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UE3:UTVehicle_Nemesis (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Nemesis
Package: 
UTGameContent

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties

See UTVehicle_Nemesis properties.

Enums

ETurretHeightSetting

indicates whether the turret is raised or lowered

THS_Lowered 
THS_Normal 
THS_Raised 

Functions

Events

GetViewRotation

simulated event Object.Rotator GetViewRotation ()

Overrides: UTVehicle.GetViewRotation

Force fixed view if in lowered posture

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: UTVehicle.PostBeginPlay

Initialization

ReplicatedEvent

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

Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions

ApplyTurretHeight

simulated function ApplyTurretHeight ()


CheckAIStance

function CheckAIStance ()

used by AI to decide what stance to be in

DetachDriver

simulated function DetachDriver (Pawn P)

Overrides: UTVehicle.DetachDriver

Used to make sure we stop the camera anim when you get out of nemesis.

DrivingStatusChanged

simulated function DrivingStatusChanged ()

Overrides: UTVehicle.DrivingStatusChanged

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

OrbPower

simulated function OrbPower (bool bIsActive)


PartialTurn

simulated function int PartialTurn (int original, int desired, float PctTurn)


RecommendLongRangedAttack

function bool RecommendLongRangedAttack ()

Overrides: Pawn.RecommendLongRangedAttack


SetDrivingControllersActive

simulated function SetDrivingControllersActive (bool bNowActive)


SetInputs

simulated function SetInputs (float InForward, float InStrafe, float InUp)

Overrides: UTVehicle.SetInputs

Console specific input modification

SetTurretHeight

function SetTurretHeight (ETurretHeightSetting NewHeightSetting)


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.

VehicleCalcCamera

simulated function VehicleCalcCamera (float DeltaTime, int SeatIndex, out Object.Vector out_CamLoc, out Object.Rotator out_CamRot, out Object.Vector CamStart, optional bool bPivotOnly)

Overrides: UTVehicle.VehicleCalcCamera


VehicleWeaponFireEffects

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

Overrides: UTVehicle.VehicleWeaponFireEffects

This function should be subclassed and manage the different effects

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.