
- 1.15 NotifyTakeHit
- 1.16 PassengerEnter
- 1.17 PassengerLeave
- 1.18 PlaySpawnEffect
- 1.19 PlayTurretAnim
- 1.20 PoweredUp
- 1.21 RecommendLongRangedAttack
- 1.22 RenderPassengerBeacons
- 1.23 SeatAvailable
- 1.24 SetSeatStoragePawn
- 1.25 SetShieldActive
- 1.26 SetVehicleDeployed
- 1.27 SetVehicleUndeployed
- 1.28 ShieldStatusChanged
- 1.29 SpawnShield
- 1.30 TakeRadiusDamage
- 1.31 TeamChanged
- 1.32 TooCloseToAttack
- 1.33 TotalTurretHealth
- 1.34 TriggerShieldEffect
- 1.35 TryToFindShieldHit
- 1.36 TurretStatusChanged
- 1.37 TurretTakeDamage
- 1.38 VehicleWeaponFired
- 1.39 VehicleWeaponImpactEffects
- 1.40 WeaponRotationChanged
;Other member categories for this class::UTVehicle Leviathan internal variables, UTVehicle Leviathan Content defaults, UTVehicle Leviathan Content properties
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Instance functions[edit]
BlowupVehicle[edit]
Overrides: UTVehicle.BlowupVehicle
Call this function to blow up the vehicle
BotFire[edit]
Overrides: UTVehicleBase.BotFire
(Description copied from UTVehicleBase.BotFire)
AI - An AI controller wants to fire
Parameters:
- bFinished - unused
CanAttack[edit]
Overrides: UTVehicle.CanAttack
ChangeSeat[edit]
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[edit]
kills the turret if it is dead
DeployedStateChanged[edit]
Overrides: UTVehicle_Deployable.DeployedStateChanged
DisableVehicle[edit]
Overrides: UTVehicle.DisableVehicle
FindAutoExit[edit]
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[edit]
GetHealth[edit]
Overrides: UTVehicle.GetHealth
GetSeatPRI[edit]
Overrides: UTVehicle.GetSeatPRI
ImportantVehicle[edit]
Overrides: UTVehicle.ImportantVehicle
IsArtillery[edit]
Overrides: UTVehicle.IsArtillery
AI Hint
NeedToTurn[edit]
Overrides: UTVehicleBase.NeedToTurn
(Description copied from UTVehicleBase.NeedToTurn)
Returns:
- true if the AI needs to turn towards a target
NotifyTakeHit[edit]
Overrides: UTVehicle.NotifyTakeHit
sends any notifications to anything that needs to know this pawn has taken damage
PassengerEnter[edit]
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[edit]
Overrides: UTVehicle.PassengerLeave
(Description copied from UTVehicle.PassengerLeave)
Called when a passenger leaves the vehicle
Parameters:
- SeatIndex - Leaving from which seat
PlaySpawnEffect[edit]
Overrides: UTVehicle.PlaySpawnEffect
PlayTurretAnim[edit]
PoweredUp[edit]
Overrides: Pawn.PoweredUp
PoweredUp() returns true if pawn has game play advantages, as defined by specific game implementation
RecommendLongRangedAttack[edit]
Overrides: Pawn.RecommendLongRangedAttack
RenderPassengerBeacons[edit]
Overrides: UTVehicle.RenderPassengerBeacons
SeatAvailable[edit]
Overrides: UTVehicle.SeatAvailable
(Description copied from UTVehicle.SeatAvailable)
Returns:
- true if a seat is not occupied
SetSeatStoragePawn[edit]
Overrides: UTVehicle.SetSeatStoragePawn
SetShieldActive[edit]
Overrides: UTVehicle.SetShieldActive
stub for vehicles with shield firemodes
SetVehicleDeployed[edit]
Overrides: UTVehicle_Deployable.SetVehicleDeployed
SetVehicleUndeployed[edit]
Overrides: UTVehicle_Deployable.SetVehicleUndeployed
ShieldStatusChanged[edit]
SpawnShield[edit]
TakeRadiusDamage[edit]
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[edit]
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[edit]
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[edit]
TriggerShieldEffect[edit]
TryToFindShieldHit[edit]
TurretStatusChanged[edit]
TurretTakeDamage[edit]
VehicleWeaponFired[edit]
Overrides: UTVehicle.VehicleWeaponFired
Vehicle will want to override WeaponFired and pass off the effects to the proper Seat
VehicleWeaponImpactEffects[edit]
Overrides: UTVehicle.VehicleWeaponImpactEffects
Spawn any effects that occur at the impact point. It's called from the pawn.
WeaponRotationChanged[edit]
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