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UE3:Vehicle instance functions (UT3)
Contents
- 1 Instance functions
- 1.1 AdjustDriverDamage
- 1.2 AnySeatAvailable
- 1.3 AttachDriver
- 1.4 CanEnterVehicle
- 1.5 CheatFly
- 1.6 CheatGhost
- 1.7 CheatWalk
- 1.8 CrushedBy
- 1.9 Destroyed_HandleDriver
- 1.10 DetachDriver
- 1.11 Died
- 1.12 DisplayDebug
- 1.13 DriverDied
- 1.14 DriverEnter
- 1.15 DriverLeft
- 1.16 DriverRadiusDamage
- 1.17 DrivingStatusChanged
- 1.18 EntryAnnouncement
- 1.19 FaceRotation
- 1.20 FindAutoExit
- 1.21 GetCollisionDamageInstigator
- 1.22 GetDefaultCameraMode
- 1.23 GetEntryLocation
- 1.24 HandleDeadVehicleDriver
- 1.25 NotifyDriverTakeHit
- 1.26 NotifyTeamChanged
- 1.27 PlaceExitingDriver
- 1.28 PlayDying
- 1.29 PlayerChangedTeam
- 1.30 PossessedBy
- 1.31 SetBaseEyeheight
- 1.32 SetDriving
- 1.33 SetInputs
- 1.34 SetKillInstigator
- 1.35 Suicide
- 1.36 TakeRadiusDamage
- 1.37 ThrowActiveWeapon
- 1.38 TryExitPos
- 1.39 TryToDrive
- 1.40 UnPossessed
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Instance functions
AdjustDriverDamage
AnySeatAvailable
SeatAvailable() returns true if a seat is available for a pawn
AttachDriver
Attach driver to vehicle. Sets up the Pawn to drive the vehicle (rendering, physics, collision..). Called only if bAttachDriver is true. Network : ALL
CanEnterVehicle
CanEnterVehicle() return true if Pawn P is allowed to enter this vehicle
CheatFly
Overrides: Pawn.CheatFly
CheatGhost
Overrides: Pawn.CheatGhost
CheatWalk
Overrides: Pawn.CheatWalk
CrushedBy
Overrides: Pawn.CrushedBy
CrushedBy() Called for pawns that have bCanBeBaseForPawns=false when another pawn becomes based on them
Destroyed_HandleDriver
DetachDriver
Detach Driver from vehicle. Network : ALL
Died
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
Overrides: Pawn.DisplayDebug
See: Actor::DisplayDebug
DriverDied
DriverEnter
DriverEnter() Make Pawn P the new driver of this vehicle
DriverLeft
DriverRadiusDamage
DriverRadiusDamage() determine if radius damage that hit the vehicle should damage the driver
DrivingStatusChanged
EntryAnnouncement
FaceRotation
Overrides: Pawn.FaceRotation
Vehicles ignore 'face rotation'.
FindAutoExit
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
Returns:
- the Controller that should receive credit for damage caused by this vehicle colliding with others
GetDefaultCameraMode
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.
GetEntryLocation
HandleDeadVehicleDriver
handles the driver pawn of the dead vehicle (decide whether to ragdoll it, etc)
NotifyDriverTakeHit
called when the driver of this vehicle takes damage
NotifyTeamChanged
Overrides: Pawn.NotifyTeamChanged
NotifyTeamChanged() Called when PlayerReplicationInfo is replicated to this pawn, or PlayerReplicationInfo team property changes.
Network: client
PlaceExitingDriver
PlaceExitingDriver() Find an acceptable position to place the exiting driver pawn, and move it there. Returns true if pawn was successfully placed.
PlayDying
Overrides: Pawn.PlayDying
PlayerChangedTeam
Overrides: Pawn.PlayerChangedTeam
PossessedBy
Overrides: Pawn.PossessedBy
SetBaseEyeheight
Overrides: Pawn.SetBaseEyeheight
SetDriving
SetInputs
SetKillInstigator
Overrides: Pawn.SetKillInstigator
Suicide
Overrides: Pawn.Suicide
TakeRadiusDamage
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
Overrides: Pawn.ThrowActiveWeapon
Toss active weapon using default settings (location+velocity).
TryExitPos
TryToDrive
TryToDrive() returns true if Pawn P successfully became driver of this vehicle
UnPossessed
Overrides: Pawn.UnPossessed