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KVehicle

UT2003 :: Actor >> Pawn (UT) >> KVehicle

note 1: The K in KVehicle stands for Karma, and this class is controlled by some native Karma functions

note 2: The KVehicle extends Pawn, and so gets a lot of stuff from Pawn, like Health.

Class Details

  • Class Engine.KVehicle

Known subclasses

Properties

Steering (float)
If the controller wants to steer, ranges from -1 to 1.
Throttle (float)
If the controller wants to throttle, ranges from -1 to 1.
Driver (Pawn (UT))
The actual pawn of the controller
ExitPositions (dynamic array of vectors)
The exit positions of the vehicle, relative to the vehicle
DrivePos (vector)
The position of the driver when the vehicle is driven, relative to the vehicle
DriveRot (rotator)
The rotation of the driver when the vehicle is driven, relative to the vehicle
DestroyEffectClass (class actor)
The class of the effect that is spawned when the vehicle is destroyed
bAutoDrive (bool)
If set to True, the steering is set to 1 and the Throttle to 0.4 when there is no driver
bGetOut (bool)
If set to True, the driver wants to get out
ParentFactory (KVehicleFactory)
The factory that created the vehicle
bVehicleIsFiring (bool)
If is True then the driver wants to fire
bVehicleIsAltFiring (bool)
If is True then the driver wants to altfire
CameraHistory (static array of vectors)
The histroy of the camera (someone find out what this does!)
FilterFrames (const, default = 5)
The lenght of the CameraHistory array
NextHistorySlot (int)
The next slot that has to be filled with in the camera history
bHistoryWarmup (bool)
The history isn't filled

Functions

TakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)
A simple takedamage function, reduces health and destroyes the vehicle when Health is lower or equal then 0
VehicleStateReceived()
An event, called when a new state is received, implented in subclass : (comment says in VehicleState, but KVehicle doesn't have a VehicleState)
KVehicleUpdateParams()
Used to update the vehicles Para on all the attached actors (like wheels)
VehicleFire(bool bWasAltFire)
Called when the driver starts firing
VehicleCeaseFire(bool bWasAltFire)
Called when the driver stops firing
TryToDrive(Pawn (UT) p)
Called when someone tries to get in
ClientKDriverEnter(PlayerController pc)
Driver enters, called also on clients, mainly sets HUD
KDriverEnter(Pawn (UT) p)
Driver enters, sets the controller to the vehicle, and attaches the pawn to the car
ClientKDriverLeave(PlayerController pc)
Driver leaves, called also on clients, mainly resets HUD
KDriverLeave(bool bForceLeave) (Bool)
Driver leaves, The driver exits at the 1st possible exit pos (not blocked) and the controller is attached to it.
SpecialCalcView(out actor ViewActor, out vector CameraLocation, out rotator CameraRotation) (Bool)
When bSpecialCalcView is True, this function is called to set the possition of the camera

Events

Destroyed()
Vehicle is destroyed, remove attached stuff, create effect, set factory vehicle count -1 (if any)
Tick(float deltaSeconds)
If driver tries to get out, get him out.

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