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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Pawn
|
+-- Engine.Vehicle
|
+-- Engine.SVehicle
|
+-- UTGame.UTVehicleBase
|
+-- UTGame.UTVehicle
UTHoverVehicle, UTVehicle_Deployable, UTVehicle_Eradicator, UTVehicle_Goliath, UTVehicle_HellBender, UTVehicle_Nemesis, UTVehicle_Paladin, UTVehicle_Scorpion, UTVehicle_TrackTurretBase, UTVehicle_Walker
| Constants Summary | ||
|---|---|---|
| UTVEHICLE_UNSET_TEAM | = | 128 |
| Inherited Variables from UTGame.UTVehicleBase |
|---|
| bHasBarGraph, bShouldEject, HudCoords, HudIcons |
| Enumerations Summary | ||
|---|---|---|
| EAIVehiclePurpose AIP_Offensive, AIP_Defensive, AIP_Any, | ||
| Structures Summary | ||
|---|---|---|
| BurnOutDatum MITV, CurrValue | ||
| DamageParamScales DamageParamName, Scale | ||
| FDamageMorphTargets MorphNodeName, MorphNode, LinkedMorphNodeName, LinkedMorphNodeIndex, InfluenceBone, Health, DamagePropNames | ||
| MaterialList Materials | ||
| TimePosition Position, Time | ||
| VehicleAnim AnimTag, AnimSeqs, AnimRate, bAnimLoopLastSeq, AnimPlayerName | ||
| VehicleEffect EffectStartTag, EffectEndTag, bRestartRunning, bHighDetailOnly, EffectTemplate, EffectTemplate_Blue, EffectSocket, EffectRef | ||
| VehicleSeat StoragePawn, SeatPawn, GunClass, Gun, GunSocket, GunPivotPoints, BarrelIndex, TurretVarPrefix, WeaponEffects, WeaponRotationName, FlashLocationName, FlashCountName, FiringModeName, WeaponRotationProperty, FlashLocationProperty, FlashCountProperty, FiringModeProperty, LastWeaponRotation, TurretControls, TurretControllers, AimPoint, AimTarget, PivotFireOffsetZ, bDisableOffsetZAdjust, CameraTag, CameraBaseOffset, CameraSafeOffset, CameraOffset, CameraEyeHeight, ViewPitchMin, ViewPitchMax, bSeatVisible, SeatBone, SeatOffset, SeatRotation, SeatSocket, MuzzleFlashLightClass, MuzzleFlashLight, ImpactFlashLightClass, DriverDamageMult, SeatMotionAudio, SeatMovementEffect, SeatIconPOS | ||
| VehicleSound SoundStartTag, SoundEndTag, SoundTemplate, SoundRef | ||
| WeaponEffectInfo SocketName, Offset, Scale3D, Effect | ||
| Inherited Structures from Engine.SVehicle |
|---|
| VehicleState |
| Functions Summary | ||
|---|---|---|
![]() | AdjustCameraScale (bool bMoveCameraIn)) | |
![]() | bool | AllowLinkThroughOwnedActor (Actor OwnedActor) |
![]() | bool | AnySeatAvailable ())) |
![]() | ApplyMorphDamage (vector HitLocation, int Damage, vector Momentum) | |
![]() | ApplyMorphHeal (int Amount)) | |
![]() | ApplyRandomMorphDamage (int Amount)) | |
![]() | ApplyWeaponEffects (int OverlayFlags, optional int SeatIndex)) | |
![]() | AttachDriver (Pawn P )) | |
![]() | AttachFlag (UTCarriedObject FlagActor, Pawn NewDriver)) | |
![]() | BaseChange ())) DyingVehicle | |
![]() | BeginState (name PreviousStateName)) DyingVehicle | |
![]() | BlowupVehicle ())) | |
![]() | BlowupVehicle ())) DyingVehicle | |
![]() | float | BotDesireability (UTSquadAI S, int TeamIndex, Actor Objective)) |
![]() | bool | CalcCamera (float DeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV)) |
![]() | bool | CanAttack (Actor Other)) |
![]() | bool | CanDeployedAttack (Actor Other)) |
![]() | bool | CanEnterVehicle (Pawn P)) |
![]() | CauseMuzzleFlashLight (int SeatIndex)) | |
![]() | bool | ChangedReservation (Pawn P)) |
![]() | bool | ChangeSeat (Controller ControllerToMove, int RequestedSeat)) |
![]() | bool | ChargeAttackObjective (UTBot B, UTGameObjective O)) |
![]() | CheckDamageSmoke ())) | |
![]() | CheckDamageSmoke () DyingVehicle | |
![]() | CheckGameClass ())) | |
![]() | CheckReset ())) | |
![]() | bool | CheckTurretPitchLimit (int NeededPitch, int SeatIndex)) |
![]() | ClearFlashCount (Weapon Who)) | |
![]() | ClearFlashLocation (Weapon Who )) | |
![]() | bool | ContinueOnFoot ())) |
![]() | CreateDamageMaterialInstance ())) | |
![]() | CreateVehicleEffect (int EffectIndex)) | |
![]() | bool | CriticalChargeAttack (UTBot B)) |
![]() | DecrementLinkedToCount ())) | |
![]() | Destroyed ())) | |
![]() | DetachDriver (Pawn P)) | |
![]() | DetachTowCable () | |
![]() | bool | Died (Controller Killer, class<DamageType> DamageType, vector HitLocation)) |
![]() | bool | Died (Controller Killer, class<DamageType> damageType, vector HitLocation) DyingVehicle |
![]() | DisableCollision ())) | |
![]() | DisableDamageSmoke ())) | |
![]() | bool | DisableVehicle ())) |
![]() | DisplayExtraHud (UTHud Hud, Canvas Canvas, vector2D POS, float Width, float Height, int SIndex) | |
![]() | DisplayHud (UTHud Hud, Canvas Canvas, vector2D HudPOS, optional int SeatIndex)) | |
![]() | DisplaySeats (UTHud Hud, Canvas Canvas, float PosX, float PosY, float Width, float Height, int SIndex)) | |
![]() | DisplayWeaponBar (Canvas canvas, UTHUD HUD) | |
![]() | bool | Dodge (eDoubleClickDir DoubleClickMove) |
![]() | DoVehicleExplosion (bool bDoingSecondaryExplosion)) DyingVehicle | |
![]() | DrawBarGraph (float X, float Y, float Width, float Height, float PercentFilled, float ResolutionScale, Canvas DrawCanvas)) | |
![]() | DrawKillIcon (Canvas Canvas, float ScreenX, float ScreenY, float HUDScaleX, float HUDScaleY)) | |
![]() | bool | DriverEnter (Pawn P)) |
![]() | bool | DriverLeave (bool bForceLeave)) |
![]() | DriverLeft ())) | |
![]() | DriverRadiusDamage (float DamageAmount, float DamageRadius, Controller EventInstigator, class<DamageType> DamageType, float Momentum, vector HitLocation, Actor DamageCauser )) | |
![]() | DrivingStatusChanged ())) | |
![]() | bool | EagleEyeTarget ())) |
![]() | EditUDmgFX (optional int Index)) | |
![]() | EjectSeat (int SeatIdx)) | |
![]() | EnableVehicle ())) | |
![]() | EntryAnnouncement (Controller C)) | |
![]() | Rotator | ExitRotation ())) |
![]() | bool | FastVehicle ())) |
![]() | FellOutOfWorld (class<DamageType> dmgType)) | |
![]() | bool | FindAutoExit (Pawn ExitingDriver)) |
![]() | FindGoodEndView (PlayerController PC, out Rotator GoodRotation)) | |
![]() | actor | FindWeaponHitNormal (out vector HitLocation, out Vector HitNormal, vector End, vector Start, out TraceHitInfo HitInfo)) |
![]() | FixedView (string VisibleMeshes)) | |
![]() | ForceWeaponRotation (int SeatIndex, Rotator NewRotation) | |
![]() | Actor | GetAlternateLockTarget () |
![]() | int | GetBarrelIndex (int SeatIndex) |
![]() | GetBarrelLocationAndRotation (int SeatIndex, out vector SocketLocation, optional out rotator SocketRotation)) | |
![]() | vector | GetCameraFocus (int SeatIndex)) |
![]() | vector | GetCameraStart (int SeatIndex)) |
![]() | float | GetChargePower () |
![]() | rotator | GetClampedViewRotation ())) |
![]() | Controller | GetCollisionDamageInstigator ())) |
![]() | float | GetCollisionDamageModifier (const out array<RigidBodyContactInfo> ContactInfos)) |
![]() | controller | GetControllerForSeatIndex (int SeatIndex)) |
![]() | float | GetDisplayedHealth ())) |
![]() | vector | GetEffectLocation (int SeatIndex)) |
![]() | int | GetFirstAvailableSeat ())) |
![]() | int | GetHealth (int SeatIndex)) |
![]() | Actor | GetHomingTarget (UTProjectile Seeker, Controller InstigatedBy)) |
![]() | name | GetHoverBoardAttachPoint (vector HoverBoardLocation)) |
![]() | String | GetHumanReadableName ())) |
![]() | UTVehicle | GetMoveTargetFor (Pawn P)) |
![]() | Vector | GetPhysicalFireStartLoc (UTWeapon ForWeapon)) |
![]() | LinearColor | GetSeatColor (int SeatIndex, bool bIsPlayersSeat)) |
![]() | int | GetSeatIndexForController (controller ControllerToMove)) |
![]() | int | GetSeatIndexFromPrefix (string Prefix)) |
![]() | vector | GetSeatPivotPoint (int SeatIndex) |
![]() | PlayerReplicationInfo | GetSeatPRI (int SeatNum)) |
![]() | GetSVehicleDebug (out Array | |
![]() | byte | GetTeamNum () |
![]() | GetTowedVehicles (out array<UTVehicle> TowedVehicles)) | |
![]() | UTVehicle | GetTowingVehicle () |
![]() | name | GetVehicleKillStatName ())) |
![]() | rotator | GetViewRotation ())) |
![]() | rotator | GetWeaponAim (UTVehicleWeapon VWeapon)) |
![]() | GetWeaponViewAxes (UTWeapon WhichWeapon, out vector xaxis, out vector yaxis, out vector zaxis )) | |
![]() | HandleEnteringFlag (UTPlayerReplicationInfo EnteringPRI)) | |
![]() | bool | HasOccupiedTurret ())) |
![]() | bool | HasPriority (controller First, controller Second)) |
![]() | bool | HealDamage (int Amount, Controller Healer, class<DamageType> DamageType)) |
![]() | HoldGameObject (UTCarriedObject GameObj)) | |
![]() | bool | ImportantVehicle ())) |
![]() | IncomingMissile (Projectile P)) | |
![]() | IncrementFlashCount (Weapon Who, byte FireModeNum)) | |
![]() | IncrementLinkedToCount ())) | |
![]() | bool | InCustomEntryRadius (Pawn P)) |
![]() | InitDamageSkel () | |
![]() | InitializeEffects ())) | |
![]() | InitializeMorphs ())) | |
![]() | InitializeSeats ())) | |
![]() | InitializeTurrets ())) | |
![]() | bool | InUseableRange (UTPlayerController PC, float Dist) |
![]() | bool | IsArtillery ())) |
![]() | bool | IsDeployed ())) |
![]() | bool | IsDriverSeat (Vehicle TestSeatPawn)) |
![]() | bool | IsGoodTowTruck ())) |
![]() | bool | IsSeatControllerReplicationViewer (int SeatIndex) |
![]() | JumpOutCheck () | |
![]() | bool | KickOutBot ())) |
![]() | Landed (vector HitNormal, Actor FloorActor)) DyingVehicle | |
![]() | float | LimitCameraZ (float CurrentCamZ, float OriginalCamZ, int SeatIndex)) |
![]() | LockOnWarning (UTProjectile IncomingMissile)) | |
![]() | MorphTargetDestroyed (int MorphNodeIndex) | |
![]() | NativePostRenderFor (PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir) | |
![]() | NotifyTakeHit (Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)) | |
![]() | int | NumPassengers ())) |
![]() | bool | Occupied ())) |
![]() | OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)) | |
![]() | OnDriverPhysicsAssetChanged (UTPawn UTP) | |
![]() | OnExitVehicle (UTSeqAct_ExitVehicle Action)) | |
![]() | OnPropertyChange (name PropName)) | |
![]() | bool | OnTouchForcedDirVolume (ForcedDirVolume Vol)) |
![]() | bool | OpenPositionFor (Pawn P)) |
![]() | bool | OverrideBeginFire (byte FireModeNum) |
![]() | bool | OverrideEndFire (byte FireModeNum) |
![]() | PancakeOther (Pawn Other)) | |
![]() | bool | PassengerEnter (Pawn P, int SeatIndex)) |
![]() | PassengerLeave (int SeatIndex)) | |
![]() | PerformDeathEffects ())) DyingVehicle | |
![]() | PerformSecondaryVehicleExplosion ())) DyingVehicle | |
![]() | PlayHit (float Damage, Controller InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, TraceHitInfo HitInfo)) | |
![]() | PlayHorn ())) | |
![]() | PlayNextAnimation ())) DyingVehicle | |
![]() | PlaySpawnEffect ())) | |
![]() | PlayTakeHitEffects ())) | |
![]() | PlayVehicleAnimation (name EventTag)) | |
![]() | PlayVehicleExplosionEffect (ParticleSystem TheExplosionTemplate, bool bSpawnLight )) DyingVehicle | |
![]() | PlayVehicleSound (name SoundTag)) | |
![]() | PlayWeaponSwitch (Weapon OldWeapon, Weapon NewWeapon)) DyingVehicle | |
![]() | PossessedBy (Controller C, bool bVehicleTransition)) | |
![]() | PostBeginPlay ())) | |
![]() | PostRenderFor (PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir)) | |
![]() | PostRenderFor (PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir)) DyingVehicle | |
![]() | PostRenderPassengerBeacon (PlayerController PC, Canvas Canvas, LinearColor TeamColor, Color TextColor, UTWeapon Weap, UTPlayerReplicationInfo InPassengerPRI, vector InPassengerTeamBeaconOffset)) | |
![]() | PreCacheSeatNames ())) | |
![]() | ProcessViewRotation (float DeltaTime, out rotator out_ViewRotation, out rotator out_DeltaRot)) | |
![]() | RanInto (Actor Other)) | |
![]() | RBPenetrationDestroy ())) | |
![]() | ReattachMesh ())) | |
![]() | ReceivedHealthChange ())) | |
![]() | bool | RecommendCharge (UTBot B, Pawn Enemy)) |
![]() | RenderMapIcon (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, LinearColor FinalColor)) | |
![]() | RenderPassengerBeacons (PlayerController PC, Canvas Canvas, LinearColor TeamColor, Color TextColor, UTWeapon Weap)) | |
![]() | ReplicatedEvent (name VarName)) | |
![]() | float | ReservationCostMultiplier (Pawn P)) |
![]() | RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData Collision, int ContactIndex )) | |
![]() | RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData Collision, int ContactIndex )) DyingVehicle | |
![]() | bool | SeatAvailable (int SeatIndex)) |
![]() | byte | SeatFiringMode (int SeatIndex, optional byte NewFireMode, optional bool bReadValue) |
![]() | byte | SeatFlashCount (int SeatIndex, optional byte NewCount, optional bool bReadValue) |
![]() | vector | SeatFlashLocation (int SeatIndex, optional vector NewLoc, optional bool bReadValue) |
![]() | rotator | SeatWeaponRotation (int SeatIndex, optional rotator NewRot, optional bool bReadValue) |
![]() | SecondaryVehicleExplosion ())) DyingVehicle | |
![]() | SelfDestruct (Actor ImpactedActor) | |
![]() | SendLockOnMessage (int Switch)) | |
![]() | ServerAdjacentSeat (int Direction, Controller C)) | |
![]() | ServerChangeSeat (int RequestedSeat)) | |
![]() | ServerSetConsoleTurning (bool bNewConsoleTurning)) | |
![]() | SetBurnOut ())) | |
![]() | SetFiringMode (byte FiringModeNum)) | |
![]() | SetFlashLocation (Weapon Who, byte FireModeNum, vector NewLoc )) | |
![]() | SetHoverBoardAttachPointInUse (name PointName, bool bInUse)) | |
![]() | SetHUDLocation (vector NewHUDLocation) | |
![]() | SetInputs (float InForward, float InStrafe, float InUp)) | |
![]() | SetKeyVehicle ())) | |
![]() | SetMaxRadius (SoundNodeAttenuation Node) | |
![]() | SetMovementEffect (int SeatIndex, bool bSetActive, optional UTPawn UTP)) | |
![]() | SetReservation (controller C)) | |
![]() | SetSeatStoragePawn (int SeatIndex, Pawn PawnToSit)) | |
![]() | SetShieldActive (int SeatIndex, bool bActive) | |
![]() | SetTeamNum (byte T)) | |
![]() | SetTexturesToBeResident (bool bActive )) | |
![]() | SetVehicleEffectParms (name TriggerName, ParticleSystemComponent PSC)) | |
![]() | ShootMissile (Projectile P)) | |
![]() | bool | ShouldClamp ())) |
![]() | bool | ShouldLeaveForCombat (UTBot B)) |
![]() | bool | ShouldShowUseable (PlayerController PC, float Dist)) |
![]() | bool | ShouldSpawnExplosionLight (vector HitLocation, vector HitNormal)) |
![]() | SitDriver (UTPawn UTP, int SeatIndex)) | |
![]() | UTGib | SpawnGibVehicle (vector SpawnLocation, rotator SpawnRotation, StaticMesh TheMesh, vector HitLocation, bool bSpinGib, vector ImpulseDirection, ParticleSystem PS_OnBreak, ParticleSystem PS_Trail)) |
![]() | SpawnImpactEmitter (vector HitLocation, vector HitNormal, const out MaterialImpactEffect ImpactEffect, int SeatIndex)) | |
![]() | bool | SpokenFor (Controller C)) |
![]() | StartBurnOut ())) | |
![]() | StartLinkedEffect ())) | |
![]() | StopLinkedEffect ())) | |
![]() | StopSpawnEffect ())) | |
![]() | bool | StopsProjectile (Projectile P)) |
![]() | StopVehicleSounds ())) | |
![]() | TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)) | |
![]() | TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)) DyingVehicle | |
![]() | TakeFireDamage ())) | |
![]() | bool | TakeHeadShot (const out ImpactInfo Impact, class<UTDamageType> HeadShotDamageType, int HeadDamage, float AdditionalScale, Controller InstigatingController)) |
![]() | TakeWaterDamage ())) | |
![]() | TeamChanged ())) | |
![]() | TeamChanged_VehicleEffects ())) | |
![]() | bool | TeamLink (int TeamNum)) |
![]() | bool | TooCloseToAttack (Actor Other)) |
![]() | TornOff ())) | |
![]() | TriggerVehicleEffect (name EventTag)) | |
![]() | bool | TryAttachingTowCable (UTBot B, UTVehicle TowingVehicle) |
![]() | bool | TryToDrive (Pawn P)) |
![]() | TurnOffShadows ())) | |
![]() | TurretExplosion ())) | |
![]() | UpdateControllerOnPossess (bool bVehicleTransition) | |
![]() | UpdateDamageMaterial () | |
![]() | UpdateLookSteerStatus ())) | |
![]() | UpdateShadowSettings (bool bWantShadow)) | |
![]() | VehicleAdjustFlashCount (int SeatIndex, byte FireModeNum, optional bool bClear)) | |
![]() | VehicleAdjustFlashLocation (int SeatIndex, byte FireModeNum, vector NewLocation, optional bool bClear)) | |
![]() | VehicleCalcCamera (float DeltaTime, int SeatIndex, out vector out_CamLoc, out rotator out_CamRot, out vector CamStart, optional bool bPivotOnly)) | |
![]() | VehicleCalcCamera (float fDeltaTime, int SeatIndex, out vector out_CamLoc, out rotator out_CamRot, out vector CamStart, optional bool bPivotOnly)) DyingVehicle | |
![]() | VehicleEvent (name EventTag)) | |
![]() | VehicleHudCoordsFixup () | |
![]() | VehicleLocked (Pawn P )) | |
![]() | VehicleWeaponFired (bool bViaReplication, vector HitLocation, int SeatIndex )) | |
![]() | VehicleWeaponFireEffects (vector HitLocation, int SeatIndex)) | |
![]() | VehicleWeaponImpactEffects (vector HitLocation, int SeatIndex)) | |
![]() | VehicleWeaponStoppedFiring (bool bViaReplication, int SeatIndex )) | |
![]() | WeaponFired (bool bViaReplication, optional vector HitLocation)) | |
![]() | WeaponRotationChanged (int SeatIndex)) | |
![]() | WeaponStoppedFiring (bool bViaReplication )) | |
| States Summary |
|---|
| DyingVehicle Source code |
|---|
|
simulated state DyingVehicle |
| BaseChange, BeginState, BlowupVehicle, CheckDamageSmoke, Died, DoVehicleExplosion, Landed, PerformDeathEffects, PerformSecondaryVehicleExplosion, PlayNextAnimation, PlayVehicleExplosionEffect, PlayWeaponSwitch, PostRenderFor, RigidBodyCollision, SecondaryVehicleExplosion, TakeDamage, VehicleCalcCamera |
| Constants Detail |
|---|
value for Team property that indicates the vehicle's team hasn't been set
| Variables Detail |
|---|
Accrued Fire Damage
Accumulated water damage (only call take damage when > 1
suitable for anything
Whether to accept jump from UTWeaponPawns
Whether the driver is allowed to exit the vehicle
If true, you can grapple to this vehicle from any direction - not just from behind it.
Determines if a driver/passenger in this vehicle can carry the flag
Is this vehicle dead
if true, show health bar for this vehicle
whether or not to draw this vehicle's health on the HUD in addition to the driver's health
whether or not driver pawn should always cast shadow
If true the driver will have the flag attached to its model
if set, drop detail when the local player is driving this vehicle (unless in super high detail mode)
If true, any dead bodies that get ejected when the vehicle is flipped/destroy will be destroyed immediately
If true, all passengers (inc. the driver) will be ejected if the vehicle flips over
Vehicle is unlocked when a player enters it..
Whether to make sure exit position is near solid ground
Used only if bNoFollowJumpZ=true. True when Camera Z is being fixed.
Set internally by physics - if the contact force is pressing along vehicle forward direction.
If bFrontalCollision is true, this indicates the collision is with a fixed object (ie not PHYS_RigidBody)
whether this vehicle has been driven at any time
Vehicle has special entry radius rules
bot voice message support
AI flag - indicates this vehicle has a tow cable, so evaluate if it should link up to others by calling TryAttachingTowCable()
Whether or not there is a turret explosion sequence on death
HUD should draw weapon bar for this vehicle
If true, certain weapons/vehicles can lock their weapons on to this vehicle
socket to attach big explosion to (if 'None' it won't be attached at all)
set after attaching vehicle effects, as this is delayed slightly to allow time for team info to be set
This vehicle is dead and burning
for player controlled !bSeparateTurretFocus vehicles on console, this is updated to indicate whether the controller is currently turning (server and owning client only)
TRUE indicates vehicle is currently in penetration greater than DestroyOnPenetrationThreshold.
True if is Necris vehicle (used by single player campaign)
AI flag that indicates whether this vehicle is on a fixed track (i.e, it can move, but don't expect it to be able to reach anything in particular) this also causes it to use ReachSpecs with the track flag (created through UTTrackTurretPathNode)
If true, this vehicle is scraping against something
if true, currently towing hoverboard
hint for AI and show this vehicle on minimap
Used to designate this vehicle as having light armor
If true, make sure camera z stays above vehicle when looking up (to avoid clipping when flying vehicle going up)
true if vehicle must be upright to be entered
The variable can be used to restrict this vehicle from being reset.
If true, don't change Z while jumping, for more dramatic looking jumps
If true, don't damp z component of vehicle velocity even when on the ground
If true, don't damp z component of vehicle velocity while it is in the air
If true, don't Z smooth lagged camera (for bumpier looking ride
Sound to play when going over a boost pad.
Whether can override AVRiL target locks
whether we're currently playing the spawn effect
If true, call postrenderfor() even if on different team
true is last trace test check for drawing postrender hud icons succeeded
if true, collision damage is reduced when the vehicle collided with something below it
true if pressed use while holding flag for vehicle you can't enter with flag
Whether or not the vehicle can auto center its view pitch. Some vehicles (e.g. darkwalker) do not want this
whether or not bots should leave this vehicle if they encounter enemies
true if being spectated (set temporarily in UTPlayerController.GetPlayerViewPoint()
This vehicle should display thecusrsor
Use stick deflection to determine throttle magnitude (used for console controllers)
Stop death camera using OldCameraPosition if true
Whether takes water damage while being driven
Team defines which players are allowed to enter the vehicle
The material instances and their data used when showing the burning hulk
Burn out material (per team)
How long does it take to burn out
names of material parameters for burnout material effect
whether AI should consider using its squad's alternate path to objectives while in this vehicle (set false for vehicles where detours are painful and/or the vehicle is so strong the AI just shouldn't care)
Cached value indicating what style of control we are currently using.
if true, can be healing target for link gun
Amount of camera lag for this vehicle (in seconds
Smoothed Camera Offset
Smoothing scale for lagged camera - higher values = shorter smoothing time.
client-side health for morph targets. Used to adjust everything to the replicated Health whenever we receive it
multiplier to damage from colliding with other rigid bodies
Holds the Damage Morph Targets
Holds the damage skel controls
The health ratio threshold at which the vehicle will begin smoking
How long should the vehicle should last after being destroyed
This is a reference to the Emitter we spawn on death. We need to keep a ref to it (briefly) so we can turn off the particle system when the vehicle decided to burnout.
camera shake for players near the vehicle when it explodes
FOV to use when driving this vehicle
PhysicalMaterial to use while not driving
When using bStickDeflectionThrottle, how far along Y do you pull stick before you actually reverse.
How many times burnout has been delayed
Reference to destroyed turret for death effects
Class to spawn when turret destroyed
component that holds the disabled effect (created dynamically)
effect played when disabled
Explosion of the turret
The force feedback waveform to play when you get in/out of the vehicle
Anim to play when a visible driver is driving
PhysicalMaterial to use while driving
Damage/Radius/Momentum parameters for dying explosions
The Damage Type of the explosion when the vehicle is upside down
If vehicle dies in the air, this is how much spin is given to it.
Class of ExplosionLight
Damage/Radius/Momentum parameters for dying explosions
Damage/Radius/Momentum parameters for dying explosions
sound for dying explosion
Templates used for explosions
additional downward threshold for AI reach tests (for high hover vehicles)
Damage per second if vehicle is on fire
The health ratio threshold at which the vehicle will catch on fire (and begin to take continuous damage if empty)
Used natively to give a little pause before kicking everyone out
Coin bonus given for killing this vehicle (if driven by enemy)
bonus given for killing this vehicle (if driven by enemy)
radius in which friendly bots respond to the horn by trying to get into any unoccupied seats
Horn to play for this vehicle.
The sounds to play when the horn is played
Scaling factor used to determine if crosshair might be over this vehicle
HUD Beacon
Coordiates of the icon associated with this object
Sound for being hit by impact hammer
How long to wait before spawning this vehicle when its factory becomes active
radius at which the death camera shake is full intensity
player that killed the vehicle (replicated, but only to that player)
The sounds this vehicle will play based on impact force
Used natively to determine if the vehicle has been upside down
last time we took collision damage, so we don't take collision damage multiple times in the same tick
stores the time of the last death impact to stop spamming them from occurring
The time at which the horn was last played
Natively used in determining when a bot should just out of the vehicle
Last time trace test check for drawing postrender hud icons was performed
last time checked for pawns in front of vehicle and warned them of their impending doom.
replicated information on a hit we've taken
stop considering LastTakeHitInfo for replication when world time passes this (so we don't replicate out-of-date hits when pawns become relevant)
The pawn's light environment
How many linkguns are linking to this vehicle
If > 0, Link Gun secondary heals an amount equal to its damage times this
Sound to play when something locks on
hint for AI
Max distance to create ExplosionLight
The maximum distance out where a fire effect will be spawned
The maximum distance out where an impact effect will be spawned
Max dist for wheel sounds and particle effects
The sounds this vehicle will play based on impact force
hide vehicle if camera is too close
speed must be greater than this for running into someone to do damage
last time checked for pawns in front of vehicle and warned them of their impending doom.
Quick link to the next vehicle in the chain
bots will not try to be a passenger in this vehicle while their objective is this (used for key vehicles that we want to have one bot stay in if possible)
if AI controlled and bot needs to trigger an objective not triggerable by vehicles, it will try to get out this far away
Damage per second if vehicle is upside down with a driver
OldCameraPosition saved when dead for use if fall below killz
Used only if bNoFollowJumpZ=true. saves the Camera Z position from the previous tick.
list of Mesh's original materials when playing spawn effect so we can restore them afterwards
radius at which the death camera shake reaches zero intensity
Quick link to the factory that spawned this vehicle
PRI of player in passenger turret
offset for passenger team beacon
Track different milestones (in terms of time) for this vehicle
The Damage type to use when something get's run over
Sound to play when someone is run over
Reference Mesh for the movement effect on seats
How long until it's done burning
bot that's about to get in this vehicle
if vehicle has no driver, CheckReset() will be called at this time
How long vehicle takes to respawn
This replicated property holds a mask of which seats are occupied.
Secondary explosions from vehicles. (usually just dust when they are impacting something)
The sounds this vehicle will play based on impact force
Sound to play when spawning in
Team specific effect played when the vehicle is spawned
How long is the SpawnIn effect
parameter for the spawn material
Sound to play when despawning
This is used to determine a safe zone around the spawn point of the vehicle. It won't spawn until this zone is clear of pawns
The Message index for the "Hijack" announcement
SoundCue to play when someone steals this vehicle
Holds the team designation for this vehicle
The maximum distance out that the Team Beacon will be displayed
offset for team beacon
The maximum distance out that the player info will be displayed
The Team Skins (0 = red/unknown, 1 = blue)
How long the vehicle has been in penetration greater than DestroyOnPenetrationThreshold.
How long to wait after the InitialVehicleExplosion before doing the Secondary VehicleExplosion (if it already has not happened) (e.g. due to the vehicle falling from the air and hitting the ground and doing it's secondary explosion that way).
Force applied to the turret explosion
The offset from the TurretSocketName to spawn the turret
Name of the turret skel control to scale the turret to nothing
Name of the socket location to spawn the explosion effect for the turret blowing up
Damage per second if vehicle is upside down
Damage type it takes when submerged in the water
The vechile index for this vehicle.
Sound played if tries to enter a locked vehicle
Track different milestones (in terms of time) for this vehicle
The human readable name of this vehicle
class to spawn for blown off vehicle pieces
String that describes "In a vehicle name"
How much damage the vehicle will take when submerged in the water
Water effect type name
rotation for the vehicle's main weapon
material specific wheel effects, applied to all attached UTVehicleWheels with bUseMaterialSpecificEffects set to true
If true, this will allow the camera to rotate under the vehicle which may obscure the view
How far forward to bring camera if looking over nose of vehicle
Holds a list of vehicle animations
Holds the Vehicle Effects data
Flag carrying
If true, use 'look to steer' on 'Normal' vehicle control settings.
If true, use 'look to steer' on 'Simple' vehicle control settings.
Increases sensitivity of steering around middle region of controller.
When using 'steer to left stick dir', this is a straight ahead dead zone which makes steering directly forwards easier.
When error is more than this, turn on the handbrake.
When bLookToSteer is enabled, relates angle between 'looking' and 'facing' and steering angle.
Camera
information for each seat a player may occupy @note: this array is on clients as well, but SeatPawn and Gun will only be valid for the client in that seat
Sound to play when the vehicle is scraping against something
Sound to play from the tires
If true, driver is thrown from vehicle as ragdoll by darkwalker horn.
If we are over DestroyOnPenetrationThreshold for more than this (seconds), call RBPenetrationDestroy.
If a physics penetration of greater than this is detected, destroy vehicle.
| Enumerations Detail |
|---|
what kind of tasks the AI should use this vehicle for
| Structures Detail |
|---|
CurrValue:We need to store the value of the MIC set param on a per material basis as we have some MICs where are vastly different than the others.
var array<name> DamagePropNames;};
var int Health;
var Name InfluenceBone;
var int LinkedMorphNodeIndex;
var name LinkedMorphNodeName;
var MorphNodeWeight MorphNode;
var name MorphNodeName;
Damage Morphing
DamagePropNames:Holds the name of the Damage Material Scalar property to adjust when it takes damageHealth:This is the current health of the node. If it reaches 0, then we should pass damage to the linked nodeInfluenceBone:This holds the bone that influences this nodeLinkedMorphNodeIndex:Actual Node pointed to by LinkMorphNodeNameLinkedMorphNodeName:These are used to reference the next node if this is at 0 health. It can be noneMorphNode:Link to the actual nodeMorphNodeName:These are used to reference the MorphNode that is represented by this struct
team specific materials to apply when spawning in
Saved Camera positions (for lagging camera)
var(UTVehicle) name AnimPlayerName;};
var(UTVehicle) float AnimRate;
var(UTVehicle) array<name> AnimSeqs;
var(UTVehicle) name AnimTag;
var(UTVehicle) bool bAnimLoopLastSeq;
AnimPlayerName:The name of the UTAnimNodeSequence to useAnimRate:Rate to play it atAnimSeqs:Animation Sequence sets to playAnimTag:Used to look up the animationbAnimLoopLastSeq:Does it loop
var(UTVehicle) bool bHighDetailOnly;};
var(UTVehicle) bool bRestartRunning;
var(UTVehicle) name EffectEndTag;
var ParticleSystemComponent EffectRef;
var(UTVehicle) name EffectSocket;
var(UTVehicle) name EffectStartTag;
var(UTVehicle) ParticleSystem EffectTemplate;
var(UTVehicle) ParticleSystem EffectTemplate_Blue;
Holds the needed data to create various effects that respond to different actions on the vehicle
bRestartRunning:If true should restart running effects, if false will just keep runningEffectEndTag:Tag used to kill the effectEffectRef:The Actual PSCEffectSocket:Socket to attach toEffectStartTag:Tag used to trigger the effectEffectTemplate:Template to useEffectTemplate_Blue:Template to use for the blue team (may or may not be one)
var vector AimPoint;};
var actor AimTarget;
var int BarrelIndex;
var bool bDisableOffsetZAdjust;
var(UTVehicle) bool bSeatVisible;
var(UTVehicle) vector CameraBaseOffset;
var(UTVehicle) float CameraEyeHeight;
var(UTVehicle) float CameraOffset;
var(UTVehicle) vector CameraSafeOffset;
var(UTVehicle) name CameraTag;
var(UTVehicle) float DriverDamageMult;
var name FiringModeName;
var const pointer FiringModeProperty;
var name FlashCountName;
var const pointer FlashCountProperty;
var name FlashLocationName;
var const pointer FlashLocationProperty;
var(UTVehicle) editinline UTVehicleWeapon Gun;
var(UTVehicle) class<UTVehicleWeapon> GunClass;
var(UTVehicle) array<name> GunPivotPoints;
var(UTVehicle) array<name> GunSocket;
var class<UTExplosionLight> ImpactFlashLightClass;
var rotator LastWeaponRotation;
var UTExplosionLight MuzzleFlashLight;
var class<UTExplosionLight> MuzzleFlashLightClass;
var float PivotFireOffsetZ;
var(UTVehicle) name SeatBone;
var(UTVehicle) vector2D SeatIconPOS;
var AudioComponent SeatMotionAudio;
var VehicleMovementEffect SeatMovementEffect;
var(UTVehicle) vector SeatOffset;
var(UTVehicle) editinline Vehicle SeatPawn;
var(UTVehicle) rotator SeatRotation;
var(UTVehicle) name SeatSocket;
var(UTVehicle) editinline Pawn StoragePawn;
var(UTVehicle) editinline array<UTSkelControl_TurretConstrained> TurretControllers;
var(UTVehicle) array<name> TurretControls;
var(UTVehicle) string TurretVarPrefix;
var(UTVehicle) float ViewPitchMax;
var(UTVehicle) float ViewPitchMin;
var array<WeaponEffectInfo> WeaponEffects;
var name WeaponRotationName;
var const pointer WeaponRotationProperty;
The VehicleSeat struct defines each available seat in the vehicle.
AimPoint:Cached in ApplyWeaponRotation, this is the vector in the world where the player is currently aimingAimTarget:Cached in ApplyWeaponRotation, this is the actor the seat is currently aiming at (can be none)bDisableOffsetZAdjust:Disable adjustment to turret pitch based on PivotFireOffsetZ.bSeatVisible:Is this a visible SeatCameraBaseOffset:Optional offset to add to the cameratag location, to determine base cameraCameraEyeHeight:The Eye Height for Weapon PawnsCameraOffset:how far camera is pulled backCameraSafeOffset:Optional offset to add to the vehicle location, to determine safe trace start pointCameraTag:Name of the Bone/Socket to base the camera onDriverDamageMult:damage to the driver is multiplied by this valueGun:Reference to the gunGunClass:class of weapon for this seatGunPivotPoints:Where to pivot the weaponGunSocket:Name of the socket to use for effects/spawningLastWeaponRotation:Holds a duplicate of the WeaponRotation value. It's used to determine if a turret is turningPivotFireOffsetZ:Z distance between weapon pivot and actual firing location - used to correct aiming rotation.SeatBone:Name of the Bone to use as an anchor for the pawnSeatMotionAudio:The sound to play when this seat is in motion (ie: turning)SeatOffset:Offset from the origin to place the based pawnSeatPawn:Reference to the WeaponPawn if anySeatRotation:Any additional rotation needed when placing the based pawnSeatSocket:Name of the Socket to attach toStoragePawn:Who is sitting in this seat.TurretControllers:Hold the actual controllersTurretControls:This holds all associated TurretInfos for this seatTurretVarPrefix:This is the prefix for the various weapon vars (WeaponRotation, FlashCount, etc)ViewPitchMax:Used for setting the ViewPitchMax on the Weapon pawnViewPitchMin:Used for setting the ViewPitchMin on the Weapon pawnWeaponEffects:list of locations for weapon bonus effects (UDamage, etc) and the component references if those effects are activeWeaponRotationName:Cached names for this turretWeaponRotationProperty:Cache pointers to the actual UProperty that is needed
var(UTVehicle) name SoundEndTag;};
var AudioComponent SoundRef;
var(UTVehicle) name SoundStartTag;
var(UTVehicle) SoundCue SoundTemplate;
var StaticMeshComponent Effect;};
var vector Offset;
var vector Scale3D;
var name SocketName;
info on locations for weapon bonus effects (UDamage, etc)
Effect:reference to the componentOffset:offset from the socket to place the effectScale3D:Scaling for the effectSocketName:socket to base on
| Functions Detail |
|---|
AdjustCameraScale Source codemoves the camera in or out
AllowLinkThroughOwnedActor Source codecalled when the link gun hits an Actor that has this vehicle as its Owner
@param OwnedActor - the Actor owned by this vehicle that was hit
@return whether attempting to link to OwnedActor should be treated as linking to this vehicle
AnySeatAvailable Source code
@return true if there is a seat
ApplyMorphDamage Source codeWhen damage occur, we need to apply it to any MorphTargets. We do this natively for speed
@param HitLocation Where did the hit occured
@param Damage How much damage occured
ApplyMorphHeal Source codeSince vehicles can be healed, we need to apply the healing to each MorphTarget. Since damage modeling is client-side and healing is server-side, we evenly apply healing to all nodes
@param Amount How much health to heal
ApplyRandomMorphDamage Source codecalled to apply morph damage where we don't know what was actually hit (i.e. because the client detected it by receiving a new Health value from the server)
ApplyWeaponEffects Source code
AttachDriver Source code
AttachFlag Source codeIf the driver enters the vehicle with a UTCarriedObject, this event is triggered.
@param FlagActor The object being carried
@param NewDriver The driver (may not yet have been set)
BaseChange DyingVehicle Source code
BeginState DyingVehicle Source code
BlowupVehicle Source codeCall this function to blow up the vehicle
BlowupVehicle DyingVehicle Source code
BotDesireability Source codereturn a value indicating how useful this vehicle is to bots
@param S The Actor who desires this vehicle
@param TeamIndex The Team index of S
@param Objective The objective
CalcCamera Source codeWe override CalcCamera so as to use the Camera Distance of the seat
CanAttack Source code
CanDeployedAttack Source code
CanEnterVehicle Source codeCanEnterVehicle()
@return true if Pawn P is allowed to enter this vehicle
CauseMuzzleFlashLight Source codeCauses the muzzle flashlight to turn on and setup a time to turn it back off again.
ChangedReservation Source codeAI Hint
ChangeSeat Source codeChangeSeat, this controller to change from it's current seat to a new one if (A) the new set is empty or (B) the controller looking to move has Priority over the controller already there. If the seat is filled but the new controller has priority, the current seat holder will be bumped and swapped in to the seat left vacant.
@param ControllerToMove The Controller we are trying to move
@param RequestedSeat Where are we trying to move him to
@returns true if successful
ChargeAttackObjective Source codereturns true if vehicle should charge attack this node (also responsible for setting up charge
CheckDamageSmoke Source code
CheckDamageSmoke DyingVehicle Source code
CheckGameClass Source codecustomize based on gameclass
CheckReset Source codeVehicle has been in the middle of nowhere with no driver for a while, so consider resetting it
CheckTurretPitchLimit Source codechecks if the given pitch would be limited by the turret controllers, i.e. we cannot possibly fire in that direction
@return whether the pitch would be constrained
ClearFlashCount Source code
ClearFlashLocation Source codeReset flash location variable. and call stop firing. Network: Server only
ContinueOnFoot Source codeContinueOnFoot() - used by AI Called from route finding if route can only be continued on foot. @Returns true if driver left vehicle
CreateDamageMaterialInstance Source code
CreateVehicleEffect Source codeEffects
CriticalChargeAttack Source codeRecommend high priority charge at enemy
DecrementLinkedToCount Source code
Destroyed Source codeCalled when the vehicle is destroyed. Clean up the seats/effects/etc
DetachDriver Source code
DetachTowCable Source codedetach this vehicle's tow cable (used by AI)
Died Source codeSee Pawn::Died()
Died DyingVehicle Source code
DisableCollision Source codeturns off collision on the vehicle when it's almost fully burned out
DisableDamageSmoke Source codedeactivates smoke/fire emitter when vehicle is mostly burned out
DisableVehicle Source code
DisplayExtraHud Source code
DisplayHud Source code
DisplaySeats Source code
DisplayWeaponBar Source code
Dodge Source codeStub out the Dodge event. Override if the vehicle needs a dodge See Pawn::Dodge()
DoVehicleExplosion DyingVehicle Source codespawn an explosion effect and damage nearby actors
DrawBarGraph Source code
DrawKillIcon Source code
DriverEnter Source codeCalled when a pawn enters the vehicle @Param P The Pawn entering the vehicle
DriverLeave Source codeCalled when the driver leaves the vehicle
@param bForceLeave Is true if the driver was forced out
DriverLeft Source codeDriverLeft() called by DriverLeave() after the drive has been taken out of the vehicle
DriverRadiusDamage Source codeThis function is called to see if radius damage should be applied to the driver. It is called from SVehicle::TakeRadiusDamage().
@param DamageAmount The amount of damage taken
@param DamageRadius The radius that the damage covered
@param EventInstigator Who caused the damage
@param DamageType What type of damage
@param Momentum How much force should be imparted
@param HitLocation Where
DrivingStatusChanged Source codeThis function is called when the driver's status has changed.
EagleEyeTarget Source code
EditUDmgFX Source code
EjectSeat Source code
EnableVehicle Source code
EntryAnnouncement Source codeEntryAnnouncement() - Called when Controller possesses vehicle, for any visual/audio effects
@param C The controller of that possessed the vehicle
ExitRotation Source codeReturns rotation used for determining valid exit positions
FastVehicle Source codeAI hint
FellOutOfWorld Source code
FindAutoExit Source codeFindAutoExit() Tries to find exit position on either side of vehicle, in back, or in front returns true if driver successfully exited.
@param ExitingDriver The Pawn that is leaving the vehicle
FindGoodEndView Source codeUsed by PlayerController.FindGoodView() in RoundEnded State
FindWeaponHitNormal Source codeThis function is here so that children vehicles can get access to the retrace to get the hitnormal. See the Dark Walker
FixedView Source code
ForceWeaponRotation Source code
GetAlternateLockTarget Source code
@return Actor that can be locked on to by weapons as if it were this vehicle
GetBarrelIndex Source code
GetBarrelLocationAndRotation Source code
GetCameraFocus Source codereturns the camera focus position (without camera lag)
GetCameraStart Source codereturns the camera focus position (adjusted for camera lag)
GetChargePower Source code
GetClampedViewRotation Source code
GetCollisionDamageInstigator Source code
GetCollisionDamageModifier Source code
GetControllerForSeatIndex Source code
@returns the controller of a given seat. Can be none if the seat is empty
GetDisplayedHealth Source code
GetEffectLocation Source code
GetFirstAvailableSeat Source code
@returns the first available passenger seat, or -1 if there are none available
GetHealth Source code
GetHomingTarget Source codeGetHomingTarget is called from projectiles looking to seek to this vehicle. It returns the actor the projectile should target
@param Seeker The projectile that seeking this vehcile
@param InstigatedBy Who is controlling that projectile
@returns the target to see
GetHoverBoardAttachPoint Source code
GetHumanReadableName Source code
GetMoveTargetFor Source codeAI Hint
GetPhysicalFireStartLoc Source code
GetSeatColor Source code
GetSeatIndexForController Source code
@returns the Index for this Controller's current seat or -1 if there isn't one
GetSeatIndexFromPrefix Source codeGiven the variable prefix, find the seat index that is associated with it
@returns the index if found or -1 if not found
GetSeatPivotPoint Source code
GetSeatPRI Source code
GetSVehicleDebug Source codeWe extend GetSVehicleDebug to include information about the seats array
@param DebugInfo We return the text to display here
GetTeamNum Source code@Returns the TeamIndex of this vehicle
GetTowedVehicles Source code
@return a list of vehicles this one is towing
GetTowingVehicle Source code
@return if this vehicle is being towed, return the vehicle that is towing it
GetVehicleKillStatName Source code
GetViewRotation Source code
GetWeaponAim Source codeThis function returns the aim for the weapon
GetWeaponViewAxes Source codeGetWeaponViewAxes should be subclassed to support returningthe rotator of the various weapon points.
HandleEnteringFlag Source codehandles dealing with any flag the given driver/passenger may be holding
HasOccupiedTurret Source codeAI Hint
@returns true if there is an occupied turret
HasPriority Source codeThis function looks at 2 controllers and decides if one as priority over the other. Right now it looks to see if a human is against a bot but it could be extended to use rank/etc.
@returns ture if First has priority over second
HealDamage Source codeThis function is called to heal the vehicle @See Actor.HealDamage()
HoldGameObject Source codeHoldGameObject() Attach GameObject to mesh.
@param GameObj Game object to hold
ImportantVehicle Source code
IncomingMissile Source codeThis function is called from an incoming missile that is targetting this vehicle
@param P The incoming projectile
IncrementFlashCount Source code
IncrementLinkedToCount Source code
InCustomEntryRadius Source codeif bHasCustomEntryRadius, this is called to see if Pawn P is in it.
InitDamageSkel Source code
InitializeEffects Source codeInitialize the effects system. Create all the needed PSCs and set their templates
InitializeMorphs Source codeInitialize the damage modeling system
InitializeSeats Source codeCreate all of the vehicle weapons
InitializeTurrets Source code
InUseableRange Source code
IsArtillery Source codeAI Hint
IsDeployed Source code
IsDriverSeat Source code
@return whether the given vehicle pawn is in this vehicle's driver seat (usually seat 0, but some vehicles may give driver control of a different seat when deployed)
IsGoodTowTruck Source code
@return whether bots should consider attaching a tow link to this vehicle
IsSeatControllerReplicationViewer Source code
@return whether we are currently replicating to the Controller of the given seat this would be equivalent to checking bNetOwner on that seat, but bNetOwner is only valid during that Actor's replication, not during the base vehicle's not complex logic, but since it's for use in vehicle replication statements, the faster the better
JumpOutCheck Source codeJumpOutCheck() Check if bot wants to jump out of vehicle, which is currently descending towards its destination
KickOutBot Source codekick out the first bot in the vehicle to make way for human driver
Landed DyingVehicle Source code
LimitCameraZ Source codereturns the camera focus position (adjusted for camera lag)
LockOnWarning Source codeLockOnWarning() called by seeking missiles to warn vehicle they are incoming
MorphTargetDestroyed Source codeThe event is called from the native function ApplyMorphDamage when a node is destroyed (health <= 0).
@param MorphNodeIndex The Index of the node that was destroyed
NativePostRenderFor Source code
NotifyTakeHit Source code
NumPassengers Source code
@returns the number of passengers in this vehicle
Occupied Source codeAI code
OnAnimEnd Source code
OnDriverPhysicsAssetChanged Source codeAllows a vehicle to do specific physics setup on a driver when physics asset changes.
OnExitVehicle Source codeKismet hook for kicking a pawn out of a vehicle
OnPropertyChange Source code
OnTouchForcedDirVolume Source codeNotification that this vehicle has hit a ForcedDirVolume. If it returns FALSE, volume will not affect it.
OpenPositionFor Source codeOpenPositionFor() returns true if there is a seat available for P
@param P The Pawn to test for
@returns true if open
OverrideBeginFire Source codeGives the vehicle an opportunity to override the functionality of the given fire mode, called on both the owning client and the server
OverrideEndFire Source code
PancakeOther Source code
PassengerEnter Source codeCalled when a passenger enters the vehicle
@param P The Pawn entering the vehicle
@param SeatIndex The seat where he is to sit
PassengerLeave Source codeCalled when a passenger leaves the vehicle
@param SeatIndex Leaving from which seat
PerformDeathEffects DyingVehicle Source code
PerformSecondaryVehicleExplosion DyingVehicle Source code
PlayHit Source code
PlayHorn Source codePlay the horn for this vehicle
PlayNextAnimation DyingVehicle Source code
PlaySpawnEffect Source code
PlayTakeHitEffects Source codeplays take hit effects; called from PlayHit() on server and whenever LastTakeHitInfo is received on the client
PlayVehicleAnimation Source codePlays a Vehicle Animation
PlayVehicleExplosionEffect DyingVehicle Source codeThis will spawn the actual explosion particle system. It could be a fiery death or just dust when the vehicle hits the ground
PlayVehicleSound Source codeTrigger or untrigger a vehicle sound
@param EventTag The tag that describes the effect
PlayWeaponSwitch DyingVehicle Source code
PossessedBy Source code
PostBeginPlay Source codeInitialization
PostRenderFor Source codePostRenderFor() Hook to allow pawns to render HUD overlays for themselves. Assumes that appropriate font has already been set
@param PC The Player Controller who is rendering this pawn
@param Canvas The canvas to draw on
PostRenderFor DyingVehicle Source code
PostRenderPassengerBeacon Source codePostRenderPassengerBeacon() renders Assumes that appropriate font has already been set
@param PC The Player Controller who is rendering this pawn
@param Canvas The canvas to draw on
PreCacheSeatNames Source code
ProcessViewRotation Source code
RanInto Source codeRanInto() called for encroaching actors which successfully moved the other actor out of the way
@param Other The pawn that was hit
RBPenetrationDestroy Source codeCalled when a contact with a large penetration occurs.
ReattachMesh Source codereattaches the mesh component, because settings were updated
ReceivedHealthChange Source codecalled when the client receives a change to Health if LastTakeHitInfo changed in the same received bunch, always called *after* PlayTakeHitEffects() (this is so we can use the damage info first for more accurate modelling and only use the direct health change for corrections)
RecommendCharge Source code
RenderMapIcon Source codeWhen an icon for this vehicle is needed on the hud, this function is called
RenderPassengerBeacons Source code
ReplicatedEvent Source codeThis event is triggered when a repnotify variable is received
@param VarName The name of the variable replicated
ReservationCostMultiplier Source codeAT Hint
RigidBodyCollision Source code
RigidBodyCollision DyingVehicle Source code
SeatAvailable Source code@Returns true if a seat is not occupied
SeatFiringMode Source code
SeatFlashCount Source code
SeatFlashLocation Source code
SeatWeaponRotation Source codeNative Accessors for the WeaponRotation, FlashLocation, FlashCount and FiringMode
SecondaryVehicleExplosion DyingVehicle Source codeThis does the secondary explosion of the vehicle (e.g. from reserve fuel tanks finally blowing / ammo blowing up
SelfDestruct Source code
SendLockOnMessage Source codesends the LockOn message to all seats in this vehicle with the specified switch
@param Switch The message switch
ServerAdjacentSeat Source coderequest change to adjacent vehicle seat
ServerChangeSeat Source codeCalled when a client is requesting a seat change @network Server-Side
ServerSetConsoleTurning Source codeused on console builds to set the value of bIsConsoleTurning on the server
SetBurnOut Source code
SetFiringMode Source code
SetFlashLocation Source code
SetHoverBoardAttachPointInUse Source code
SetHUDLocation Source codefunction used to update where icon for this actor should be rendered on the HUD
@param NewHUDLocation is a vector whose X and Y components are the X and Y components of this actor's icon's 2D position on the HUD
SetInputs Source codeConsole specific input modification
SetKeyVehicle Source code
SetMaxRadius Source codeHack the max radius to be updated values
SetMovementEffect Source code
SetReservation Source codeAI Hint
SetSeatStoragePawn Source code
SetShieldActive Source codestub for vehicles with shield firemodes
SetTeamNum Source codeTeam is changed when vehicle is possessed
SetTexturesToBeResident Source codeThis will set the textures to be resident or not
SetVehicleEffectParms Source codeWhenever a vehicle effect is triggered, this function is called (after activation) to allow for the setting of any parameters associated with the effect.
@param TriggerName The effect tag that describes the effect that was activated
@param PSC The Particle System component associated with the effect
ShootMissile Source codeAI hint - Shoot at the missle
@param P The incoming projectile
ShouldClamp Source code
ShouldLeaveForCombat Source code
@return whether bot should leave this vehicle if it encounters combat
ShouldShowUseable Source codereturns TRUE if vehicle is useable (can be entered)
ShouldSpawnExplosionLight Source codeShouldSpawnExplosionLight() Decide whether or not to create an explosion light for this explosion
SitDriver Source code
SpawnGibVehicle Source codeWe use this function as the UTPawn's spawngib as for our vehicles we are spawning the gibs at specific locations based on the skelcontrollers and the placement of meshes on the exterior of the vehicle
SpawnImpactEmitter Source code
SpokenFor Source codeAI Hint
StartBurnOut Source code
StartLinkedEffect Source codefunction to call whenever a link gun links to this vehicle (e.g. to heal the Vehicle)
StopLinkedEffect Source codefunction to call when a link gun unlinks
StopSpawnEffect Source code
StopsProjectile Source code
StopVehicleSounds Source code
TakeDamage Source code@See Actor.TakeDamage()
TakeDamage DyingVehicle Source code
TakeFireDamage Source codeThis event occurs when the physics determines the vehicle is upside down or empty and on fire. Called from AUTVehicle::TickSpecial()
TakeHeadShot Source codeImplementation of TakeHeadShot that iterates over seats checking each person in vehicle.
TakeWaterDamage Source codeTakeWaterDamage() called every tick when AccumulatedWaterDamage>0 and PhysicsVolume.bWaterVolume=true
@param DeltaTime The amount of time passed since it was last called
TeamChanged Source codeThis function is called when the team has changed. Use it to setup team specific overlays/etc NOTE: the UTVehicle_Scavenger is doing all kinds of crazy special case stuff and does NOT call super. Make certain that you check UTVehicle_Scavenger.TeamChanged() when making changes here.
TeamChanged_VehicleEffects Source codeThis function is called when we need to change Vehicle Effects. To get blue effects add this to the VehicleEffects list entry: EffectTemplate_Blue=ParticleSystem'',
TeamLink Source codeAI Hint
TooCloseToAttack Source codeCheck to see if Other is too close to attack
@param Other Actor to check against
@returns true if he's too close
TornOff Source codeThis event is called when the pawn is torn off
TriggerVehicleEffect Source codeTrigger or untrigger a vehicle effect
@param EventTag The tag that describes the effect
TryAttachingTowCable Source codeif TowingVehicle is a valid vehicle to tow, tell bot how to hook up to it
@return whether the bot was given instructions
TryToDrive Source codeThe pawn Driver has tried to take control of this vehicle
@param P The pawn who wants to drive this vehicle
TurnOffShadows Source codeThis will turn off the shadow casting of the vehicle
TurretExplosion Source code
UpdateControllerOnPossess Source codeUpdateControllerOnPossess() override Pawn.UpdateControllerOnPossess() to keep from changing controller's rotation
@param bVehicleTransition Will be true if this the pawn is entering/leaving a vehicle
UpdateDamageMaterial Source codeWhenever the morph system adjusts a health, it should call UpdateDamageMaterial() so that any associated skins can be adjusted. This is also native
UpdateLookSteerStatus Source code
UpdateShadowSettings Source code
VehicleAdjustFlashCount Source codeThese two functions needs to be subclassed in each weapon
VehicleAdjustFlashLocation Source code
VehicleCalcCamera Source code
VehicleCalcCamera DyingVehicle Source codeCalculate camera view point, when viewing this pawn.
@param fDeltaTime delta time seconds since last update
@param out_CamLoc Camera Location
@param out_CamRot Camera Rotation
@param out_FOV Field of View
@return true if Pawn should provide the camera point of view.
VehicleEvent Source codeAn interface for causing various events on the vehicle.
VehicleHudCoordsFixup Source code
VehicleLocked Source codePawn tried to enter vehicle, but it's locked!!
@param P The pawn that tried
VehicleWeaponFired Source codeVehicle will want to override WeaponFired and pass off the effects to the proper Seat
VehicleWeaponFireEffects Source codeThis function should be subclassed and manage the different effects
VehicleWeaponImpactEffects Source codeSpawn any effects that occur at the impact point. It's called from the pawn.
VehicleWeaponStoppedFiring Source code
WeaponFired Source code
WeaponRotationChanged Source codethis function is called when a weapon rotation value has changed. It sets the DesiredboneRotations for each controller associated with the turret. Network: Remote clients. All other cases are handled natively FIXME: Look at handling remote clients natively as well
@param SeatIndex The seat at which the rotation changed
WeaponStoppedFiring Source code| Defaultproperties |
|---|
defaultproperties
{
bTeamLocked=True
bValidLinkTarget=True
bEnteringUnlocks=True
bUseAlternatePaths=True
bEjectPassengersWhenFlipped=True
bMustBeUpright=True
bShouldAutoCenterViewPitch=True
bDrawHealthOnHUD=True
bAllowedExit=True
bFindGroundExit=True
bTakeWaterDamageWhileDriving=True
bNoZSmoothing=True
bNoZDampingInAir=True
bDisplayHealthBar=True
VehicleLockedSound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleNoEntry01Cue'
Team=128
Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent'
AmbientGlow=(R=0.200000,G=0.200000,B=0.200000,A=1.000000)
Name="MyLightEnvironment"
ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent'
End Object
LightEnvironment=MyLightEnvironment
RespawnTime=30.000000
LinkHealMult=0.350000
LinkedToCue=SoundCue'A_Vehicle_Generic.Vehicle.VehicleChargeLoopCue'
LinkedEndSound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleChargeCompleteCue'
DriverStatusChangedWaveform=ForceFeedbackWaveform'UTGame.Default__UTVehicle:ForceFeedbackWaveformVehicleEnter'
MaxDesireability=0.500000
ObjectiveGetOutDist=1000.000000
HornSounds(0)=SoundCue'A_Vehicle_Hellbender.SoundCues.A_Vehicle_Hellbender_Horn'
HornSounds(1)=SoundCue'A_Vehicle_Generic.Vehicle.VehicleHornCue'
HornSounds(2)=SoundCue'A_Vehicle_Generic.Vehicle.Vehicle_Horn_SmallNecris01Cue'
HornSounds(3)=SoundCue'A_Vehicle_Generic.Vehicle.Vehicle_Horn_LargeNecris03Cue'
HornAIRadius=800.000000
VehicleIndex=-1
LookSteerSensitivity=2.000000
ConsoleSteerScale=1.500000
LockedOnSound=SoundCue'A_Weapon_Avril.WAV.A_Weapon_AVRiL_Lock01Cue'
RanOverDamageType=Class'UTGame.UTDmgType_RanOver'
MinRunOverSpeed=250.000000
StolenAnnouncementIndex=4
MinRunOverWarningAim=0.880000
VehiclePositionString="in a vehicle"
VehicleNameString="Vehicle"
NeedToPickUpAnnouncement=(AnnouncementText="Man the Key Vehicle!")
TeamBeaconMaxDist=5000.000000
TeamBeaconPlayerInfoMaxDist=3000.000000
HUDExtent=100.000000
WaterDamage=20.000000
VehicleDrowningDamType=Class'UTGame.UTDmgType_Drowned'
ExplosionLightClass=Class'UTGame.UTTankShellExplosionLight'
MaxExplosionLightDistance=4000.000000
TimeTilSecondaryVehicleExplosion=2.000000
VehicleSounds(0)=(SoundStartTag="DamageSmoke",SoundEndTag="NoDamageSmoke",SoundTemplate=SoundCue'A_Vehicle_Generic.Vehicle.Vehicle_Damage_FireLoop_Cue')
VehiclePieceClass=Class'UTGame.UTGib_VehiclePiece'
DamageSmokeThreshold=0.650000
FireDamageThreshold=0.400000
FireDamagePerSec=2.000000
UpsideDownDamagePerSec=500.000000
OccupiedUpsideDownDamagePerSec=200.000000
ExplosionDamageType=Class'UTGame.UTDmgType_VehicleExplosion'
MaxImpactEffectDistance=6000.000000
MaxFireEffectDistance=7000.000000
ExplosionTemplate=ParticleSystem'FX_VehicleExplosions.Effects.P_FX_GeneralExplosion'
BigExplosionTemplates(0)=(Template=ParticleSystem'FX_VehicleExplosions.Effects.P_FX_VehicleDeathExplosion')
SecondaryExplosion=ParticleSystem'Envy_Effects.VH_Deaths.P_VH_Death_Dust_Secondary'
MaxWheelEffectDistSq=16000000.000000
WaterEffectType="Water"
BurnOutTime=2.500000
DeadVehicleLifeSpan=9.000000
ExplosionDamage=100.000000
ExplosionRadius=300.000000
ExplosionMomentum=60000.000000
ExplosionInAirAngVel=1.500000
DeathExplosionShake=CameraAnim'Envy_Effects.Camera_Shakes.C_VH_Death_Shake'
InnerExplosionShakeRadius=400.000000
OuterExplosionShakeRadius=1000.000000
TurretScaleControlName="TurretScale"
TurretSocketName="VH_Death"
DistanceTurretExplosionTemplates(0)=(Template=ParticleSystem'Envy_Effects.VH_Deaths.P_VH_Death_SpecialCase_1_Base_Near',MinDistance=1500.000000)
DistanceTurretExplosionTemplates(1)=(Template=ParticleSystem'Envy_Effects.VH_Deaths.P_VH_Death_SpecialCase_1_Base_Far')
TurretOffset=(X=0.000000,Y=0.000000,Z=200.000000)
TurretExplosiveForce=10000.000000
ImpactHitSound=SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_FireImpactVehicle_Cue'
LargeChunkImpactSound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleImpact_MetalLargeCue'
MediumChunkImpactSound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleImpact_MetalMediumCue'
SmallChunkImpactSound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleImpact_MetalSmallCue'
BurnTimeParameterName="BurnTime"
SpawnRadius=320.000000
DrivingAnim="manta_idle_sitting"
SpawnInSound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleFadeIn01Cue'
SpawnOutSound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleFadeOut01Cue'
FlagOffset=(X=0.000000,Y=0.000000,Z=120.000000)
FlagRotation=(Pitch=0,Yaw=32768,Roll=0)
MapSize=0.750000
IconCoords=(U=831.000000,V=21.000000,UL=38.000000,VL=30.000000)
FlipToolTipIconCoords=(U=2.000000,V=766.000000,UL=79.000000,VL=71.000000)
EnterToolTipIconCoords=(U=96.000000,V=249.000000,UL=77.000000,VL=64.000000)
DropFlagIconCoords=(U=85.000000,V=767.000000,UL=66.000000,VL=48.000000)
DropOrbIconCoords=(U=109.000000,V=815.000000,UL=55.000000,VL=38.000000)
ChargeBarCoords=(U=276.000000,V=407.000000,UL=9.000000,VL=63.000000)
ChargeBarEndCapCoords=(U=276.000000,V=407.000000,UL=9.000000,VL=6.000000)
ChargeBarPosX=2.000000
ChargeBarWidth=10.000000
ShowLockedMaxDist=3000.000000
TeamBeaconOffset=(X=0.000000,Y=0.000000,Z=100.000000)
PassengerTeamBeaconOffset=(X=0.000000,Y=0.000000,Z=100.000000)
SpawnInTemplates(0)=ParticleSystem'VH_All.Effects.P_VH_All_Spawn_Red'
SpawnInTemplates(1)=ParticleSystem'VH_All.Effects.P_VH_All_Spawn_Blue'
SpawnMaterialParameterName="ResInAmount"
SpawnMaterialParameterCurve=(Points=(,(InVal=4.000000,OutVal=2.500000)))
SpawnInTime=4.000000
CollisionDamageMult=0.002000
DestroyOnPenetrationThreshold=50.000000
DestroyOnPenetrationDuration=1.000000
SeatCameraScale=1.000000
CameraSmoothingFactor=2.000000
DefaultFOV=75.000000
CameraLag=0.120000
MinCameraDistSq=1.000000
DisabledTime=20.000000
DisabledTemplate=ParticleSystem'PICKUPS.Deployables.Effects.P_Deployables_EMP_Mine_VehicleDisabled'
LastEnemyWarningTime=-100.000000
GreedCoinBonus=2
bCanFlip=False
Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup ObjName=MyStayUprightSetup Archetype=RB_StayUprightSetup'UTGame.Default__UTVehicleBase:MyStayUprightSetup'
ObjectArchetype=RB_StayUprightSetup'UTGame.Default__UTVehicleBase:MyStayUprightSetup'
End Object
StayUprightConstraintSetup=RB_StayUprightSetup'UTGame.Default__UTVehicle:MyStayUprightSetup'
Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance ObjName=MyStayUprightConstraintInstance Archetype=RB_ConstraintInstance'UTGame.Default__UTVehicleBase:MyStayUprightConstraintInstance'
ObjectArchetype=RB_ConstraintInstance'UTGame.Default__UTVehicleBase:MyStayUprightConstraintInstance'
End Object
StayUprightConstraintInstance=RB_ConstraintInstance'UTGame.Default__UTVehicle:MyStayUprightConstraintInstance'
MomentumMult=2.000000
CrushedDamageType=Class'UTGame.UTDmgType_Pancake'
MinCrushSpeed=100.000000
BaseEyeHeight=30.000000
EyeHeight=30.000000
Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTVehicleBase:SVehicleMesh'
bOverrideAttachmentOwnerVisibility=True
LightEnvironment=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle:MyLightEnvironment'
ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTVehicleBase:SVehicleMesh'
End Object
Mesh=SVehicleMesh
Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTVehicleBase:CollisionCylinder'
CollideActors=False
BlockActors=False
BlockZeroExtent=False
BlockNonZeroExtent=False
ObjectArchetype=CylinderComponent'UTGame.Default__UTVehicleBase:CollisionCylinder'
End Object
CylinderComponent=CollisionCylinder
ViewPitchMin=-15000.000000
InventoryManagerClass=Class'UTGame.UTInventoryManager'
Components(0)=CollisionCylinder
Components(1)=SVehicleMesh
Components(2)=MyLightEnvironment
bPushedByEncroachers=False
bAlwaysRelevant=True
CollisionComponent=SVehicleMesh
Name="Default__UTVehicle"
ObjectArchetype=UTVehicleBase'UTGame.Default__UTVehicleBase'
}
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