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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 PancakeOther
- 1.28 PlaceExitingDriver
- 1.29 PlayDying
- 1.30 PlayerChangedTeam
- 1.31 PossessedBy
- 1.32 SetBaseEyeheight
- 1.33 SetDriving
- 1.34 SetInputs
- 1.35 SetKillInstigator
- 1.36 Suicide
- 1.37 TakeRadiusDamage
- 1.38 ThrowActiveWeapon
- 1.39 TryExitPos
- 1.40 TryToDrive
- 1.41 UnPossessed
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Instance functions[edit]
AdjustDriverDamage[edit]
AnySeatAvailable[edit]
SeatAvailable() returns true if a seat is available for a pawn
AttachDriver[edit]
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]
CanEnterVehicle() return true if Pawn P is allowed to enter this vehicle
CheatFly[edit]
Overrides: Pawn.CheatFly
CheatGhost[edit]
Overrides: Pawn.CheatGhost
CheatWalk[edit]
Overrides: Pawn.CheatWalk
CrushedBy[edit]
Overrides: Pawn.CrushedBy
CrushedBy() Called for pawns that have bCanBeBaseForPawns=false when another pawn becomes based on them
Destroyed_HandleDriver[edit]
DetachDriver[edit]
Detach Driver from vehicle. Network : ALL
Died[edit]
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]
Overrides: Pawn.DisplayDebug
See: Actor::DisplayDebug
DriverDied[edit]
DriverEnter[edit]
DriverEnter() Make Pawn P the new driver of this vehicle
DriverLeft[edit]
DriverRadiusDamage[edit]
DriverRadiusDamage() determine if radius damage that hit the vehicle should damage the driver
DrivingStatusChanged[edit]
EntryAnnouncement[edit]
FaceRotation[edit]
Overrides: Pawn.FaceRotation
Vehicles ignore 'face rotation'.
FindAutoExit[edit]
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]
Returns:
- the Controller that should receive credit for damage caused by this vehicle colliding with others
GetDefaultCameraMode[edit]
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[edit]
HandleDeadVehicleDriver[edit]
handles the driver pawn of the dead vehicle (decide whether to ragdoll it, etc)
NotifyDriverTakeHit[edit]
called when the driver of this vehicle takes damage
NotifyTeamChanged[edit]
Overrides: Pawn.NotifyTeamChanged
NotifyTeamChanged() Called when PlayerReplicationInfo is replicated to this pawn, or PlayerReplicationInfo team property changes.
Network: client
PancakeOther[edit]
Crush the pawn vehicle is encroaching
PlaceExitingDriver[edit]
PlaceExitingDriver() Find an acceptable position to place the exiting driver pawn, and move it there. Returns true if pawn was successfully placed.
PlayDying[edit]
Overrides: Pawn.PlayDying
PlayerChangedTeam[edit]
Overrides: Pawn.PlayerChangedTeam
PossessedBy[edit]
Overrides: Pawn.PossessedBy
SetBaseEyeheight[edit]
Overrides: Pawn.SetBaseEyeheight
SetDriving[edit]
SetInputs[edit]
SetKillInstigator[edit]
Overrides: Pawn.SetKillInstigator
Suicide[edit]
Overrides: Pawn.Suicide
TakeRadiusDamage[edit]
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]
Overrides: Pawn.ThrowActiveWeapon
Toss active weapon using default settings (location+velocity).
TryExitPos[edit]
TryToDrive[edit]
TryToDrive() returns true if Pawn P successfully became driver of this vehicle
UnPossessed[edit]
Overrides: Pawn.UnPossessed