Legacy:Vehicle - Unreal Wiki

# Legacy:Vehicle

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

UT2004 :: Actor >> Pawn >> Vehicle

This abstract base class contains gameplay and AI code for Vehicles in UT2004. Although there was a separate vehicle class in UT2003 (Pawn -> KVehicle -> KCar -> Bulldog), it was only used in the test map, "VehicleDemo", and was not available in game.

## Properties

### Main

SpawnOverlay[2]
  Overlay materials used when spawning
bool bFPNoZFromCameraPitch
  Ignore any vehicle-space Z due to FPCamViewOffset (so looking up and down doesn't change camera Z rel to vehicle)
array<sound> BulletSounds
float HUDOverlayFOV
vector HUDOverlayOffset
byte Team
  The team the vehicle belongs to

### Vehicle

bool bDrawDriverInTP
  Whether to draw the driver when in 3rd person mode.
bool bDrawMeshInFP
  Whether to draw the vehicle mesh when in 1st person mode.
bool bRelativeExitPos
  relative vector to vehicle?
name DriveAnim
  Animation to play while driving.
vector DrivePos
  Position (rel to vehicle) to put player while driving.
rotator DriveRot
  Rotation (rel to vehicle) to put driver while driving.
vector EntryPosition
  Offset for the entry trigger
float EntryRadius
  Radius for the entry trigger
array<vector> ExitPositions
  Positions (rel to vehicle) to try putting the player when exiting.
vector FPCamPos
  Position of camera when driving first person.
vector FPCamViewOffset
  Offset in reference frame of camera.
int MaxViewPitch
  Maximum amount you can look up and down
int MaxViewYaw
  Maximum amount you can look left and right
float Rise
  between -1 and 1
float Steering
  between -1 and 1
float Throttle
  between -1 and 1
Range TPCamDistRange
vector TPCamLookat
  Look at location in vehicle space
vector TPCamWorldOffset
  Applied in world space after vehicle transform.

### Hidden

TransEffects[2]
  Spawning effects
float AIMoveCheckTime
class<Controller> AutoTurretControllerClass
bool bAdjustDriversHead
  rotate driver's head depending on view rotation
bool bAllowViewChange
bool bAutoTurret
  controlled by AI if no player controlling (FIXME Move to subclass)
bool bCanCarryFlag
bool bCanFlip
bool bDefensive
  should be used by defenders
bool bDesiredBehindView
bool bDrawVehicleShadow
  Vehicle Shadow
bool bDriverHoldsFlag
bool bDriving
  Vehicle is being driven
bool bDropDetail
  Vehicle should reduce its detail level
bool bEnemyLockedOn
bool bEnterringUnlocks
  Vehicle is unlocked when a player enterred it..
bool bFollowLookDir
  used by AI to know that controller's rotation determines vehicle rotation
bool bHasHandbrake
  hint for AI
bool bHasRadar
bool bIsGreyScale
bool bKeyVehicle
  hint for AI
bool bNoFriendlyFire
  FriendlyFire disabled for this vehicle
bool bNonHumanControl
  Cannot be controlled by humans
bool bOldDriving
bool bRemoteControlled
  destroying vehicle won't kill player
bool bScriptedRise
  hint for AI
bool bSeparateTurretFocus
  hint for AI (for tank type turreted vehicles)
bool bShowChargingBar
bool bShowDamageOverlay
  Vehicle should display the normal pawn damage overlay when hit by a weapon
bool bSpawnProtected
  Cannot be destroyed by a player before its been possessed.
bool bStalled
  Vehicle is stalled (can't apply acceleration)
bool bTeamLocked
  Team defines which players are allowed to enter the vehicle
bool bTurnInPlace
  whether vehicle can turn in place
bool bVehicleDestroyed
  Vehicle has been destroyed (no more need to simulate special vehicle physics)
bool bVehicleShadows
  Global config option for vehicle shadows
bool bWeaponisAltFiring
bool bWeaponisFiring
float CameraSpeed
  for smoothly interpolating TPCamDistance to new value
string CenterSpringForce
int CenterSpringRangePitch
int CenterSpringRangeRoll
class<DamageType> CrushedDamageType
float DesiredTPCamDistance
  for smoothly interpolating TPCamDistance to new value
Pawn Driver
  Can be None if Controller spawns right away with vehicle
float DriverDamageMult
  damage to the driver is multiplied by this value
int DriverViewPitch
  The driver's view pitch
int DriverViewYaw
  The driver's view yaw
float EjectMomentum
name FlagBone
vector FlagOffset
rotator FlagRotation
array<sound> HornSounds
Actor HUDOverlay
  HudOverlay actor used
class<Actor> HUDOverlayClass
  HudOverlay class to use when driving this vehicle
float LastCameraCalcTime
  for smoothly interpolating TPCamDistance to new value
float LastHornTime
float LastLockWarningTime
String LockOnClassString
float MaxDesireability
float MinRunOverSpeed
  Speed must be greater than this for running into someone to do damage
float MomentumMult
  Affects how foreign objects impact the vehicle (When a shock rifle beam hits a Raptor, it gets pushed back more than a Goliath would). Lower means that the vehicle is less affected (.01 means a practically impervious fortress, 1 means gets shot around a lot, etc.)
AIMarker myMarker
  Used for stationary turrets. (for bots)
Vehicle NextVehicle
  Link list
Texture NoEntryTexture
float OldSteering
byte OldTeam
  OldTeam is used for replication purposes, PrevTeam is the team of the previous driver.
SVehicleFactory ParentFactory
  The VehicleFactory that spawned this vehicle
Rotator PlayerEnterredRotation
  Original rotation when player enterred vehicle
float PlayerStartTime
byte PrevTeam
  OldTeam is used for replication purposes, PrevTeam is the team of the previous driver.
class<DamageType> RanOverDamageType
sound RanOverSound
float ShadowCullDistance
float ShadowMaxTraceDist
float SizeX
float SizeY
name StolenAnnouncement
sound StolenSound
  Sound heard when this vehicle is carjacked (team switched)
byte StuckCount
  Used by AI
float StuckTime
Material TeamBeaconBorderMaterial
Texture TeamBeaconTexture
float TeamUseTime
float ThrottleTime
  Last time at which throttle was 0 (used by AI)
float TPCamDistance
string VehicleDescription
SVehicleIcon VehicleIcon
float VehicleLostTime
float VehicleMovingTime
  Used by AI C++
string VehicleNameString
  The friendly name of the vehicle (i.e., "Goliath")
string VehiclePositionString
  The HUD message string used to describe the driver's current position (i.e., "in a Goliath").
ShadowProjector VehicleShadow
  Shadow projector
float WheelsScale
float X
float Y

## Functions

(incomplete)

## Events

## States

## Known Subclasses

    Vehicle
      +- 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
      +- KVehicle
      |   +- KCar
      |       +- Bulldog
      +- ONSWeaponPawn
      |   +- ONSArtillerySideGunPawn
      |   +- ONSDualACGatlingGunPawn
      |   +- ONSMASSideGunPawn
      |   +- ONSPRVRearGunPawn
      |   +- ONSPRVSideGunPawn
      |   +- ONSStationaryWeaponPawn
      |       +- ONSManualGunPawn
      |   +- ONSTankSecondaryTurretPawn
      |       +- ONSTankSecondaryTurretPawn_IonPlasma
      +- SVehicle
          +- ONSVehicle
              +- ONSChopperCraft
              |   +- ONSAttackCraft
              |       +- ONSDualAttackCraft (Bonus Pack)
              +- ONSHoverCraft
              |   +- ONSHoverBike
              +- ONSPlaneCraft
              |   +- ONSBomber
              +- ONSTreadCraft
              |   +- ONSHoverTank
              |       +- ONSHoverTank_IonPlasma
              +- ONSWheeledCraft
                  +- ONSArtillery (Bonus Pack)
                  +- ONSGenericSD
                  +- ONSMobileAssaultStation
                  +- ONSPRV
                  +- ONSRV
                  +- ONSShockTank (Bonus Pack)

## Related Topics

- Vehicles – Super topic for all vehicles (custom and stock)
- Bot Pathing
  - Pathing For Vehicles
  - Pathing 2k4 Flying Vehicles

## Discussion

Lilguy: I thought it was time someone created this... This is my first "real" wiki page so feel free to give suggestions etc..

SuperApe: Nice job, Lilguy. Filled in class tree. Added category tags and related topics.

Category:Legacy Class (UT2004)

Category:Legacy Class Tree

Category:Legacy To Do – Needs important functions, events and states filled in.

Categories: Legacy Class (UT2004) | Legacy Class Tree | Legacy To Do

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