Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
Difference between revisions of "UE3:UTVehicle Scorpion instance functions (UDK)"
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− | {{ | + | {{infobox class part |
+ | | class = UTVehicle_Scorpion | ||
+ | | part = instance functions | ||
+ | | parent1 = UTVehicle | ||
+ | | parent2 = UTVehicleBase | ||
+ | | parent3 = SVehicle | ||
+ | | parent4 = Vehicle | ||
+ | | parent5 = Pawn | ||
+ | | parent6 = Actor | ||
+ | | parent7 = Object | ||
+ | }} | ||
+ | {{autogenerated}} | ||
+ | ==Instance functions== | ||
+ | ====AdjustFOVAngle==== | ||
+ | {{code|simulated function [[float]] '''AdjustFOVAngle''' ([[float]] '''FOVAngle''')}} | ||
+ | |||
+ | <!-- enter function description --> | ||
+ | |||
+ | ====BlowupVehicle==== | ||
+ | {{code|simulated function '''BlowupVehicle''' ()}} | ||
+ | |||
+ | '''Overrides:''' {{tl|BlowupVehicle|UTVehicle|instance functions}} | ||
+ | |||
+ | Call this function to blow up the vehicle | ||
+ | |||
+ | ====BreakOffBlade==== | ||
+ | {{code|simulated function '''BreakOffBlade''' ([[bool]] '''bLeftBlade''')}} | ||
+ | |||
+ | breaks off the given blade by scaling the bone to zero and spawning effects | ||
+ | |||
+ | ====CanBeBaseForPawn==== | ||
+ | {{code|simulated function [[bool]] '''CanBeBaseForPawn''' ({{cl|Pawn}} '''APawn''')}} | ||
+ | |||
+ | '''Overrides:''' {{tl|CanBeBaseForPawn|Pawn|instance functions}} | ||
+ | |||
+ | Are we allowing this Pawn to be based on us? | ||
+ | |||
+ | ====CauseMuzzleFlashLight==== | ||
+ | {{code|simulated function '''CauseMuzzleFlashLight''' ([[int]] '''SeatIndex''')}} | ||
+ | |||
+ | '''Overrides:''' {{tl|CauseMuzzleFlashLight|UTVehicle|instance functions}} | ||
+ | |||
+ | Causes the muzzle flashlight to turn on and setup a time to | ||
+ | turn it back off again. | ||
+ | |||
+ | ====ChargeAttackObjective==== | ||
+ | {{code|function [[bool]] '''ChargeAttackObjective''' ({{cl|UTBot}} '''B''', {{cl|UTGameObjective}} '''O''')}} | ||
+ | |||
+ | '''Overrides:''' {{tl|ChargeAttackObjective|UTVehicle|instance functions}} | ||
+ | |||
+ | returns true if vehicle should charge attack this node (also responsible for setting up charge) | ||
+ | |||
+ | ====CheckScriptedSelfDestruct==== | ||
+ | {{code|function '''CheckScriptedSelfDestruct''' ()}} | ||
+ | |||
+ | <!-- enter function description --> | ||
+ | |||
+ | ====ChooseFireMode==== | ||
+ | {{code|function [[byte]] '''ChooseFireMode''' ()}} | ||
+ | |||
+ | '''Overrides:''' {{tl|ChooseFireMode|UTVehicleBase}} | ||
+ | |||
+ | AI - Returns the best firing mode for this weapon | ||
+ | |||
+ | ====CriticalChargeAttack==== | ||
+ | {{code|function [[bool]] '''CriticalChargeAttack''' ({{cl|UTBot}} '''B''')}} | ||
+ | |||
+ | '''Overrides:''' {{tl|CriticalChargeAttack|UTVehicle|instance functions}} | ||
+ | |||
+ | Recommend high priority charge at enemy | ||
+ | |||
+ | ====DeactivateHandbrake==== | ||
+ | {{code|simulated function '''DeactivateHandbrake''' ()}} | ||
+ | |||
+ | DeactivateHandbrake() | ||
+ | called (usually by a timer) to deactivate the handbrake | ||
+ | |||
+ | ====DisableVehicle==== | ||
+ | {{code|simulated function [[bool]] '''DisableVehicle''' ()}} | ||
+ | |||
+ | '''Overrides:''' {{tl|DisableVehicle|UTVehicle|instance functions}} | ||
+ | |||
+ | Self destruct immediately if activated and hit by EMP | ||
+ | |||
+ | ====DisplayHud==== | ||
+ | {{code|simulated function '''DisplayHud''' ({{cl|UTHUD}} '''Hud''', {{cl|Canvas}} '''Canvas''', {{tl|Vector2D|Object|structs}} '''HudPOS''', optional [[int]] '''SeatIndex''')}} | ||
+ | |||
+ | '''Overrides:''' {{tl|DisplayHud|UTVehicle|instance functions}} | ||
+ | |||
+ | <!-- enter function description --> | ||
+ | |||
+ | ====DriverEnter==== | ||
+ | {{code|function [[bool]] '''DriverEnter''' ({{cl|Pawn}} '''P''')}} | ||
+ | |||
+ | '''Overrides:''' {{tl|DriverEnter|UTVehicle|instance functions}} | ||
+ | |||
+ | DriverEnter() | ||
+ | Make Pawn P the new driver of this vehicle | ||
+ | |||
+ | ====DriverLeft==== | ||
+ | {{code|function '''DriverLeft''' ()}} | ||
+ | |||
+ | '''Overrides:''' {{tl|DriverLeft|UTVehicle|instance functions}} | ||
+ | |||
+ | DriverLeft() called by DriverLeave() after the drive has been taken out of the vehicle | ||
+ | |||
+ | ====EagleEyeTarget==== | ||
+ | {{code|function [[bool]] '''EagleEyeTarget''' ()}} | ||
+ | |||
+ | '''Overrides:''' {{tl|EagleEyeTarget|UTVehicle|instance functions}} | ||
+ | |||
+ | <!-- enter function description --> | ||
+ | |||
+ | ====FindAutoExit==== | ||
+ | {{code|function [[bool]] '''FindAutoExit''' ({{cl|Pawn}} '''ExitingDriver''')}} | ||
+ | |||
+ | '''Overrides:''' {{tl|FindAutoExit|UTVehicle|instance functions}} | ||
+ | |||
+ | If exit while boosting, boost out of the vehicle | ||
+ | Try to exit above | ||
+ | |||
+ | ====IsGoodTowTruck==== | ||
+ | {{code|function [[bool]] '''IsGoodTowTruck''' ()}} | ||
+ | |||
+ | '''Overrides:''' {{tl|IsGoodTowTruck|UTVehicle|instance functions}} | ||
+ | |||
+ | ''(Description copied from {{tl|IsGoodTowTruck|UTVehicle|instance functions}})''<br/> | ||
+ | |||
+ | |||
+ | '''Returns:''' | ||
+ | :whether bots should consider attaching a tow link to this vehicle | ||
+ | |||
+ | ====LockWheels==== | ||
+ | {{code|simulated function '''LockWheels''' ()}} | ||
+ | |||
+ | when called makes the wheels stick to the ground more | ||
+ | |||
+ | ====OnActivateRocketBoosters==== | ||
+ | {{code|function '''OnActivateRocketBoosters''' ({{cl|UTSeqAct_ActivateRocketBoosters}} '''BoosterAction''')}} | ||
+ | |||
+ | <!-- enter function description --> | ||
+ | |||
+ | ====OnSelfDestruct==== | ||
+ | {{code|function '''OnSelfDestruct''' ({{cl|UTSeqAct_SelfDestruct}} '''Action''')}} | ||
+ | |||
+ | <!-- enter function description --> | ||
+ | |||
+ | ====OverrideBeginFire==== | ||
+ | {{code|simulated function [[bool]] '''OverrideBeginFire''' ([[byte]] '''FireModeNum''')}} | ||
+ | |||
+ | '''Overrides:''' {{tl|OverrideBeginFire|UTVehicle|instance functions}} | ||
+ | |||
+ | ''(Description copied from {{tl|OverrideBeginFire|UTVehicle|instance functions}})''<br/> | ||
+ | Gives the vehicle an opportunity to override the functionality of the given fire mode, called on both the owning client and the server | ||
+ | |||
+ | '''Returns:''' | ||
+ | :false to allow the vehicle weapon to use its behavior, true to override it | ||
+ | |||
+ | ====OverrideEndFire==== | ||
+ | {{code|simulated function [[bool]] '''OverrideEndFire''' ([[byte]] '''FireModeNum''')}} | ||
+ | |||
+ | '''Overrides:''' {{tl|OverrideEndFire|UTVehicle|instance functions}} | ||
+ | |||
+ | <!-- enter function description --> | ||
+ | |||
+ | ====PancakeOther==== | ||
+ | {{code|function '''PancakeOther''' ({{cl|Pawn}} '''Other''')}} | ||
+ | |||
+ | '''Overrides:''' {{tl|PancakeOther|UTVehicle|instance functions}} | ||
+ | |||
+ | Crush the pawn vehicle is encroaching | ||
+ | |||
+ | ====PlaySelfDestruct==== | ||
+ | {{code|simulated function '''PlaySelfDestruct''' ()}} | ||
+ | |||
+ | <!-- enter function description --> | ||
+ | |||
+ | ====ReadyToSelfDestruct==== | ||
+ | {{code|function [[bool]] '''ReadyToSelfDestruct''' ()}} | ||
+ | |||
+ | <!-- enter function description --> | ||
+ | |||
+ | ====RecommendCharge==== | ||
+ | {{code|function [[bool]] '''RecommendCharge''' ({{cl|UTBot}} '''B''', {{cl|Pawn}} '''Enemy''')}} | ||
+ | |||
+ | '''Overrides:''' {{tl|RecommendCharge|UTVehicle|instance functions}} | ||
+ | |||
+ | <!-- enter function description --> | ||
+ | |||
+ | ====ServerBoost==== | ||
+ | {{code|reliable server function '''ServerBoost''' ()}} | ||
+ | |||
+ | <!-- enter function description --> | ||
+ | |||
+ | ====SetBladesExtended==== | ||
+ | {{code|simulated function '''SetBladesExtended''' ([[bool]] '''bExtended''')}} | ||
+ | |||
+ | extends and retracts the blades | ||
+ | |||
+ | ====SetBurnOut==== | ||
+ | {{code|simulated function '''SetBurnOut''' ()}} | ||
+ | |||
+ | '''Overrides:''' {{tl|SetBurnOut|UTVehicle|instance functions}} | ||
+ | |||
+ | We override here as the scorpion uttlery destroys itself when it blows up! So we need to turn off the damage effects as they | ||
+ | are out of place just floating in the air. | ||
+ | |||
+ | ====SetInputs==== | ||
+ | {{code|simulated function '''SetInputs''' ([[float]] '''InForward''', [[float]] '''InStrafe''', [[float]] '''InUp''')}} | ||
+ | |||
+ | '''Overrides:''' {{tl|SetInputs|UTVehicle|instance functions}} | ||
+ | |||
+ | Console specific input modification | ||
+ | |||
+ | ====StopVehicleSounds==== | ||
+ | {{code|simulated function '''StopVehicleSounds''' ()}} | ||
+ | |||
+ | '''Overrides:''' {{tl|StopVehicleSounds|UTVehicle|instance functions}} | ||
+ | |||
+ | <!-- enter function description --> | ||
+ | |||
+ | ====TeamChanged==== | ||
+ | {{code|simulated function '''TeamChanged''' ()}} | ||
+ | |||
+ | '''Overrides:''' {{tl|TeamChanged|UTVehicle|instance functions}} | ||
+ | |||
+ | This function is called when the team has changed. Use it to setup team specific overlays/etc | ||
+ | |||
+ | NOTE: the UTVehicle_Scavenger is doing all kinds of crazy special case stuff and does NOT call super. Make certain that you check | ||
+ | UTVehicle_Scavenger.TeamChanged() when making changes here. | ||
+ | |||
+ | ====TooCloseToAttack==== | ||
+ | {{code|function [[bool]] '''TooCloseToAttack''' ({{cl|Actor}} '''Other''')}} | ||
+ | |||
+ | '''Overrides:''' {{tl|TooCloseToAttack|UTVehicle|instance functions}} | ||
+ | |||
+ | ''(Description copied from {{tl|TooCloseToAttack|UTVehicle|instance functions}})''<br/> | ||
+ | Check to see if Other is too close to attack | ||
+ | |||
+ | '''Parameters:''' | ||
+ | * ''Other'' - Actor to check against | ||
+ | |||
+ | '''Returns:''' | ||
+ | :true if he's too close | ||
+ | |||
+ | ====TryToDrive==== | ||
+ | {{code|function [[bool]] '''TryToDrive''' ({{cl|Pawn}} '''P''')}} | ||
+ | |||
+ | '''Overrides:''' {{tl|TryToDrive|UTVehicle|instance functions}} | ||
+ | |||
+ | ''(Description copied from {{tl|TryToDrive|UTVehicle|instance functions}})''<br/> | ||
+ | The pawn Driver has tried to take control of this vehicle | ||
+ | |||
+ | '''Parameters:''' | ||
+ | * ''P'' - The pawn who wants to drive this vehicle | ||
+ | |||
+ | ====UnlockWheels==== | ||
+ | {{code|simulated function '''UnlockWheels''' ()}} | ||
+ | |||
+ | Resets the variables that are changed in the LockWheels call |
Revision as of 05:24, 17 January 2010
Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Scorpion (instance functions) |
Contents
- 1 Instance functions
- 1.1 AdjustFOVAngle
- 1.2 BlowupVehicle
- 1.3 BreakOffBlade
- 1.4 CanBeBaseForPawn
- 1.5 CauseMuzzleFlashLight
- 1.6 ChargeAttackObjective
- 1.7 CheckScriptedSelfDestruct
- 1.8 ChooseFireMode
- 1.9 CriticalChargeAttack
- 1.10 DeactivateHandbrake
- 1.11 DisableVehicle
- 1.12 DisplayHud
- 1.13 DriverEnter
- 1.14 DriverLeft
- 1.15 EagleEyeTarget
- 1.16 FindAutoExit
- 1.17 IsGoodTowTruck
- 1.18 LockWheels
- 1.19 OnActivateRocketBoosters
- 1.20 OnSelfDestruct
- 1.21 OverrideBeginFire
- 1.22 OverrideEndFire
- 1.23 PancakeOther
- 1.24 PlaySelfDestruct
- 1.25 ReadyToSelfDestruct
- 1.26 RecommendCharge
- 1.27 ServerBoost
- 1.28 SetBladesExtended
- 1.29 SetBurnOut
- 1.30 SetInputs
- 1.31 StopVehicleSounds
- 1.32 TeamChanged
- 1.33 TooCloseToAttack
- 1.34 TryToDrive
- 1.35 UnlockWheels
- UTVehicle_Scorpion instance functions in other games:
- UT3
- Other member categories for this class:
- UTVehicle Scorpion defaults, UTVehicle Scorpion internal variables, UTVehicle Scorpion Content defaults
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Instance functions
AdjustFOVAngle
BlowupVehicle
Overrides: UTVehicle.BlowupVehicle
Call this function to blow up the vehicle
BreakOffBlade
breaks off the given blade by scaling the bone to zero and spawning effects
CanBeBaseForPawn
Overrides: Pawn.CanBeBaseForPawn
Are we allowing this Pawn to be based on us?
CauseMuzzleFlashLight
Overrides: UTVehicle.CauseMuzzleFlashLight
Causes the muzzle flashlight to turn on and setup a time to turn it back off again.
ChargeAttackObjective
Overrides: UTVehicle.ChargeAttackObjective
returns true if vehicle should charge attack this node (also responsible for setting up charge)
CheckScriptedSelfDestruct
ChooseFireMode
Overrides: UTVehicleBase.ChooseFireMode
AI - Returns the best firing mode for this weapon
CriticalChargeAttack
Overrides: UTVehicle.CriticalChargeAttack
Recommend high priority charge at enemy
DeactivateHandbrake
DeactivateHandbrake() called (usually by a timer) to deactivate the handbrake
DisableVehicle
Overrides: UTVehicle.DisableVehicle
Self destruct immediately if activated and hit by EMP
DisplayHud
Overrides: UTVehicle.DisplayHud
DriverEnter
Overrides: UTVehicle.DriverEnter
DriverEnter() Make Pawn P the new driver of this vehicle
DriverLeft
Overrides: UTVehicle.DriverLeft
DriverLeft() called by DriverLeave() after the drive has been taken out of the vehicle
EagleEyeTarget
Overrides: UTVehicle.EagleEyeTarget
FindAutoExit
Overrides: UTVehicle.FindAutoExit
If exit while boosting, boost out of the vehicle Try to exit above
IsGoodTowTruck
Overrides: UTVehicle.IsGoodTowTruck
(Description copied from UTVehicle.IsGoodTowTruck)
Returns:
- whether bots should consider attaching a tow link to this vehicle
LockWheels
when called makes the wheels stick to the ground more
OnActivateRocketBoosters
OnSelfDestruct
OverrideBeginFire
Overrides: UTVehicle.OverrideBeginFire
(Description copied from UTVehicle.OverrideBeginFire)
Gives the vehicle an opportunity to override the functionality of the given fire mode, called on both the owning client and the server
Returns:
- false to allow the vehicle weapon to use its behavior, true to override it
OverrideEndFire
Overrides: UTVehicle.OverrideEndFire
PancakeOther
Overrides: UTVehicle.PancakeOther
Crush the pawn vehicle is encroaching
PlaySelfDestruct
ReadyToSelfDestruct
RecommendCharge
Overrides: UTVehicle.RecommendCharge
ServerBoost
SetBladesExtended
extends and retracts the blades
SetBurnOut
Overrides: UTVehicle.SetBurnOut
We override here as the scorpion uttlery destroys itself when it blows up! So we need to turn off the damage effects as they are out of place just floating in the air.
SetInputs
Overrides: UTVehicle.SetInputs
Console specific input modification
StopVehicleSounds
Overrides: UTVehicle.StopVehicleSounds
TeamChanged
Overrides: UTVehicle.TeamChanged
This function is called when the team has changed. Use it to setup team specific overlays/etc
NOTE: the UTVehicle_Scavenger is doing all kinds of crazy special case stuff and does NOT call super. Make certain that you check UTVehicle_Scavenger.TeamChanged() when making changes here.
TooCloseToAttack
Overrides: UTVehicle.TooCloseToAttack
(Description copied from UTVehicle.TooCloseToAttack)
Check to see if Other is too close to attack
Parameters:
- Other - Actor to check against
Returns:
- true if he's too close
TryToDrive
Overrides: UTVehicle.TryToDrive
(Description copied from UTVehicle.TryToDrive)
The pawn Driver has tried to take control of this vehicle
Parameters:
- P - The pawn who wants to drive this vehicle
UnlockWheels
Resets the variables that are changed in the LockWheels call