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UTGame.UTVehicle_Leviathan

Extends
UTVehicle_Deployable
Modifiers
native ( Vehicle ) abstract

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- Engine.SVehicle
            |   
            +-- UTGame.UTVehicleBase
               |   
               +-- UTGame.UTVehicle
                  |   
                  +-- UTGame.UTVehicle_Deployable
                     |   
                     +-- UTGame.UTVehicle_Leviathan

Direct Known Subclasses:

UTVehicle_Leviathan_Content

Constants Summary
Inherited Contants from UTGame.UTVehicle
UTVEHICLE_UNSET_TEAM

Variables Summary
nameBeamEndpointVarName
ParticleSystemBeamTemplate
boolbFreezeMainGunRotation
ParticleSystemComponentBigBeamEmitter
nameBigBeamEndpointVarName
SoundCueBigBeamFireSound
nameBigBeamSocket
ParticleSystemBigBeamTemplate
UTSkelControl_TurretConstrainedCachedTurrets[4]
nameDriverTurretPivot
vectorExtraPassengerTeamBeaconOffset[3]
floatLastBotFireTime
byteLFTurretFlashCount
vectorLFTurretFlashLocation
intLFTurretHealth
rotatorLFTurretWeaponRotation
byteLRTurretFlashCount
vectorLRTurretFlashLocation
intLRTurretHealth
rotatorLRTurretWeaponRotation
nameMainTurretPivot
intMaxTurretHealth
intNotifyDamage
byteOldFlashStatus
byteOldTurretDeathStatus
byteOldTurretVisStatus
byteOldVisStatus
UTPlayerReplicationInfoPassengerPRIFour
UTPlayerReplicationInfoPassengerPRIThree
UTPlayerReplicationInfoPassengerPRITwo
byteRFTurretFlashCount
vectorRFTurretFlashLocation
intRFTurretHealth
rotatorRFTurretWeaponRotation
byteRRTurretFlashCount
vectorRRTurretFlashLocation
intRRTurretHealth
rotatorRRTurretWeaponRotation
CameraAnimRumbleCameraAnim
floatRumbleRange
class<UTVehicleShield>ShieldClass
byteShieldStatus
UTVehicleShieldShield[4]
array<MaterialInterface>TeamMatSec
SoundCueTurretActivate
SoundCueTurretDeactivate
SoundCueTurretExplosionSound
ParticleSystemTurretExplosionTemplate
MaterialInterfaceTurretMaterial[2]
byteTurretStatus
Collision
CylinderComponentTurretCollision[4]
test
intStingerTurretTurnRate
UTVehicle_Leviathan
floatMaxHitCheckDist
Inherited Variables from UTGame.UTVehicle_Deployable
AnimPlay, bAllowAbortDeploy, bDrawCanDeployTooltip, bNotGoodArtilleryPosition, bRequireAllWheelsOnGround, DeployAnim[2], DeployedEnterSound, DeployedExitSound, DeployedState, DeployIconOffset, DeploySound, DeploySoundComp, DeployTime, GetInAnim[2], GetOutAnim[2], IdleAnim[2], LastDeployStartTime, MaxDeploySpeed, TimeSinceLastDeployCheck, ToolTipIconCoords, UndeploySound, UnDeployTime
Inherited Variables from UTGame.UTVehicle
AccruedFireDamage, AccumulatedWaterDamage, AIPurpose, bAcceptTurretJump, bAllowedExit, bAllowTowFromAllDirections, bCameraNeverHidesVehicle, bCanCarryFlag, bDeadVehicle, bDisplayHealthBar, bDrawHealthOnHUD, bDriverCastsShadow, bDriverHoldsFlag, bDropDetailWhenDriving, bEjectKilledBodies, bEjectPassengersWhenFlipped, bEnteringUnlocks, bFindGroundExit, bFixedCamZ, bFrontalCollision, bFrontalCollisionWithFixed, bHasBeenDriven, bHasCustomEntryRadius, bHasEnemyVehicleSound, bHasTowCable, bHasTurretExplosion, bHasWeaponBar, bHomingTarget, BigExplosionSocket, BigExplosionTemplates, bInitializedVehicleEffects, bIsBurning, bIsConsoleTurning, bIsDisabled, bIsInDestroyablePenetration, bIsNecrisVehicle, bIsOnTrack, bIsScraping, bIsTowingHoverboard, bKeyVehicle, bLightArmor, bLimitCameraZLookingUp, bLookSteerOnNormalControls, bLookSteerOnSimpleControls, bMustBeUpright, bNeverReset, bNoFollowJumpZ, bNoZDamping, bNoZDampingInAir, bNoZSmoothing, BoostPadSound, bOverrideAVRiLLocks, bPlayingSpawnEffect, bPostRenderOtherTeam, bPostRenderTraceSucceeded, bRagdollDriverOnDarkwalkerHorn, bReducedFallingCollisionDamage, bRequestedEntryWithFlag, bRotateCameraUnderVehicle, bShouldAutoCenterViewPitch, bShouldLeaveForCombat, bShowDamageDebug, bShowLocked, bSpectatedView, bStealthVehicle, bStickDeflectionThrottle, bStopDeathCamera, bTakeWaterDamageWhileDriving, bTeamLocked, BurnOutMaterialInstances, BurnOutMaterial[2], BurnOutTime, BurnTimeParameterName, bUseAlternatePaths, bUsingLookSteer, bValidLinkTarget, CameraLag, CameraOffset, CameraSmoothingFactor, ChargeBarCoords, ChargeBarEndCapCoords, ChargeBarHeight, ChargeBarPosX, ChargeBarPosY, ChargeBarWidth, ClientHealth, CollisionDamageMult, ConsoleSteerScale, CurrentTireMaterial, DamageMaterialInstance[2], DamageMorphTargets, DamageParamScaleLevels, DamageSkelControls, DamageSmokeThreshold, DeadVehicleLifeSpan, DeathExplosion, DeathExplosionShake, DefaultFOV, DefaultPhysicalMaterial, DeflectionReverseThresh, DelayedBurnoutCount, DestroyedTurret, DestroyedTurretTemplate, DestroyOnPenetrationDuration, DestroyOnPenetrationThreshold, DisabledEffectComponent, DisabledTemplate, DisabledTime, DistanceTurretExplosionTemplates, DriverStatusChangedWaveform, DrivingAnim, DrivingPhysicalMaterial, DropFlagIconCoords, DropOrbIconCoords, EnemyVehicleSound, EnterToolTipIconCoords, ExplosionDamage, ExplosionDamageType, ExplosionInAirAngVel, ExplosionLightClass, ExplosionMomentum, ExplosionRadius, ExplosionSound, ExplosionTemplate, ExtraReachDownThreshold, FireDamagePerSec, FireDamageThreshold, FlagBone, FlagOffset, FlagRotation, FlippedCount, FlipToolTipIconCoords, GreedCoinBonus, HealthPulseTime, HeroBonus, HornAIRadius, HornIndex, HornSounds, HoverBoardAttachSockets, HoverBoardSocketInUse, HUDExtent, HUDLocation, IconCoords, ImpactHitSound, InitialSpawnDelay, InnerExplosionShakeRadius, KillerController, LargeChunkImpactSound, LastCheckUpsideDownTime, LastCollisionDamageTime, LastDeathImpactTime, LastEnemyWarningTime, LastHealth, LastHornTime, LastJumpOutCheck, LastPostRenderTraceTime, LastRunOverWarningTime, LastTakeHitInfo, LastTakeHitTimeout, LeftStickDirDeadZone, LightEnvironment, LinkedEndSound, LinkedToAudio, LinkedToCount, LinkedToCue, LinkHealMult, LockedOnSound, LookForwardDist, LookSteerDamping, LookSteerDeadZone, LookSteerSensitivity, MapSize, MaxDesireability, MaxExplosionLightDistance, MaxFireEffectDistance, MaxImpactEffectDistance, MaxWheelEffectDistSq, MediumChunkImpactSound, MinCameraDistSq, MinRunOverSpeed, MinRunOverWarningAim, NeedToPickUpAnnouncement, NextVehicle, NoPassengerObjective, ObjectiveGetOutDist, OccupiedUpsideDownDamagePerSec, OldCameraPosition, OldCamPosZ, OldPositions, OriginalMaterials, OuterExplosionShakeRadius, ParentFactory, PassengerPRI, PassengerTeamBeaconOffset, PlayerStartTime, RanOverDamageType, RanOverSound, ReferenceMovementMesh, RemainingBurn, Reservation, ResetTime, RespawnTime, ScrapeSound, SeatCameraScale, SeatMask, Seats, SecondaryExplosion, ShowLockedMaxDist, SmallChunkImpactSound, SpawnInSound, SpawnInTemplates, SpawnInTime, SpawnMaterialLists, SpawnMaterialParameterCurve, SpawnMaterialParameterName, SpawnOutSound, SpawnRadius, StolenAnnouncementIndex, StolenSound, Team, TeamBeaconMaxDist, TeamBeaconOffset, TeamBeaconPlayerInfoMaxDist, TeamMaterials, TimeInDestroyablePenetration, TimeLastDisabled, TimeTilSecondaryVehicleExplosion, TireAudioComp, TireSoundList, Trackers, TurretExplosiveForce, TurretOffset, TurretScaleControlName, TurretSocketName, UpsideDownDamagePerSec, VehicleAnims, VehicleDestroyedSound, VehicleDrowningDamType, VehicleEffects, VehicleIndex, VehicleLockedSound, VehicleLostTime, VehicleNameString, VehiclePieceClass, VehiclePositionString, VehicleSounds, WaterDamage, WaterEffectType, WeaponRotation, WheelParticleEffects

Enumerations Summary
Inherited Enumerations from UTGame.UTVehicle_Deployable
EDeployState
Inherited Enumerations from UTGame.UTVehicle
EAIVehiclePurpose

Structures Summary
Inherited Structures from UTGame.UTVehicle
BurnOutDatum, DamageParamScales, FDamageMorphTargets, MaterialList, TimePosition, VehicleAnim, VehicleEffect, VehicleSeat, VehicleSound, WeaponEffectInfo

Functions Summary
function BlowupVehicle ()))
functionbool BotFire (bool bFinished))
functionbool CanAttack (Actor Other))
eventbool CanDeploy (optional bool bShowMessage = true))
functionbool ChangeSeat (Controller ControllerToMove, int RequestedSeat))
functionint CheckActiveTurret (vector HitLocation, float MaxDist) con)
function CheckStability ()))
Deployed
function CheckTurretDead (int TurretIndex, int CurHealth, Controller InstigatedBy, class<DamageType> DamageType, vector HitLocation))
eventbool ContinueOnFoot ()))
function DeployedStateChanged ()))
functionbool DisableVehicle ()))
functionbool FindAutoExit (Pawn ExitingDriver))
function FlashShield (int SeatIndex))
functionint GetHealth (int SeatIndex))
functionPlayerReplicationInfo GetSeatPRI (int SeatNum))
functionvector GetTargetLocation (optional Actor RequestedBy, optional bool bRequestAlternateLoc) con)
functionbool ImportantVehicle ()))
functionbool IsArtillery ()))
functionbool NeedToTurn (vector Targ))
function NotifyTakeHit (Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum))
functionbool PassengerEnter (Pawn P, int SeatIndex))
function PassengerLeave (int SeatIndex))
function PlaySpawnEffect ()))
function PlayTurretAnim (int ShieldIndex, string BaseName))
event PostBeginPlay ()))
functionbool PoweredUp ()))
functionbool RecommendLongRangedAttack ()))
function RenderPassengerBeacons (PlayerController PC, Canvas Canvas, LinearColor TeamColor, Color TextColor, UTWeapon Weap))
event ReplicatedEvent (name VarName))
event RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex ))
functionbool SeatAvailable (int SeatIndex))
function SetSeatStoragePawn (int SeatIndex, Pawn PawnToSit))
function SetShieldActive (int SeatIndex, bool bActive))
function SetVehicleDeployed ()))
function SetVehicleUndeployed ()))
function ShieldStatusChanged ()))
functionUTVehicleShield SpawnShield (vector Offset, name SocketName))
event TakeDamage (int Damage, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
function TakeRadiusDamage (Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, Actor DamageCauser ))
function TeamChanged ()))
functionbool TooCloseToAttack (Actor Other))
functionint TotalTurretHealth ()))
function TriggerShieldEffect (int SeatIndex))
function TryToFindShieldHit (vector EndTrace, vector StartTrace, out TraceHitInfo HitInfo))
functionbool TurretAlive (int TurretIndex) con)
function TurretStatusChanged ()))
functionbool TurretTakeDamage (int TurretIndex, int Damage, Controller InstigatedBy, class<DamageType> DamageType, vector HitLocation))
function VehicleWeaponFired (bool bViaReplication, vector HitLocation, int SeatIndex ))
function VehicleWeaponImpactEffects (vector HitLocation, int SeatIndex))
function WeaponRotationChanged (int SeatIndex))
Inherited Functions from UTGame.UTVehicle_Deployable
AttachDriver, BackToUndeployed, BeginState, CanDeploy, CanDeployedAttack, ChangeDeployState, CheckStability, DeployActivated, DeployedStateChanged, DetachDriver, DisplayHud, DoJump, DrivingStatusChanged, EndState, GoodDefensivePosition, IsDeployed, OnAnimEnd, PlayAnim, PostBeginPlay, ReplicatedEvent, ServerToggleDeploy, SetVehicleDeployed, SetVehicleUndeployed, SetVehicleUndeploying, ShouldClamp, ShouldDeployToAttack, ShouldUndeploy, StartEngineSound, StopAnim, VehicleIsDeployed, VehiclePlayEnterSound, VehiclePlayExitSound, VehicleUnDeployIsFinished
Inherited Functions from UTGame.UTVehicle
AdjustCameraScale, AllowLinkThroughOwnedActor, AnySeatAvailable, ApplyMorphDamage, ApplyMorphHeal, ApplyRandomMorphDamage, ApplyWeaponEffects, AttachDriver, AttachFlag, BaseChange, BeginState, BlowupVehicle, BotDesireability, CalcCamera, CanAttack, CanDeployedAttack, CanEnterVehicle, CauseMuzzleFlashLight, ChangedReservation, ChangeSeat, ChargeAttackObjective, CheckDamageSmoke, CheckGameClass, CheckReset, CheckTurretPitchLimit, ClearFlashCount, ClearFlashLocation, ContinueOnFoot, CreateDamageMaterialInstance, CreateVehicleEffect, CriticalChargeAttack, DecrementLinkedToCount, Destroyed, DetachDriver, DetachTowCable, Died, DisableCollision, DisableDamageSmoke, DisableVehicle, DisplayExtraHud, DisplayHud, DisplaySeats, DisplayWeaponBar, Dodge, DoVehicleExplosion, DrawBarGraph, DrawKillIcon, DriverEnter, DriverLeave, DriverLeft, DriverRadiusDamage, DrivingStatusChanged, EagleEyeTarget, EditUDmgFX, EjectSeat, EnableVehicle, EntryAnnouncement, ExitRotation, FastVehicle, FellOutOfWorld, FindAutoExit, FindGoodEndView, FindWeaponHitNormal, FixedView, ForceWeaponRotation, GetAlternateLockTarget, GetBarrelIndex, GetBarrelLocationAndRotation, GetCameraFocus, GetCameraStart, GetChargePower, GetClampedViewRotation, GetCollisionDamageInstigator, GetCollisionDamageModifier, GetControllerForSeatIndex, GetDisplayedHealth, GetEffectLocation, GetFirstAvailableSeat, GetHealth, GetHomingTarget, GetHoverBoardAttachPoint, GetHumanReadableName, GetMoveTargetFor, GetPhysicalFireStartLoc, GetSeatColor, GetSeatIndexForController, GetSeatIndexFromPrefix, GetSeatPivotPoint, GetSeatPRI, GetSVehicleDebug, GetTeamNum, GetTowedVehicles, GetTowingVehicle, GetVehicleKillStatName, GetViewRotation, GetWeaponAim, GetWeaponViewAxes, HandleEnteringFlag, HasOccupiedTurret, HasPriority, HealDamage, HoldGameObject, ImportantVehicle, IncomingMissile, IncrementFlashCount, IncrementLinkedToCount, InCustomEntryRadius, InitDamageSkel, InitializeEffects, InitializeMorphs, InitializeSeats, InitializeTurrets, InUseableRange, IsArtillery, IsDeployed, IsDriverSeat, IsGoodTowTruck, IsSeatControllerReplicationViewer, JumpOutCheck, KickOutBot, Landed, LimitCameraZ, LockOnWarning, MorphTargetDestroyed, NativePostRenderFor, NotifyTakeHit, NumPassengers, Occupied, OnAnimEnd, OnDriverPhysicsAssetChanged, OnExitVehicle, OnPropertyChange, OnTouchForcedDirVolume, OpenPositionFor, OverrideBeginFire, OverrideEndFire, PancakeOther, PassengerEnter, PassengerLeave, PerformDeathEffects, PerformSecondaryVehicleExplosion, PlayHit, PlayHorn, PlayNextAnimation, PlaySpawnEffect, PlayTakeHitEffects, PlayVehicleAnimation, PlayVehicleExplosionEffect, PlayVehicleSound, PlayWeaponSwitch, PossessedBy, PostBeginPlay, PostRenderFor, PostRenderPassengerBeacon, PreCacheSeatNames, ProcessViewRotation, RanInto, RBPenetrationDestroy, ReattachMesh, ReceivedHealthChange, RecommendCharge, RenderMapIcon, RenderPassengerBeacons, ReplicatedEvent, ReservationCostMultiplier, RigidBodyCollision, SeatAvailable, SeatFiringMode, SeatFlashCount, SeatFlashLocation, SeatWeaponRotation, SecondaryVehicleExplosion, SelfDestruct, SendLockOnMessage, ServerAdjacentSeat, ServerChangeSeat, ServerSetConsoleTurning, SetBurnOut, SetFiringMode, SetFlashLocation, SetHoverBoardAttachPointInUse, SetHUDLocation, SetInputs, SetKeyVehicle, SetMaxRadius, SetMovementEffect, SetReservation, SetSeatStoragePawn, SetShieldActive, SetTeamNum, SetTexturesToBeResident, SetVehicleEffectParms, ShootMissile, ShouldClamp, ShouldLeaveForCombat, ShouldShowUseable, ShouldSpawnExplosionLight, SitDriver, SpawnGibVehicle, SpawnImpactEmitter, SpokenFor, StartBurnOut, StartLinkedEffect, StopLinkedEffect, StopSpawnEffect, StopsProjectile, StopVehicleSounds, TakeDamage, TakeFireDamage, TakeHeadShot, TakeWaterDamage, TeamChanged, TeamChanged_VehicleEffects, TeamLink, TooCloseToAttack, TornOff, TriggerVehicleEffect, TryAttachingTowCable, TryToDrive, TurnOffShadows, TurretExplosion, UpdateControllerOnPossess, UpdateDamageMaterial, UpdateLookSteerStatus, UpdateShadowSettings, VehicleAdjustFlashCount, VehicleAdjustFlashLocation, VehicleCalcCamera, VehicleEvent, VehicleHudCoordsFixup, VehicleLocked, VehicleWeaponFired, VehicleWeaponFireEffects, VehicleWeaponImpactEffects, VehicleWeaponStoppedFiring, WeaponFired, WeaponRotationChanged, WeaponStoppedFiring

States Summary
Deployed Source code
state Deployed
CheckStability


Variables Detail

BeamEndpointVarName Source code

var name BeamEndpointVarName;

BeamTemplate Source code

var ParticleSystem BeamTemplate;
These are the turret Shock Beams

bFreezeMainGunRotation Source code

var repnotify bool bFreezeMainGunRotation;
Indicates big gun is firing.

BigBeamEmitter Source code

var ParticleSystemComponent BigBeamEmitter;

BigBeamEndpointVarName Source code

var name BigBeamEndpointVarName;

BigBeamFireSound Source code

var SoundCue BigBeamFireSound;

BigBeamSocket Source code

var name BigBeamSocket;

BigBeamTemplate Source code

var ParticleSystem BigBeamTemplate;
This is the primary beam emitter

CachedTurrets[4] Source code

var UTSkelControl_TurretConstrained CachedTurrets[4];

DriverTurretPivot Source code

var name DriverTurretPivot;

ExtraPassengerTeamBeaconOffset[3] Source code

var vector ExtraPassengerTeamBeaconOffset[3];

LastBotFireTime Source code

var float LastBotFireTime;
Last time a bot fired the main cannon

LFTurretFlashCount Source code

var repnotify byte LFTurretFlashCount;

LFTurretFlashLocation Source code

var repnotify vector LFTurretFlashLocation;

LFTurretHealth Source code

var int LFTurretHealth;

LFTurretWeaponRotation Source code

var repnotify rotator LFTurretWeaponRotation;

LRTurretFlashCount Source code

var repnotify byte LRTurretFlashCount;

LRTurretFlashLocation Source code

var repnotify vector LRTurretFlashLocation;

LRTurretHealth Source code

var int LRTurretHealth;

LRTurretWeaponRotation Source code

var repnotify rotator LRTurretWeaponRotation;

MainTurretPivot Source code

var name MainTurretPivot;

MaxTurretHealth Source code

var int MaxTurretHealth;

NotifyDamage Source code

var int NotifyDamage;
Accumulate damage, and only notify periodically

OldFlashStatus Source code

var byte OldFlashStatus;

OldTurretDeathStatus Source code

var byte OldTurretDeathStatus;

OldTurretVisStatus Source code

var byte OldTurretVisStatus;

OldVisStatus Source code

var byte OldVisStatus;

PassengerPRIFour Source code

var UTPlayerReplicationInfo PassengerPRIFour;
PRI of player in 2nd passenger turret

PassengerPRIThree Source code

var UTPlayerReplicationInfo PassengerPRIThree;
PRI of player in 2nd passenger turret

PassengerPRITwo Source code

var UTPlayerReplicationInfo PassengerPRITwo;
PRI of player in 2nd passenger turret

RFTurretFlashCount Source code

var repnotify byte RFTurretFlashCount;

RFTurretFlashLocation Source code

var repnotify vector RFTurretFlashLocation;

RFTurretHealth Source code

var int RFTurretHealth;

RFTurretWeaponRotation Source code

var repnotify rotator RFTurretWeaponRotation;

RRTurretFlashCount Source code

var repnotify byte RRTurretFlashCount;

RRTurretFlashLocation Source code

var repnotify vector RRTurretFlashLocation;

RRTurretHealth Source code

var int RRTurretHealth;

RRTurretWeaponRotation Source code

var repnotify rotator RRTurretWeaponRotation;

RumbleCameraAnim Source code

var CameraAnim RumbleCameraAnim;
Camera anim to play when player is close to leviathan.

RumbleRange Source code

var float RumbleRange;
Range from leviathan to play rumble.

ShieldClass Source code

var class<UTVehicleShield> ShieldClass;

ShieldStatus Source code

var repnotify byte ShieldStatus;

Shield[4] Source code

var UTVehicleShield Shield[4];

TeamMatSec Source code

var array<MaterialInterface> TeamMatSec;
secondary material for team skins

TurretActivate Source code

var SoundCue TurretActivate;

TurretDeactivate Source code

var SoundCue TurretDeactivate;

TurretExplosionSound Source code

var SoundCue TurretExplosionSound;

TurretExplosionTemplate Source code

var ParticleSystem TurretExplosionTemplate;
particle effect played when a turret is destroyed

TurretMaterial[2] Source code

var MaterialInterface TurretMaterial[2];
template for the turrets

TurretStatus Source code

var repnotify byte TurretStatus;

Collision

TurretCollision[4] Source code

var(Collision) CylinderComponent TurretCollision[4];

test

StingerTurretTurnRate Source code

var(test) int StingerTurretTurnRate;

UTVehicle_Leviathan

MaxHitCheckDist Source code

var(UTVehicle_Leviathan) float MaxHitCheckDist;


Functions Detail

BlowupVehicle Source code

simulated function BlowupVehicle ( ) )

BotFire Source code

function bool BotFire ( bool bFinished) )

CanAttack Source code

function bool CanAttack ( Actor Other) )

CanDeploy Source code

event bool CanDeploy ( optional bool bShowMessage = true) )

ChangeSeat Source code

function bool ChangeSeat ( Controller ControllerToMove, int RequestedSeat) )

CheckActiveTurret Source code

native const function int CheckActiveTurret ( vector HitLocation, float MaxDist) con )

CheckStability Deployed Source code

function CheckStability ( ) )

CheckTurretDead Source code

function CheckTurretDead ( int TurretIndex, int CurHealth, Controller InstigatedBy, class<DamageType> DamageType, vector HitLocation) )
kills the turret if it is dead

ContinueOnFoot Source code

event bool ContinueOnFoot ( ) )

DeployedStateChanged Source code

simulated function DeployedStateChanged ( ) )

DisableVehicle Source code

simulated function bool DisableVehicle ( ) )

FindAutoExit Source code

function bool FindAutoExit ( Pawn ExitingDriver) )
FindAutoExit() 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

FlashShield Source code

function FlashShield ( int SeatIndex) )

GetHealth Source code

simulated function int GetHealth ( int SeatIndex) )

GetSeatPRI Source code

simulated function PlayerReplicationInfo GetSeatPRI ( int SeatNum) )

GetTargetLocation Source code

simulated native const function vector GetTargetLocation ( optional Actor RequestedBy, optional bool bRequestAlternateLoc) con )

ImportantVehicle Source code

function bool ImportantVehicle ( ) )

IsArtillery Source code

function bool IsArtillery ( ) )

NeedToTurn Source code

function bool NeedToTurn ( vector Targ) )

NotifyTakeHit Source code

function NotifyTakeHit ( Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) )

PassengerEnter Source code

function bool PassengerEnter ( Pawn P, int SeatIndex) )

PassengerLeave Source code

function PassengerLeave ( int SeatIndex) )

PlaySpawnEffect Source code

simulated function PlaySpawnEffect ( ) )

PlayTurretAnim Source code

simulated function PlayTurretAnim ( int ShieldIndex, string BaseName) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

PoweredUp Source code

function bool PoweredUp ( ) )
PoweredUp() returns true if pawn has game play advantages, as defined by specific game implementation

RecommendLongRangedAttack Source code

function bool RecommendLongRangedAttack ( ) )

RenderPassengerBeacons Source code

simulated function RenderPassengerBeacons ( PlayerController PC, Canvas Canvas, LinearColor TeamColor, Color TextColor, UTWeapon Weap) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

RigidBodyCollision Source code

simulated event RigidBodyCollision ( PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex ) )

SeatAvailable Source code

function bool SeatAvailable ( int SeatIndex) )

SetSeatStoragePawn Source code

function SetSeatStoragePawn ( int SeatIndex, Pawn PawnToSit) )

SetShieldActive Source code

function SetShieldActive ( int SeatIndex, bool bActive) )

SetVehicleDeployed Source code

simulated function SetVehicleDeployed ( ) )

SetVehicleUndeployed Source code

simulated function SetVehicleUndeployed ( ) )

ShieldStatusChanged Source code

simulated function ShieldStatusChanged ( ) )

SpawnShield Source code

simulated function UTVehicleShield SpawnShield ( vector Offset, name SocketName) )

TakeDamage Source code

simulated event TakeDamage ( int Damage, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) )

TakeRadiusDamage Source code

simulated function TakeRadiusDamage ( Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, Actor DamageCauser ) )

TeamChanged Source code

simulated function TeamChanged ( ) )

TooCloseToAttack Source code

function bool TooCloseToAttack ( Actor Other) )

TotalTurretHealth Source code

function int TotalTurretHealth ( ) )

TriggerShieldEffect Source code

simulated function TriggerShieldEffect ( int SeatIndex) )

TryToFindShieldHit Source code

function TryToFindShieldHit ( vector EndTrace, vector StartTrace, out TraceHitInfo HitInfo) )

TurretAlive Source code

native const function bool TurretAlive ( int TurretIndex) con )

TurretStatusChanged Source code

simulated function TurretStatusChanged ( ) )

TurretTakeDamage Source code

function bool TurretTakeDamage ( int TurretIndex, int Damage, Controller InstigatedBy, class<DamageType> DamageType, vector HitLocation) )

VehicleWeaponFired Source code

simulated function VehicleWeaponFired ( bool bViaReplication, vector HitLocation, int SeatIndex ) )

VehicleWeaponImpactEffects Source code

simulated function VehicleWeaponImpactEffects ( vector HitLocation, int SeatIndex) )

WeaponRotationChanged Source code

simulated function WeaponRotationChanged ( int SeatIndex) )


Defaultproperties

defaultproperties
{
   LFTurretHealth=1000
   RFTurretHealth=1000
   LRTurretHealth=1000
   RRTurretHealth=1000
   MaxTurretHealth=1000
   MaxHitCheckDist=140.000000
   StingerTurretTurnRate=8192
   ExtraPassengerTeamBeaconOffset(0)=(X=250.000000,Y=140.000000,Z=250.000000)
   ExtraPassengerTeamBeaconOffset(1)=(X=-350.000000,Y=-140.000000,Z=230.000000)
   ExtraPassengerTeamBeaconOffset(2)=(X=-350.000000,Y=140.000000,Z=230.000000)
   MaxDeploySpeed=300.000000
   bAllowAbortDeploy=True
   DeployIconOffset=0.920000
   bEnteringUnlocks=False
   bKeyVehicle=True
   bUseAlternatePaths=False
   bStickDeflectionThrottle=True
   bEjectKilledBodies=True
   bLookSteerOnNormalControls=True
   bLookSteerOnSimpleControls=True
   bFindGroundExit=False
   Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle_Deployable:MyLightEnvironment'
      NumVolumeVisibilitySamples=4
      ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle_Deployable:MyLightEnvironment'
   End Object
   LightEnvironment=MyLightEnvironment
   RespawnTime=120.000000
   InitialSpawnDelay=30.000000
   MaxDesireability=2.000000
   ObjectiveGetOutDist=2000.000000
   HornSounds(1)=SoundCue'A_Vehicle_leviathan.SoundCues.A_Vehicle_Leviathan_Horn'
   HornIndex=1
   VehicleIndex=5
   StolenAnnouncementIndex=5
   VehiclePositionString="in a Leviathan"
   VehicleNameString="Leviathan"
   NeedToPickUpAnnouncement=(AnnouncementText="Man the Leviathan")
   HUDExtent=500.000000
   InnerExplosionShakeRadius=1500.000000
   OuterExplosionShakeRadius=4000.000000
   SpawnRadius=425.000000
   ChargeBarPosX=2.400000
   ChargeBarPosY=5.500000
   PassengerTeamBeaconOffset=(X=250.000000,Y=-140.000000,Z=250.000000)
   HeroBonus=5.000000
   GreedCoinBonus=10
   Begin Object Class=UTVehicleSimCar Name=SimObject ObjName=SimObject Archetype=UTVehicleSimCar'UTGame.Default__UTVehicleSimCar'
      TorqueVSpeedCurve=(Points=((InVal=-600.000000),(InVal=-200.000000,OutVal=10.000000),(OutVal=16.000000),(InVal=540.000000,OutVal=10.000000),(InVal=650.000000)))
      EngineRPMCurve=(Points=((InVal=-500.000000,OutVal=2500.000000),(OutVal=500.000000),(InVal=599.000000,OutVal=5000.000000),(InVal=600.000000,OutVal=3000.000000),(InVal=949.000000,OutVal=5000.000000),(InVal=950.000000,OutVal=3000.000000),(InVal=1100.000000,OutVal=5000.000000)))
      LSDFactor=1.000000
      HardTurnMotorTorque=1.000000
      FrontalCollisionGripFactor=0.180000
      ChassisTorqueScale=0.200000
      MaxSteerAngleCurve=(Points=((OutVal=30.000000),(InVal=1500.000000,OutVal=20.000000)))
      SteerSpeed=50.000000
      EngineBrakeFactor=0.020000
      MaxBrakeTorque=8.000000
      StopThreshold=500.000000
      WheelSuspensionStiffness=50.000000
      WheelSuspensionDamping=75.000000
      WheelSuspensionBias=0.700000
      Name="SimObject"
      ObjectArchetype=UTVehicleSimCar'UTGame.Default__UTVehicleSimCar'
   End Object
   SimObj=SimObject
   COMOffset=(X=-20.000000,Y=0.000000,Z=0.000000)
   Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup_8 ObjName=MyStayUprightSetup_8 Archetype=RB_StayUprightSetup'UTGame.Default__UTVehicle_Deployable:MyStayUprightSetup'
      Name="MyStayUprightSetup_8"
      ObjectArchetype=RB_StayUprightSetup'UTGame.Default__UTVehicle_Deployable:MyStayUprightSetup'
   End Object
   StayUprightConstraintSetup=RB_StayUprightSetup'UTGame.Default__UTVehicle_Leviathan:MyStayUprightSetup_8'
   Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance_8 ObjName=MyStayUprightConstraintInstance_8 Archetype=RB_ConstraintInstance'UTGame.Default__UTVehicle_Deployable:MyStayUprightConstraintInstance'
      Name="MyStayUprightConstraintInstance_8"
      ObjectArchetype=RB_ConstraintInstance'UTGame.Default__UTVehicle_Deployable:MyStayUprightConstraintInstance'
   End Object
   StayUprightConstraintInstance=RB_ConstraintInstance'UTGame.Default__UTVehicle_Leviathan:MyStayUprightConstraintInstance_8'
   UprightLiftStrength=280.000000
   UprightTorqueStrength=500.000000
   UprightTime=1.250000
   bSeparateTurretFocus=True
   ExitRadius=350.000000
   NonPreferredVehiclePathMultiplier=50.000000
   AirSpeed=850.000000
   BaseEyeHeight=0.000000
   EyeHeight=0.000000
   Health=6500
   Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTVehicle_Deployable:SVehicleMesh'
      LightEnvironment=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle_Leviathan:MyLightEnvironment'
      RBCollideWithChannels=(Untitled1=True,Untitled2=True,Untitled4=True)
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTVehicle_Deployable:SVehicleMesh'
   End Object
   Mesh=SVehicleMesh
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTVehicle_Deployable:CollisionCylinder'
      ObjectArchetype=CylinderComponent'UTGame.Default__UTVehicle_Deployable:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   Components(1)=SVehicleMesh
   Components(2)=MyLightEnvironment
   Components(3)=SimObject
   CollisionComponent=SVehicleMesh
   Name="Default__UTVehicle_Leviathan"
   ObjectArchetype=UTVehicle_Deployable'UTGame.Default__UTVehicle_Deployable'
}

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Creation time: sk 18-3-2018 10:01:00.814 - Created with UnCodeX