- Extends
- SVehicle
- Modifiers
- native nativereplication abstract
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- Engine.Vehicle
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+-- Engine.SVehicle
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+-- Onslaught.ONSVehicle
Direct Known Subclasses:
ONSChopperCraft, ONSHoverCraft, ONSPlaneCraft, ONSTreadCraft, ONSWheeledCraft
Inherited Variables from Engine.Vehicle |
AIMoveCheckTime, AutoTurretControllerClass, bAdjustDriversHead, bAllowViewChange, bAllowWeaponToss, bAutoTurret, bCanCarryFlag, bCanDoTrickJumps, bCanFlip, bCanHover, bDefensive, bDesiredBehindView, bDrawDriverInTP, bDrawMeshInFP, bDrawVehicleShadow, bDriverCollideActors, bDriverHoldsFlag, bDriving, bDropDetail, bEjectDriver, bEnemyLockedOn, bEnterringUnlocks, bFollowLookDir, bFPNoZFromCameraPitch, bHasHandbrake, bHasRadar, bHideRemoteDriver, bHighScoreKill, bHUDTrackVehicle, bKeyVehicle, bNoFriendlyFire, bNonHumanControl, bOldDriving, bPCRelativeFPRotation, bRelativeExitPos, bRemoteControlled, bScriptedRise, bSeparateTurretFocus, bShowChargingBar, bShowDamageOverlay, bSpawnProtected, bStalled, bTeamLocked, bTurnInPlace, BulletSounds, bVehicleDestroyed, bVehicleShadows, bWeaponisAltFiring, bWeaponisFiring, bZeroPCRotOnEntry, CameraSpeed, CenterSpringForce, CenterSpringRangePitch, CenterSpringRangeRoll, CrushedDamageType, DesiredTPCamDistance, DriveAnim, DrivePos, Driver, DriverDamageMult, DriveRot, DriverViewPitch, DriverViewYaw, EjectMomentum, EntryPosition, EntryRadius, ExitPositions, FlagBone, FlagOffset, FlagRotation, FPCamPos, FPCamViewOffset, HornSounds, HUDOverlay, HUDOverlayClass, HUDOverlayFOV, HUDOverlayOffset, LastCameraCalcTime, LastHornTime, LastLockWarningTime, LinkHealMult, LockOnClassString, LockWarningInterval, MaxDesireability, MaxViewPitch, MaxViewYaw, MinRunOverSpeed, MomentumMult, myMarker, NextVehicle, NoEntryTexture, ObjectiveGetOutDist, OldSteering, OldTeam, ParentFactory, PlayerEnterredRotation, PlayerStartTime, PrevTeam, RanOverDamageType, RanOverSound, Rise, ShadowCullDistance, ShadowMaxTraceDist, SpawnOverlay[2], Steering, StolenAnnouncement, StolenSound, StuckCount, StuckTime, Team, TeamBeaconBorderMaterial, TeamBeaconTexture, TeamUseTime, Throttle, ThrottleTime, TPCamDistance, TPCamDistRange, TPCamLookat, TPCamWorldOffset, TransEffects[2], VehicleDescription, VehicleDrowningDamType, VehicleIcon, VehicleLostTime, VehicleMovingTime, VehicleNameString, VehiclePositionString, VehicleShadow, WaterDamage, WheelsScale |
Functions Summary |
| | AltFire (optional float F)
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| | ApplyFireImpulse (bool bAlt)
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| | CallDestroy () VehicleDestroyed |
| | CallDestroy () VehicleDisintegrated |
| bool | CanAttack (Actor Other)
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| bool | ChangedReservation (Pawn P)
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| float | ChargeBar ()
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| | CheckReset ()
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| | ChooseFireAt (Actor A)
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| | ClientKDriverEnter (PlayerController PC)
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| | ClientKDriverLeave (PlayerController PC)
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| | ClientRegisterVehicleWeapon (ONSWeapon W, int Index)
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| | ClientVehicleCeaseFire (bool bWasAltFire)
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| | ClientVehicleExplosion (bool bFinal)
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| | Deploy ()
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| | DestroyAppearance ()
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| | Destroyed ()
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| | Died (Controller Killer, class<DamageType> damageType, vector HitLocation)
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| | Died (Controller Killer, class<DamageType> damageType, vector HitLocation) VehicleDestroyed |
| | Died (Controller Killer, class<DamageType> damageType, vector HitLocation) VehicleDisintegrated |
| | DisplayDebug (Canvas Canvas, out float YL, out float YPos)
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| | DrawHUD (Canvas Canvas)
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| | DriverDied ()
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| | DriverLeft ()
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| | DriverRadiusDamage (float DamageAmount, float DamageRadius, Controller EventInstigator, class<DamageType> DamageType, float Momentum, vector HitLocation)
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| bool | FastVehicle ()
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| Vehicle | FindEntryVehicle (Pawn P)
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| | Fire (optional float F)
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| bool | FireOnRelease ()
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| AIController | GetBotPassenger ()
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| Pawn | GetInstigator ()
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| array<Vehicle> | GetTurrets ()
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| bool | HasOccupiedTurret ()
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| bool | HasUDamage ()
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| bool | HasWeapon ()
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| bool | HealDamage (int Amount, Controller Healer, class<DamageType> DamageType)
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| float | ImpactDamageModifier ()
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| bool | IsDeployed ()
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| bool | IsFiring ()
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| bool | IsVehicleEmpty ()
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| | KDriverEnter (Pawn p)
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| bool | KDriverLeave (bool bForceLeave)
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| | KImpact (actor Other, vector Pos, vector ImpactVel, vector ImpactNorm)
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| int | LimitPitch (int pitch)
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| | MayUndeploy ()
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| float | ModifyThreat (float current, Pawn Threat)
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| bool | NeedToTurn (vector targ)
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| float | NewReservationCostMultiplier (Pawn P)
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| | NotifyEnemyLockedOn ()
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| | NotifyEnemyLostLock ()
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| int | NumPassengers ()
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| Vehicle | OpenPositionFor (Pawn P)
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| | PlayHit (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum)
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| | PostNetBeginPlay ()
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| | PrecacheAnnouncer (AnnouncerVoice V, bool bRewardSounds)
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| float | RefireRate ()
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| float | ReservationCostMultiplier ()
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| | ServerChangeDriverPosition (byte F)
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| | ServerPlayHorn (int HornIndex)
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| | ServerVerifyVehicleWeapon (int Index)
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| | SetActiveWeapon (int i)
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| | SetReservation (controller C)
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| | SetTeamNum (byte T)
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| bool | SpokenFor (Controller C)
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| | StaticPrecache (LevelInfo L)
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| | SVehicleUpdateParams ()
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| | SwitchWeapon (byte F)
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| | TakeDamage (int Damage, Pawn instigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> DamageType)
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| | TakeImpactDamage (float AccelMag)
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| | TeamChanged ()
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| bool | TooCloseToAttack (Actor Other)
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| bool | TryToDrive (Pawn P)
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| | UpdatePrecacheMaterials ()
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| | UpdatePrecacheStaticMeshes ()
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| | VehicleCeaseFire (bool bWasAltFire)
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| | VehicleExplosion (vector MomentumNormal, float PercentMomentum)
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| | VehicleLocked (Pawn P)
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Inherited Functions from Engine.Vehicle |
ActivateOverlay, AdjustDriverDamage, AdjustedStrength, AlternateTarget, AltFire, AttachDriver, AttachFlag, BotDesireability, ChangedReservation, ChargeBar, CheatFly, CheatGhost, CheatWalk, CheckForHeadShot, CheckSuperBerserk, CheckTauntValid, ClientClearController, ClientKDriverEnter, ClientKDriverLeave, ClientPlayForceFeedback, ClientVehicleCeaseFire, Destroyed, Destroyed_HandleDriver, DetachDriver, Died, DisplayDebug, DriverDied, DriverLeft, DriverRadiusDamage, DrivingStatusChanged, EjectDriver, EncroachedBy, EncroachingOn, FaceRotation, FindEntryVehicle, FindValidTaunt, Fire, FixPCRotation, Flip, GetBestEntry, GetBotPassenger, GetCameraLocationStart, GetInstigator, GetMoveTargetFor, GetSpree, GetTeamNum, GetTurrets, GetVehiclePositionString, HasOccupiedTurret, HealDamage, ImportantVehicle, IncomingMissile, IncrementSpree, IndependentVehicle, IsArtillery, IsVehicleEmpty, KDriverEnter, KDriverLeave, LockOnWarning, NeedsFlip, NewReservationCostMultiplier, NextWeapon, NotifyEnemyLockedOn, NotifyEnemyLostLock, NumPassengers, Occupied, OpenPositionFor, PlaceExitingDriver, PlayDying, PlayerChangedTeam, PlayTakeHit, PlayTeleportEffect, PointOfView, PossessedBy, PostBeginPlay, POVChanged, PreBeginPlay, PrevWeapon, RanInto, ReservationCostMultiplier, ServerPlayHorn, SetAnimAction, SetBaseEyeheight, SetInitialState, SetReservation, SetTeamNum, SetWheelsScale, ShootMissile, ShootSpecial, ShouldTargetMissile, SpecialCalcBehindView, SpecialCalcFirstPersonView, SpecialCalcView, SpectatorSpecialCalcView, SpokenFor, Stalled, StaticPrecache, StopForceFeedback, StopWeaponFiring, StronglyRecommended, Suicide, TakeDamage, TakeWaterDamage, TeamChanged, TeamLink, TryToDrive, UnPossessed, UnStalled, UpdateEyeHeight, UpdateTiltForceFeedback, UsedBy, VehicleCeaseFire, VehicleFire, VehicleLocked, VerifyLock |
var byte ActiveWeapon;
var bool bAltFocalPoint;
var bool bCannotBeBased;
var bool bCustomAiming;
var bool bDestroyAppearance;
var bool bDisintegrateVehicle;
bDriverCannotLeaveVehicle Source code
var bool bDriverCannotLeaveVehicle;
bEjectPassengersWhenFlipped Source code
var bool bEjectPassengersWhenFlipped;
var bool bHadFire;
var bool bHasAltFire;
var bool bHasAltFireImpulse;
var const bool bHasBeenAwake;
var bool bHasFireImpulse;
var const bool bIsAwake;
var bool bNeverReset;
var bool bSoundsPrecached;
var config Color CrosshairColor;
var config Texture CrosshairTexture;
var config float CrosshairX;
var config float CrosshairY;
DamagedEffectAccruedDamage Source code
var float DamagedEffectAccruedDamage;
var string DebugInfo;
DestroyedRoadKillDamageType Source code
var class<
DamageType> DestroyedRoadKillDamageType;
var byte ExplosionCount;
var float ExplosionDamage;
var float ExplosionMomentum;
var float ExplosionRadius;
var int ImpactTicksLeft;
LastCheckUpsideDownTime Source code
var float LastCheckUpsideDownTime;
LastImpactExplosionTime Source code
var float LastImpactExplosionTime;
LastRunOverWarningTime Source code
var float LastRunOverWarningTime;
var float LastVelocitySize;
var float MinRunOverWarningAim;
var byte OldExplosionCount;
var int OldYaw;
var float ResetTime;
var float UpsideDownDamage;
var float ViewShakeLastCheck;
ONSVehicle
bEnableProximityViewShake Source code
bOnlyViewShakeIfDriven Source code
DamagedEffectFireDamagePerSec Source code
var(
ONSVehicle)
float DamagedEffectFireDamagePerSec;
DamagedEffectHealthFireFactor Source code
var(
ONSVehicle)
float DamagedEffectHealthFireFactor;
DamagedEffectHealthSmokeFactor Source code
var(
ONSVehicle)
float DamagedEffectHealthSmokeFactor;
DestructionAngularMomentum Source code
DestructionEffectClass Source code
DestructionLinearMomentum Source code
DisintegrationEffectClass Source code
HeadlightCoronaMaterial Source code
HeadlightCoronaMaxSize Source code
HeadlightProjectorMaterial Source code
HeadlightProjectorOffset Source code
HeadlightProjectorRotation Source code
HeadlightProjectorScale Source code
TimeBetweenImpactExplosions Source code
var(
ONSVehicle)
float TimeBetweenImpactExplosions;
SVehicle
function AltFire ( optional float F )
event ApplyFireImpulse ( bool bAlt )
CallDestroy VehicleDestroyed Source code
function CallDestroy ( )
CallDestroy VehicleDisintegrated Source code
function CallDestroy ( )
function bool CanAttack (
Actor Other )
function bool ChangedReservation (
Pawn P )
simulated function float ChargeBar ( )
event CheckReset ( )
function ChooseFireAt (
Actor A )
ClientRegisterVehicleWeapon Source code
simulated function ClientRegisterVehicleWeapon (
ONSWeapon W,
int Index )
ClientVehicleCeaseFire Source code
function ClientVehicleCeaseFire ( bool bWasAltFire )
ClientVehicleExplosion Source code
simulated event ClientVehicleExplosion ( bool bFinal )
function Deploy ( )
simulated event DestroyAppearance ( )
simulated function Destroyed ( )
Died VehicleDisintegrated Source code
simulated function DisplayDebug (
Canvas Canvas,
out float YL,
out float YPos )
function DriverDied ( )
function DriverLeft ( )
function bool FastVehicle ( )
function Fire ( optional float F )
function bool FireOnRelease ( )
function Pawn GetInstigator ( )
function array<
Vehicle> GetTurrets ( )
function bool HasOccupiedTurret ( )
function bool HasUDamage ( )
function bool HasWeapon ( )
function float ImpactDamageModifier ( )
function bool IsDeployed ( )
function bool IsFiring ( )
event bool IsVehicleEmpty ( )
function KDriverEnter (
Pawn p )
function bool KDriverLeave ( bool bForceLeave )
function int LimitPitch ( int pitch )
function MayUndeploy ( )
function float ModifyThreat (
float current,
Pawn Threat )
function bool NeedToTurn (
vector targ )
NewReservationCostMultiplier Source code
function float NewReservationCostMultiplier (
Pawn P )
event NotifyEnemyLockedOn ( )
event NotifyEnemyLostLock ( )
simulated function int NumPassengers ( )
simulated function PostNetBeginPlay ( )
simulated function PrecacheAnnouncer (
AnnouncerVoice V,
bool bRewardSounds )
function float RefireRate ( )
ReservationCostMultiplier Source code
function float ReservationCostMultiplier ( )
ServerChangeDriverPosition Source code
function ServerChangeDriverPosition ( byte F )
function ServerPlayHorn ( int HornIndex )
ServerVerifyVehicleWeapon Source code
function ServerVerifyVehicleWeapon ( int Index )
function SetActiveWeapon ( int i )
function SetTeamNum ( byte T )
static function StaticPrecache (
LevelInfo L )
simulated event SVehicleUpdateParams ( )
simulated function SwitchWeapon ( byte F )
event TakeImpactDamage ( float AccelMag )
simulated event TeamChanged ( )
function bool TooCloseToAttack (
Actor Other )
function bool TryToDrive (
Pawn P )
UpdatePrecacheMaterials Source code
simulated function UpdatePrecacheMaterials ( )
UpdatePrecacheStaticMeshes Source code
simulated function UpdatePrecacheStaticMeshes ( )
function VehicleCeaseFire ( bool bWasAltFire )
function VehicleExplosion (
vector MomentumNormal,
float PercentMomentum )
event VehicleLocked (
Pawn P )
defaultproperties
{
bHasAltFire=True
ViewShakeRadius=100.000000
DisintegrationHealth=-50.000000
DestructionAngularMomentum=(Min=50.000000,Max=50.000000)
TimeBetweenImpactExplosions=0.100000
ExplosionSounds(0)=Sound'ONSVehicleSounds-S.Explosions.VehicleExplosion01'
ExplosionSounds(1)=Sound'ONSVehicleSounds-S.Explosions.VehicleExplosion02'
ExplosionSounds(2)=Sound'ONSVehicleSounds-S.Explosions.VehicleExplosion03'
ExplosionSounds(3)=Sound'ONSVehicleSounds-S.Explosions.VehicleExplosion04'
ExplosionSounds(4)=Sound'ONSVehicleSounds-S.Explosions.VehicleExplosion05'
ExplosionSoundVolume=5.000000
ExplosionSoundRadius=200.000000
ExplosionDamage=100.000000
ExplosionRadius=300.000000
ExplosionMomentum=60000.000000
ExplosionDamageType=Class'Onslaught.DamTypeONSVehicleExplosion'
DestroyedRoadKillDamageType=Class'Onslaught.DamTypeDestroyedVehicleRoadKill'
DamagedEffectClass=Class'Onslaught.ONSDamagedEffect'
DamagedEffectScale=1.000000
DamagedEffectHealthSmokeFactor=0.500000
DamagedEffectHealthFireFactor=0.250000
DamagedEffectAccScale=0.250000
DamagedEffectFireDamagePerSec=0.750000
bOnlyViewShakeIfDriven=True
bEjectPassengersWhenFlipped=True
ShakeRotMag=(Z=250.000000)
ShakeRotRate=(Z=2500.000000)
ShakeRotTime=6.000000
ShakeOffsetMag=(Z=10.000000)
ShakeOffsetRate=(Z=200.000000)
ShakeOffsetTime=10.000000
ImpactDamageTicks=10.000000
ImpactDamageThreshold=5000.000000
ImpactDamageMult=0.000300
ImpactDamageSounds(0)=Sound'ONSVehicleSounds-S.CollisionSounds.VehicleCollision01'
ImpactDamageSounds(1)=Sound'ONSVehicleSounds-S.CollisionSounds.VehicleCollision02'
ImpactDamageSounds(2)=Sound'ONSVehicleSounds-S.CollisionSounds.VehicleCollision03'
ImpactDamageSounds(3)=Sound'ONSVehicleSounds-S.CollisionSounds.VehicleCollision04'
ImpactDamageSounds(4)=Sound'ONSVehicleSounds-S.CollisionSounds.VehicleCollision05'
ImpactDamageSounds(5)=Sound'ONSVehicleSounds-S.CollisionSounds.VehicleCollision06'
ImpactDamageSounds(6)=Sound'ONSVehicleSounds-S.CollisionSounds.VehicleCollision07'
SparkEffectClass=Class'Onslaught.ONSImpactSparks'
SparkAdvanceFactor=1.500000
LockedOnSound=Sound'WeaponSounds.BaseGunTech.BSeekLost1'
MinRunOverWarningAim=0.880000
CrossHairColor=(G=255,A=255)
CrosshairX=32.000000
CrosshairY=32.000000
CrosshairTexture=Texture'ONSInterface-TX.tankBarrelAligned'
bZeroPCRotOnEntry=False
bTeamLocked=True
bEnterringUnlocks=True
Team=0
TeamBeaconTexture=Texture'ONSInterface-TX.HealthBar'
NoEntryTexture=Texture'HUDContent.Generic.NoEntry'
TeamBeaconBorderMaterial=Texture'InterfaceContent.Menu.BorderBoxD'
RanOverDamageType=Class'Onslaught.DamTypeRoadkill'
CrushedDamageType=Class'Onslaught.DamTypePancake'
RanOverSound=Sound'ONSVehicleSounds-S.CollisionSounds.BodyHitbyVeh01'
StolenAnnouncement="Hijacked"
StolenSound=Sound'ONSVehicleSounds-S.CarAlarm.CarAlarm01'
BulletSounds(0)=Sound'WeaponSounds.BaseShieldReflections.BBulletReflect1'
BulletSounds(1)=Sound'WeaponSounds.BaseShieldReflections.BBulletReflect2'
BulletSounds(2)=Sound'WeaponSounds.BaseShieldReflections.BBulletReflect3'
BulletSounds(3)=Sound'WeaponSounds.BaseShieldReflections.BBulletReflect4'
BulletSounds(4)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact1'
BulletSounds(5)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact2'
BulletSounds(6)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact3'
BulletSounds(7)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact4'
BulletSounds(8)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact5'
BulletSounds(9)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact6'
BulletSounds(10)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact7'
BulletSounds(11)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact8'
BulletSounds(12)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact9'
BulletSounds(13)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact11'
BulletSounds(14)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact12'
BulletSounds(15)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact13'
BulletSounds(16)=Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact14'
WaterDamage=150.000000
VehicleDrowningDamType=Class'Gameplay.Drowned'
SpawnOverlay(0)=Shader'XGameShaders.PlayerShaders.VehicleSpawnShaderRed'
SpawnOverlay(1)=Shader'XGameShaders.PlayerShaders.VehicleSpawnShaderBlue'
VehicleIcon=(Material=Texture'AS_FX_TX.HUD.TrackedVehicleIcon',SizeX=64.000000,SizeY=64.000000)
bSpecialHUD=True
bSetPCRotOnPossess=False
bCanTeleport=False
SoundRadius=200.000000
TransientSoundRadius=600.000000
}
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Creation time: Wed 7/2/2007 19:16:11.828 - Created with
UnCodeX