I'm a doctor, not a mechanic
UE3:UTVehicle_SPMA_Content (UT3)
Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Deployable >> UTVehicle_SPMA >> UTVehicle_SPMA_Content |
Contents
- Package:
- UTGameContent
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
BeamTemplate[edit]
Type: ParticleSystem
The Template of the Beam to use
Default value: ParticleSystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Beam'
BurnOutMaterialTread[edit]
Type: MaterialInterface
Array size: 2
Default value, index 0: MaterialInstanceTimeVarying'VH_SPMA.Materials.MITV_VH_SPMA_Treads_Red_BO'
Default value, index 1: MaterialInstanceTimeVarying'VH_SPMA.Materials.MITV_VH_SPMA_Treads_Blue_BO'
TurretMovementSound[edit]
Type: SoundCue
sound of the moving turret while deployed
Default value: SoundCue'A_Vehicle_SPMA.SoundCues.A_Vehicle_SPMA_CannonRotate'
Default values[edit]
See UTVehicle_SPMA_Content defaults.
Instance functions[edit]
CauseMuzzleFlashLight[edit]
Overrides: UTVehicle.CauseMuzzleFlashLight
Causes the muzzle flashlight to turn on and setup a time to turn it back off again.
PassengerLeave[edit]
Overrides: UTVehicle_SPMA.PassengerLeave
(Description copied from UTVehicle.PassengerLeave)
Called when a passenger leaves the vehicle
Parameters:
- SeatIndex - Leaving from which seat
SetBurnOut[edit]
Overrides: UTVehicle.SetBurnOut
SetVehicleDeployed[edit]
Overrides: UTVehicle_SPMA.SetVehicleDeployed
SetVehicleUndeployed[edit]
Overrides: UTVehicle_Deployable.SetVehicleUndeployed
SitDriver[edit]
Overrides: UTVehicle.SitDriver
TakeRadiusDamage[edit]
Overrides: SVehicle.TakeRadiusDamage
(Description copied from SVehicle.TakeRadiusDamage)
Take Radius Damage by default scales damage based on distance from HurtOrigin to Actor's location. This can be overriden by the actor receiving the damage for special conditions (see KAsset.uc).
Parameters:
- InstigatedBy - instigator of the damage
- Base - Damage
- Damage - Radius (from Origin)
- DamageType - class
- Momentum - float)
- HurtOrigin - origin of the damage radius.
- bFullDamage - if true, damage not scaled based on distance HurtOrigin
- DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
VehicleWeaponImpactEffects[edit]
Overrides: UTVehicle.VehicleWeaponImpactEffects
Spawn any effects that occur at the impact point. It's called from the pawn.