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UE3:UTVehicle_Manta (UDK)

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UDK Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTHoverVehicle >> UTVehicle_Manta
Package: 
UTGame
Direct subclass:
UTVehicle_Manta_Content
This class in other games:
UT3


Properties[edit]

See UTVehicle_Manta properties.

Functions[edit]

Events[edit]

IncomingMissile[edit]

event IncomingMissile (Projectile P)

Overrides: UTVehicle.IncomingMissile

(Description copied from UTVehicle.IncomingMissile)
This function is called from an incoming missile that is targetting this vehicle

Parameters:

  • P - The incoming projectile

MantaDuckEffect[edit]

simulated event MantaDuckEffect ()


MantaJumpEffect[edit]

simulated event MantaJumpEffect ()


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTVehicle.PostBeginPlay

Initialization

ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: UTVehicle.ReplicatedEvent

(Description copied from UTVehicle.ReplicatedEvent)
This event is triggered when a repnotify variable is received

Parameters:

  • VarName - The name of the variable replicated

RigidBodyCollision[edit]

simulated event RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out Actor.CollisionImpactData RigidCollisionData, int ContactIndex)

Overrides: UTVehicle.RigidBodyCollision

(Description copied from Actor.RigidBodyCollision)
Called when a PrimitiveComponent this Actor owns has:

   -bNotifyRigidBodyCollision set to true
   -ScriptRigidBodyCollisionThreshold > 0
   -it is involved in a physics collision where the relative velocity exceeds ScriptRigidBodyCollisionThreshold

Parameters:

  • HitComponent - the component of this Actor that collided
  • OtherComponent - the other component that collided
  • RigidCollisionData - information on the collision itslef, including contact points
  • ContactIndex - the element in each ContactInfos' ContactVelocity and PhysMaterial arrays that corresponds to this Actor/HitComponent

Other instance functions[edit]

CanBeBaseForPawn[edit]

simulated function bool CanBeBaseForPawn (Pawn APawn)

Overrides: Pawn.CanBeBaseForPawn

Are we allowing this Pawn to be based on us?

ChooseFireMode[edit]

function byte ChooseFireMode ()

Overrides: UTVehicleBase.ChooseFireMode

AI - Returns the best firing mode for this weapon

Dodge[edit]

function bool Dodge (Actor.EDoubleClickDir DoubleClickMove)

Overrides: UTVehicle.Dodge

Stub out the Dodge event. Override if the vehicle needs a dodge

See Pawn::Dodge()

DriverEnter[edit]

function bool DriverEnter (Pawn P)

Overrides: UTVehicle.DriverEnter

DriverEnter() Make Pawn P the new driver of this vehicle

DrivingStatusChanged[edit]

simulated function DrivingStatusChanged ()

Overrides: UTVehicle.DrivingStatusChanged

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

FastVehicle[edit]

function bool FastVehicle ()

Overrides: UTVehicle.FastVehicle

AI hint

GetChargePower[edit]

simulated function float GetChargePower ()

Overrides: UTVehicle.GetChargePower


OverrideBeginFire[edit]

simulated function bool OverrideBeginFire (byte FireModeNum)

Overrides: UTVehicle.OverrideBeginFire

(Description copied from UTVehicle.OverrideBeginFire)
Gives the vehicle an opportunity to override the functionality of the given fire mode, called on both the owning client and the server

Returns:

false to allow the vehicle weapon to use its behavior, true to override it

OverrideEndFire[edit]

simulated function bool OverrideEndFire (byte FireModeNum)

Overrides: UTVehicle.OverrideEndFire


PossessedBy[edit]

function PossessedBy (Controller C, bool bVehicleTransition)

Overrides: UTVehicle.PossessedBy


RecommendCharge[edit]

function bool RecommendCharge (UTBot B, Pawn Enemy)

Overrides: UTVehicle.RecommendCharge


ShouldClamp[edit]

simulated function bool ShouldClamp ()

Overrides: UTVehicle.ShouldClamp


TooCloseToAttack[edit]

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