Mostly Harmless
UE3:UTVehicle instance functions (UT3)
Contents
- 1 Instance functions
- 1.1 AdjustCameraScale
- 1.2 AllowLinkThroughOwnedActor
- 1.3 AnySeatAvailable
- 1.4 ApplyRandomMorphDamage
- 1.5 ApplyWeaponEffects
- 1.6 AttachDriver
- 1.7 AttachFlag
- 1.8 BlowupVehicle
- 1.9 BotDesireability
- 1.10 CalcCamera
- 1.11 CanAttack
- 1.12 CanDeployedAttack
- 1.13 CanEnterVehicle
- 1.14 CauseMuzzleFlashLight
- 1.15 ChangedReservation
- 1.16 ChangeSeat
- 1.17 ChargeAttackObjective
- 1.18 CheckDamageSmoke
- 1.19 CheckGameClass
- 1.20 CheckTurretPitchLimit
- 1.21 ClearFlashCount
- 1.22 ClearFlashLocation
- 1.23 CreateDamageMaterialInstance
- 1.24 CreateVehicleEffect
- 1.25 CriticalChargeAttack
- 1.26 DecrementLinkedToCount
- 1.27 DetachDriver
- 1.28 DetachTowCable
- 1.29 Died
- 1.30 DisableCollision
- 1.31 DisableDamageSmoke
- 1.32 DisableVehicle
- 1.33 DisplayExtraHud
- 1.34 DisplayHud
- 1.35 DisplaySeats
- 1.36 Dodge
- 1.37 DrawBarGraph
- 1.38 DriverEnter
- 1.39 DriverLeft
- 1.40 DriverRadiusDamage
- 1.41 DrivingStatusChanged
- 1.42 EagleEyeTarget
- 1.43 EjectSeat
- 1.44 EnableVehicle
- 1.45 EntryAnnouncement
- 1.46 ExitRotation
- 1.47 FastVehicle
- 1.48 FindAutoExit
- 1.49 FindGoodEndView
- 1.50 FindWeaponHitNormal
- 1.51 GetCameraFocus
- 1.52 GetCameraStart
- 1.53 GetChargePower
- 1.54 GetClampedViewRotation
- 1.55 GetCollisionDamageInstigator
- 1.56 GetCollisionDamageModifier
- 1.57 GetControllerForSeatIndex
- 1.58 GetDisplayedHealth
- 1.59 GetEffectLocation
- 1.60 GetFirstAvailableSeat
- 1.61 GetHealth
- 1.62 GetHoverBoardAttachPoint
- 1.63 GetHumanReadableName
- 1.64 GetMoveTargetFor
- 1.65 GetPhysicalFireStartLoc
- 1.66 GetSeatColor
- 1.67 GetSeatIndexForController
- 1.68 GetSeatIndexFromPrefix
- 1.69 GetSeatPRI
- 1.70 GetSVehicleDebug
- 1.71 GetTowedVehicles
- 1.72 GetTowingVehicle
- 1.73 GetVehicleKillStatName
- 1.74 GetWeaponAim
- 1.75 GetWeaponViewAxes
- 1.76 HandleEnteringFlag
- 1.77 HasOccupiedTurret
- 1.78 HasPriority
- 1.79 HealDamage
- 1.80 ImportantVehicle
- 1.81 IncrementFlashCount
- 1.82 IncrementLinkedToCount
- 1.83 InCustomEntryRadius
- 1.84 InitializeEffects
- 1.85 InitializeMorphs
- 1.86 InitializeSeats
- 1.87 InitializeTurrets
- 1.88 IsArtillery
- 1.89 IsDeployed
- 1.90 IsDriverSeat
- 1.91 IsGoodTowTruck
- 1.92 KickOutBot
- 1.93 LimitCameraZ
- 1.94 NotifyTakeHit
- 1.95 NumPassengers
- 1.96 Occupied
- 1.97 OnDriverPhysicsAssetChanged
- 1.98 OnExitVehicle
- 1.99 OnTouchForcedDirVolume
- 1.100 OpenPositionFor
- 1.101 OverrideBeginFire
- 1.102 OverrideEndFire
- 1.103 PancakeOther
- 1.104 PassengerEnter
- 1.105 PassengerLeave
- 1.106 PlayHit
- 1.107 PlayHorn
- 1.108 PlaySpawnEffect
- 1.109 PlayVehicleAnimation
- 1.110 PlayVehicleSound
- 1.111 PossessedBy
- 1.112 PostRenderPassengerBeacon
- 1.113 PreCacheSeatNames
- 1.114 ProcessViewRotation
- 1.115 ReattachMesh
- 1.116 RecommendCharge
- 1.117 RenderMapIcon
- 1.118 RenderPassengerBeacons
- 1.119 ReservationCostMultiplier
- 1.120 SeatAvailable
- 1.121 SendLockOnMessage
- 1.122 ServerAdjacentSeat
- 1.123 ServerChangeSeat
- 1.124 ServerSetConsoleTurning
- 1.125 SetBurnOut
- 1.126 SetFiringMode
- 1.127 SetFlashLocation
- 1.128 SetHoverBoardAttachPointInUse
- 1.129 SetInputs
- 1.130 SetMovementEffect
- 1.131 SetReservation
- 1.132 SetSeatStoragePawn
- 1.133 SetShieldActive
- 1.134 SetTexturesToBeResident
- 1.135 SetVehicleEffectParms
- 1.136 ShootMissile
- 1.137 ShouldClamp
- 1.138 ShouldLeaveForCombat
- 1.139 ShouldShowUseable
- 1.140 ShouldSpawnExplosionLight
- 1.141 SitDriver
- 1.142 SpawnGibVehicle
- 1.143 SpawnImpactEmitter
- 1.144 SpokenFor
- 1.145 StartBurnOut
- 1.146 StartLinkedEffect
- 1.147 StopLinkedEffect
- 1.148 StopSpawnEffect
- 1.149 StopsProjectile
- 1.150 StopVehicleSounds
- 1.151 TakeHeadShot
- 1.152 TeamChanged
- 1.153 TeamChanged_VehicleEffects
- 1.154 TeamLink
- 1.155 TooCloseToAttack
- 1.156 TriggerVehicleEffect
- 1.157 TryAttachingTowCable
- 1.158 TryToDrive
- 1.159 TurnOffShadows
- 1.160 TurretExplosion
- 1.161 UpdateControllerOnPossess
- 1.162 UpdateLookSteerStatus
- 1.163 UpdateShadowSettings
- 1.164 VehicleAdjustFlashCount
- 1.165 VehicleAdjustFlashLocation
- 1.166 VehicleCalcCamera
- 1.167 VehicleEvent
- 1.168 VehicleLocked
- 1.169 VehicleWeaponFired
- 1.170 VehicleWeaponFireEffects
- 1.171 VehicleWeaponImpactEffects
- 1.172 VehicleWeaponStoppedFiring
- 1.173 WeaponFired
- 1.174 WeaponRotationChanged
- 1.175 WeaponStoppedFiring
- UTVehicle instance functions in other games:
- UDK
- Other member categories for this class:
- events, internal variables, structs, Cicada Content defaults, DarkWalker defaults, DarkWalker Content defaults, Fury internal variables, Fury Content defaults, Goliath defaults, Goliath properties, Goliath Content defaults, HellBender Content defaults, Hoverboard defaults, Hoverboard instance functions, Hoverboard internal variables, Hoverboard properties, Leviathan instance functions, Leviathan internal variables, Leviathan Content defaults, Leviathan Content properties, Manta defaults, Manta properties, Manta Content defaults, Nemesis defaults, Nemesis properties, NightShade defaults, Paladin defaults, Paladin properties, Scavenger internal variables, Scavenger Content defaults, Scorpion defaults, Scorpion internal variables, Scorpion Content defaults, SPMA Content defaults, Viper defaults, Viper properties, Scorpion instance functions, StealthBenderGold Content defaults
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Instance functions[edit]
AdjustCameraScale[edit]
Overrides: Pawn.AdjustCameraScale
moves the camera in or out
AllowLinkThroughOwnedActor[edit]
called when the link gun hits an Actor that has this vehicle as its Owner
Parameters:
- OwnedActor - the Actor owned by this vehicle that was hit
Returns:
- whether attempting to link to OwnedActor should be treated as linking to this vehicle
AnySeatAvailable[edit]
Overrides: Vehicle.AnySeatAvailable
Returns:
- true if there is a seat
ApplyRandomMorphDamage[edit]
called to apply morph damage where we don't know what was actually hit (i.e. because the client detected it by receiving a new Health value from the server)
ApplyWeaponEffects[edit]
Overrides: UTVehicleBase.ApplyWeaponEffects
applies weapon effects based on the passed in bitfield
AttachDriver[edit]
Overrides: Vehicle.AttachDriver
Attach driver to vehicle. Sets up the Pawn to drive the vehicle (rendering, physics, collision..). Called only if bAttachDriver is true. Network : ALL
AttachFlag[edit]
If the driver enters the vehicle with a UTCarriedObject, this event is triggered.
Parameters:
- FlagActor - The object being carried
- NewDriver - The driver (may not yet have been set)
BlowupVehicle[edit]
Call this function to blow up the vehicle
BotDesireability[edit]
return a value indicating how useful this vehicle is to bots
Parameters:
- S - The Actor who desires this vehicle
- TeamIndex - The Team index of S
- Objective - The objective
CalcCamera[edit]
Overrides: SVehicle.CalcCamera
We override CalcCamera so as to use the Camera Distance of the seat
CanAttack[edit]
Overrides: Pawn.CanAttack
CanDeployedAttack[edit]
CanEnterVehicle[edit]
Overrides: Vehicle.CanEnterVehicle
CanEnterVehicle()
Returns:
- true if Pawn P is allowed to enter this vehicle
CauseMuzzleFlashLight[edit]
Causes the muzzle flashlight to turn on and setup a time to turn it back off again.
ChangedReservation[edit]
AI Hint
ChangeSeat[edit]
ChangeSeat, this controller to change from it's current seat to a new one if (A) the new set is empty or (B) the controller looking to move has Priority over the controller already there.
If the seat is filled but the new controller has priority, the current seat holder will be bumped and swapped in to the seat left vacant.
Parameters:
- ControllerToMove - The Controller we are trying to move
- RequestedSeat - Where are we trying to move him to
Returns:
- true if successful
ChargeAttackObjective[edit]
returns true if vehicle should charge attack this node (also responsible for setting up charge
CheckDamageSmoke[edit]
CheckGameClass[edit]
customize based on gameclass
CheckTurretPitchLimit[edit]
checks if the given pitch would be limited by the turret controllers, i.e. we cannot possibly fire in that direction
Returns:
- whether the pitch would be constrained
ClearFlashCount[edit]
Overrides: Pawn.ClearFlashCount
Clear flashCount variable. and call WeaponStoppedFiring event. Call this on the server and local player.
Network: Server or Local Player
ClearFlashLocation[edit]
Overrides: Pawn.ClearFlashLocation
Reset flash location variable. and call stop firing. Network: Server only
CreateDamageMaterialInstance[edit]
CreateVehicleEffect[edit]
Effects
CriticalChargeAttack[edit]
Recommend high priority charge at enemy
DecrementLinkedToCount[edit]
DetachDriver[edit]
Overrides: UTVehicleBase.DetachDriver
Detach Driver from vehicle. Network : ALL
DetachTowCable[edit]
detach this vehicle's tow cable (used by AI)
Died[edit]
Overrides: SVehicle.Died
See Pawn::Died()
DisableCollision[edit]
turns off collision on the vehicle when it's almost fully burned out
DisableDamageSmoke[edit]
deactivates smoke/fire emitter when vehicle is mostly burned out
DisableVehicle[edit]
DisplayExtraHud[edit]
DisplayHud[edit]
Overrides: UTVehicleBase.DisplayHud
DisplaySeats[edit]
Dodge[edit]
Stub out the Dodge event. Override if the vehicle needs a dodge
See Pawn::Dodge()
DrawBarGraph[edit]
DriverEnter[edit]
Overrides: UTVehicleBase.DriverEnter
Called when a pawn enters the vehicle
Parameters:
- P - The Pawn entering the vehicle
DriverLeft[edit]
Overrides: UTVehicleBase.DriverLeft
DriverLeft() called by DriverLeave() after the drive has been taken out of the vehicle
DriverRadiusDamage[edit]
Overrides: Vehicle.DriverRadiusDamage
This function is called to see if radius damage should be applied to the driver. It is called from SVehicle::TakeRadiusDamage().
Parameters:
- DamageAmount - The amount of damage taken
- DamageRadius - The radius that the damage covered
- EventInstigator - Who caused the damage
- DamageType - What type of damage
- Momentum - How much force should be imparted
- HitLocation - Where
DrivingStatusChanged[edit]
Overrides: UTVehicleBase.DrivingStatusChanged
This function is called when the driver's status has changed.
EagleEyeTarget[edit]
EjectSeat[edit]
EnableVehicle[edit]
EntryAnnouncement[edit]
Overrides: Vehicle.EntryAnnouncement
EntryAnnouncement() - Called when Controller possesses vehicle, for any visual/audio effects
Parameters:
- C - The controller of that possessed the vehicle
ExitRotation[edit]
Returns rotation used for determining valid exit positions
FastVehicle[edit]
AI hint
FindAutoExit[edit]
Overrides: Vehicle.FindAutoExit
FindAutoExit() Tries to find exit position on either side of vehicle, in back, or in front returns true if driver successfully exited.
Parameters:
- ExitingDriver - The Pawn that is leaving the vehicle
FindGoodEndView[edit]
Overrides: Actor.FindGoodEndView
Used by PlayerController.FindGoodView() in RoundEnded State
FindWeaponHitNormal[edit]
This function is here so that children vehicles can get access to the retrace to get the hitnormal. See the Dark Walker
GetCameraFocus[edit]
returns the camera focus position (without camera lag)
GetCameraStart[edit]
returns the camera focus position (adjusted for camera lag)
GetChargePower[edit]
GetClampedViewRotation[edit]
GetCollisionDamageInstigator[edit]
Overrides: Vehicle.GetCollisionDamageInstigator
(Description copied from Vehicle.GetCollisionDamageInstigator)
Returns:
- the Controller that should receive credit for damage caused by this vehicle colliding with others
GetCollisionDamageModifier[edit]
GetControllerForSeatIndex[edit]
Returns:
- the controller of a given seat. Can be none if the seat is empty
GetDisplayedHealth[edit]
GetEffectLocation[edit]
GetFirstAvailableSeat[edit]
Returns:
- the first available passenger seat, or -1 if there are none available
GetHealth[edit]
GetHoverBoardAttachPoint[edit]
GetHumanReadableName[edit]
Overrides: Pawn.GetHumanReadableName
GetMoveTargetFor[edit]
AI Hint
GetPhysicalFireStartLoc[edit]
GetSeatColor[edit]
GetSeatIndexForController[edit]
Returns:
- the Index for this Controller's current seat or -1 if there isn't one
GetSeatIndexFromPrefix[edit]
Given the variable prefix, find the seat index that is associated with it
Returns:
- the index if found or -1 if not found
GetSeatPRI[edit]
GetSVehicleDebug[edit]
Overrides: SVehicle.GetSVehicleDebug
We extend GetSVehicleDebug to include information about the seats array
Parameters:
- DebugInfo - We return the text to display here
GetTowedVehicles[edit]
Returns:
- a list of vehicles this one is towing
GetTowingVehicle[edit]
Returns:
- if this vehicle is being towed, return the vehicle that is towing it
GetVehicleKillStatName[edit]
GetWeaponAim[edit]
This function returns the aim for the weapon
GetWeaponViewAxes[edit]
GetWeaponViewAxes should be subclassed to support returningthe rotator of the various weapon points.
HandleEnteringFlag[edit]
handles dealing with any flag the given driver/passenger may be holding
HasOccupiedTurret[edit]
AI Hint
Returns:
- true if there is an occupied turret
HasPriority[edit]
This function looks at 2 controllers and decides if one as priority over the other. Right now it looks to see if a human is against a bot but it could be extended to use rank/etc.
Returns:
- ture if First has priority over second
HealDamage[edit]
Overrides: Pawn.HealDamage
This function is called to heal the vehicle
See: Actor.HealDamage()
ImportantVehicle[edit]
IncrementFlashCount[edit]
Overrides: Pawn.IncrementFlashCount
This function's responsibility is to signal clients that non-instant hit shot has been fired. Call this on the server and local player.
Network: Server and Local Player
IncrementLinkedToCount[edit]
InCustomEntryRadius[edit]
if bHasCustomEntryRadius, this is called to see if Pawn P is in it.
InitializeEffects[edit]
Initialize the effects system. Create all the needed PSCs and set their templates
InitializeMorphs[edit]
Initialize the damage modeling system
InitializeSeats[edit]
Create all of the vehicle weapons
InitializeTurrets[edit]
IsArtillery[edit]
AI Hint
IsDeployed[edit]
IsDriverSeat[edit]
Returns:
- whether the given vehicle pawn is in this vehicle's driver seat (usually seat 0, but some vehicles may give driver control of a different seat when deployed)
IsGoodTowTruck[edit]
Returns:
- whether bots should consider attaching a tow link to this vehicle
KickOutBot[edit]
kick out the first bot in the vehicle to make way for human driver
LimitCameraZ[edit]
returns the camera focus position (adjusted for camera lag)
NotifyTakeHit[edit]
Overrides: Pawn.NotifyTakeHit
sends any notifications to anything that needs to know this pawn has taken damage
NumPassengers[edit]
Returns:
- the number of passengers in this vehicle
Occupied[edit]
AI code
OnDriverPhysicsAssetChanged[edit]
Allows a vehicle to do specific physics setup on a driver when physics asset changes.
OnExitVehicle[edit]
Kismet hook for kicking a pawn out of a vehicle
OnTouchForcedDirVolume[edit]
Notification that this vehicle has hit a ForcedDirVolume. If it returns FALSE, volume will not affect it.
OpenPositionFor[edit]
OpenPositionFor() returns true if there is a seat available for P
Parameters:
- P - The Pawn to test for
Returns:
- true if open
OverrideBeginFire[edit]
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]
PancakeOther[edit]
Overrides: Vehicle.PancakeOther
Crush the pawn vehicle is encroaching
PassengerEnter[edit]
Called when a passenger enters the vehicle
Parameters:
- P - The Pawn entering the vehicle
- SeatIndex - The seat where he is to sit
PassengerLeave[edit]
Called when a passenger leaves the vehicle
Parameters:
- SeatIndex - Leaving from which seat
PlayHit[edit]
Overrides: Pawn.PlayHit
PlayHorn[edit]
Play the horn for this vehicle
PlaySpawnEffect[edit]
PlayVehicleAnimation[edit]
Plays a Vehicle Animation
PlayVehicleSound[edit]
Trigger or untrigger a vehicle sound
Parameters:
- EventTag - The tag that describes the effect
PossessedBy[edit]
Overrides: Vehicle.PossessedBy
PostRenderPassengerBeacon[edit]
PostRenderPassengerBeacon() renders Assumes that appropriate font has already been set
Parameters:
- PC - The Player Controller who is rendering this pawn
- Canvas - The canvas to draw on
PreCacheSeatNames[edit]
ProcessViewRotation[edit]
Overrides: Pawn.ProcessViewRotation
(Description copied from Pawn.ProcessViewRotation)
Called from PlayerController UpdateRotation() -> ProcessViewRotation() to (pre)process player ViewRotation adds delta rot (player input), applies any limits and post-processing returns the final ViewRotation set on PlayerController
Parameters:
- DeltaTime - time since last frame
- ViewRotation - actual PlayerController view rotation
- out_DeltaRot - delta rotation to be applied on ViewRotation. Represents player's input.
Returns:
- processed ViewRotation to be set on PlayerController.
ReattachMesh[edit]
reattaches the mesh component, because settings were updated
RecommendCharge[edit]
RenderMapIcon[edit]
When an icon for this vehicle is needed on the hud, this function is called
RenderPassengerBeacons[edit]
ReservationCostMultiplier[edit]
AT Hint
SeatAvailable[edit]
Returns:
- true if a seat is not occupied
SendLockOnMessage[edit]
sends the LockOn message to all seats in this vehicle with the specified switch
Parameters:
- Switch - The message switch
ServerAdjacentSeat[edit]
Overrides: UTVehicleBase.ServerAdjacentSeat
request change to adjacent vehicle seat
ServerChangeSeat[edit]
Overrides: UTVehicleBase.ServerChangeSeat
Called when a client is requesting a seat change
Network: Server-Side
ServerSetConsoleTurning[edit]
used on console builds to set the value of bIsConsoleTurning on the server
SetBurnOut[edit]
SetFiringMode[edit]
Overrides: Pawn.SetFiringMode
Set firing mode replication for remote clients trigger update notification. Network: LocalPlayer and Server
SetFlashLocation[edit]
Overrides: Pawn.SetFlashLocation
This function sets up the Location of a hit to be replicated to all remote clients. It is also responsible for fudging a shot at (0,0,0).
Network: Server only
SetHoverBoardAttachPointInUse[edit]
SetInputs[edit]
Overrides: Vehicle.SetInputs
Console specific input modification
SetMovementEffect[edit]
SetReservation[edit]
AI Hint
SetSeatStoragePawn[edit]
SetShieldActive[edit]
stub for vehicles with shield firemodes
SetTexturesToBeResident[edit]
This will set the textures to be resident or not *
SetVehicleEffectParms[edit]
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
ShootMissile[edit]
AI hint - Shoot at the missle
Parameters:
- P - The incoming projectile
ShouldClamp[edit]
ShouldLeaveForCombat[edit]
Returns:
- whether bot should leave this vehicle if it encounters combat
ShouldShowUseable[edit]
returns TRUE if vehicle is useable (can be entered)
ShouldSpawnExplosionLight[edit]
ShouldSpawnExplosionLight() Decide whether or not to create an explosion light for this explosion
SitDriver[edit]
SpawnGibVehicle[edit]
We use this function as the UTPawn's spawngib as for our vehicles we are spawning the gibs at specific locations based on the skelcontrollers and the placement of meshes on the exterior of the vehicle
SpawnImpactEmitter[edit]
SpokenFor[edit]
AI Hint
StartBurnOut[edit]
StartLinkedEffect[edit]
function to call whenever a link gun links to this vehicle (e.g. to heal the Vehicle)
StopLinkedEffect[edit]
function to call when a link gun unlinks
StopSpawnEffect[edit]
StopsProjectile[edit]
Overrides: Actor.StopsProjectile
StopVehicleSounds[edit]
Overrides: SVehicle.StopVehicleSounds
TakeHeadShot[edit]
Overrides: UTVehicleBase.TakeHeadShot
Implementation of TakeHeadShot that iterates over seats checking each person in vehicle.
TeamChanged[edit]
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.
TeamChanged_VehicleEffects[edit]
This function is called when we need to change Vehicle Effects.
To get blue effects add this to the VehicleEffects list entry: EffectTemplate_Blue=ParticleSystem,
TeamLink[edit]
AI Hint
TooCloseToAttack[edit]
Overrides: Pawn.TooCloseToAttack
Check to see if Other is too close to attack
Parameters:
- Other - Actor to check against
Returns:
- true if he's too close
TriggerVehicleEffect[edit]
Trigger or untrigger a vehicle effect
Parameters:
- EventTag - The tag that describes the effect
TryAttachingTowCable[edit]
if TowingVehicle is a valid vehicle to tow, tell bot how to hook up to it
Returns:
- whether the bot was given instructions
TryToDrive[edit]
Overrides: SVehicle.TryToDrive
The pawn Driver has tried to take control of this vehicle
Parameters:
- P - The pawn who wants to drive this vehicle
TurnOffShadows[edit]
This will turn off the shadow casting of the vehicle *
TurretExplosion[edit]
UpdateControllerOnPossess[edit]
Overrides: Pawn.UpdateControllerOnPossess
UpdateControllerOnPossess() override Pawn.UpdateControllerOnPossess() to keep from changing controller's rotation
Parameters:
- bVehicleTransition - Will be true if this the pawn is entering/leaving a vehicle
UpdateLookSteerStatus[edit]
UpdateShadowSettings[edit]
VehicleAdjustFlashCount[edit]
These two functions needs to be subclassed in each weapon
VehicleAdjustFlashLocation[edit]
VehicleCalcCamera[edit]
VehicleEvent[edit]
An interface for causing various events on the vehicle.
VehicleLocked[edit]
Pawn tried to enter vehicle, but it's locked!!
Parameters:
- P - The pawn that tried
VehicleWeaponFired[edit]
Vehicle will want to override WeaponFired and pass off the effects to the proper Seat
VehicleWeaponFireEffects[edit]
This function should be subclassed and manage the different effects
VehicleWeaponImpactEffects[edit]
Spawn any effects that occur at the impact point. It's called from the pawn.
VehicleWeaponStoppedFiring[edit]
WeaponFired[edit]
Overrides: Pawn.WeaponFired
Called when a pawn's weapon has fired and is responsibile for delegating the creation of all of the different effects.
bViaReplication denotes if this call in as the result of the flashcount/flashlocation being replicated. It's used filter out when to make the effects.
Network: ALL
WeaponRotationChanged[edit]
this function is called when a weapon rotation value has changed. It sets the DesiredboneRotations for each controller associated with the turret.
Network: Remote clients. All other cases are handled natively FIXME: Look at handling remote clients natively as well
Parameters:
- SeatIndex - The seat at which the rotation changed
WeaponStoppedFiring[edit]
Overrides: Pawn.WeaponStoppedFiring
Called when a pawn's weapon has stopped firing and is responsibile for delegating the destruction of all of the different effects.
bViaReplication denotes if this call in as the result of the flashcount/flashlocation being replicated.
Network: ALL