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UE3:UTVehicle_SPMA_Content (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Deployable >> UTVehicle_SPMA >> UTVehicle_SPMA_Content
Package: 
UTGameContent

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]

simulated function CauseMuzzleFlashLight (int SeatIndex)

Overrides: UTVehicle.CauseMuzzleFlashLight

Causes the muzzle flashlight to turn on and setup a time to turn it back off again.

PassengerLeave[edit]

function PassengerLeave (int SeatIndex)

Overrides: UTVehicle_SPMA.PassengerLeave

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

Parameters:

  • SeatIndex - Leaving from which seat

SetBurnOut[edit]

simulated function SetBurnOut ()

Overrides: UTVehicle.SetBurnOut


SetVehicleDeployed[edit]

simulated function SetVehicleDeployed ()

Overrides: UTVehicle_SPMA.SetVehicleDeployed


SetVehicleUndeployed[edit]

simulated function SetVehicleUndeployed ()

Overrides: UTVehicle_Deployable.SetVehicleUndeployed


SitDriver[edit]

simulated function SitDriver (UTPawn UTP, int SeatIndex)

Overrides: UTVehicle.SitDriver


TakeRadiusDamage[edit]

simulated function TakeRadiusDamage (Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageTypeDamageType, float Momentum, Object.Vector HurtOrigin, bool bFullDamage, Actor DamageCauser)

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]

simulated function VehicleWeaponImpactEffects (Object.Vector HitLocation, int SeatIndex)

Overrides: UTVehicle.VehicleWeaponImpactEffects

Spawn any effects that occur at the impact point. It's called from the pawn.