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UE3:UTVehicle_Paladin (UT3)

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

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

Properties[edit]

See UTVehicle_Paladin properties.

Functions[edit]

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: UTVehicle.Destroyed

Called when the vehicle is destroyed. Clean up the seats/effects/etc

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

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

TakeDamage[edit]

simulated event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: UTVehicle.TakeDamage

(Description copied from UTVehicle.TakeDamage)


See: Actor.TakeDamage()

Other instance functions[edit]

BlowupVehicle[edit]

simulated function BlowupVehicle ()

Overrides: UTVehicle.BlowupVehicle

Call this function to blow up the vehicle

CauseMuzzleFlashLight[edit]

simulated function CauseMuzzleFlashLight (int SeatIndex)

Overrides: UTVehicle.CauseMuzzleFlashLight

No muzzle flashlight on shield

ComboExplosion[edit]

simulated function ComboExplosion ()


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()

ImportantVehicle[edit]

function bool ImportantVehicle ()

Overrides: UTVehicle.ImportantVehicle


IsShieldObstructed[edit]

function bool IsShieldObstructed ()

Returns:

whether the shield should be forced off because there's a wall in the way

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

SetShieldActive[edit]

simulated function SetShieldActive (int SeatIndex, bool bNowActive)

Overrides: UTVehicle.SetShieldActive

stub for vehicles with shield firemodes

ShieldHealthUpdated[edit]

simulated function ShieldHealthUpdated ()


ShieldHit[edit]

simulated function ShieldHit ()


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