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Vehicle

Class in Engine · Engine.Vehicle · native, abstract

Object › Actor › Pawn › Vehicle

Subclasses: SVehicle

Using it from Lua
h7.find_all("Vehicle")            -- live instances
h7.find_class("Engine.Vehicle")   -- the class
h7.hook("Engine.Vehicle.AdjustDriverDamage", fn)

Properties

NameTypeNotes
AIMoveCheckTimefloatconst
bAttachDriverbool
bAvoidReversingbool
bDoExtraNetRelevancyTracesbool
bDriverIsVisiblebool
bDrivingboolrepnotify
bDuckObstaclesbool
bFollowLookDirbool
bHasHandbrakebool
bIgnoreStallZbool
bRetryPathfindingWithDriverbool
bScriptedRisebool
bSeparateTurretFocusbool
bTurnInPlacebool
CrushedDamageTypeclass<DamageType>
DriverPawnrepnotify
DriverDamageMultfloat
ExitOffsetvector
ExitPositionsarrayno declaration: type is approximate
ExitRadiusfloat
ForceCrushPenetrationfloat
MinCrushSpeedfloat
MomentumMultfloat
OldSteeringfloat
OldThrottlefloat
OnlySteeringStartTimefloat
Risefloat
Steeringfloat
StuckCountbyte
StuckTimefloat
TargetLocationAdjustmentvector
Throttlefloat
ThrottleTimefloat
TurnTimefloat
VehicleMovingTimefloat

Functions

NameDeclaration
AdjustDriverDamagefunction AdjustDriverDamage(out int Damage, Controller InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType)
AnySeatAvailablefunction bool AnySeatAvailable()
AttachDriversimulated function AttachDriver(Pawn P)
CanEnterVehiclefunction bool CanEnterVehicle(Pawn P)
CheatFlyfunction bool CheatFly()
CheatGhostfunction bool CheatGhost()
CheatWalkfunction bool CheatWalk()
ContinueOnFootevent bool ContinueOnFoot()
CrushedByfunction CrushedBy(Pawn OtherPawn)
Destroyedsimulated event Destroyed()
Destroyed_HandleDriversimulated function Destroyed_HandleDriver()
DetachDriversimulated function DetachDriver(Pawn P)
Diedfunction bool Died(Controller Killer, class<DamageType> DamageType, vector HitLocation)
DisplayDebugsimulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos)
DriverDiedfunction DriverDied(class<DamageType> DamageType)
DriverEnterfunction bool DriverEnter(Pawn P)
DriverLeaveevent bool DriverLeave(bool bForceLeave)
DriverLeftfunction DriverLeft()
DriverRadiusDamagefunction DriverRadiusDamage(float DamageAmount, float DamageRadius, Controller EventInstigator, class<DamageType> DamageType, float Momentum, vector HitLocation, Actor DamageCauser, optional float DamageFalloffExponent = 1.f)
DrivingStatusChangedsimulated function DrivingStatusChanged()
EncroachedByevent EncroachedBy(Actor Other)
EncroachingOnevent bool EncroachingOn(Actor Other)
EntryAnnouncementfunction EntryAnnouncement(Controller C)
FaceRotationsimulated function FaceRotation(rotator NewRotation, float DeltaTime)
FindAutoExitfunction bool FindAutoExit(Pawn ExitingDriver)
GetCollisionDamageInstigatorfunction Controller GetCollisionDamageInstigator()
GetDefaultCameraModesimulated function name GetDefaultCameraMode(PlayerController RequestedBy)
GetEntryLocationsimulated event vector GetEntryLocation()
GetExitRotationfunction rotator GetExitRotation(Controller C)
GetMaxRiseForcenative function float GetMaxRiseForce()
GetTargetLocationnative simulated function vector GetTargetLocation(optional Actor RequestedBy, optional bool bRequestAlternateLoc)
NotifyDriverTakeHitfunction NotifyDriverTakeHit(Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum)
NotifyTeamChangedsimulated function NotifyTeamChanged()
PancakeOtherfunction PancakeOther(Pawn Other)
PlaceExitingDriverfunction bool PlaceExitingDriver(optional Pawn ExitingDriver)
PlayDyingsimulated function PlayDying(class<DamageType> DamageType, vector HitLoc)
PlayerChangedTeamfunction PlayerChangedTeam()
PossessedByfunction PossessedBy(Controller C, bool bVehicleTransition)
PostBeginPlayevent PostBeginPlay()
ReplicatedEventsimulated event ReplicatedEvent(name VarName)
SetBaseEyeheightsimulated function SetBaseEyeheight()
SetDrivingsimulated function SetDriving(bool b)
SetInputssimulated function SetInputs(float InForward, float InStrafe, float InUp)
SetKillInstigatorfunction controller SetKillInstigator(Controller InstigatedBy, class<DamageType> DamageType)
Suicidefunction Suicide()
TakeDamageevent TakeDamage(int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
TakeRadiusDamagesimulated function TakeRadiusDamage(Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, Actor DamageCauser, optional float DamageFalloffExponent = 1.f)
ThrowActiveWeaponfunction ThrowActiveWeapon(optional bool bDestroyWeap)
TryExitPosfunction bool TryExitPos(Pawn ExitingDriver, vector ExitPos, bool bMustFindGround)
TryToDrivefunction bool TryToDrive(Pawn P)
UnPossessedfunction UnPossessed()
ZeroMovementVariablessimulated function ZeroMovementVariables()

Default values

LandMovementState=PlayerDriving
bDontPossess=true
bCanBeBaseForPawns=true
MomentumMult=1.0
bAttachDriver=true
CrushedDamageType=class'DmgType_Crushed'
TurnTime=2.0
MinCrushSpeed=20.0
ForceCrushPenetration=10.0
bDoExtraNetRelevancyTraces=true
bRetryPathfindingWithDriver=true
bPathfindsAsVehicle=true
bReplicateHealthToAll=true

Inherited

FromMembers
Pawn186 properties, 228 functions
Actor156 properties, 262 functions
Object13 properties, 308 functions