Legacy:ASVehicle - Unreal Wiki

# Legacy:ASVehicle

### From Unreal Wiki, The Unreal Engine Documentation Site

UT2004 :: Actor >> Pawn >> Vehicle >> ASVehicle (Package: UT2k4Assault)

This is the abstract parent class of all UT2004 Assault vehicles and turrets. (non-Karma vehicles)

## Properties

### Main

string DefaultWeaponClassName
  Default vehicle weapon class. This applies when players start game in vehicle without the "standard" possess procedure.
vector VehicleProjSpawnOffset
  Projectile spawn offset.
sound LockedOnSound

### Hidden

Pawn DamLastInstigator
float DamLastDamageTime
Material DefaultCrosshair
Material CrosshairHitFeedbackTex
float CrosshairScale
bool bCHZeroYOffset
  For dual cannons, just trace from the center.
bool bCustomHealthDisplay
float LastCalcWeaponFire
  Avoid multiple traces the same tick
Actor LastCalcHA
vector LastCalcHL
vector LastCalcHN
Controller DestroyPrevController
Emitter ExplosionEffect
Emitter DebugFX
vector BotError
Actor OldTarget

## Functions

PlayHit( float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum )
  EMPTY
ClientDying( class<DamageType> DamageType, vector HitLocation)
  EMPTY
Tick( float DeltaTime ) (simualted)
  EMPTY
AddDefaultInventory()
PossessedBy( Controller C )
UnPossessed()
ClientKDriverEnter( PlayerController PC ) (simulated)
ClientKDriverLeave( PlayerController PC) (simulated)
bool StopWeaponFiring() (simulated)
TakeDamage( int Damage, Pawn instigatedBy, vector hitlocation, vector momentum, class<DamageType> DamageType )
Explode( vector HitLocation, vector HitNormal ) (simulated)
  Spawn explosion FX
float CalcInertia( float DeltaTime, float FrictionFactor, float OldValue, float NewValue ) (simulated, final)
name GetWeaponBoneFor( Inventory I )
  Returns .
DrawHUD( Canvas C) (simulated)
SpecialDrawCrosshair( Canvas C ) (simulated)
DrawVehicleHUD( Canvas C, PlayerController PC ) (simulated)
  EMPTY
DrawWeaponInfo( Canvas C, HUD H ) (simulated)
  EMPTY
DrawHealthInfo( Canvas C, PlayerController PC ) (simulated)
  EMPTY
bool DrawCrosshair( Canvas C, out vector ScreenPos ) (simulated)
bool WeaponHitsCrosshairsHL() (simulated)
  Check if weapon fires where crosshair is aiming at (because of offset between VehicleProjSpawnOffset and POV in 3rd person view)
DrawCrosshairAlignment( Canvas C, vector ScreenPos ) (simulated)
  Visual feedback that weapon will hit where crosshair is aiming at
DrawEnemyName( Canvas C, HUDCDeathMatch H ) (simulated)
vector GetCrosshairWorldLocation() (simulated)
  Return world location of crosshair's == vehicle's focus point
vector GetFireStart( optional float XOffset ) (simulated)
  Returns world location of vehicle fire start
vector GetBotError( vector StartLocation )
Actor CalcWeaponFire( out vector HitLocation, out Vector HitNormal ) (simulated)
  Trace from View to CrossHair, and return HitActor, HitLocation and HitNormal
Actor PerformTrace( out vector HitLocation, out Vector HitNormal, vector End, vector Start ) (simulated)
StaticPrecache( LevelInfo L ) (static)
UpdatePrecacheMaterials() (simulated)

## Events

PostBeginPlay() (simulated)
Destroyed() (simulated)
  If `Level.Game != None`, calls `Level.Game.DiscardInventory( Self )`.
bool KDriverLeave( bool bForceLeave )
PlayDying( class<DamageType> DamageType, vector HitLoc ) (simulated)
NotifyEnemyLockedOn()
  Notify vehicle that an enemy has locked on to it

## States

### Dying

Explode

Ignores Trigger, Bump, HitWall, HeadVolumeChange, PhysicsVolumeChange, Falling and BreathTimer.

#### Functions

PlayFiring( float Rate, name FiringMode )
  EMPTY
PlayWeaponSwitch( Weapon NewWeapon )
  EMPTY
PlayTakeHit( vector HitLoc, int Damage, class<DamageType> damageType )
  EMPTY
PlayNextAnimation() (simulated)
  EMPTY
Landed( vector HitNormal )
  EMPTY
ReduceCylinder()
  EMPTY
LandThump()
  EMPTY
LieStill()
  EMPTY
BaseChange() (singluar)
  EMPTY
Died( Controller Killer, class<DamageType> damageType, vector HitLocation )
  EMPTY
TakeDamage( int Damage, Pawn instigatedBy, vector hitlocation, vector momentum, class<DamageType> DamageType)
  EMPTY
UpdateRocketAcceleration( float DeltaTime, float YawChange, float PitchChange )
  EMPTY
VehicleSwitchView( bool bUpdating )
  EMPTY
ProcessMove( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot )
  EMPTY
DriverDied()
  EMPTY
Timer() (simulated)
  If `!bDeleteMe`, calls `Destroy()`.
BeginState()

#### Events

ChangeAnimation()
  EMPTY
StopPlayFiring()
  EMPTY
FellOutOfWorld( eKillZType KillType )
  EMPTY
AnimEnd( int Channel )
  EMPTY

## Known Subclasses

    ASVehicle
      +- ASTurret
      |   +- ASTurret_BallTurret
      |   +- ASTurret_IonCannon
      |   +- ASTurret_LinkTurret
      |   +- ASTurret_Minigun
      |   +- ASVehicle_Sentinel
      |       +- ASVehicle_Sentinel_Ceiling
      |       +- ASVehicle_Sentinel_Floor
      +- ASVehicle_SpaceFighter
          +- ASVehicle_SpaceFighter_Human
              +- ASVehicle_SpaceFighter_Skaarj

## Related Topics

- Vehicles – Main topic on all vehicles
- SVehicleFactory
  - ASVehicleFactory – Parent class of ASVehicle spawners
    - Assault Mapping Tutorial/Adding Vehicles And Turrets
  - TeamVehicleFactory – Custom vehicle spawner for any vehicle class
- Vehicle Gameplay – Placing VehicleFactories for strong Map Flow
- Bot Pathing
  - Pathing For Vehicles
  - Pathing 2k4 Flying Vehicles
- Mapping for AS (UT2004)

Categories: Legacy Class (UT2004) | Legacy Class Tree

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