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UE3:Vehicle instance functions (UDK)

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UDK Object >> Actor >> Pawn >> Vehicle (instance functions)
Vehicle instance functions in other games:
U2, UT2004, UT3

Instance functions[edit]

AdjustDriverDamage[edit]

function AdjustDriverDamage (out int Damage, Controller InstigatedBy, Object.Vector HitLocation, out Object.Vector Momentum, class<DamageTypeDamageType)


AnySeatAvailable[edit]

function bool AnySeatAvailable ()

SeatAvailable() returns true if a seat is available for a pawn

AttachDriver[edit]

simulated function AttachDriver (Pawn P)

Attach driver to vehicle. Sets up the Pawn to drive the vehicle (rendering, physics, collision..). Called only if bAttachDriver is true. Network : ALL

CanEnterVehicle[edit]

function bool CanEnterVehicle (Pawn P)

CanEnterVehicle() return true if Pawn P is allowed to enter this vehicle

CheatFly[edit]

function bool CheatFly ()

Overrides: Pawn.CheatFly


CheatGhost[edit]

function bool CheatGhost ()

Overrides: Pawn.CheatGhost


CheatWalk[edit]

function bool CheatWalk ()

Overrides: Pawn.CheatWalk


CrushedBy[edit]

function CrushedBy (Pawn OtherPawn)

Overrides: Pawn.CrushedBy

CrushedBy() Called for pawns that have bCanBeBaseForPawns=false when another pawn becomes based on them

Destroyed_HandleDriver[edit]

simulated function Destroyed_HandleDriver ()


DetachDriver[edit]

simulated function DetachDriver (Pawn P)

Detach Driver from vehicle. Network : ALL

Died[edit]

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

Overrides: Pawn.Died

(Description copied from Pawn.Died)
This pawn has died.

Parameters:

  • Killer - Who killed this pawn
  • DamageType - What killed it
  • HitLocation - Where did the hit occur

Returns:

true if allowed

DisplayDebug[edit]

simulated function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos)

Overrides: Pawn.DisplayDebug

See: Actor::DisplayDebug

DriverDied[edit]

function DriverDied (class<DamageTypeDamageType)


DriverEnter[edit]

function bool DriverEnter (Pawn P)

DriverEnter() Make Pawn P the new driver of this vehicle Changes controller ownership across pawns

DriverLeft[edit]

function DriverLeft ()


DriverRadiusDamage[edit]

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

DriverRadiusDamage() determine if radius damage that hit the vehicle should damage the driver

DrivingStatusChanged[edit]

simulated function DrivingStatusChanged ()


EntryAnnouncement[edit]

function EntryAnnouncement (Controller C)


FaceRotation[edit]

simulated function FaceRotation (Object.Rotator NewRotation, float DeltaTime)

Overrides: Pawn.FaceRotation

Vehicles ignore 'face rotation'.

FindAutoExit[edit]

function bool FindAutoExit (Pawn ExitingDriver)

FindAutoExit(Pawn ExitingDriver) Tries to find exit position on either side of vehicle, in back, or in front returns true if driver successfully exited.

GetCollisionDamageInstigator[edit]

function Controller GetCollisionDamageInstigator ()

Returns:

the Controller that should receive credit for damage caused by this vehicle colliding with others

GetDefaultCameraMode[edit]

simulated function name GetDefaultCameraMode (PlayerController RequestedBy)

Overrides: Pawn.GetDefaultCameraMode

(Description copied from Pawn.GetDefaultCameraMode)
returns default camera mode when viewing this pawn. Mainly called when controller possesses this pawn.

Parameters:

  • PlayerController - requesting the default camera view

Returns:

default camera view player should use when controlling this pawn.

GetExitRotation[edit]

function Object.Rotator GetExitRotation (Controller C)


HandleDeadVehicleDriver[edit]

function HandleDeadVehicleDriver ()

handles the driver pawn of the dead vehicle (decide whether to ragdoll it, etc)

NotifyDriverTakeHit[edit]

function NotifyDriverTakeHit (Controller InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageTypeDamageType, Object.Vector Momentum)

called when the driver of this vehicle takes damage

NotifyTeamChanged[edit]

simulated function NotifyTeamChanged ()

Overrides: Pawn.NotifyTeamChanged

NotifyTeamChanged() Called when PlayerReplicationInfo is replicated to this pawn, or PlayerReplicationInfo team property changes.

Network: client

PancakeOther[edit]

function PancakeOther (Pawn Other)

Crush the pawn vehicle is encroaching

PlaceExitingDriver[edit]

function bool PlaceExitingDriver (optional Pawn ExitingDriver)

PlaceExitingDriver() Find an acceptable position to place the exiting driver pawn, and move it there. Returns true if pawn was successfully placed.

PlayDying[edit]

simulated function PlayDying (class<DamageTypeDamageType, Object.Vector HitLoc)

Overrides: Pawn.PlayDying


PlayerChangedTeam[edit]

function PlayerChangedTeam ()

Overrides: Pawn.PlayerChangedTeam


PossessedBy[edit]

function PossessedBy (Controller C, bool bVehicleTransition)

Overrides: Pawn.PossessedBy


SetBaseEyeheight[edit]

simulated function SetBaseEyeheight ()

Overrides: Pawn.SetBaseEyeheight


SetDriving[edit]

simulated function SetDriving (bool b)


SetInputs[edit]

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


SetKillInstigator[edit]

function Controller SetKillInstigator (Controller InstigatedBy, class<DamageTypeDamageType)

Overrides: Pawn.SetKillInstigator


Suicide[edit]

function Suicide ()

Overrides: Pawn.Suicide


TakeRadiusDamage[edit]

simulated function TakeRadiusDamage (Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageTypeDamageType, float Momentum, Object.Vector HurtOrigin, bool bFullDamage, Actor DamageCauser, optional float DamageFalloffExponent)

Overrides: Actor.TakeRadiusDamage

Take Radius Damage by default scales damage based on distance from HurtOrigin to Actor's location. This can be overriden by the actor receiving the damage for special conditions (see KAsset.uc).

Parameters:

  • InstigatedBy - instigator of the damage
  • Base - Damage
  • Damage - Radius (from Origin)
  • DamageType - class
  • Momentum - float)
  • HurtOrigin - origin of the damage radius.
  • DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)

ThrowActiveWeapon[edit]

function ThrowActiveWeapon ()

Overrides: Pawn.ThrowActiveWeapon

(Description copied from Pawn.ThrowActiveWeapon)
Toss active weapon using default settings (location+velocity).

Parameters:

  • DamageType - allows this function to do different behaviors based on the damage type

TryExitPos[edit]

function bool TryExitPos (Pawn ExitingDriver, Object.Vector ExitPos, bool bMustFindGround)


TryToDrive[edit]

function bool TryToDrive (Pawn P)

TryToDrive() returns true if Pawn P successfully became driver of this vehicle

UnPossessed[edit]

function UnPossessed ()

Overrides: Pawn.UnPossessed


ZeroMovementVariables[edit]

simulated function ZeroMovementVariables ()

Overrides: Pawn.ZeroMovementVariables