UE2:ASVehicle (UT2004)

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UT2004 Object >> Actor >> Pawn >> Vehicle >> ASVehicle
Package:
UT2k4Assault
Direct subclasses:
ASTurret, ASVehicle_SpaceFighter

ASVehicle Base class for non Karma vehicles Created by Laurent Delayen © 2003, Epic Games, Inc. All Rights Reserved

Properties

Property group 'ASVehicle'

DefaultWeaponClassName

Type: string


Default value: "XWeapons.ShockRifle"

LockedOnSound

Type: Sound


Default value: Sound'WeaponSounds.BSeekLost1'

VehicleProjSpawnOffset

Type: Object.Vector

Projectile Spawn Offset

Internal variables

bCHZeroYOffset

Type: bool

For dual cannons, just trace from the center.

bCustomHealthDisplay

Type: bool


BotError

Type: Object.Vector


CrosshairHitFeedbackTex

Type: Material


Default value: Texture'ONSInterface-TX.tankBarrelAligned'

CrosshairScale

Type: float


Default value: 0.125

DamLastDamageTime

Type: float


DamLastInstigator

Type: Pawn


DebugFX

Type: Emitter


DefaultCrosshair

Type: Material


Default value: Material'InterfaceContent.Hud.fbBombFocus'

DestroyPrevController

Type: Controller


ExplosionEffect

Type: Emitter


LastCalcHA

Type: Actor


LastCalcHL

Type: Object.Vector


LastCalcHN

Type: Object.Vector


LastCalcWeaponFire

Type: float

avoid multiple traces the same tick

OldTarget

Type: Actor


Default values

Property Value
bAdjustDriversHead False
BaseEyeHeight 0.0
bBlockKarma True
bCanTeleport False
bDesiredBehindView False
bDrawVehicleShadow False
bNetInitialRotation True
bShowDamageOverlay True
bSpecialCrosshair True
bStasis False
EyeHeight 0.0
NoEntryTexture Texture'HUDContent.NoEntry'
TeamBeaconBorderMaterial Material'InterfaceContent.BorderBoxD'
TeamBeaconTexture Texture'ONSInterface-TX.HealthBar'
VehicleIcon
Member Value
Material Texture'AS_FX_TX.HUD.TrackedVehicleIcon'
SizeX 64.0
SizeY 64.0
X 0.0
Y 0.0

Functions

Static functions

StaticPrecache

static function StaticPrecache (LevelInfo L)

Overrides: Vehicle.StaticPrecache


Events

Destroyed

simulated event Destroyed ()

Overrides: Vehicle.Destroyed


KDriverLeave

event bool KDriverLeave (bool bForceLeave)

Overrides: Vehicle.KDriverLeave


NotifyEnemyLockedOn

event NotifyEnemyLockedOn ()

Overrides: Vehicle.NotifyEnemyLockedOn


PlayDying

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

Overrides: Vehicle.PlayDying


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Vehicle.PostBeginPlay


TakeDamage

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: Vehicle.TakeDamage


Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions

AddDefaultInventory

function AddDefaultInventory ()


CalcInertia

simulated final function float CalcInertia (float DeltaTime, float FrictionFactor, float OldValue, float NewValue)


CalcWeaponFire

simulated function Actor CalcWeaponFire (out Object.Vector HitLocation, out Object.Vector HitNormal)


ClientDying

function ClientDying (class<DamageTypeDamageType, Object.Vector HitLocation)

Overrides: Pawn.ClientDying


ClientKDriverEnter

simulated function ClientKDriverEnter (PlayerController PC)

Overrides: Vehicle.ClientKDriverEnter


ClientKDriverLeave

simulated function ClientKDriverLeave (PlayerController PC)

Overrides: Vehicle.ClientKDriverLeave


DrawCrosshair

simulated function bool DrawCrosshair (Canvas C, out Object.Vector ScreenPos)


DrawCrosshairAlignment

simulated function DrawCrosshairAlignment (Canvas C, Object.Vector ScreenPos)


DrawEnemyName

simulated function DrawEnemyName (Canvas C, HudCDeathMatch H)


DrawHealthInfo

simulated function DrawHealthInfo (Canvas C, PlayerController PC)


DrawHUD

simulated function DrawHUD (Canvas C)

Overrides: Pawn.DrawHUD


DrawVehicleHUD

simulated function DrawVehicleHUD (Canvas C, PlayerController PC)


DrawWeaponInfo

simulated function DrawWeaponInfo (Canvas C, Hud H)


Explode

simulated function Explode (Object.Vector HitLocation, Object.Vector HitNormal)


GetBotError

function Object.Vector GetBotError (Object.Vector StartLocation)


GetCrosshairWorldLocation

simulated function Object.Vector GetCrosshairWorldLocation ()


GetFireStart

simulated function Object.Vector GetFireStart (optional float XOffset)


GetWeaponBoneFor

function name GetWeaponBoneFor (Inventory I)

Overrides: Pawn.GetWeaponBoneFor


PerformTrace

simulated function Actor PerformTrace (out Object.Vector HitLocation, out Object.Vector HitNormal, Object.Vector End, Object.Vector Start)


PlayHit

function PlayHit (float Damage, Pawn InstigatedBy, Object.Vector HitLocation, class<DamageTypedamageType, Object.Vector Momentum)

Overrides: Pawn.PlayHit


PossessedBy

function PossessedBy (Controller C)

Overrides: Vehicle.PossessedBy


SpecialDrawCrosshair

simulated function SpecialDrawCrosshair (Canvas C)

Overrides: Pawn.SpecialDrawCrosshair


StopWeaponFiring

simulated function bool StopWeaponFiring ()

Overrides: Vehicle.StopWeaponFiring


UnPossessed

function UnPossessed ()

Overrides: Vehicle.UnPossessed


UpdatePrecacheMaterials

simulated function UpdatePrecacheMaterials ()

Overrides: Actor.UpdatePrecacheMaterials


WeaponHitsCrosshairsHL

simulated function bool WeaponHitsCrosshairsHL ()


States

Dying

Inherits from: Pawn.Dying

Ignores: BreathTimer, Bump, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange, Trigger

Dying.AnimEnd

event AnimEnd (int Channel)

Overrides: Pawn.Dying.AnimEnd


Dying.BaseChange

singular event BaseChange ()

Overrides: Pawn.Dying.BaseChange


Dying.BeginState

event BeginState ()

Overrides: Pawn.Dying.BeginState


Dying.ChangeAnimation

event ChangeAnimation ()

Overrides: Pawn.Dying.ChangeAnimation


Dying.FellOutOfWorld

event FellOutOfWorld (Actor.eKillZType KillType)

Overrides: Pawn.Dying.FellOutOfWorld


Dying.Landed

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Dying.Landed


Dying.StopPlayFiring

event StopPlayFiring ()

Overrides: Pawn.Dying.StopPlayFiring


Dying.TakeDamage

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: Pawn.Dying.TakeDamage


Dying.Timer

simulated event Timer ()

Overrides: Pawn.Dying.Timer


Dying.Died

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

Overrides: Pawn.Dying.Died


Dying.DriverDied

function DriverDied ()

Overrides: Vehicle.DriverDied (global)


Dying.LandThump

function LandThump ()

Overrides: Pawn.Dying.LandThump


Dying.LieStill

function LieStill ()

Overrides: Pawn.Dying.LieStill


Dying.PlayFiring

function PlayFiring (float Rate, name FiringMode)

Overrides: Pawn.Dying.PlayFiring


Dying.PlayNextAnimation

simulated function PlayNextAnimation ()

Overrides: Pawn.Dying.PlayNextAnimation


Dying.PlayTakeHit

function PlayTakeHit (Object.Vector HitLoc, int Damage, class<DamageTypedamageType)

Overrides: Pawn.Dying.PlayTakeHit


Dying.PlayWeaponSwitch

function PlayWeaponSwitch (Weapon NewWeapon)

Overrides: Pawn.Dying.PlayWeaponSwitch


Dying.ProcessMove

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: Pawn.ProcessMove (global)


Dying.ReduceCylinder

function ReduceCylinder ()

Overrides: Pawn.Dying.ReduceCylinder


Dying.UpdateRocketAcceleration

function UpdateRocketAcceleration (float DeltaTime, float YawChange, float PitchChange)

Overrides: Pawn.UpdateRocketAcceleration (global)


Dying.VehicleSwitchView

function VehicleSwitchView (bool bUpdating)