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

Difference between revisions of "UE3:UTVehicle Viper (UT3)"

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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
  
 
==Properties==
 
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'''Overrides:''' {{tl|PossessedBy|UTVehicle|instance functions}}
 
'''Overrides:''' {{tl|PossessedBy|UTVehicle|instance functions}}
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====RecommendCharge====
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{{code|function [[bool]]&nbsp;'''RecommendCharge''' ({{cl|UTBot}}&nbsp;'''B''', {{cl|Pawn}}&nbsp;'''Enemy''')}}
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'''Overrides:''' {{tl|RecommendCharge|UTVehicle|instance functions}}
  
 
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Latest revision as of 07:11, 16 August 2009

UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTHoverVehicle >> UTVehicle_Viper
Package: 
UTGame
Direct subclass:
UTVehicle_Viper_Content

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

See UTVehicle_Viper properties.

Functions[edit]

Events[edit]

DriverLeave[edit]

event bool DriverLeave (bool bForceLeave)

Overrides: UTVehicle.DriverLeave

(Description copied from UTVehicle.DriverLeave)
Called when the driver leaves the vehicle

Parameters:

  • bForceLeave - Is true if the driver was forced out

IncomingMissile[edit]

event IncomingMissile (Projectile P)

Overrides: UTVehicle.IncomingMissile

(Description copied from UTVehicle.IncomingMissile)
This function is called from an incoming missile that is targetting this vehicle

Parameters:

  • P - The incoming projectile

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTVehicle.PostBeginPlay

Initialization

ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: UTVehicle.ReplicatedEvent

(Description copied from UTVehicle.ReplicatedEvent)
This event is triggered when a repnotify variable is received

Parameters:

  • VarName - The name of the variable replicated

RigidBodyCollision[edit]

simulated event RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out Actor.CollisionImpactData RigidCollisionData, int ContactIndex)

Overrides: UTVehicle.RigidBodyCollision

(Description copied from Actor.RigidBodyCollision)
Called when a PrimitiveComponent this Actor owns has:

   -bNotifyRigidBodyCollision set to true
   -ScriptRigidBodyCollisionThreshold > 0
   -it is involved in a physics collision where the relative velocity exceeds ScriptRigidBodyCollisionThreshold

Parameters:

  • HitComponent - the component of this Actor that collided
  • OtherComponent - the other component that collided
  • RigidCollisionData - information on the collision itslef, including contact points
  • ContactIndex - the element in each ContactInfos' ContactVelocity and PhysMaterial arrays that corresponds to this Actor/HitComponent

SelfDestruct[edit]

event SelfDestruct (Actor ImpactedActor)

Overrides: UTVehicle.SelfDestruct


TakeDamage[edit]

simulated event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: UTHoverVehicle.TakeDamage

(Description copied from UTVehicle.TakeDamage)


See: Actor.TakeDamage()

ViperJumpEffect[edit]

simulated event ViperJumpEffect ()


Other instance functions[edit]

ArmSelfDestruct[edit]

simulated function ArmSelfDestruct ()


BlowupVehicle[edit]

simulated function BlowupVehicle ()

Overrides: UTHoverVehicle.BlowupVehicle

Call this function to blow up the vehicle

CanBeBaseForPawn[edit]

simulated function bool CanBeBaseForPawn (Pawn APawn)

Overrides: Pawn.CanBeBaseForPawn

Are we allowing this Pawn to be based on us?

ChooseFireMode[edit]

function byte ChooseFireMode ()

Overrides: UTVehicleBase.ChooseFireMode

AI - Returns the best firing mode for this weapon

Died[edit]

function bool Died (Controller Killer, class<DamageTypeDamageType, Object.Vector HitLocation)

Overrides: UTVehicle.Died

See Pawn::Died()

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


Dodge[edit]

function bool Dodge (Actor.EDoubleClickDir DoubleClickMove)

Overrides: UTVehicle.Dodge

Stub out the Dodge event. Override if the vehicle needs a dodge

See Pawn::Dodge()

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

DrivingStatusChanged[edit]

simulated function DrivingStatusChanged ()

Overrides: UTVehicle.DrivingStatusChanged

This function is called when the driver's status has changed.

EagleEyeTarget[edit]

function bool EagleEyeTarget ()

Overrides: UTVehicle.EagleEyeTarget


FastVehicle[edit]

function bool FastVehicle ()

Overrides: UTVehicle.FastVehicle

AI hint

FindAutoExit[edit]

function bool FindAutoExit (Pawn ExitingDriver)

Overrides: UTVehicle.FindAutoExit

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

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


PlaySelfDestruct[edit]

simulated function PlaySelfDestruct ()


PossessedBy[edit]

function PossessedBy (Controller C, bool bVehicleTransition)

Overrides: UTVehicle.PossessedBy


RecommendCharge[edit]

function bool RecommendCharge (UTBot B, Pawn Enemy)

Overrides: UTVehicle.RecommendCharge


SetInputs[edit]

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

Overrides: UTVehicle.SetInputs

Console specific input modification

SetVehicleEffectParms[edit]

simulated function SetVehicleEffectParms (name TriggerName, ParticleSystemComponent PSC)

Overrides: UTVehicle.SetVehicleEffectParms

(Description copied from UTVehicle.SetVehicleEffectParms)
Whenever a vehicle effect is triggered, this function is called (after activation) to allow for the setting of any parameters associated with the effect.

Parameters:

  • TriggerName - The effect tag that describes the effect that was activated
  • PSC - The Particle System component associated with the effect

ShouldClamp[edit]

simulated function bool ShouldClamp ()

Overrides: UTVehicle.ShouldClamp


StopVehicleSounds[edit]

simulated function StopVehicleSounds ()

Overrides: UTVehicle.StopVehicleSounds


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