UE2:Vehicle (UT2004)

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UT2004 Object >> Actor >> Pawn >> Vehicle

Contents

Package: 
Engine

This abstract base class contains gameplay and AI code for vehicles

Properties

Property group 'Vehicle'

bDrawDriverInTP

Type: bool

Whether to draw the driver when in 3rd person mode.

bDrawMeshInFP

Type: bool

Whether to draw the vehicle mesh when in 1st person mode.

bDriverCollideActors

Type: bool

"If driver is drawn in vehicle, is Driver.bCollideActors true?", asked the programmer. In fact, this variable is used nowhere else in UnrealScript.

bFPNoZFromCameraPitch

Type: bool

Ignore any vehicle-space Z due to FPCamViewOffset (so looking up and down doesn't change camera Z rel to vehicle)

bHighScoreKill

Type: bool

Vehicle is considered important, and awards 5 points upon destruction.

bHUDTrackVehicle

Type: bool

If true, Vehicle will be tracked on HUD. (This may be used if the vehicle is an Objective in Assault)

bRelativeExitPos

Type: bool

relative vector to vehicle?

Default value: True

BulletSounds

Type: array<Sound>

This array stores a row of sounds from which one is chosen randomly to play if the vehicle is hit by a bullet-type weapon. 16 sounds are set in the ONSVehicle class.

bZeroPCRotOnEntry

Type: bool

If true, set camera rotation to zero on entering vehicle. If false, set it to the vehicle rotation.

Default value: True

DriveAnim

Type: name

The pose that is used by the driver if he's drawn in the vehicle.

Default value: 'Vehicle_Driving'

DrivePos

Type: Object.Vector

Position (relative to vehicle) to put player while driving.

Default value:

Member Value
X 0.0
Y 0.0
Z 0.0

DriveRot

Type: Object.Rotator

Rotation (relative to vehicle) to put driver while driving.

EntryPosition

Type: Object.Vector

Offset for the entry trigger

Default value:

Member Value
X 0.0
Y 0.0
Z 0.0

EntryRadius

Type: float

Radius for the entry trigger

Default value: 100.0

ExitPositions

Type: array<Object.Vector>

Positions (relative to vehicle) to try putting the player when exiting.

Default value:

Member Value
X 0.0
Y 0.0
Z 0.0

FPCamPos

Type: Object.Vector

Position of camera when driving first person.

FPCamViewOffset

Type: Object.Vector


HUDOverlayFOV

Type: float

The FOV with which you will look at the rendered HUDOVerlay actor.

HUDOverlayOffset

Type: Object.Vector

How far the HUDOverlay actor is away from the perspective of the player.

MaxViewPitch

Type: int

Maximum amount you can look up and down

Default value: 16000

MaxViewYaw

Type: int

Maximum amount you can look left and right

Default value: 16000

Rise

Type: float

Between -1 and 1

SpawnOverlay

Type: Material

Array size: 2

The texture that is shown on the vehicle when it spawns. The index 0 stores the overlay texture for the red team, 1 for the blue team.

Steering

Type: float

between -1 and 1

Team

Type: byte

To which team does this vehicle belong. 0 = red; 1 = blue; 255 = neutral/none.

Default value: 255

Throttle

Type: float

between -1 and 1

TPCamDistRange

Type: Object.Range

How close can the third person camera be zoomed to the vehicle before it switches to first person cam and how far can it be zoomed away from the vehicle.

Default value:

Member Value
Max 1500.0
Min 50.0

TPCamLookat

Type: Object.Vector

Look at location in vehicle space

Default value:

Member Value
X -100.0
Y 0.0
Z 100.0

TPCamWorldOffset

Type: Object.Vector

Applied in world space after vehicle transform.

Default value:

Member Value
X 0.0
Y 0.0
Z 0.0

WaterDamage

Type: float

How much damage does the vehicle take per second if it's in a WaterVolume with bDamageVehicle = true.

Internal variables

See Vehicle internal variables.

Default values

Property Value
bCanBeBaseForPawns True
bDontPossess True
bForceSkelUpdate True
bUseCompressedPosition False
CollisionHeight 50.0
CollisionRadius 120.0
CrouchedPct 1.0
LandMovementState 'PlayerDriving'
NetPriority 1.0
NetUpdateFrequency 4.0
SightRadius 15000.0
WalkingPct 1.0

Structs

SVehicleIcon

Modifiers: native

Material Material 
float
float
float SizeX 
float SizeY 
bool bIsGreyScale 

Functions

Static functions

StaticPrecache

static function StaticPrecache (LevelInfo L)

Overrides: Pawn.StaticPrecache


Native code

Team beacon drawing

void AVehicle::PostRender(FLevelSceneNode* SceneNode, FRenderInterface* RI)
{
	guard(AVehicle::PostRender);
	
	// Render team beacon
	if ( !SceneNode || !SceneNode->Viewport || !SceneNode->Viewport->Actor )
		return;
	
	if ( bScriptPostRender )
	{
		FVector camLoc = SceneNode->WorldToCamera.TransformFVector(Location + FVector(0.f,0.f,CollisionHeight));
		FPlane  screenLoc = SceneNode->Project(SceneNode->CameraToWorld.TransformFVector(camLoc));
		screenLoc.X = (SceneNode->Viewport->Canvas->ClipX * 0.5f * (screenLoc.X + 1.f));
		screenLoc.Y = (SceneNode->Viewport->Canvas->ClipY * 0.5f * (-screenLoc.Y + 1.f));
		eventPostRender2D(SceneNode->Viewport->Canvas,screenLoc.X, screenLoc.Y);
		return;
	}
	if ( bNoTeamBeacon || ((SceneNode->Viewport->Actor->ViewTarget == this) && (SceneNode->Viewport->Actor->Pawn == this)) )
		return;
	
	APlayerController* pc = SceneNode->Viewport->Actor;
	UBOOL bSpectating = pc->PlayerReplicationInfo ? (pc->PlayerReplicationInfo->bOnlySpectator && !pc->bHideSpectatorBeacons) : false;
	
	INT playerTeamIndex   = -1;
	
	// Draw 'No Entry' indicator.
	if ( !bSpectating && !SceneNode->Viewport->Actor->bHideVehicleNoEntryIndicator )
	{
		if (pc->PlayerReplicationInfo && pc->PlayerReplicationInfo->Team)
			playerTeamIndex = pc->PlayerReplicationInfo->Team->TeamIndex;
		
		if (playerTeamIndex < 0 || playerTeamIndex > 1)
			return;
		
		if ( bTeamLocked && (playerTeamIndex != Team) && !PlayerReplicationInfo )
		{
			FLOAT actorDist = SceneNode->WorldToScreen.TransformFVector(Location).Z;
			
			if ( (actorDist < 0.f) || (actorDist > 2.f * pc->TeamBeaconPlayerInfoMaxDist) || !NoEntryTexture )
				return;
			
			FCheckResult Hit(1.f);
			GetLevel()->SingleLineCheck( Hit, this, Location, SceneNode->ViewOrigin, TRACE_World|TRACE_StopAtFirstHit );
			if ( Hit.Actor )
			{
				GetLevel()->SingleLineCheck( Hit, this, Location + FVector(0.f,0.f,0.5f*CollisionHeight), SceneNode->ViewOrigin, TRACE_World|TRACE_StopAtFirstHit );
				if ( Hit.Actor )
					return;
			}
			GetLevel()->SingleLineCheck( Hit, pc->Pawn, Location, SceneNode->ViewOrigin, TRACE_Pawns );
			if ( Hit.Actor && (Hit.Actor != this) && !Hit.Actor->bWorldGeometry )
			{
				if ( Hit.Actor->Physics == PHYS_Karma )
					return;
				FVector Projected = (Hit.Actor->Location - Hit.Location);
				FVector ViewDir = (Hit.Actor->Location - SceneNode->ViewOrigin).SafeNormal();
				Projected = Projected - ViewDir * (ViewDir | Projected);
				if ( Abs(Projected.Z) < 0.8f * Hit.Actor->CollisionHeight )
					return;
				Projected.Z = 0.f;
				if ( Projected.SizeSquared() < 0.25f * Hit.Actor->CollisionRadius * Hit.Actor->CollisionRadius )
					return;
			}
			
			// draw locked symbol
			FVector camLoc = SceneNode->WorldToCamera.TransformFVector(Location);
			FPlane  screenLoc = SceneNode->Project(SceneNode->CameraToWorld.TransformFVector(camLoc));
			SceneNode->Viewport->Canvas->Style = STY_AlphaZ;
			FLOAT   xscale = ::Clamp( (2.f*pc->TeamBeaconPlayerInfoMaxDist - actorDist)/(2.f*pc->TeamBeaconPlayerInfoMaxDist), 0.55f, 1.f);
			xscale = xscale * xscale;
			screenLoc.X = (SceneNode->Viewport->Canvas->ClipX * 0.5f * (screenLoc.X + 1.f)) - 0.5*NoEntryTexture->USize*xscale;
			screenLoc.Y = (SceneNode->Viewport->Canvas->ClipY * 0.5f * (-screenLoc.Y + 1.f)) - 0.5*NoEntryTexture->VSize*xscale;
			
			SceneNode->Viewport->Canvas->DrawTile(
				NoEntryTexture,
				screenLoc.X, 
				screenLoc.Y, 
				NoEntryTexture->USize*xscale,
				NoEntryTexture->VSize*xscale,
				0.f, 
				0.f, 
				NoEntryTexture->USize, 
				NoEntryTexture->VSize,
				0.f,
				FPlane(1.f,0.f,0.f,1.f),
				FPlane(0.0f,0.0f,0.0f,0.0f));
			return;
		}
	}
	
	INT teamIndex = -1;
	
	if (PlayerReplicationInfo && PlayerReplicationInfo->Team)
		teamIndex = PlayerReplicationInfo->Team->TeamIndex;
	else
		teamIndex = Team;
	
	if ( teamIndex == -1 )
		return;
	if ( !bSpectating && (teamIndex != playerTeamIndex) )
		return;
	UTexture* teamBeacon = TeamBeaconTexture;
	UMaterial* teamBeaconBorder = TeamBeaconBorderMaterial;
	
	if ( !teamBeacon )
	{
		if ( !bDrawDriverInTP || (Driver && ((Location - SceneNode->ViewOrigin).SizeSquared() > Square(Driver->CullDistance))) )
			Super::PostRender(SceneNode,RI);
		return;
	}
	
	FLOAT actorDist = pc->FOVBias * SceneNode->WorldToScreen.TransformFVector(Location).Z;
	FLOAT ScaledDist = pc->TeamBeaconMaxDist * ::Clamp(0.04f * CollisionRadius,1.f,3.f);
	
	if ( (actorDist < 0.f) || (actorDist > ScaledDist) )
		return;
	
	if (!pc->LineOfSightTo(this))
		return;
	
	FPlane color = (teamIndex == 0) ? FPlane(1.f,0.25f,0.25f,1.f) : FPlane(0.25f,0.35f,1.f,1.f);
	if ( teamIndex > 1 )
		color = (teamIndex == 2) ? FPlane(0.f,1.f,0.25f,1.f) : FPlane(1.f,1.f,0.f,1.f);
	FVector camLoc = SceneNode->WorldToCamera.TransformFVector(Location+FVector(0.0f,0.0f,1.75f * CollisionHeight));
	FPlane  screenLoc = SceneNode->Project(SceneNode->CameraToWorld.TransformFVector(camLoc));
	
	SceneNode->Viewport->Canvas->Style = STY_AlphaZ;
	FLOAT   xscale = ::Clamp( (pc->TeamBeaconMaxDist - actorDist)/pc->TeamBeaconMaxDist, 0.7f, 1.f);
	xscale = xscale * xscale * 0.5f;
	if ( actorDist < 10.f*CollisionRadius)
		xscale *= 3.f * ::Max( 0.333f, (10.f*CollisionRadius - actorDist)/(10.f*CollisionRadius));
	else if ( actorDist > 1.5f * pc->TeamBeaconMaxDist )
		xscale *= ::Max( 0.5f, (ScaledDist - actorDist)/(ScaledDist - 1.5f * pc->TeamBeaconMaxDist));
	
	FLOAT   yscale = 0.25f * xscale;
	screenLoc.X = (SceneNode->Viewport->Canvas->ClipX * 0.5f * (screenLoc.X + 1.f)) - 0.5*teamBeacon->USize*xscale;
	screenLoc.Y = (SceneNode->Viewport->Canvas->ClipY * 0.5f * (-screenLoc.Y + 1.f)) - 0.5*teamBeacon->VSize*xscale;
	
	if ( !bHUDTrackVehicle )
	{
		if ( teamBeaconBorder )
		{
			SceneNode->Viewport->Canvas->DrawTile(
				teamBeaconBorder,
				screenLoc.X, 
				screenLoc.Y, 
				teamBeacon->USize*xscale,
				teamBeacon->VSize*yscale,
				0.f, 
				0.f, 
				teamBeacon->USize, 
				teamBeacon->VSize,
				0.f,
				FPlane(1.f,1.f,1.f,1.f),
				FPlane(0.0f,0.0f,0.0f,0.0f));
		}
		
		if ( teamBeacon )
		{
			FPlane HealthColor;
			if (Health / HealthMax > 0.5)
			{
				HealthColor = FPlane(::Clamp(1.f - (HealthMax - (HealthMax - Health) * 2)/HealthMax,0.f,1.f),
					1.f,
					0.f,
					1.f);
			}
			else
			{
				HealthColor = FPlane(1.f,
					::Clamp(2.f*Health/HealthMax,0.f,1.f),
					0.f,
					1.f);
			}
			SceneNode->Viewport->Canvas->DrawTile(
				teamBeacon,
				screenLoc.X, 
				screenLoc.Y, 
				teamBeacon->USize*xscale * Health/HealthMax,
				teamBeacon->VSize*yscale,
				0.f, 
				0.f, 
				teamBeacon->USize, 
				teamBeacon->VSize,
				0.f,
				HealthColor,
				FPlane(0.0f,0.0f,0.0f,0.0f));
		}
	}
	
	if ( PlayerReplicationInfo && (!bDrawDriverInTP  || (Driver && ((Location - SceneNode->ViewOrigin).SizeSquared() > Square(Driver->CullDistance)))) )
	{
		FLOAT xL, yL;
		FString info;
		
		UTexture* PCteamBeacon = pc->TeamBeaconTexture;
		if ( PCteamBeacon )
		{
			//FLOAT   xscale = Clamp(0.28f * (ScaledDist - actorDist)/ScaledDist,0.1f, 0.25f);
			if ( pc->myHUD && pc->myHUD->PortraitPRI && (pc->myHUD->PortraitPRI ==PlayerReplicationInfo) && pc->SpeakingBeaconTexture )
			{
				teamBeacon = pc->SpeakingBeaconTexture;
				xscale = 3.f * Clamp(0.28f * (ScaledDist - actorDist)/ScaledDist,0.1f, 0.25f);;
			}
			screenLoc.X -= teamBeacon->USize*xscale;
			screenLoc.Y -= 0.5*teamBeacon->VSize*xscale;
			SceneNode->Viewport->Canvas->Style = STY_AlphaZ;
			
			SceneNode->Viewport->Canvas->DrawTile(
				PCteamBeacon,
				screenLoc.X, 
				screenLoc.Y, 
				PCteamBeacon->USize*xscale,
				PCteamBeacon->VSize*xscale,
				0.f, 
				0.f, 
				PCteamBeacon->USize, 
				PCteamBeacon->VSize,
				0.f,
				color,
				FPlane(0.0f,0.0f,0.0f,0.0f));
		}
		if ( !GIsPixomatic && (actorDist < 2.f*pc->TeamBeaconPlayerInfoMaxDist) && (SceneNode->Viewport->Canvas->ClipX > 600) )
		{
			if ( PlayerReplicationInfo->bBot )
				info +=(PlayerReplicationInfo->eventGetNameCallSign());
			else
				info +=(PlayerReplicationInfo->PlayerName);
			SceneNode->Viewport->Canvas->ClippedStrLen(
				SceneNode->Viewport->Canvas->SmallFont,
				1.f, 1.f, xL, yL, *info);
			
			INT index = pc->PlayerNameArray.AddZeroed();
			pc->PlayerNameArray(index).mInfo  = info;
			pc->PlayerNameArray(index).mColor = color;
			pc->PlayerNameArray(index).mXPos  = screenLoc.X;
			pc->PlayerNameArray(index).mYPos  = screenLoc.Y - yL;
		}
	}
	unguard;
}

Events

Destroyed

simulated event Destroyed ()

Overrides: Pawn.Destroyed

Vehicle notifies the ParentFactory of it's death, deletes it's ShadowProjector and Controllers of auto turrets and removes itself from the Level.Game.VehicleList

DrivingStatusChanged

simulated event DrivingStatusChanged ()

Vehicle adjust it's bDropDetail value and enables the Tick if it's driven (or disables it if there is no driver anymore)

EncroachedBy

event EncroachedBy (Actor Other)

Overrides: Pawn.EncroachedBy

Overrides the super function with an empty one because vehicles can't get telefragged.

EncroachingOn

event bool EncroachingOn (Actor Other)

Overrides: Pawn.EncroachingOn

Called when the vehicle couldn't move a pawn out of it's way. If the pawn isn't a vehicle, then it will be crunched with a lot of damage, no matter if it's an enemy or not. The vehicle basically had no other choice.

IsVehicleEmpty

event bool IsVehicleEmpty ()

True if the vehicle has no driver.

KDriverLeave

event bool KDriverLeave (bool bForceLeave)

Called by the driver who wants to get out. The vehicle tries to find a good exit position (if it finds none, the driver will stay inside). Then it places the driver outside, assign the Controller which was on the vehicle to the driver, gives the driver his flag if he carried it inside the vehicle and pulls the brakes on the vehicle before the driver gets out.

LockOnWarning

event LockOnWarning ()

Displays a message for the player who tries to enter the locked vehicle. Repeats the message after a certain time if the player still doesn't get his hands off.

NeedsFlip

event bool NeedsFlip ()

True, if the vehicle lies on it's back. This also takes the gravity direction of the map into account.

NotifyEnemyLockedOn

event NotifyEnemyLockedOn ()

Sets bEnemyLockedOn to True.

NotifyEnemyLostLock

event NotifyEnemyLostLock ()

Sets bEnemyLockedOn to False.

PlayDying

simulated event PlayDying (class<DamageTypeDamageType, Object.Vector HitLoc)

Overrides: Pawn.PlayDying

Empty.

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay

Assigns a shadow to the vehicle and sets a Controller if the vehicle is an auto turret.

PreBeginPlay

event PreBeginPlay ()

Overrides: Pawn.PreBeginPlay

Deletes the vehicle if no vehicles are allowed in the current gametype.

RanInto

event RanInto (Actor Other)

Overrides: Actor.RanInto

Called for encroaching actors which successfully moved the other actor out of the way. Will move the encroaching non-vehicle pawn out of the way at low speed or deal a lot of damage at higher speed.

SetAnimAction

simulated event SetAnimAction (name NewAction)

Overrides: Pawn.SetAnimAction

Calls the SetAnimAction of the driver and delegates the NewAction to it.

SetInitialState

simulated event SetInitialState ()

Overrides: Actor.SetInitialState

Disables Tick at the beginning.

SetWheelsScale

simulated event SetWheelsScale (float NewScale)

Sets the WheelScale. Obviously.

Stalled

simulated event Stalled ()

Sets bStalled to True if the vehicle is above the level's StallZ. A vehicle with bStalled can't apply acceleration any more.

TakeDamage

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: Pawn.TakeDamage

Takes the vehicle's SpawnProtection into account and adjusts the caused damaged according to the damage type's VehicleDamageScaling and VehicleMomentumScaling. Also hurts the driver if that option is enables and kills or ejects him if the vehicle is killed.

TakeWaterDamage

event TakeWaterDamage (float DeltaTime)

Deals the WaterDamage to the vehicle. Also spawns some splashes if the vehicle is fast enough.

TeamChanged

simulated event TeamChanged ()

Empty.

UnStalled

simulated event UnStalled ()

Sets bStalled to False if the vehicle fell below the StallZ again.

UpdateEyeHeight

event UpdateEyeHeight (float DeltaTime)

Overrides: Pawn.UpdateEyeHeight


UpdateTiltForceFeedback

simulated event UpdateTiltForceFeedback ()


UsedBy

event UsedBy (Pawn user)

Overrides: Actor.UsedBy

Someone pressed the Use-button on this vehicle, try to let him drive if the driver seat isn't taken already.

VehicleLocked

event VehicleLocked (Pawn P)

Pawn tried to enter the vehicle, but it's locked. So call an event in C++ instead.

VerifyLock

event bool VerifyLock (Actor Aggressor, out Actor NewTarget)

Used to override locking actors. Returns who the aggressor really should lock on to.

Other instance functions

See Vehicle instance functions.

States

Deployed

Has no state code, only state functions.

Deployed.VehicleCeaseFire

function VehicleCeaseFire (bool bWasAltFire)

Overrides: VehicleCeaseFire (global)

Calls the global version of this function.

Deployed.VehicleFire

function VehicleFire (bool bWasAltFire)

Overrides: VehicleFire (global)

Calls the global version of this function.

UnDeployed

Has no state code, only state functions.

UnDeployed.VehicleCeaseFire

function VehicleCeaseFire (bool bWasAltFire)

Overrides: VehicleCeaseFire (global)

Calls the global version of this function.

UnDeployed.VehicleFire

function VehicleFire (bool bWasAltFire)

Overrides: VehicleFire (global)

Calls the global version of this function.