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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

BeamTemplate

Type: ParticleSystem

The Template of the Beam to use

Default value: ParticleSystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Beam'

BurnOutMaterialTread

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

Type: SoundCue

sound of the moving turret while deployed

Default value: SoundCue'A_Vehicle_SPMA.SoundCues.A_Vehicle_SPMA_CannonRotate'

Default values

See UTVehicle_SPMA_Content defaults.

Instance functions

CauseMuzzleFlashLight

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

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

simulated function SetBurnOut ()

Overrides: UTVehicle.SetBurnOut


SetVehicleDeployed

simulated function SetVehicleDeployed ()

Overrides: UTVehicle_SPMA.SetVehicleDeployed


SetVehicleUndeployed

simulated function SetVehicleUndeployed ()

Overrides: UTVehicle_Deployable.SetVehicleUndeployed


SitDriver

simulated function SitDriver (UTPawn UTP, int SeatIndex)

Overrides: UTVehicle.SitDriver


TakeRadiusDamage

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

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.