Mostly Harmless
UE3:Vehicle (UDK)
Contents
- 1 Properties
- 1.1 Property group 'Vehicle'
- 1.2 Internal variables
- 1.2.1 AIMoveCheckTime
- 1.2.2 bAttachDriver
- 1.2.3 bAvoidReversing
- 1.2.4 bDoExtraNetRelevancyTraces
- 1.2.5 bDriverIsVisible
- 1.2.6 bDriving
- 1.2.7 bDuckObstacles
- 1.2.8 bFollowLookDir
- 1.2.9 bHasHandbrake
- 1.2.10 bRetryPathfindingWithDriver
- 1.2.11 bScriptedRise
- 1.2.12 bSeparateTurretFocus
- 1.2.13 bTurnInPlace
- 1.2.14 CrushedDamageType
- 1.2.15 Driver
- 1.2.16 DriverDamageMult
- 1.2.17 ExitOffset
- 1.2.18 ExitRadius
- 1.2.19 ForceCrushPenetration
- 1.2.20 MinCrushSpeed
- 1.2.21 OldSteering
- 1.2.22 OldThrottle
- 1.2.23 OnlySteeringStartTime
- 1.2.24 StuckCount
- 1.2.25 StuckTime
- 1.2.26 TargetLocationAdjustment
- 1.2.27 ThrottleTime
- 1.2.28 TurnTime
- 1.2.29 VehicleMovingTime
- 1.3 Default values
- 1.4 Subobjects
- 2 Functions
- Package:
- Engine
- Direct subclass:
- SVehicle
- This class in other games:
- UE2Runtime, U2XMP, UT2003, U2, UT2004, UT3
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Vehicle: The base class of all vehicles.
Properties
Property group 'Vehicle'
bIgnoreStallZ
Type: bool
TRUE for vehicle to ignore the StallZ value, FALSE to respect it normally
ExitPositions
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
Type: float
damage momentum multiplied by this value before being applied to vehicle
Default value: 1.0
Rise
Type: float
between -1 and 1
Steering
Type: float
between -1 and 1
Throttle
Type: float
between -1 and 1
Internal variables
AIMoveCheckTime
Type: float
Modifiers: const
bAttachDriver
Type: bool
If true, attach the driver to the vehicle when he starts using it.
Default value: True
bAvoidReversing
Type: bool
if set, AI avoids going in reverse unless it has to
bDoExtraNetRelevancyTraces
Type: bool
If true, do extra traces to vehicle extremities for net relevancy checks
Default value: True
bDriverIsVisible
Type: bool
whether to render driver seated in vehicle
bDriving
Type: bool
Modifiers: repnotify
true if vehicle is being driven.
bDuckObstacles
Type: bool
checks for and ducks under obstacles
bFollowLookDir
Type: bool
used by AI to know that controller's rotation determines vehicle rotation
bHasHandbrake
Type: bool
hint for AI
bRetryPathfindingWithDriver
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
Type: bool
hint for AI
bSeparateTurretFocus
Type: bool
hint for AI (for tank type turreted vehicles)
bTurnInPlace
Type: bool
AI control
CrushedDamageType
Type: class<DamageType>
Default value: Class'Engine.DmgType_Crushed'
Driver
Type: Pawn
Modifiers: repnotify
Pawn driving this vehicle.
DriverDamageMult
Type: float
damage to the driver is multiplied by this value
ExitOffset
Type: Object.Vector
Offset from center for Exit test circle.
ExitRadius
Type: float
Radius for automatic exit positions.
ForceCrushPenetration
Type: float
If this vehicle penetrates more than this, even if going less than MinCrushSpeed, crush the pawn.
Default value: 10.0
MinCrushSpeed
Type: float
If going less than this speed, don't crush the pawn.
Default value: 20.0
OldSteering
Type: float
steering value used last tick
OldThrottle
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
Type: float
when AI started using only steering (so it doesn't get stuck doing that when it isn't working)
StuckCount
Type: byte
used by AI
StuckTime
Type: float
last time at which throttle was 0 (used by AI)
TargetLocationAdjustment
Type: Object.Vector
Adjust position that NPCs should aim at when firing at this vehicle
ThrottleTime
Type: float
TurnTime
Type: float
Default value: 2.0
VehicleMovingTime
Type: float
used by AI C++
Default values
Property | Value |
---|---|
bCanBeBaseForPawns | True |
bDontPossess | True |
bPathfindsAsVehicle | True |
Components[0] | CylinderComponent'CollisionCylinder' |
LandMovementState | 'PlayerDriving' |
Subobjects
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: Pawn.CollisionCylinder
Property | Value |
---|---|
ReplacementPrimitive | None |
Functions
Native functions
GetTargetLocation
Overrides: Actor.GetTargetLocation
Returns:
- Figure out who we are targetting.
Events
ContinueOnFoot
ContinueOnFoot() - used by AI Called from route finding if route can only be continued on foot. Returns true if driver left vehicle
Destroyed
Overrides: Pawn.Destroyed
DriverLeave
Called from the Controller when player wants to get out.
EncroachedBy
Overrides: Pawn.EncroachedBy
Vehicles dont get telefragged.
EncroachingOn
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
PostBeginPlay
Overrides: Pawn.PostBeginPlay
ReplicatedEvent
Overrides: Pawn.ReplicatedEvent
Check on various replicated data and act accordingly.
TakeDamage
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)