Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:UTVehicle_SPMA (UT3)
Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Deployable >> UTVehicle_SPMA |
Contents
- 1 Properties
- 1.1 Property group 'DC'
- 1.2 Property group 'UTVehicle_SPMA'
- 1.3 Internal variables
- 1.3.1 bTransitionCameraScale
- 1.3.2 GunnerConstraint
- 1.3.3 GunnerFiringMode
- 1.3.4 GunnerFlashCount
- 1.3.5 GunnerFlashLocation
- 1.3.6 GunnerWeaponRotation
- 1.3.7 LeftBigWheel
- 1.3.8 LeftFootControl
- 1.3.9 LeftLegAdjustControl
- 1.3.10 LeftSmallWheels
- 1.3.11 RightBigWheel
- 1.3.12 RightFootControl
- 1.3.13 RightLegAdjustControl
- 1.3.14 RightSmallWheels
- 1.3.15 SmallWheelSpinFactor
- 1.3.16 TreadMaterialInstance
- 1.3.17 TreadPan
- 1.3.18 TreadSpeedParameterName
- 1.4 Default values
- 1.5 Subobjects
- 2 Functions
- 2.1 Native functions
- 2.2 Events
- 2.3 Other instance functions
- 2.3.1 AdjacentSeat
- 2.3.2 AnySeatAvailable
- 2.3.3 BotFire
- 2.3.4 CanAttack
- 2.3.5 CanEnterVehicle
- 2.3.6 DeployedStateChanged
- 2.3.7 DriverEnter
- 2.3.8 DriverLeft
- 2.3.9 ImportantVehicle
- 2.3.10 IsArtillery
- 2.3.11 IsDriverSeat
- 2.3.12 OpenPositionFor
- 2.3.13 PassengerLeave
- 2.3.14 RecommendLongRangedAttack
- 2.3.15 SetVehicleDeployed
- 2.3.16 SetVehicleUndeploying
- 2.3.17 ShouldClamp
- 2.3.18 SwitchWeapon
- 2.3.19 VehicleCalcCamera
- 3 States
- 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
Subobjects
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTVehicle_Deployable.CollisionCylinder
No new values.
LFWheel
Class: UTGame.UTVehicleWheel
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
BoneName | 'LtFrontTire' | ||||||||
BoneOffset |
|
||||||||
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 |
|
||||||||
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 |
|
||||||||
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 |
|
||||||||
bPoweredWheel | True | ||||||||
Side | SIDE_Right | ||||||||
SuspensionTravel | 45.0 | ||||||||
WheelRadius | 60.0 |
SimObject
Class: UTGame.UTVehicleSimCar
Property | Value | ||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
ChassisTorqueScale | 0.1 | ||||||||||||||||||||||||||||||||||||||||||||
EngineBrakeFactor | 0.1 | ||||||||||||||||||||||||||||||||||||||||||||
EngineRPMCurve |
|
||||||||||||||||||||||||||||||||||||||||||||
HardTurnMotorTorque | 1.0 | ||||||||||||||||||||||||||||||||||||||||||||
MaxBrakeTorque | 15.0 | ||||||||||||||||||||||||||||||||||||||||||||
MaxSteerAngleCurve |
|
||||||||||||||||||||||||||||||||||||||||||||
SteerSpeed | 40.0 | ||||||||||||||||||||||||||||||||||||||||||||
StopThreshold | 500.0 | ||||||||||||||||||||||||||||||||||||||||||||
TorqueVSpeedCurve |
|
||||||||||||||||||||||||||||||||||||||||||||
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
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
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
Overrides: UTVehicle_Deployable.PostBeginPlay
Setup the helpers
PostInitAnimTree
Overrides: SVehicle.PostInitAnimTree
Store pointer to each wheel's SkelControlWheel.
ReplicatedEvent
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
Overrides: UTVehicleBase.AdjacentSeat
request change to adjacent vehicle seat
AnySeatAvailable
Overrides: UTVehicle.AnySeatAvailable
(Description copied from UTVehicle.AnySeatAvailable)
Returns:
- true if there is a seat
BotFire
Overrides: UTVehicleBase.BotFire
(Description copied from UTVehicleBase.BotFire)
AI - An AI controller wants to fire
Parameters:
- bFinished - unused
CanAttack
Overrides: UTVehicle.CanAttack
CanEnterVehicle
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
Overrides: UTVehicle_Deployable.DeployedStateChanged
DriverEnter
Overrides: UTVehicle.DriverEnter
If deployed, enter into main gun seat
DriverLeft
Overrides: UTVehicle.DriverLeft
DriverLeft() called by DriverLeave() after the drive has been taken out of the vehicle
ImportantVehicle
Overrides: UTVehicle.ImportantVehicle
IsArtillery
Overrides: UTVehicle.IsArtillery
AI Hint
IsDriverSeat
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
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
Overrides: UTVehicle.PassengerLeave
(Description copied from UTVehicle.PassengerLeave)
Called when a passenger leaves the vehicle
Parameters:
- SeatIndex - Leaving from which seat
RecommendLongRangedAttack
Overrides: Pawn.RecommendLongRangedAttack
SetVehicleDeployed
Overrides: UTVehicle_Deployable.SetVehicleDeployed
SetVehicleUndeploying
Overrides: UTVehicle_Deployable.SetVehicleUndeploying
ShouldClamp
Overrides: UTVehicle_Deployable.ShouldClamp
SwitchWeapon
Overrides: UTVehicleBase.SwitchWeapon
VehicleCalcCamera
Overrides: UTVehicle.VehicleCalcCamera
States
UnDeploying
Inherits from: UTVehicle_Deployable.UnDeploying
Modifiers: simulated
UnDeploying.BeginState
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).