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UE3:UTVehicle instance functions (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle (instance functions)

Contents

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

Instance functions

AdjustCameraScale

simulated function AdjustCameraScale (bool bMoveCameraIn)

Overrides: Pawn.AdjustCameraScale

moves the camera in or out

AllowLinkThroughOwnedActor

simulated function bool AllowLinkThroughOwnedActor (Actor OwnedActor)

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

function bool AnySeatAvailable ()

Overrides: Vehicle.AnySeatAvailable

Returns:

true if there is a seat

ApplyRandomMorphDamage

simulated function ApplyRandomMorphDamage (int Amount)

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

simulated function ApplyWeaponEffects (int OverlayFlags, optional int SeatIndex)

Overrides: UTVehicleBase.ApplyWeaponEffects

applies weapon effects based on the passed in bitfield

AttachDriver

simulated function AttachDriver (Pawn P)

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

simulated function AttachFlag (UTCarriedObject FlagActor, Pawn NewDriver)

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

simulated function BlowupVehicle ()

Call this function to blow up the vehicle

BotDesireability

function float BotDesireability (UTSquadAI S, int TeamIndex, Actor Objective)

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

simulated function bool CalcCamera (float DeltaTime, out Object.Vector out_CamLoc, out Object.Rotator out_CamRot, out float out_FOV)

Overrides: SVehicle.CalcCamera

We override CalcCamera so as to use the Camera Distance of the seat

CanAttack

function bool CanAttack (Actor Other)

Overrides: Pawn.CanAttack


CanDeployedAttack

function bool CanDeployedAttack (Actor Other)


CanEnterVehicle

simulated function bool CanEnterVehicle (Pawn P)

Overrides: Vehicle.CanEnterVehicle

CanEnterVehicle()

Returns:

true if Pawn P is allowed to enter this vehicle

CauseMuzzleFlashLight

simulated function CauseMuzzleFlashLight (int SeatIndex)

Causes the muzzle flashlight to turn on and setup a time to turn it back off again.

ChangedReservation

function bool ChangedReservation (Pawn P)

AI Hint

ChangeSeat

function bool ChangeSeat (Controller ControllerToMove, int RequestedSeat)

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

function bool ChargeAttackObjective (UTBot B, UTGameObjective O)

returns true if vehicle should charge attack this node (also responsible for setting up charge

CheckDamageSmoke

simulated function CheckDamageSmoke ()


CheckGameClass

simulated function CheckGameClass ()

customize based on gameclass

CheckTurretPitchLimit

function bool CheckTurretPitchLimit (int NeededPitch, int SeatIndex)

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

simulated function ClearFlashCount (Weapon Who)

Overrides: Pawn.ClearFlashCount

Clear flashCount variable. and call WeaponStoppedFiring event. Call this on the server and local player.

Network: Server or Local Player

ClearFlashLocation

function ClearFlashLocation (Weapon Who)

Overrides: Pawn.ClearFlashLocation

Reset flash location variable. and call stop firing. Network: Server only

CreateDamageMaterialInstance

simulated function CreateDamageMaterialInstance ()


CreateVehicleEffect

simulated function CreateVehicleEffect (int EffectIndex)

Effects

CriticalChargeAttack

function bool CriticalChargeAttack (UTBot B)

Recommend high priority charge at enemy

DecrementLinkedToCount

function DecrementLinkedToCount ()


DetachDriver

simulated function DetachDriver (Pawn P)

Overrides: UTVehicleBase.DetachDriver

Detach Driver from vehicle. Network : ALL

DetachTowCable

function DetachTowCable ()

detach this vehicle's tow cable (used by AI)

Died

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

Overrides: SVehicle.Died

See Pawn::Died()

DisableCollision

simulated function DisableCollision ()

turns off collision on the vehicle when it's almost fully burned out

DisableDamageSmoke

simulated function DisableDamageSmoke ()

deactivates smoke/fire emitter when vehicle is mostly burned out

DisableVehicle

simulated function bool DisableVehicle ()


DisplayExtraHud

simulated function DisplayExtraHud (UTHUD Hud, Canvas Canvas, Object.Vector2D POS, float Width, float Height, int SIndex)


DisplayHud

simulated function DisplayHud (UTHUD Hud, Canvas Canvas, Object.Vector2D HudPOS, optional int SeatIndex)

Overrides: UTVehicleBase.DisplayHud


DisplaySeats

simulated function DisplaySeats (UTHUD Hud, Canvas Canvas, float PosX, float PosY, float Width, float Height, int SIndex)


Dodge

function bool Dodge (Actor.EDoubleClickDir DoubleClickMove)

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

See Pawn::Dodge()

DrawBarGraph

simulated function DrawBarGraph (float X, float Y, float Width, float Height, float PercentFilled, float ResolutionScale, Canvas DrawCanvas)


DriverEnter

function bool DriverEnter (Pawn P)

Overrides: UTVehicleBase.DriverEnter

Called when a pawn enters the vehicle

Parameters:

  • P - The Pawn entering the vehicle

DriverLeft

function DriverLeft ()

Overrides: UTVehicleBase.DriverLeft

DriverLeft() called by DriverLeave() after the drive has been taken out of the vehicle

DriverRadiusDamage

function DriverRadiusDamage (float DamageAmount, float DamageRadius, Controller EventInstigator, class<DamageTypeDamageType, float Momentum, Object.Vector HitLocation, Actor DamageCauser)

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

simulated function DrivingStatusChanged ()

Overrides: UTVehicleBase.DrivingStatusChanged

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

EagleEyeTarget

function bool EagleEyeTarget ()


EjectSeat

function EjectSeat (int SeatIdx)


EnableVehicle

simulated function EnableVehicle ()


EntryAnnouncement

simulated function EntryAnnouncement (Controller C)

Overrides: Vehicle.EntryAnnouncement

EntryAnnouncement() - Called when Controller possesses vehicle, for any visual/audio effects

Parameters:

  • C - The controller of that possessed the vehicle

ExitRotation

function Object.Rotator ExitRotation ()

Returns rotation used for determining valid exit positions

FastVehicle

function bool FastVehicle ()

AI hint

FindAutoExit

function bool FindAutoExit (Pawn ExitingDriver)

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

simulated function FindGoodEndView (PlayerController PC, out Object.Rotator GoodRotation)

Overrides: Actor.FindGoodEndView

Used by PlayerController.FindGoodView() in RoundEnded State

FindWeaponHitNormal

simulated function Actor FindWeaponHitNormal (out Object.Vector HitLocation, out Object.Vector HitNormal, Object.Vector End, Object.Vector Start, out Actor.TraceHitInfo HitInfo)

This function is here so that children vehicles can get access to the retrace to get the hitnormal. See the Dark Walker

GetCameraFocus

simulated function Object.Vector GetCameraFocus (int SeatIndex)

returns the camera focus position (without camera lag)

GetCameraStart

simulated function Object.Vector GetCameraStart (int SeatIndex)

returns the camera focus position (adjusted for camera lag)

GetChargePower

simulated function float GetChargePower ()


GetClampedViewRotation

simulated function Object.Rotator GetClampedViewRotation ()


GetCollisionDamageInstigator

function Controller 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

function float GetCollisionDamageModifier (const out array<Actor.RigidBodyContactInfoContactInfos)


GetControllerForSeatIndex

function Controller GetControllerForSeatIndex (int SeatIndex)

Returns:

the controller of a given seat. Can be none if the seat is empty

GetDisplayedHealth

simulated function float GetDisplayedHealth ()


GetEffectLocation

simulated function Object.Vector GetEffectLocation (int SeatIndex)


GetFirstAvailableSeat

function int GetFirstAvailableSeat ()

Returns:

the first available passenger seat, or -1 if there are none available

GetHealth

simulated function int GetHealth (int SeatIndex)


GetHoverBoardAttachPoint

simulated function name GetHoverBoardAttachPoint (Object.Vector HoverBoardLocation)


GetHumanReadableName

simulated function string GetHumanReadableName ()

Overrides: Pawn.GetHumanReadableName


GetMoveTargetFor

function UTVehicle GetMoveTargetFor (Pawn P)

AI Hint

GetPhysicalFireStartLoc

simulated function Object.Vector GetPhysicalFireStartLoc (UTWeapon ForWeapon)


GetSeatColor

simulated function Object.LinearColor GetSeatColor (int SeatIndex, bool bIsPlayersSeat)


GetSeatIndexForController

simulated function int GetSeatIndexForController (Controller ControllerToMove)

Returns:

the Index for this Controller's current seat or -1 if there isn't one

GetSeatIndexFromPrefix

simulated function int GetSeatIndexFromPrefix (string Prefix)

Given the variable prefix, find the seat index that is associated with it

Returns:

the index if found or -1 if not found

GetSeatPRI

simulated function PlayerReplicationInfo GetSeatPRI (int SeatNum)


GetSVehicleDebug

simulated function GetSVehicleDebug (out array<stringDebugInfo)

Overrides: SVehicle.GetSVehicleDebug

We extend GetSVehicleDebug to include information about the seats array

Parameters:

  • DebugInfo - We return the text to display here

GetTowedVehicles

function GetTowedVehicles (out array<UTVehicleTowedVehicles)

Returns:

a list of vehicles this one is towing

GetTowingVehicle

function UTVehicle GetTowingVehicle ()

Returns:

if this vehicle is being towed, return the vehicle that is towing it

GetVehicleKillStatName

function name GetVehicleKillStatName ()


GetWeaponAim

function Object.Rotator GetWeaponAim (UTVehicleWeapon VWeapon)

This function returns the aim for the weapon

GetWeaponViewAxes

simulated function GetWeaponViewAxes (UTWeapon WhichWeapon, out Object.Vector xaxis, out Object.Vector yaxis, out Object.Vector zaxis)

GetWeaponViewAxes should be subclassed to support returningthe rotator of the various weapon points.

HandleEnteringFlag

function HandleEnteringFlag (UTPlayerReplicationInfo EnteringPRI)

handles dealing with any flag the given driver/passenger may be holding

HasOccupiedTurret

function bool HasOccupiedTurret ()

AI Hint

Returns:

true if there is an occupied turret

HasPriority

function bool HasPriority (Controller First, Controller Second)

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

function bool HealDamage (int Amount, Controller Healer, class<DamageTypeDamageType)

Overrides: Pawn.HealDamage

This function is called to heal the vehicle

See: Actor.HealDamage()

ImportantVehicle

function bool ImportantVehicle ()


IncrementFlashCount

simulated function IncrementFlashCount (Weapon Who, byte FireModeNum)

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

function IncrementLinkedToCount ()


InCustomEntryRadius

function bool InCustomEntryRadius (Pawn P)

if bHasCustomEntryRadius, this is called to see if Pawn P is in it.

InitializeEffects

simulated function InitializeEffects ()

Initialize the effects system. Create all the needed PSCs and set their templates

InitializeMorphs

simulated function InitializeMorphs ()

Initialize the damage modeling system

InitializeSeats

function InitializeSeats ()

Create all of the vehicle weapons

InitializeTurrets

simulated function InitializeTurrets ()


IsArtillery

function bool IsArtillery ()

AI Hint

IsDeployed

simulated function bool IsDeployed ()


IsDriverSeat

function bool IsDriverSeat (Vehicle TestSeatPawn)

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

function bool IsGoodTowTruck ()

Returns:

whether bots should consider attaching a tow link to this vehicle

KickOutBot

function bool KickOutBot ()

kick out the first bot in the vehicle to make way for human driver

LimitCameraZ

simulated function float LimitCameraZ (float CurrentCamZ, float OriginalCamZ, int SeatIndex)

returns the camera focus position (adjusted for camera lag)

NotifyTakeHit

function NotifyTakeHit (Controller InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageTypedamageType, Object.Vector Momentum)

Overrides: Pawn.NotifyTakeHit

sends any notifications to anything that needs to know this pawn has taken damage

NumPassengers

simulated function int NumPassengers ()

Returns:

the number of passengers in this vehicle

Occupied

function bool Occupied ()

AI code

OnDriverPhysicsAssetChanged

simulated function OnDriverPhysicsAssetChanged (UTPawn UTP)

Allows a vehicle to do specific physics setup on a driver when physics asset changes.

OnExitVehicle

function OnExitVehicle (UTSeqAct_ExitVehicle Action)

Kismet hook for kicking a pawn out of a vehicle

OnTouchForcedDirVolume

function bool OnTouchForcedDirVolume (ForcedDirVolume Vol)

Notification that this vehicle has hit a ForcedDirVolume. If it returns FALSE, volume will not affect it.

OpenPositionFor

function bool OpenPositionFor (Pawn P)

OpenPositionFor() returns true if there is a seat available for P

Parameters:

  • P - The Pawn to test for

Returns:

true if open

OverrideBeginFire

simulated function bool OverrideBeginFire (byte FireModeNum)

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)


PancakeOther

function PancakeOther (Pawn Other)

Overrides: Vehicle.PancakeOther

Crush the pawn vehicle is encroaching

PassengerEnter

function bool PassengerEnter (Pawn P, int SeatIndex)

Called when a passenger enters the vehicle

Parameters:

  • P - The Pawn entering the vehicle
  • SeatIndex - The seat where he is to sit

PassengerLeave

function PassengerLeave (int SeatIndex)

Called when a passenger leaves the vehicle

Parameters:

  • SeatIndex - Leaving from which seat

PlayHit

function PlayHit (float Damage, Controller InstigatedBy, Object.Vector HitLocation, class<DamageTypedamageType, Object.Vector Momentum, Actor.TraceHitInfo HitInfo)

Overrides: Pawn.PlayHit


PlayHorn

function PlayHorn ()

Play the horn for this vehicle

PlaySpawnEffect

simulated function PlaySpawnEffect ()


PlayVehicleAnimation

simulated function PlayVehicleAnimation (name EventTag)

Plays a Vehicle Animation

PlayVehicleSound

simulated function PlayVehicleSound (name SoundTag)

Trigger or untrigger a vehicle sound

Parameters:

  • EventTag - The tag that describes the effect

PossessedBy

function PossessedBy (Controller C, bool bVehicleTransition)

Overrides: Vehicle.PossessedBy


PostRenderPassengerBeacon

simulated function PostRenderPassengerBeacon (PlayerController PC, Canvas Canvas, Object.LinearColor TeamColor, Object.Color TextColor, UTWeapon Weap, UTPlayerReplicationInfo InPassengerPRI, Object.Vector InPassengerTeamBeaconOffset)

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

simulated function PreCacheSeatNames ()


ProcessViewRotation

simulated function ProcessViewRotation (float DeltaTime, out Object.Rotator out_ViewRotation, out Object.Rotator out_DeltaRot)

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

simulated function ReattachMesh ()

reattaches the mesh component, because settings were updated

RecommendCharge

function bool RecommendCharge (UTBot B, Pawn Enemy)


RenderMapIcon

simulated function RenderMapIcon (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, Object.LinearColor FinalColor)

When an icon for this vehicle is needed on the hud, this function is called

RenderPassengerBeacons

simulated function RenderPassengerBeacons (PlayerController PC, Canvas Canvas, Object.LinearColor TeamColor, Object.Color TextColor, UTWeapon Weap)


ReservationCostMultiplier

function float ReservationCostMultiplier (Pawn P)

AT Hint

SeatAvailable

function bool SeatAvailable (int SeatIndex)

Returns:

true if a seat is not occupied

SendLockOnMessage

simulated function SendLockOnMessage (int Switch)

sends the LockOn message to all seats in this vehicle with the specified switch

Parameters:

  • Switch - The message switch

ServerAdjacentSeat

reliable server function ServerAdjacentSeat (int Direction, Controller C)

Overrides: UTVehicleBase.ServerAdjacentSeat

request change to adjacent vehicle seat

ServerChangeSeat

reliable server function ServerChangeSeat (int RequestedSeat)

Overrides: UTVehicleBase.ServerChangeSeat

Called when a client is requesting a seat change

Network: Server-Side

ServerSetConsoleTurning

reliable server function ServerSetConsoleTurning (bool bNewConsoleTurning)

used on console builds to set the value of bIsConsoleTurning on the server

SetBurnOut

simulated function SetBurnOut ()


SetFiringMode

simulated function SetFiringMode (byte FiringModeNum)

Overrides: Pawn.SetFiringMode

Set firing mode replication for remote clients trigger update notification. Network: LocalPlayer and Server

SetFlashLocation

function SetFlashLocation (Weapon Who, byte FireModeNum, Object.Vector NewLoc)

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

simulated function SetHoverBoardAttachPointInUse (name PointName, bool bInUse)


SetInputs

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

Overrides: Vehicle.SetInputs

Console specific input modification

SetMovementEffect

simulated function SetMovementEffect (int SeatIndex, bool bSetActive, optional UTPawn UTP)


SetReservation

function SetReservation (Controller C)

AI Hint

SetSeatStoragePawn

function SetSeatStoragePawn (int SeatIndex, Pawn PawnToSit)


SetShieldActive

function SetShieldActive (int SeatIndex, bool bActive)

stub for vehicles with shield firemodes

SetTexturesToBeResident

simulated function SetTexturesToBeResident (bool bActive)

This will set the textures to be resident or not *

SetVehicleEffectParms

simulated function SetVehicleEffectParms (name TriggerName, ParticleSystemComponent PSC)

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

function ShootMissile (Projectile P)

AI hint - Shoot at the missle

Parameters:

  • P - The incoming projectile

ShouldClamp

simulated function bool ShouldClamp ()


ShouldLeaveForCombat

function bool ShouldLeaveForCombat (UTBot B)

Returns:

whether bot should leave this vehicle if it encounters combat

ShouldShowUseable

simulated function bool ShouldShowUseable (PlayerController PC, float Dist)

returns TRUE if vehicle is useable (can be entered)

ShouldSpawnExplosionLight

simulated function bool ShouldSpawnExplosionLight (Object.Vector HitLocation, Object.Vector HitNormal)

ShouldSpawnExplosionLight() Decide whether or not to create an explosion light for this explosion

SitDriver

simulated function SitDriver (UTPawn UTP, int SeatIndex)


SpawnGibVehicle

simulated function UTGib SpawnGibVehicle (Object.Vector SpawnLocation, Object.Rotator SpawnRotation, StaticMesh TheMesh, Object.Vector HitLocation, bool bSpinGib, Object.Vector ImpulseDirection, ParticleSystem PS_OnBreak, ParticleSystem PS_Trail)

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

simulated function SpawnImpactEmitter (Object.Vector HitLocation, Object.Vector HitNormal, const out UTPhysicalMaterialProperty.MaterialImpactEffect ImpactEffect, int SeatIndex)


SpokenFor

function bool SpokenFor (Controller C)

AI Hint

StartBurnOut

simulated function StartBurnOut ()


StartLinkedEffect

protected simulated function StartLinkedEffect ()

function to call whenever a link gun links to this vehicle (e.g. to heal the Vehicle)

StopLinkedEffect

protected simulated function StopLinkedEffect ()

function to call when a link gun unlinks

StopSpawnEffect

simulated function StopSpawnEffect ()


StopsProjectile

simulated function bool StopsProjectile (Projectile P)

Overrides: Actor.StopsProjectile


StopVehicleSounds

simulated function StopVehicleSounds ()

Overrides: SVehicle.StopVehicleSounds


TakeHeadShot

function bool TakeHeadShot (const out Actor.ImpactInfo Impact, class<UTDamageTypeHeadShotDamageType, int HeadDamage, float AdditionalScale, Controller InstigatingController)

Overrides: UTVehicleBase.TakeHeadShot

Implementation of TakeHeadShot that iterates over seats checking each person in vehicle.

TeamChanged

simulated function 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

simulated function 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

function bool TeamLink (int TeamNum)

AI Hint

TooCloseToAttack

function bool TooCloseToAttack (Actor Other)

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

simulated function TriggerVehicleEffect (name EventTag)

Trigger or untrigger a vehicle effect

Parameters:

  • EventTag - The tag that describes the effect

TryAttachingTowCable

function bool TryAttachingTowCable (UTBot B, UTVehicle TowingVehicle)

if TowingVehicle is a valid vehicle to tow, tell bot how to hook up to it

Returns:

whether the bot was given instructions

TryToDrive

function bool TryToDrive (Pawn P)

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

simulated function TurnOffShadows ()

This will turn off the shadow casting of the vehicle *

TurretExplosion

simulated function TurretExplosion ()


UpdateControllerOnPossess

function UpdateControllerOnPossess (bool bVehicleTransition)

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

simulated function UpdateLookSteerStatus ()


UpdateShadowSettings

simulated function UpdateShadowSettings (bool bWantShadow)


VehicleAdjustFlashCount

simulated function VehicleAdjustFlashCount (int SeatIndex, byte FireModeNum, optional bool bClear)

These two functions needs to be subclassed in each weapon

VehicleAdjustFlashLocation

simulated function VehicleAdjustFlashLocation (int SeatIndex, byte FireModeNum, Object.Vector NewLocation, optional bool bClear)


VehicleCalcCamera

simulated function VehicleCalcCamera (float DeltaTime, int SeatIndex, out Object.Vector out_CamLoc, out Object.Rotator out_CamRot, out Object.Vector CamStart, optional bool bPivotOnly)


VehicleEvent

simulated function VehicleEvent (name EventTag)

An interface for causing various events on the vehicle.

VehicleLocked

function VehicleLocked (Pawn P)

Pawn tried to enter vehicle, but it's locked!!

Parameters:

  • P - The pawn that tried

VehicleWeaponFired

simulated function VehicleWeaponFired (bool bViaReplication, Object.Vector HitLocation, int SeatIndex)

Vehicle will want to override WeaponFired and pass off the effects to the proper Seat

VehicleWeaponFireEffects

simulated function VehicleWeaponFireEffects (Object.Vector HitLocation, int SeatIndex)

This function should be subclassed and manage the different effects

VehicleWeaponImpactEffects

simulated function VehicleWeaponImpactEffects (Object.Vector HitLocation, int SeatIndex)

Spawn any effects that occur at the impact point. It's called from the pawn.

VehicleWeaponStoppedFiring

simulated function VehicleWeaponStoppedFiring (bool bViaReplication, int SeatIndex)


WeaponFired

simulated function WeaponFired (bool bViaReplication, optional Object.Vector HitLocation)

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

simulated function WeaponRotationChanged (int SeatIndex)

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

simulated function WeaponStoppedFiring (bool bViaReplication)

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