UE3:UTVehicle Manta (UT3): Difference between revisions
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==Properties== | ==Properties== | ||
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====PostBeginPlay==== | |||
{{code|simulated event '''PostBeginPlay''' ()}} | |||
'''Overrides:''' {{tl|PostBeginPlay|UTVehicle|events}} | |||
Initialization | |||
====ReplicatedEvent==== | ====ReplicatedEvent==== | ||
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'''Overrides:''' {{tl|PossessedBy|UTVehicle|instance functions}} | '''Overrides:''' {{tl|PossessedBy|UTVehicle|instance functions}} | ||
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====RecommendCharge==== | |||
{{code|function [[bool]] '''RecommendCharge''' ({{cl|UTBot}} '''B''', {{cl|Pawn}} '''Enemy''')}} | |||
'''Overrides:''' {{tl|RecommendCharge|UTVehicle|instance functions}} | |||
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Latest revision as of 06:56, 16 August 2009
Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTHoverVehicle >> UTVehicle_Manta |
- Package:
- UTGame
- Direct subclass:
- UTVehicle_Manta_Content
- This class in other games:
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
See UTVehicle_Manta properties.
Functions
Events
IncomingMissile
Overrides: UTVehicle.IncomingMissile
(Description copied from UTVehicle.IncomingMissile)
This function is called from an incoming missile that is targetting this vehicle
Parameters:
- P - The incoming projectile
MantaDuckEffect
MantaJumpEffect
PostBeginPlay
Overrides: UTVehicle.PostBeginPlay
Initialization
ReplicatedEvent
Overrides: UTVehicle.ReplicatedEvent
(Description copied from UTVehicle.ReplicatedEvent)
This event is triggered when a repnotify variable is received
Parameters:
- VarName - The name of the variable replicated
RigidBodyCollision
Overrides: UTVehicle.RigidBodyCollision
(Description copied from Actor.RigidBodyCollision)
Called when a PrimitiveComponent this Actor owns has:
-bNotifyRigidBodyCollision set to true -ScriptRigidBodyCollisionThreshold > 0 -it is involved in a physics collision where the relative velocity exceeds ScriptRigidBodyCollisionThreshold
Parameters:
- HitComponent - the component of this Actor that collided
- OtherComponent - the other component that collided
- RigidCollisionData - information on the collision itslef, including contact points
- ContactIndex - the element in each ContactInfos' ContactVelocity and PhysMaterial arrays that corresponds to this Actor/HitComponent
Other instance functions
CanBeBaseForPawn
Overrides: Pawn.CanBeBaseForPawn
Are we allowing this Pawn to be based on us?
ChooseFireMode
Overrides: UTVehicleBase.ChooseFireMode
AI - Returns the best firing mode for this weapon
Dodge
Overrides: UTVehicle.Dodge
Stub out the Dodge event. Override if the vehicle needs a dodge
See Pawn::Dodge()
DriverEnter
Overrides: UTVehicle.DriverEnter
DriverEnter() Make Pawn P the new driver of this vehicle
DrivingStatusChanged
Overrides: UTVehicle.DrivingStatusChanged
This function is called when the driver's status has changed.
FastVehicle
Overrides: UTVehicle.FastVehicle
AI hint
GetChargePower
Overrides: UTVehicle.GetChargePower
OverrideBeginFire
Overrides: UTVehicle.OverrideBeginFire
(Description copied from UTVehicle.OverrideBeginFire)
Gives the vehicle an opportunity to override the functionality of the given fire mode, called on both the owning client and the server
Returns:
- false to allow the vehicle weapon to use its behavior, true to override it
OverrideEndFire
Overrides: UTVehicle.OverrideEndFire
PossessedBy
Overrides: UTVehicle.PossessedBy
RecommendCharge
Overrides: UTVehicle.RecommendCharge
ShouldClamp
Overrides: UTVehicle.ShouldClamp
TooCloseToAttack
Overrides: UTVehicle.TooCloseToAttack
(Description copied from UTVehicle.TooCloseToAttack)
Check to see if Other is too close to attack
Parameters:
- Other - Actor to check against
Returns:
- true if he's too close