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UE3:UTVehicle_Scorpion instance functions (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Scorpion (instance functions)
UTVehicle_Scorpion instance functions in other games:
UDK
Other member categories for this class:
UTVehicle Scorpion defaults, UTVehicle Scorpion internal variables, UTVehicle Scorpion Content defaults

Instance functions[edit]

AdjustFOVAngle[edit]

simulated function float AdjustFOVAngle (float FOVAngle)


BlowupVehicle[edit]

simulated function BlowupVehicle ()

Overrides: UTVehicle.BlowupVehicle

Call this function to blow up the vehicle

BreakOffBlade[edit]

simulated function BreakOffBlade (bool bLeftBlade)

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

CanBeBaseForPawn[edit]

simulated function bool CanBeBaseForPawn (Pawn APawn)

Overrides: Pawn.CanBeBaseForPawn

Are we allowing this Pawn to be based on us?

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.

ChargeAttackObjective[edit]

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[edit]

function CheckScriptedSelfDestruct ()


ChooseFireMode[edit]

function byte ChooseFireMode ()

Overrides: UTVehicleBase.ChooseFireMode

AI - Returns the best firing mode for this weapon

CriticalChargeAttack[edit]

function bool CriticalChargeAttack (UTBot B)

Overrides: UTVehicle.CriticalChargeAttack

Recommend high priority charge at enemy

DeactivateHandbrake[edit]

simulated function DeactivateHandbrake ()

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

DisableVehicle[edit]

simulated function bool DisableVehicle ()

Overrides: UTVehicle.DisableVehicle

Self destruct immediately if activated and hit by EMP

DisplayHud[edit]

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

Overrides: UTVehicle.DisplayHud


DriverEnter[edit]

function bool DriverEnter (Pawn P)

Overrides: UTVehicle.DriverEnter

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

DriverLeft[edit]

function DriverLeft ()

Overrides: UTVehicle.DriverLeft

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

EagleEyeTarget[edit]

function bool EagleEyeTarget ()

Overrides: UTVehicle.EagleEyeTarget


FindAutoExit[edit]

function bool FindAutoExit (Pawn ExitingDriver)

Overrides: UTVehicle.FindAutoExit

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

IsGoodTowTruck[edit]

function bool IsGoodTowTruck ()

Overrides: UTVehicle.IsGoodTowTruck

(Description copied from UTVehicle.IsGoodTowTruck)


Returns:

whether bots should consider attaching a tow link to this vehicle

LockWheels[edit]

simulated function LockWheels ()

when called makes the wheels stick to the ground more

OnActivateRocketBoosters[edit]

function OnActivateRocketBoosters (UTSeqAct_ActivateRocketBoosters BoosterAction)


OnSelfDestruct[edit]

function OnSelfDestruct (UTSeqAct_SelfDestruct Action)


OverrideBeginFire[edit]

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[edit]

simulated function bool OverrideEndFire (byte FireModeNum)

Overrides: UTVehicle.OverrideEndFire


PancakeOther[edit]

function PancakeOther (Pawn Other)

Overrides: UTVehicle.PancakeOther

Crush the pawn vehicle is encroaching

PlaySelfDestruct[edit]

simulated function PlaySelfDestruct ()


RecommendCharge[edit]

function bool RecommendCharge (UTBot B, Pawn Enemy)

Overrides: UTVehicle.RecommendCharge


ServerBoost[edit]

reliable server function ServerBoost ()


SetBladesExtended[edit]

simulated function SetBladesExtended (bool bExtended)

extends and retracts the blades

SetBurnOut[edit]

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[edit]

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

Overrides: UTVehicle.SetInputs

Console specific input modification

StopVehicleSounds[edit]

simulated function StopVehicleSounds ()

Overrides: UTVehicle.StopVehicleSounds


TeamChanged[edit]

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[edit]

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[edit]

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[edit]

simulated function UnlockWheels ()

Resets the variables that are changed in the LockWheels call