I'm a doctor, not a mechanic
UE3:UTVehicle_Viper (UT3)
Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTHoverVehicle >> UTVehicle_Viper |
Contents
- 1 Properties
- 2 Functions
- 2.1 Events
- 2.2 Other instance functions
- 2.2.1 ArmSelfDestruct
- 2.2.2 BlowupVehicle
- 2.2.3 CanBeBaseForPawn
- 2.2.4 ChooseFireMode
- 2.2.5 Died
- 2.2.6 DisableVehicle
- 2.2.7 DisplayHud
- 2.2.8 Dodge
- 2.2.9 DriverEnter
- 2.2.10 DriverLeft
- 2.2.11 DrivingStatusChanged
- 2.2.12 EagleEyeTarget
- 2.2.13 FastVehicle
- 2.2.14 FindAutoExit
- 2.2.15 OnSelfDestruct
- 2.2.16 OverrideBeginFire
- 2.2.17 OverrideEndFire
- 2.2.18 PlaySelfDestruct
- 2.2.19 PossessedBy
- 2.2.20 SetInputs
- 2.2.21 SetVehicleEffectParms
- 2.2.22 ShouldClamp
- 2.2.23 StopVehicleSounds
- 2.2.24 TooCloseToAttack
- 2.2.25 TryToDrive
- Package:
- UTGame
- Direct subclass:
- UTVehicle_Viper_Content
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
See UTVehicle_Viper properties.
Functions
Events
DriverLeave
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
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
Overrides: UTVehicle.PostBeginPlay
Initialization
ReplicatedEvent
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
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
Overrides: UTVehicle.SelfDestruct
TakeDamage
Overrides: UTHoverVehicle.TakeDamage
(Description copied from UTVehicle.TakeDamage)
See: Actor.TakeDamage()
ViperJumpEffect
Other instance functions
ArmSelfDestruct
BlowupVehicle
Overrides: UTHoverVehicle.BlowupVehicle
Call this function to blow up the vehicle
CanBeBaseForPawn
Overrides: Pawn.CanBeBaseForPawn
Are we allowing this Pawn to be based on us?
ChooseFireMode
Overrides: UTVehicleBase.ChooseFireMode
AI - Returns the best firing mode for this weapon
Died
Overrides: UTVehicle.Died
See Pawn::Died()
DisableVehicle
Overrides: UTVehicle.DisableVehicle
Self destruct immediately if activated and hit by EMP
DisplayHud
Overrides: UTVehicle.DisplayHud
Dodge
Overrides: UTVehicle.Dodge
Stub out the Dodge event. Override if the vehicle needs a dodge
See Pawn::Dodge()
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
DrivingStatusChanged
Overrides: UTVehicle.DrivingStatusChanged
This function is called when the driver's status has changed.
EagleEyeTarget
Overrides: UTVehicle.EagleEyeTarget
FastVehicle
Overrides: UTVehicle.FastVehicle
AI hint
FindAutoExit
Overrides: UTVehicle.FindAutoExit
If exit while boosting, boost out of the vehicle Try to exit above
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
PlaySelfDestruct
PossessedBy
Overrides: UTVehicle.PossessedBy
SetInputs
Overrides: UTVehicle.SetInputs
Console specific input modification
SetVehicleEffectParms
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
Overrides: UTVehicle.ShouldClamp
StopVehicleSounds
Overrides: UTVehicle.StopVehicleSounds
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