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UE3:UTVehicle_SPMA (UT3)

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

Contents

Package: 
UTGame
Direct subclass:
UTVehicle_SPMA_Content

Implementation of the Hellfire SPMA.

Properties

Property group 'DC'

DeployedCameraOffset

Type: Object.Vector


Default value:

Member Value
X 0.0
Y 0.0
Z 100.0

DeployedCameraScale

Type: float


Default value: 2.5

Property group 'UTVehicle_SPMA'

IdealLegDist

Type: float


Default value: 88.0

LegAdjustScaling

Type: float


Default value: 100.0

Internal variables

bTransitionCameraScale

Type: bool


GunnerConstraint

Type: UTSkelControl_TurretConstrained

Helpers for quick access to the constraint system

GunnerFiringMode

Type: byte

Modifiers: repnotify


GunnerFlashCount

Type: byte

Modifiers: repnotify


GunnerFlashLocation

Type: Object.Vector

Modifiers: repnotify


GunnerWeaponRotation

Type: Object.Rotator

Modifiers: repnotify

These values are used in positioning the weapons

LeftBigWheel

Type: name


Default value: 'LfFrontTire'

LeftFootControl

Type: SkelControlSingleBone


LeftLegAdjustControl

Type: SkelControlSingleBone

Controls

LeftSmallWheels

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

Type: name


Default value: 'RtFrontTire'

RightFootControl

Type: SkelControlSingleBone


RightLegAdjustControl

Type: SkelControlSingleBone

Controls

RightSmallWheels

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

Type: float

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

Default value: 800.0

TreadMaterialInstance

Type: MaterialInstanceConstant

Modifiers: protected, private, transient

Treads

TreadPan

Type: float

Used to pan the texture on the treads

TreadSpeedParameterName

Type: name

material parameter controlling tread panner speed

Default values

Property Value
AIPurpose AIP_Any
bAcceptTurretJump True
BaseEyeHeight 0.0
bHasAlternateTargetLocation True
bLookSteerOnNormalControls True
bLookSteerOnSimpleControls True
bSeparateTurretFocus True
bStickDeflectionThrottle True
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'
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

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: UTVehicle_Deployable.CollisionCylinder

No new values.

LFWheel

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

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

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTVehicle_Deployable.MyLightEnvironment

No new values.

MyStayUprightConstraintInstance_9

Class: Engine.RB_ConstraintInstance

No new values.

MyStayUprightSetup_9

Class: Engine.RB_StayUprightSetup

No new values.

RFWheel

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

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

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

Class: Engine.SkeletalMeshComponent

Inherits from: UTVehicle_Deployable.SVehicleMesh

No new values.

Functions

Native functions

GetAlternateLockTarget

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

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.

Native implementation:

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);
}

Events

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: UTVehicle_Deployable.PostBeginPlay

Setup the helpers

PostInitAnimTree

simulated event PostInitAnimTree (SkeletalMeshComponent SkelComp)

Overrides: SVehicle.PostInitAnimTree

Store pointer to each wheel's SkelControlWheel.

ReplicatedEvent

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

AdjacentSeat

simulated function AdjacentSeat (int Direction, Controller C)

Overrides: UTVehicleBase.AdjacentSeat

request change to adjacent vehicle seat

AnySeatAvailable

function bool AnySeatAvailable ()

Overrides: UTVehicle.AnySeatAvailable

(Description copied from UTVehicle.AnySeatAvailable)


Returns:

true if there is a seat

BotFire

function bool BotFire (bool bFinished)

Overrides: UTVehicleBase.BotFire

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

Parameters:

  • bFinished - unused

CanAttack

function bool CanAttack (Actor Other)

Overrides: UTVehicle.CanAttack


CanEnterVehicle

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

simulated function DeployedStateChanged ()

Overrides: UTVehicle_Deployable.DeployedStateChanged


DriverEnter

function bool DriverEnter (Pawn P)

Overrides: UTVehicle.DriverEnter

If deployed, enter into main gun seat

DriverLeft

function DriverLeft ()

Overrides: UTVehicle.DriverLeft

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

ImportantVehicle

function bool ImportantVehicle ()

Overrides: UTVehicle.ImportantVehicle


IsArtillery

function bool IsArtillery ()

Overrides: UTVehicle.IsArtillery

AI Hint

IsDriverSeat

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

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

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

function bool RecommendLongRangedAttack ()

Overrides: Pawn.RecommendLongRangedAttack


SetVehicleDeployed

simulated function SetVehicleDeployed ()

Overrides: UTVehicle_Deployable.SetVehicleDeployed


SetVehicleUndeploying

simulated function SetVehicleUndeploying ()

Overrides: UTVehicle_Deployable.SetVehicleUndeploying


ShouldClamp

simulated function bool ShouldClamp ()

Overrides: UTVehicle_Deployable.ShouldClamp


SwitchWeapon

simulated function SwitchWeapon (byte NewGroup)

Overrides: UTVehicleBase.SwitchWeapon


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


States

UnDeploying

Inherits from: UTVehicle_Deployable.UnDeploying

Modifiers: simulated

UnDeploying.BeginState

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).