I don't need to test my programs. I have an error-correcting modem.

Difference between revisions of "UE3:UTVehicle SPMA (UT3)"

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m (updaterd for v1.3beta4)
(added missing members)
 
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| abstract = yes
 
| abstract = yes
 
}}
 
}}
Implementation of the [[liandri:Hellfire SPMA|Hellfire SPMA]].
+
{{autogenerated}}
 +
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
  
 
==Properties==
 
==Properties==
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| {{tl|bStickDeflectionThrottle||UTVehicle internal variables}}
 
| {{tl|bStickDeflectionThrottle||UTVehicle internal variables}}
 
| True
 
| True
 +
|-
 +
| {{tl|ChargeBarPosY||UTVehicle internal variables}}
 +
| 7.0
 
|-
 
|-
 
| {{tl|COMOffset||SVehicle properties}}
 
| {{tl|COMOffset||SVehicle properties}}
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| {{tl|StayUprightConstraintSetup||SVehicle properties}}
 
| {{tl|StayUprightConstraintSetup||SVehicle properties}}
 
| {{cl|RB_StayUprightSetup}}'UTGame.Default__UTVehicle_SPMA:MyStayUprightSetup_9'
 
| {{cl|RB_StayUprightSetup}}'UTGame.Default__UTVehicle_SPMA:MyStayUprightSetup_9'
 +
|-
 +
| {{tl|VehicleIndex||UTVehicle internal variables}}
 +
| 11
 
|-
 
|-
 
| {{tl|VehicleNameString||UTVehicle internal variables}}
 
| {{tl|VehicleNameString||UTVehicle internal variables}}
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'''Returns:'''
 
'''Returns:'''
 
:Figure out who we are targetting.
 
:Figure out who we are targetting.
 
'''Native implementation:'''
 
<source lang="cpp">
 
FVector AUTVehicle_SPMA::GetTargetLocation(AActor* RequestedBy, UBOOL bRequestAlternateLoc)
 
{
 
        if (bRequestAlternateLoc && Seats.Num() > 1)
 
        {
 
                AUTVWeap_SPMACannon* Gun = Cast<AUTVWeap_SPMACannon>(Seats(1).Gun);
 
                if (Gun != NULL && Gun->RemoteCamera != NULL && Gun->RemoteCamera->bDeployed)
 
                {
 
                        return Gun->RemoteCamera->GetTargetLocation(RequestedBy, FALSE);
 
                }
 
        }
 
        return Super::GetTargetLocation(RequestedBy, bRequestAlternateLoc);
 
}
 
</source>
 
  
 
===Events===
 
===Events===
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'''Overrides:''' {{tl|CanAttack|UTVehicle|instance functions}}
 
'''Overrides:''' {{tl|CanAttack|UTVehicle|instance functions}}
 +
 +
<!-- enter function description -->
 +
 +
====CanDeployedAttack====
 +
{{code|function [[bool]]&nbsp;'''CanDeployedAttack''' ({{cl|Actor}}&nbsp;'''Other''')}}
 +
 +
'''Overrides:''' {{tl|CanDeployedAttack|UTVehicle_Deployable}}
  
 
<!-- enter function description -->
 
<!-- enter function description -->

Latest revision as of 07:07, 16 August 2009

UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Deployable >> UTVehicle_SPMA

Contents

Package: 
UTGame
Direct subclass:
UTVehicle_SPMA_Content

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'DC'[edit]

DeployedCameraOffset[edit]

Type: Object.Vector


Default value:

Member Value
X 0.0
Y 0.0
Z 100.0

DeployedCameraScale[edit]

Type: float


Default value: 2.5

Property group 'UTVehicle_SPMA'[edit]

IdealLegDist[edit]

Type: float


Default value: 88.0

LegAdjustScaling[edit]

Type: float


Default value: 100.0

Internal variables[edit]

bTransitionCameraScale[edit]

Type: bool


GunnerConstraint[edit]

Type: UTSkelControl_TurretConstrained

Helpers for quick access to the constraint system

GunnerFiringMode[edit]

Type: byte

Modifiers: repnotify


GunnerFlashCount[edit]

Type: byte

Modifiers: repnotify


GunnerFlashLocation[edit]

Type: Object.Vector

Modifiers: repnotify


GunnerWeaponRotation[edit]

Type: Object.Rotator

Modifiers: repnotify

These values are used in positioning the weapons

LeftBigWheel[edit]

Type: name


Default value: 'LfFrontTire'

LeftFootControl[edit]

Type: SkelControlSingleBone


LeftLegAdjustControl[edit]

Type: SkelControlSingleBone

Controls

LeftSmallWheels[edit]

Type: name

Array size: 3


Default value, index 0: 'Lt_Tread_Wheels_1_4'

Default value, index 1: 'Lt_Tread_Wheel2'

Default value, index 2: 'Lt_Tread_Wheel3'

RightBigWheel[edit]

Type: name


Default value: 'RtFrontTire'

RightFootControl[edit]

Type: SkelControlSingleBone


RightLegAdjustControl[edit]

Type: SkelControlSingleBone

Controls

RightSmallWheels[edit]

Type: name

Array size: 3


Default value, index 0: 'Rt_Tread_Wheels_1_4'

Default value, index 1: 'Rt_Tread_Wheel2'

Default value, index 2: 'Rt_Tread_Wheel3'

SmallWheelSpinFactor[edit]

Type: float

Used to calculate small wheel rotation speed based on track speed.

Default value: 800.0

TreadMaterialInstance[edit]

Type: MaterialInstanceConstant

Modifiers: protected, private, transient

Treads

TreadPan[edit]

Type: float

Used to pan the texture on the treads

TreadSpeedParameterName[edit]

Type: name

material parameter controlling tread panner speed

Default values[edit]

Property Value
AIPurpose AIP_Any
bAcceptTurretJump True
BaseEyeHeight 0.0
bHasAlternateTargetLocation True
bLookSteerOnNormalControls True
bLookSteerOnSimpleControls True
bSeparateTurretFocus True
bStickDeflectionThrottle True
ChargeBarPosY 7.0
COMOffset
Member Value
X 0.0
Y 0.0
Z -100.0
Components[3] UTVehicleSimCar'SimObject'
DeployIconOffset 0.92
EyeHeight 0.0
GroundSpeed 650.0
Health 800
HornIndex 1
HUDExtent 140.0
MaxDesireability 0.6
MaxSpeed 1000.0
MomentumMult 0.3
NeedToPickUpAnnouncement
Member Value
AnnouncementText "Man the Hellfire SPMA!"
NonPreferredVehiclePathMultiplier 2.0
RespawnTime 45.0
SimObj UTVehicleSimCar'SimObject'
StayUprightConstraintInstance RB_ConstraintInstance'UTGame.Default__UTVehicle_SPMA:MyStayUprightConstraintInstance_9'
StayUprightConstraintSetup RB_StayUprightSetup'UTGame.Default__UTVehicle_SPMA:MyStayUprightSetup_9'
VehicleIndex 11
VehicleNameString "Hellfire SPMA"
VehiclePositionString "in a Hellfire SPMA"
Wheels[0] UTVehicleWheel'RFWheel'
Wheels[1] UTVehicleWheel'LFWheel'
Wheels[2] UTVehicleWheel'RRWheel'
Wheels[3] UTVehicleWheel'LRWheel'

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTVehicle_Deployable.CollisionCylinder

No new values.

LFWheel[edit]

Class: UTGame.UTVehicleWheel

Property Value
BoneName 'LtFrontTire'
BoneOffset
Member Value
X 0.0
Y -33.0
Z 5.0
bPoweredWheel True
Side SIDE_Left
SkelControlName 'Lt_Ft_Tire'
SteerFactor 1.0
SuspensionTravel 60.0
WheelRadius 60.0

LRWheel[edit]

Class: UTGame.UTVehicleWheel

Property Value
BoneName 'LtTread_Wheel3'
BoneOffset
Member Value
X 25.0
Y 0.0
Z 15.0
bPoweredWheel True
Side SIDE_Left
SuspensionTravel 45.0
WheelRadius 60.0

MyLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTVehicle_Deployable.MyLightEnvironment

No new values.

MyStayUprightConstraintInstance_9[edit]

Class: Engine.RB_ConstraintInstance

No new values.

MyStayUprightSetup_9[edit]

Class: Engine.RB_StayUprightSetup

No new values.

RFWheel[edit]

Class: UTGame.UTVehicleWheel

Property Value
BoneName 'RtFrontTire'
BoneOffset
Member Value
X 0.0
Y 33.0
Z 5.0
bPoweredWheel True
Side SIDE_Right
SkelControlName 'Rt_Ft_Tire'
SteerFactor 1.0
SuspensionTravel 60.0
WheelRadius 60.0

RRWheel[edit]

Class: UTGame.UTVehicleWheel

Property Value
BoneName 'RtTread_Wheel3'
BoneOffset
Member Value
X 25.0
Y 0.0
Z 15.0
bPoweredWheel True
Side SIDE_Right
SuspensionTravel 45.0
WheelRadius 60.0

SimObject[edit]

Class: UTGame.UTVehicleSimCar

Property Value
ChassisTorqueScale 0.1
EngineBrakeFactor 0.1
EngineRPMCurve
Member Value
Points
Member Value
InVal -500.0
OutVal 2500.0
Member Value
OutVal 500.0
Member Value
InVal 599.0
OutVal 5000.0
Member Value
InVal 600.0
OutVal 3000.0
Member Value
InVal 949.0
OutVal 5000.0
Member Value
InVal 950.0
OutVal 3000.0
Member Value
InVal 1100.0
OutVal 5000.0
HardTurnMotorTorque 1.0
MaxBrakeTorque 15.0
MaxSteerAngleCurve
Member Value
Points
Member Value
OutVal 20.0
Member Value
InVal 700.0
OutVal 15.0
SteerSpeed 40.0
StopThreshold 500.0
TorqueVSpeedCurve
Member Value
Points
Member Value
InVal -300.0
Member Value
OutVal 120.0
Member Value
InVal 700.0
WheelInertia 0.9
WheelSuspensionDamping 7.0
WheelSuspensionStiffness 300.0

SVehicleMesh[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTVehicle_Deployable.SVehicleMesh

No new values.

Functions[edit]

Native functions[edit]

GetAlternateLockTarget[edit]

native function Actor GetAlternateLockTarget ()

Overrides: UTVehicle.GetAlternateLockTarget

(Description copied from UTVehicle.GetAlternateLockTarget)


Returns:

Actor that can be locked on to by weapons as if it were this vehicle

GetTargetLocation[edit]

native simulated function Object.Vector GetTargetLocation (optional Actor RequestedBy, optional bool bRequestAlternateLoc)

Overrides: Vehicle.GetTargetLocation

(Description copied from Vehicle.GetTargetLocation)


Returns:

Figure out who we are targetting.

Events[edit]

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTVehicle_Deployable.PostBeginPlay

Setup the helpers

PostInitAnimTree[edit]

simulated event PostInitAnimTree (SkeletalMeshComponent SkelComp)

Overrides: SVehicle.PostInitAnimTree

Store pointer to each wheel's SkelControlWheel.

ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: UTVehicle_Deployable.ReplicatedEvent

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

Parameters:

  • VarName - The name of the variable replicated

Other instance functions[edit]

AdjacentSeat[edit]

simulated function AdjacentSeat (int Direction, Controller C)

Overrides: UTVehicleBase.AdjacentSeat

request change to adjacent vehicle seat

AnySeatAvailable[edit]

function bool AnySeatAvailable ()

Overrides: UTVehicle.AnySeatAvailable

(Description copied from UTVehicle.AnySeatAvailable)


Returns:

true if there is a seat

BotFire[edit]

function bool BotFire (bool bFinished)

Overrides: UTVehicleBase.BotFire

(Description copied from UTVehicleBase.BotFire)
AI - An AI controller wants to fire

Parameters:

  • bFinished - unused

CanAttack[edit]

function bool CanAttack (Actor Other)

Overrides: UTVehicle.CanAttack


CanDeployedAttack[edit]

function bool CanDeployedAttack (Actor Other)

Overrides: UTVehicle_Deployable.CanDeployedAttack


CanEnterVehicle[edit]

simulated function bool CanEnterVehicle (Pawn P)

Overrides: UTVehicle.CanEnterVehicle

CanEnterVehicle() SPMAs only let one player in even though they have two seats

Returns:

true if Pawn P is allowed to enter this vehicle

DeployedStateChanged[edit]

simulated function DeployedStateChanged ()

Overrides: UTVehicle_Deployable.DeployedStateChanged


DriverEnter[edit]

function bool DriverEnter (Pawn P)

Overrides: UTVehicle.DriverEnter

If deployed, enter into main gun seat

DriverLeft[edit]

function DriverLeft ()

Overrides: UTVehicle.DriverLeft

DriverLeft() called by DriverLeave() after the drive has been taken out of the vehicle

ImportantVehicle[edit]

function bool ImportantVehicle ()

Overrides: UTVehicle.ImportantVehicle


IsArtillery[edit]

function bool IsArtillery ()

Overrides: UTVehicle.IsArtillery

AI Hint

IsDriverSeat[edit]

function bool IsDriverSeat (Vehicle TestSeatPawn)

Overrides: UTVehicle.IsDriverSeat

(Description copied from UTVehicle.IsDriverSeat)


Returns:

whether the given vehicle pawn is in this vehicle's driver seat (usually seat 0, but some vehicles may give driver control of a different seat when deployed)

OpenPositionFor[edit]

function bool OpenPositionFor (Pawn P)

Overrides: UTVehicle.OpenPositionFor

(Description copied from UTVehicle.OpenPositionFor)
OpenPositionFor() returns true if there is a seat available for P

Parameters:

  • P - The Pawn to test for

Returns:

true if open

PassengerLeave[edit]

function PassengerLeave (int SeatIndex)

Overrides: UTVehicle.PassengerLeave

(Description copied from UTVehicle.PassengerLeave)
Called when a passenger leaves the vehicle

Parameters:

  • SeatIndex - Leaving from which seat

RecommendLongRangedAttack[edit]

function bool RecommendLongRangedAttack ()

Overrides: Pawn.RecommendLongRangedAttack


SetVehicleDeployed[edit]

simulated function SetVehicleDeployed ()

Overrides: UTVehicle_Deployable.SetVehicleDeployed


SetVehicleUndeploying[edit]

simulated function SetVehicleUndeploying ()

Overrides: UTVehicle_Deployable.SetVehicleUndeploying


ShouldClamp[edit]

simulated function bool ShouldClamp ()

Overrides: UTVehicle_Deployable.ShouldClamp


SwitchWeapon[edit]

simulated function SwitchWeapon (byte NewGroup)

Overrides: UTVehicleBase.SwitchWeapon


VehicleCalcCamera[edit]

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


States[edit]

UnDeploying[edit]

Inherits from: UTVehicle_Deployable.UnDeploying

Modifiers: simulated

UnDeploying.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: UTVehicle_Deployable.UnDeploying.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).