The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall
UE3:UTVehicle_Paladin (UT3)
- Package:
- UTGameContent
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
See UTVehicle_Paladin properties.
Functions[edit]
Events[edit]
Destroyed[edit]
Overrides: UTVehicle.Destroyed
Called when the vehicle is destroyed. Clean up the seats/effects/etc
IncomingMissile[edit]
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]
Overrides: UTVehicle.PostBeginPlay
Initialization
ReplicatedEvent[edit]
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]
Overrides: UTVehicle.TakeDamage
(Description copied from UTVehicle.TakeDamage)
See: Actor.TakeDamage()
Other instance functions[edit]
BlowupVehicle[edit]
Overrides: UTVehicle.BlowupVehicle
Call this function to blow up the vehicle
CauseMuzzleFlashLight[edit]
Overrides: UTVehicle.CauseMuzzleFlashLight
No muzzle flashlight on shield
ComboExplosion[edit]
Dodge[edit]
Overrides: UTVehicle.Dodge
Stub out the Dodge event. Override if the vehicle needs a dodge
See Pawn::Dodge()
ImportantVehicle[edit]
Overrides: UTVehicle.ImportantVehicle
IsShieldObstructed[edit]
Returns:
- whether the shield should be forced off because there's a wall in the way
OverrideBeginFire[edit]
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]
Overrides: UTVehicle.SetShieldActive
stub for vehicles with shield firemodes
ShieldHealthUpdated[edit]
ShieldHit[edit]
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