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UE3:Vehicle (UDK)

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UDK Object >> Actor >> Pawn >> Vehicle
Package: 
Engine
Direct subclass:
SVehicle
This class in other games:
UE2Runtime, U2XMP, UT2003, U2, UT2004, UT3

Vehicle: The base class of all vehicles.

Properties[edit]

Property group 'Vehicle'[edit]

bIgnoreStallZ[edit]

Type: bool

TRUE for vehicle to ignore the StallZ value, FALSE to respect it normally

ExitPositions[edit]

Type: array<Object.Vector>

Positions (relative to vehicle) to try putting the player when exiting. Optional - automatic system for determining exitpositions if none is specified.

MomentumMult[edit]

Type: float

damage momentum multiplied by this value before being applied to vehicle

Default value: 1.0

Rise[edit]

Type: float

between -1 and 1

Steering[edit]

Type: float

between -1 and 1

Throttle[edit]

Type: float

between -1 and 1

Internal variables[edit]

AIMoveCheckTime[edit]

Type: float

Modifiers: const


bAttachDriver[edit]

Type: bool

If true, attach the driver to the vehicle when he starts using it.

Default value: True

bAvoidReversing[edit]

Type: bool

if set, AI avoids going in reverse unless it has to

bDoExtraNetRelevancyTraces[edit]

Type: bool

If true, do extra traces to vehicle extremities for net relevancy checks

Default value: True

bDriverIsVisible[edit]

Type: bool

whether to render driver seated in vehicle

bDriving[edit]

Type: bool

Modifiers: repnotify

true if vehicle is being driven.

bDuckObstacles[edit]

Type: bool

checks for and ducks under obstacles

bFollowLookDir[edit]

Type: bool

used by AI to know that controller's rotation determines vehicle rotation

bHasHandbrake[edit]

Type: bool

hint for AI

bRetryPathfindingWithDriver[edit]

Type: bool

if set and pathfinding fails, retry with vehicle driver - ContinueOnFoot() will be called when AI can't go any further in vehicle

Default value: True

bScriptedRise[edit]

Type: bool

hint for AI

bSeparateTurretFocus[edit]

Type: bool

hint for AI (for tank type turreted vehicles)

bTurnInPlace[edit]

Type: bool

AI control

CrushedDamageType[edit]

Type: class<DamageType>


Default value: Class'Engine.DmgType_Crushed'

Driver[edit]

Type: Pawn

Modifiers: repnotify

Pawn driving this vehicle.

DriverDamageMult[edit]

Type: float

damage to the driver is multiplied by this value

ExitOffset[edit]

Type: Object.Vector

Offset from center for Exit test circle.

ExitRadius[edit]

Type: float

Radius for automatic exit positions.

ForceCrushPenetration[edit]

Type: float

If this vehicle penetrates more than this, even if going less than MinCrushSpeed, crush the pawn.

Default value: 10.0

MinCrushSpeed[edit]

Type: float

If going less than this speed, don't crush the pawn.

Default value: 20.0

OldSteering[edit]

Type: float

steering value used last tick

OldThrottle[edit]

Type: float

Used by AI during three point turns, to make sure it doesn't get into a state where the throttle is reversed every tick

OnlySteeringStartTime[edit]

Type: float

when AI started using only steering (so it doesn't get stuck doing that when it isn't working)

StuckCount[edit]

Type: byte

used by AI

StuckTime[edit]

Type: float

last time at which throttle was 0 (used by AI)

TargetLocationAdjustment[edit]

Type: Object.Vector

Adjust position that NPCs should aim at when firing at this vehicle

ThrottleTime[edit]

Type: float


TurnTime[edit]

Type: float


Default value: 2.0

VehicleMovingTime[edit]

Type: float

used by AI C++

Default values[edit]

Property Value
bCanBeBaseForPawns True
bDontPossess True
bPathfindsAsVehicle True
Components[0] CylinderComponent'CollisionCylinder'
LandMovementState 'PlayerDriving'

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: Pawn.CollisionCylinder

Property Value
ReplacementPrimitive None

Functions[edit]

Native functions[edit]

GetTargetLocation[edit]

simulated native function Object.Vector GetTargetLocation (optional Actor RequestedBy, optional bool bRequestAlternateLoc) const

Overrides: Actor.GetTargetLocation

Returns:

Figure out who we are targetting.

Events[edit]

ContinueOnFoot[edit]

event bool ContinueOnFoot ()

ContinueOnFoot() - used by AI Called from route finding if route can only be continued on foot. Returns true if driver left vehicle

Destroyed[edit]

simulated event Destroyed ()

Overrides: Pawn.Destroyed


DriverLeave[edit]

event bool DriverLeave (bool bForceLeave)

Called from the Controller when player wants to get out.

EncroachedBy[edit]

event EncroachedBy (Actor Other)

Overrides: Pawn.EncroachedBy

Vehicles dont get telefragged.

EncroachingOn[edit]

event bool EncroachingOn (Actor Other)

Overrides: Pawn.EncroachingOn

called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to

Returns:

true to abort the move, false to allow it

Warning: do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch

GetEntryLocation[edit]

simulated event Object.Vector GetEntryLocation ()


PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: Pawn.ReplicatedEvent

Check on various replicated data and act accordingly.

TakeDamage[edit]

event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: Pawn.TakeDamage

(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor

Parameters:

  • DamageAmount - the base damage to apply
  • EventInstigator - the Controller responsible for the damage
  • HitLocation - world location where the hit occurred
  • Momentum - force caused by this hit
  • DamageType - class describing the damage that was done
  • HitInfo - additional info about where the hit occurred
  • DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)

Other instance functions[edit]

See Vehicle instance functions.