I love the smell of UnrealEd crashing in the morning. – tarquin
UE3:UTVehicle_Paladin (UT3)
- Package:
- UTGameContent
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
See UTVehicle_Paladin properties.
Functions
Events
Destroyed
Overrides: UTVehicle.Destroyed
Called when the vehicle is destroyed. Clean up the seats/effects/etc
IncomingMissile
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
Overrides: UTVehicle.PostBeginPlay
Initialization
ReplicatedEvent
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
Overrides: UTVehicle.TakeDamage
(Description copied from UTVehicle.TakeDamage)
See: Actor.TakeDamage()
Other instance functions
BlowupVehicle
Overrides: UTVehicle.BlowupVehicle
Call this function to blow up the vehicle
CauseMuzzleFlashLight
Overrides: UTVehicle.CauseMuzzleFlashLight
No muzzle flashlight on shield
ComboExplosion
Dodge
Overrides: UTVehicle.Dodge
Stub out the Dodge event. Override if the vehicle needs a dodge
See Pawn::Dodge()
ImportantVehicle
Overrides: UTVehicle.ImportantVehicle
IsShieldObstructed
Returns:
- whether the shield should be forced off because there's a wall in the way
OverrideBeginFire
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
Overrides: UTVehicle.SetShieldActive
stub for vehicles with shield firemodes
ShieldHealthUpdated
ShieldHit
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