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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
AdjustCameraScale
Overrides: Pawn.AdjustCameraScale
moves the camera in or out
AllowLinkThroughOwnedActor
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
Overrides: Vehicle.AnySeatAvailable
Returns:
- true if there is a seat
ApplyRandomMorphDamage
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
Overrides: UTVehicleBase.ApplyWeaponEffects
applies weapon effects based on the passed in bitfield
AttachDriver
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
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
Call this function to blow up the vehicle
BotDesireability
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
Overrides: SVehicle.CalcCamera
We override CalcCamera so as to use the Camera Distance of the seat
CanAttack
Overrides: Pawn.CanAttack
CanDeployedAttack
CanEnterVehicle
Overrides: Vehicle.CanEnterVehicle
CanEnterVehicle()
Returns:
- true if Pawn P is allowed to enter this vehicle
CauseMuzzleFlashLight
Causes the muzzle flashlight to turn on and setup a time to turn it back off again.
ChangedReservation
AI Hint
ChangeSeat
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
returns true if vehicle should charge attack this node (also responsible for setting up charge
CheckDamageSmoke
CheckGameClass
customize based on gameclass
CheckTurretPitchLimit
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
Overrides: Pawn.ClearFlashCount
Clear flashCount variable. and call WeaponStoppedFiring event. Call this on the server and local player.
Network: Server or Local Player
ClearFlashLocation
Overrides: Pawn.ClearFlashLocation
Reset flash location variable. and call stop firing. Network: Server only
CreateDamageMaterialInstance
CreateVehicleEffect
Effects
CriticalChargeAttack
Recommend high priority charge at enemy
DecrementLinkedToCount
DetachDriver
Overrides: UTVehicleBase.DetachDriver
Detach Driver from vehicle. Network : ALL
DetachTowCable
detach this vehicle's tow cable (used by AI)
Died
Overrides: SVehicle.Died
See Pawn::Died()
DisableCollision
turns off collision on the vehicle when it's almost fully burned out
DisableDamageSmoke
deactivates smoke/fire emitter when vehicle is mostly burned out
DisableVehicle
DisplayExtraHud
DisplayHud
Overrides: UTVehicleBase.DisplayHud
DisplaySeats
Dodge
Stub out the Dodge event. Override if the vehicle needs a dodge
See Pawn::Dodge()
DrawBarGraph
DriverEnter
Overrides: UTVehicleBase.DriverEnter
Called when a pawn enters the vehicle
Parameters:
- P - The Pawn entering the vehicle
DriverLeft
Overrides: UTVehicleBase.DriverLeft
DriverLeft() called by DriverLeave() after the drive has been taken out of the vehicle
DriverRadiusDamage
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
Overrides: UTVehicleBase.DrivingStatusChanged
This function is called when the driver's status has changed.
EagleEyeTarget
EjectSeat
EnableVehicle
EntryAnnouncement
Overrides: Vehicle.EntryAnnouncement
EntryAnnouncement() - Called when Controller possesses vehicle, for any visual/audio effects
Parameters:
- C - The controller of that possessed the vehicle
ExitRotation
Returns rotation used for determining valid exit positions
FastVehicle
AI hint
FindAutoExit
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
Overrides: Actor.FindGoodEndView
Used by PlayerController.FindGoodView() in RoundEnded State
FindWeaponHitNormal
This function is here so that children vehicles can get access to the retrace to get the hitnormal. See the Dark Walker
GetCameraFocus
returns the camera focus position (without camera lag)
GetCameraStart
returns the camera focus position (adjusted for camera lag)
GetChargePower
GetClampedViewRotation
GetCollisionDamageInstigator
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
GetControllerForSeatIndex
Returns:
- the controller of a given seat. Can be none if the seat is empty
GetDisplayedHealth
GetEffectLocation
GetFirstAvailableSeat
Returns:
- the first available passenger seat, or -1 if there are none available
GetHealth
GetHoverBoardAttachPoint
GetHumanReadableName
Overrides: Pawn.GetHumanReadableName
GetMoveTargetFor
AI Hint
GetPhysicalFireStartLoc
GetSeatColor
GetSeatIndexForController
Returns:
- the Index for this Controller's current seat or -1 if there isn't one
GetSeatIndexFromPrefix
Given the variable prefix, find the seat index that is associated with it
Returns:
- the index if found or -1 if not found
GetSeatPRI
GetSVehicleDebug
Overrides: SVehicle.GetSVehicleDebug
We extend GetSVehicleDebug to include information about the seats array
Parameters:
- DebugInfo - We return the text to display here
GetTowedVehicles
Returns:
- a list of vehicles this one is towing
GetTowingVehicle
Returns:
- if this vehicle is being towed, return the vehicle that is towing it
GetVehicleKillStatName
GetWeaponAim
This function returns the aim for the weapon
GetWeaponViewAxes
GetWeaponViewAxes should be subclassed to support returningthe rotator of the various weapon points.
HandleEnteringFlag
handles dealing with any flag the given driver/passenger may be holding
HasOccupiedTurret
AI Hint
Returns:
- true if there is an occupied turret
HasPriority
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
Overrides: Pawn.HealDamage
This function is called to heal the vehicle
See: Actor.HealDamage()
ImportantVehicle
IncrementFlashCount
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
InCustomEntryRadius
if bHasCustomEntryRadius, this is called to see if Pawn P is in it.
InitializeEffects
Initialize the effects system. Create all the needed PSCs and set their templates
InitializeMorphs
Initialize the damage modeling system
InitializeSeats
Create all of the vehicle weapons
InitializeTurrets
IsArtillery
AI Hint
IsDeployed
IsDriverSeat
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
Returns:
- whether bots should consider attaching a tow link to this vehicle
KickOutBot
kick out the first bot in the vehicle to make way for human driver
LimitCameraZ
returns the camera focus position (adjusted for camera lag)
NotifyTakeHit
Overrides: Pawn.NotifyTakeHit
sends any notifications to anything that needs to know this pawn has taken damage
NumPassengers
Returns:
- the number of passengers in this vehicle
Occupied
AI code
OnDriverPhysicsAssetChanged
Allows a vehicle to do specific physics setup on a driver when physics asset changes.
OnExitVehicle
Kismet hook for kicking a pawn out of a vehicle
OnTouchForcedDirVolume
Notification that this vehicle has hit a ForcedDirVolume. If it returns FALSE, volume will not affect it.
OpenPositionFor
OpenPositionFor() returns true if there is a seat available for P
Parameters:
- P - The Pawn to test for
Returns:
- true if open
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
PancakeOther
Overrides: Vehicle.PancakeOther
Crush the pawn vehicle is encroaching
PassengerEnter
Called when a passenger enters the vehicle
Parameters:
- P - The Pawn entering the vehicle
- SeatIndex - The seat where he is to sit
PassengerLeave
Called when a passenger leaves the vehicle
Parameters:
- SeatIndex - Leaving from which seat
PlayHit
Overrides: Pawn.PlayHit
PlayHorn
Play the horn for this vehicle
PlaySpawnEffect
PlayVehicleAnimation
Plays a Vehicle Animation
PlayVehicleSound
Trigger or untrigger a vehicle sound
Parameters:
- EventTag - The tag that describes the effect
PossessedBy
Overrides: Vehicle.PossessedBy
PostRenderPassengerBeacon
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
ProcessViewRotation
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
reattaches the mesh component, because settings were updated
RecommendCharge
RenderMapIcon
When an icon for this vehicle is needed on the hud, this function is called
RenderPassengerBeacons
ReservationCostMultiplier
AT Hint
SeatAvailable
Returns:
- true if a seat is not occupied
SendLockOnMessage
sends the LockOn message to all seats in this vehicle with the specified switch
Parameters:
- Switch - The message switch
ServerAdjacentSeat
Overrides: UTVehicleBase.ServerAdjacentSeat
request change to adjacent vehicle seat
ServerChangeSeat
Overrides: UTVehicleBase.ServerChangeSeat
Called when a client is requesting a seat change
Network: Server-Side
ServerSetConsoleTurning
used on console builds to set the value of bIsConsoleTurning on the server
SetBurnOut
SetFiringMode
Overrides: Pawn.SetFiringMode
Set firing mode replication for remote clients trigger update notification. Network: LocalPlayer and Server
SetFlashLocation
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
SetInputs
Overrides: Vehicle.SetInputs
Console specific input modification
SetMovementEffect
SetReservation
AI Hint
SetSeatStoragePawn
SetShieldActive
stub for vehicles with shield firemodes
SetTexturesToBeResident
This will set the textures to be resident or not *
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
ShootMissile
AI hint - Shoot at the missle
Parameters:
- P - The incoming projectile
ShouldClamp
ShouldLeaveForCombat
Returns:
- whether bot should leave this vehicle if it encounters combat
ShouldShowUseable
returns TRUE if vehicle is useable (can be entered)
ShouldSpawnExplosionLight
ShouldSpawnExplosionLight() Decide whether or not to create an explosion light for this explosion
SitDriver
SpawnGibVehicle
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
SpokenFor
AI Hint
StartBurnOut
StartLinkedEffect
function to call whenever a link gun links to this vehicle (e.g. to heal the Vehicle)
StopLinkedEffect
function to call when a link gun unlinks
StopSpawnEffect
StopsProjectile
Overrides: Actor.StopsProjectile
StopVehicleSounds
Overrides: SVehicle.StopVehicleSounds
TakeHeadShot
Overrides: UTVehicleBase.TakeHeadShot
Implementation of TakeHeadShot that iterates over seats checking each person in vehicle.
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.
TeamChanged_VehicleEffects
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
AI Hint
TooCloseToAttack
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
Trigger or untrigger a vehicle effect
Parameters:
- EventTag - The tag that describes the effect
TryAttachingTowCable
if TowingVehicle is a valid vehicle to tow, tell bot how to hook up to it
Returns:
- whether the bot was given instructions
TryToDrive
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
This will turn off the shadow casting of the vehicle *
TurretExplosion
UpdateControllerOnPossess
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
UpdateShadowSettings
VehicleAdjustFlashCount
These two functions needs to be subclassed in each weapon
VehicleAdjustFlashLocation
VehicleCalcCamera
VehicleEvent
An interface for causing various events on the vehicle.
VehicleLocked
Pawn tried to enter vehicle, but it's locked!!
Parameters:
- P - The pawn that tried
VehicleWeaponFired
Vehicle will want to override WeaponFired and pass off the effects to the proper Seat
VehicleWeaponFireEffects
This function should be subclassed and manage the different effects
VehicleWeaponImpactEffects
Spawn any effects that occur at the impact point. It's called from the pawn.
VehicleWeaponStoppedFiring
WeaponFired
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
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
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