Mostly Harmless
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
BlowupVehicle
Overrides: UTVehicle.BlowupVehicle
Call this function to blow up the vehicle
BotFire
Overrides: UTVehicleBase.BotFire
(Description copied from UTVehicleBase.BotFire)
AI - An AI controller wants to fire
Parameters:
- bFinished - unused
CanAttack
Overrides: UTVehicle.CanAttack
ChangeSeat
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
kills the turret if it is dead
DeployedStateChanged
Overrides: UTVehicle_Deployable.DeployedStateChanged
DisableVehicle
Overrides: UTVehicle.DisableVehicle
FindAutoExit
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
GetHealth
Overrides: UTVehicle.GetHealth
GetSeatPRI
Overrides: UTVehicle.GetSeatPRI
ImportantVehicle
Overrides: UTVehicle.ImportantVehicle
IsArtillery
Overrides: UTVehicle.IsArtillery
AI Hint
NeedToTurn
Overrides: UTVehicleBase.NeedToTurn
(Description copied from UTVehicleBase.NeedToTurn)
Returns:
- true if the AI needs to turn towards a target
NotifyTakeHit
Overrides: UTVehicle.NotifyTakeHit
sends any notifications to anything that needs to know this pawn has taken damage
PassengerEnter
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
Overrides: UTVehicle.PassengerLeave
(Description copied from UTVehicle.PassengerLeave)
Called when a passenger leaves the vehicle
Parameters:
- SeatIndex - Leaving from which seat
PlaySpawnEffect
Overrides: UTVehicle.PlaySpawnEffect
PlayTurretAnim
PoweredUp
Overrides: Pawn.PoweredUp
PoweredUp() returns true if pawn has game play advantages, as defined by specific game implementation
RecommendLongRangedAttack
Overrides: Pawn.RecommendLongRangedAttack
RenderPassengerBeacons
Overrides: UTVehicle.RenderPassengerBeacons
SeatAvailable
Overrides: UTVehicle.SeatAvailable
(Description copied from UTVehicle.SeatAvailable)
Returns:
- true if a seat is not occupied
SetSeatStoragePawn
Overrides: UTVehicle.SetSeatStoragePawn
SetShieldActive
Overrides: UTVehicle.SetShieldActive
stub for vehicles with shield firemodes
SetVehicleDeployed
Overrides: UTVehicle_Deployable.SetVehicleDeployed
SetVehicleUndeployed
Overrides: UTVehicle_Deployable.SetVehicleUndeployed
ShieldStatusChanged
SpawnShield
TakeRadiusDamage
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
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
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
TriggerShieldEffect
TryToFindShieldHit
TurretStatusChanged
TurretTakeDamage
VehicleWeaponFired
Overrides: UTVehicle.VehicleWeaponFired
Vehicle will want to override WeaponFired and pass off the effects to the proper Seat
VehicleWeaponImpactEffects
Overrides: UTVehicle.VehicleWeaponImpactEffects
Spawn any effects that occur at the impact point. It's called from the pawn.
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