Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

Difference between revisions of "UE3:UTVehicle Scorpion instance functions (UDK)"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
(Talk)
 
(Talk)
Line 1: Line 1:
{{UE3:UTVehicle_Scorpion instance functions (UT3)}}
+
{{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]]&nbsp;'''bLeftBlade''')}}
 +
 
 +
breaks off the given blade by scaling the bone to zero and spawning effects
 +
 
 +
====CanBeBaseForPawn====
 +
{{code|simulated function [[bool]]&nbsp;'''CanBeBaseForPawn''' ({{cl|Pawn}}&nbsp;'''APawn''')}}
 +
 
 +
'''Overrides:''' {{tl|CanBeBaseForPawn|Pawn|instance functions}}
 +
 
 +
Are we allowing this Pawn to be based on us?
 +
 
 +
====CauseMuzzleFlashLight====
 +
{{code|simulated function '''CauseMuzzleFlashLight''' ([[int]]&nbsp;'''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]]&nbsp;'''ChargeAttackObjective''' ({{cl|UTBot}}&nbsp;'''B''', {{cl|UTGameObjective}}&nbsp;'''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]]&nbsp;'''ChooseFireMode''' ()}}
 +
 
 +
'''Overrides:''' {{tl|ChooseFireMode|UTVehicleBase}}
 +
 
 +
AI - Returns the best firing mode for this weapon
 +
 
 +
====CriticalChargeAttack====
 +
{{code|function [[bool]]&nbsp;'''CriticalChargeAttack''' ({{cl|UTBot}}&nbsp;'''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]]&nbsp;'''DisableVehicle''' ()}}
 +
 
 +
'''Overrides:''' {{tl|DisableVehicle|UTVehicle|instance functions}}
 +
 
 +
Self destruct immediately if activated and hit by EMP
 +
 
 +
====DisplayHud====
 +
{{code|simulated function '''DisplayHud''' ({{cl|UTHUD}}&nbsp;'''Hud''', {{cl|Canvas}}&nbsp;'''Canvas''', {{tl|Vector2D|Object|structs}}&nbsp;'''HudPOS''', optional&nbsp;[[int]]&nbsp;'''SeatIndex''')}}
 +
 
 +
'''Overrides:''' {{tl|DisplayHud|UTVehicle|instance functions}}
 +
 
 +
<!-- enter function description -->
 +
 
 +
====DriverEnter====
 +
{{code|function [[bool]]&nbsp;'''DriverEnter''' ({{cl|Pawn}}&nbsp;'''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]]&nbsp;'''EagleEyeTarget''' ()}}
 +
 
 +
'''Overrides:''' {{tl|EagleEyeTarget|UTVehicle|instance functions}}
 +
 
 +
<!-- enter function description -->
 +
 
 +
====FindAutoExit====
 +
{{code|function [[bool]]&nbsp;'''FindAutoExit''' ({{cl|Pawn}}&nbsp;'''ExitingDriver''')}}
 +
 
 +
'''Overrides:''' {{tl|FindAutoExit|UTVehicle|instance functions}}
 +
 
 +
If exit while boosting, boost out of the vehicle
 +
Try to exit above
 +
 
 +
====IsGoodTowTruck====
 +
{{code|function [[bool]]&nbsp;'''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}}&nbsp;'''BoosterAction''')}}
 +
 
 +
<!-- enter function description -->
 +
 
 +
====OnSelfDestruct====
 +
{{code|function '''OnSelfDestruct''' ({{cl|UTSeqAct_SelfDestruct}}&nbsp;'''Action''')}}
 +
 
 +
<!-- enter function description -->
 +
 
 +
====OverrideBeginFire====
 +
{{code|simulated function [[bool]]&nbsp;'''OverrideBeginFire''' ([[byte]]&nbsp;'''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]]&nbsp;'''OverrideEndFire''' ([[byte]]&nbsp;'''FireModeNum''')}}
 +
 
 +
'''Overrides:''' {{tl|OverrideEndFire|UTVehicle|instance functions}}
 +
 
 +
<!-- enter function description -->
 +
 
 +
====PancakeOther====
 +
{{code|function '''PancakeOther''' ({{cl|Pawn}}&nbsp;'''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]]&nbsp;'''ReadyToSelfDestruct''' ()}}
 +
 
 +
<!-- enter function description -->
 +
 
 +
====RecommendCharge====
 +
{{code|function [[bool]]&nbsp;'''RecommendCharge''' ({{cl|UTBot}}&nbsp;'''B''', {{cl|Pawn}}&nbsp;'''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]]&nbsp;'''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]]&nbsp;'''InForward''', [[float]]&nbsp;'''InStrafe''', [[float]]&nbsp;'''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]]&nbsp;'''TooCloseToAttack''' ({{cl|Actor}}&nbsp;'''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]]&nbsp;'''TryToDrive''' ({{cl|Pawn}}&nbsp;'''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

UDK Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Scorpion (instance functions)
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

Instance functions

AdjustFOVAngle

simulated function float AdjustFOVAngle (float FOVAngle)


BlowupVehicle

simulated function BlowupVehicle ()

Overrides: UTVehicle.BlowupVehicle

Call this function to blow up the vehicle

BreakOffBlade

simulated function BreakOffBlade (bool bLeftBlade)

breaks off the given blade by scaling the bone to zero and spawning effects

CanBeBaseForPawn

simulated function bool CanBeBaseForPawn (Pawn APawn)

Overrides: Pawn.CanBeBaseForPawn

Are we allowing this Pawn to be based on us?

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.

ChargeAttackObjective

function bool ChargeAttackObjective (UTBot B, UTGameObjective O)

Overrides: UTVehicle.ChargeAttackObjective

returns true if vehicle should charge attack this node (also responsible for setting up charge)

CheckScriptedSelfDestruct

function CheckScriptedSelfDestruct ()


ChooseFireMode

function byte ChooseFireMode ()

Overrides: UTVehicleBase.ChooseFireMode

AI - Returns the best firing mode for this weapon

CriticalChargeAttack

function bool CriticalChargeAttack (UTBot B)

Overrides: UTVehicle.CriticalChargeAttack

Recommend high priority charge at enemy

DeactivateHandbrake

simulated function DeactivateHandbrake ()

DeactivateHandbrake() called (usually by a timer) to deactivate the handbrake

DisableVehicle

simulated function bool DisableVehicle ()

Overrides: UTVehicle.DisableVehicle

Self destruct immediately if activated and hit by EMP

DisplayHud

simulated function DisplayHud (UTHUD Hud, Canvas Canvas, Object.Vector2D HudPOS, optional int SeatIndex)

Overrides: UTVehicle.DisplayHud


DriverEnter

function bool DriverEnter (Pawn P)

Overrides: UTVehicle.DriverEnter

DriverEnter() Make Pawn P the new driver of this vehicle

DriverLeft

function DriverLeft ()

Overrides: UTVehicle.DriverLeft

DriverLeft() called by DriverLeave() after the drive has been taken out of the vehicle

EagleEyeTarget

function bool EagleEyeTarget ()

Overrides: UTVehicle.EagleEyeTarget


FindAutoExit

function bool FindAutoExit (Pawn ExitingDriver)

Overrides: UTVehicle.FindAutoExit

If exit while boosting, boost out of the vehicle Try to exit above

IsGoodTowTruck

function bool IsGoodTowTruck ()

Overrides: UTVehicle.IsGoodTowTruck

(Description copied from UTVehicle.IsGoodTowTruck)


Returns:

whether bots should consider attaching a tow link to this vehicle

LockWheels

simulated function LockWheels ()

when called makes the wheels stick to the ground more

OnActivateRocketBoosters

function OnActivateRocketBoosters (UTSeqAct_ActivateRocketBoosters BoosterAction)


OnSelfDestruct

function OnSelfDestruct (UTSeqAct_SelfDestruct Action)


OverrideBeginFire

simulated function bool OverrideBeginFire (byte FireModeNum)

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

simulated function bool OverrideEndFire (byte FireModeNum)

Overrides: UTVehicle.OverrideEndFire


PancakeOther

function PancakeOther (Pawn Other)

Overrides: UTVehicle.PancakeOther

Crush the pawn vehicle is encroaching

PlaySelfDestruct

simulated function PlaySelfDestruct ()


ReadyToSelfDestruct

function bool ReadyToSelfDestruct ()


RecommendCharge

function bool RecommendCharge (UTBot B, Pawn Enemy)

Overrides: UTVehicle.RecommendCharge


ServerBoost

reliable server function ServerBoost ()


SetBladesExtended

simulated function SetBladesExtended (bool bExtended)

extends and retracts the blades

SetBurnOut

simulated function 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

simulated function SetInputs (float InForward, float InStrafe, float InUp)

Overrides: UTVehicle.SetInputs

Console specific input modification

StopVehicleSounds

simulated function StopVehicleSounds ()

Overrides: UTVehicle.StopVehicleSounds


TeamChanged

simulated function 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

function bool TooCloseToAttack (Actor Other)

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

function bool TryToDrive (Pawn P)

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

simulated function UnlockWheels ()

Resets the variables that are changed in the LockWheels call