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UE3:Vehicle (UT3)

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

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

No new values.

Functions

Native functions

GetTargetLocation

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

Overrides: Actor.GetTargetLocation

Returns:

Figure out who we are targetting.

Native implementation:

FVector AVehicle::GetTargetLocation(AActor *RequestedBy, UBOOL bRequestAlternateLoc) const
{
        if ( Mesh )
        {
                return Mesh->LocalToWorld.GetOrigin() + TargetLocationAdjustment;
        }
        return CylinderComponent->LocalToWorld.GetOrigin() + TargetLocationAdjustment;
}

Events

ContinueOnFoot

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

simulated event Destroyed ()

Overrides: Pawn.Destroyed


DriverLeave

event bool DriverLeave (bool bForceLeave)

Called from the Controller when player wants to get out.

EncroachedBy

event EncroachedBy (Actor Other)

Overrides: Pawn.EncroachedBy

Vehicles dont get telefragged.

EncroachingOn

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

PostBeginPlay

event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: Pawn.ReplicatedEvent


TakeDamage

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:

  • Damage - 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

See Vehicle instance functions.