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UE3:UTVehicle_Viper (UT3)

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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

See UTVehicle_Viper properties.

Functions

Events

DriverLeave

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

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

simulated event PostBeginPlay ()

Overrides: UTVehicle.PostBeginPlay

Initialization

ReplicatedEvent

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

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

event SelfDestruct (Actor ImpactedActor)

Overrides: UTVehicle.SelfDestruct


TakeDamage

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

simulated event ViperJumpEffect ()


Other instance functions

ArmSelfDestruct

simulated function ArmSelfDestruct ()


BlowupVehicle

simulated function BlowupVehicle ()

Overrides: UTHoverVehicle.BlowupVehicle

Call this function to blow up the vehicle

CanBeBaseForPawn

simulated function bool CanBeBaseForPawn (Pawn APawn)

Overrides: Pawn.CanBeBaseForPawn

Are we allowing this Pawn to be based on us?

ChooseFireMode

function byte ChooseFireMode ()

Overrides: UTVehicleBase.ChooseFireMode

AI - Returns the best firing mode for this weapon

Died

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

Overrides: UTVehicle.Died

See Pawn::Died()

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


Dodge

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

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

DrivingStatusChanged

simulated function DrivingStatusChanged ()

Overrides: UTVehicle.DrivingStatusChanged

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

EagleEyeTarget

function bool EagleEyeTarget ()

Overrides: UTVehicle.EagleEyeTarget


FastVehicle

function bool FastVehicle ()

Overrides: UTVehicle.FastVehicle

AI hint

FindAutoExit

function bool FindAutoExit (Pawn ExitingDriver)

Overrides: UTVehicle.FindAutoExit

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

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


PlaySelfDestruct

simulated function PlaySelfDestruct ()


PossessedBy

function PossessedBy (Controller C, bool bVehicleTransition)

Overrides: UTVehicle.PossessedBy


RecommendCharge

function bool RecommendCharge (UTBot B, Pawn Enemy)

Overrides: UTVehicle.RecommendCharge


SetInputs

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

Overrides: UTVehicle.SetInputs

Console specific input modification

SetVehicleEffectParms

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

simulated function bool ShouldClamp ()

Overrides: UTVehicle.ShouldClamp


StopVehicleSounds

simulated function StopVehicleSounds ()

Overrides: UTVehicle.StopVehicleSounds


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