- 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
{
SoundRadius=200
TransientSoundRadius=600
ActiveWeapon=0
Team=0
bTeamLocked=True
bZeroPCRotOnEntry=false
bSetPCRotOnPossess=false
bSpecialHUD=true
LockedOnSound=Sound'WeaponSounds.BSeekLost1'
ImpactDamageTicks = 10
ImpactDamageThreshold = 5000
ImpactDamageMult = 0.0003
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'
NoEntryTexture=Texture'HUDContent.NoEntry'
TeamBeaconTexture=Texture'ONSInterface-TX.HealthBar'
TeamBeaconBorderMaterial=Material'InterfaceContent.BorderBoxD'
WaterDamage=150.0
VehicleDrowningDamType=class'Gameplay.Drowned'
DisintegrationHealth=-50
DestructionAngularMomentum=(Min=50,Max=50)
TimeBetweenImpactExplosions=0.1
bEnterringUnlocks=True
bCanTeleport=False
bHasAltFire=True
bEjectPassengersWhenFlipped=True
RanOverDamageType=class'DamTypeRoadkill'
CrushedDamageType=class'DamTypePancake'
StolenAnnouncement=Hijacked
StolenSound=sound'ONSVehicleSounds-S.CarAlarm01'
RanOverSound=Sound'ONSVehicleSounds-S.CollisionSounds.BodyHitbyVeh01'
DestroyedRoadKillDamageType=class'DamTypeDestroyedVehicleRoadKill'
DamagedEffectClass=class'ONSDamagedEffect'
DamagedEffectHealthSmokeFactor=0.5
DamagedEffectHealthFireFactor=0.25
DamagedEffectScale=1.0
DamagedEffectAccScale=0.25
DamagedEffectFireDamagePerSec=0.75
SparkEffectClass=class'ONSImpactSparks'
SparkAdvanceFactor=1.5
ViewShakeRadius=100.0
bOnlyViewShakeIfDriven=true
ExplosionDamage=100.0
ExplosionRadius=300.0
ExplosionMomentum=60000
ExplosionDamageType=class'DamTypeONSVehicleExplosion'
ShakeRotMag=(Z=250)
ShakeRotRate=(Z=2500)
ShakeRotTime=6
ShakeOffsetMag=(Z=10)
ShakeOffsetRate=(Z=200)
ShakeOffsetTime=10
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
ExplosionSoundRadius=200
BulletSounds(0)=sound'WeaponSounds.BBulletReflect1'
BulletSounds(1)=sound'WeaponSounds.BBulletReflect2'
BulletSounds(2)=sound'WeaponSounds.BBulletReflect3'
BulletSounds(3)=sound'WeaponSounds.BBulletReflect4'
BulletSounds(4)=sound'WeaponSounds.BBulletImpact1'
BulletSounds(5)=sound'WeaponSounds.BBulletImpact2'
BulletSounds(6)=sound'WeaponSounds.BBulletImpact3'
BulletSounds(7)=sound'WeaponSounds.BBulletImpact4'
BulletSounds(8)=sound'WeaponSounds.BBulletImpact5'
BulletSounds(9)=sound'WeaponSounds.BBulletImpact6'
BulletSounds(10)=sound'WeaponSounds.BBulletImpact7'
BulletSounds(11)=sound'WeaponSounds.BBulletImpact8'
BulletSounds(12)=sound'WeaponSounds.BBulletImpact9'
BulletSounds(13)=sound'WeaponSounds.BBulletImpact11'
BulletSounds(14)=sound'WeaponSounds.BBulletImpact12'
BulletSounds(15)=sound'WeaponSounds.BBulletImpact13'
BulletSounds(16)=sound'WeaponSounds.BBulletImpact14'
MinRunOverWarningAim=0.88
CrosshairColor=(R=0,G=255,B=0,A=255)
CrosshairX=32
CrosshairY=32
CrosshairTexture=Texture'ONSInterface-TX.tankBarrelAligned'
VehicleIcon=(Material=Texture'AS_FX_TX.HUD.TrackedVehicleIcon',X=0,Y=0,SizeX=64,SizeY=64)
SpawnOverlay(0)=Material'XGameShaders.PlayerShaders.VehicleSpawnShaderRed'
SpawnOverlay(1)=Material'XGameShaders.PlayerShaders.VehicleSpawnShaderBlue'
}
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Creation time: Do 14.8.2014 09:58:18.853 - Created with
UnCodeX