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ONSVehicle

UT2004 :: Object >> Actor >> Pawn >> Vehicle >> SVehicle >> ONSVehicle (Package: Onslaught)

This is the base class for Onslaught vehicles in UT2004 and a subclass of the StaticMesh vehicle class SVehicle.

Properties

Weapons

Structs

DriverWeaponStruct holds the class of weapon the driver may use and the bone to attach the weapon to.

struct native export DriverWeaponStruct
{
    var()           class<ONSWeapon>                WeaponClass;
    var()           name                            WeaponBone;
};

PassengerWeaponStruct holds the class of weapon the passenger may use and the bone to attach the weapon to.

struct native export PassengerWeaponStruct
{
    var()           class<ONSWeaponPawn>            WeaponPawnClass;
    var()           name                            WeaponBone;
};

SVehicle

array<DriverWeaponStruct> DriverWeapons
Because each element applies only to the driver, it enables the driver to use multiple weapons in a single vehicle. This can be seen with the ONSMobileAssaultStation? (that cannon is actually two completely separate weapons, unrelated to firing modes).
array<PassengerWeaponStruct> PassengerWeapons
Each passenger can control one weapon. This can be seen with the ONSMobileAssaultStation? (one weaponpawn per passenger).

Hidden

array<ONSWeapon> Weapons
Only applies to the driver.
array<ONSWeaponPawn> WeaponPawns
Only applies to passengers.
byte ActiveWeapon
The element index in the Weapons property array. This defines the driver's currently selected weapon.
rotator CustomAim
A modification of direction, used for weapon aiming. This is used primarily to "lead the target" in non-instantfire weapons.
bool bHasAltFire
Controls whether AltFire events are passed to any ONSWeapons the vehicle is using. It is only set to false for vehicles that have special AltFires inside the vehicle itself, for example the Scorpion (ONSRV?) and Manta (ONSHoverBike?).

Team Status

These properties are available to edit.

Material RedSkin
Material used when assigned to the Red Team.
Material BlueSkin
Material used when assigned to the Blue Team.

Sound

These properties are available to edit.

Sound IdleSound
Heard when occupied by a driver, but not moving.
Sound StartUpSound
Heard when an empty vehicle is driven.
Sound ShutDownSound
Heard when the driver has exited.

Force Feedback

Although these properties are available to edit, it's best not to change these.

string StartUpForce
The force played when the player gets in.
string ShutDownForce
The force played when the player get out.

Vehicle Proximity Viewshake

Main

float ViewShakeRadius
Distance from the vehicle's origin that view starts to shake. This is the attenuation radius of the vehicle's ViewShake.
rotator ViewShakeRotMag
Magnitude (Amplitude) of rotation.
float ViewShakeRotFreq
Frequency (Rate) of rotation.
vector ViewShakeOffsetMag
Magnitude (Amplitude) of offset.
float ViewShakeOffsetFreq
Frequency (Rate) of offset.

Hidden

float ViewShakeLastCheck

Damage and Destruction

Main

StaticMesh DestroyedVehicleMesh
The destroyed version mesh of the vehicle.
class<Emitter> DestructionEffectClass
Emitter effect to spawn, when the vehicle is destroyed.
class<Emitter> DisintegrationEffectClass
Emitter effect to spawn, when the vehicle is destroyed.
float DisintegrationHealth
Health of destructed mesh before it is blown up and completely removed, aka disintegrated.
range DestructionLinearMomentum
Speed of movement momentum
range DestructionAngularMomentum
Speed of rotational momentum
float TimeBetweenImpactExplosions
While destroyed, specify the maximum amount of time after an explosion b4 another can occur?
array<sound> ExplosionSounds
An array of sounds used for the explosions, when destroyed.
float ExplosionSoundVolume
Volume at which to play "ExplosionSounds".
float ExplosionSoundRadius
Sound radius of "ExplosionSounds".
class<ONSDamagedEffect?> DamagedEffectClass
float DamagedEffectScale
vector DamagedEffectOffset
float DamagedEffectHealthSmokeFactor
Proportion of default health before it starts smoking.
float DamagedEffectHealthFireFactor
Proportion of default health before it starts burning.
float DamagedEffectAccScale
float DamagedEffectFireDamagePerSec

Hidden

byte ExplosionCount
byte OldExplosionCount
float LastVelocitySize
float LastImpactExplosionTime
float LastCheckUpsideDownTime
float UpsideDownDamage
float ExplosionDamage
float ExplosionRadius
float ExplosionMomentum
class<DamageType> ExplosionDamageType
class<DamageType> DestroyedRoadKillDamageType
DamageType for when vehicle runs over/crushes someone after being destroyed.
float DamagedEffectAccuredDamage
ONSDamagedEffect? DamagedEffect

Flags

Main

bool bEnableProximityViewShake
bool bOnlyViewShakeIfDriven
vector FireImpulse
vector AltFireImpulse

Hidden

bool bDestroyAppearance
bool bDisintegrateVehicle
bool bHadFire
bool bSoundsPrecached
bool bNeverReset
bool bEjectPassengersWhenFlipped
bool bDriverCannotLeaveVehicle
bool bCannotBeBased
bool bHasFireImpulse
bool bHasAltFireImpulse
bool bCustomAiming
Whether this vehicle's aiming will be modified.
bool bIsAwake (const)
Used for Replication.
bool bHasBeenAwake (const)
bool bAltFocalPoint
Used by the AI. This overrides the AI's focal point.
bool AltFocalPoint

Explosion Camera Shakes

These properties are available to edit.

vector ShakeRotMag
How far to rotate the view.
vector ShakeRotRate
How fast to rotate the view.
float ShakeRotTime
How much time to shake the view rotation. (or how long before rotational shake completely falls off)
vector ShakeOffsetMag
Maximum view offset (vertically).
vector ShakeOffsetRate
Maximum vertical offset the view.
float ShakeOffsetTime
How much time to offset the view.

Impact

Main

float ImpactDamageTics
flost ImpactDamageThreshold
float PImpactDamageMult
array<Sound> ImpactDamageSounds

Hidden

struct ImpactInfoStruct (native, export)
Holds the information for a single impact.
Actor ImpactInfoStruct.Other
vector ImpactInfoStruct.Pos
vector ImpactInfoStruct.ImpactVel
vector ImpactInfoStruct.ImpactNorm
vector ImpactInfoStruct.ImpactAccel
ImpactInfoStruct ImpactInfo
int ImpactTicksLeft

Sparks

These properties are available to edit.

class<ONSImpactSparks?> SparkEffectClass
ONSImpactSparks? SparkEffect (editinline)
float SparkAdvanceFactor

Headlights

Main

array<vector> HeadlightCronaOffset
One array element for each headlight.
Material HeadlightCronaMaterial
A single material for all headlights.
float HeadlightCronaMaxSize
One size for all headlights.
Material HeadlightProjectorMaterial
vector HeadlightProjectorOffset
rotator HeadlightProjectorRotation
float HeadlightProjectorScale

Hidden

array<ONSHeadlightCorna?> HeadlightCorona
One array element for each Headlight.
ONSHeadlightProjector? HeadlightProjector

Debugging

This property is hidden.

string DebugInfo

AI

These properties are hidden.

Sound LockedOnSound
The sound that will indicate this vehicle is locked onto.
float ResetTime
If this vehicle has no driver, CheckReset() will be called at this time.
float LastRunOverWarningTime
Last time checked for pawns in front of vehicle and warned them of their impending doom.
float MinRunOverWarningAim
Bot Reservation
Bot that's about to get in this vehicle.
int OldYaw

Correct Aim Indicator (Crosshair Modification)

These properties are hidden.

color CrosshairColor (config)
float CrosshairX, CrosshairY (config)
Texture CrosshairTexture (config)

Default Properties

// Miscellaneous
bHasAltFire = True
ViewShakeRadius = 100
DisintegrationHealth = -50
DestructionAngularMomentum = (Min=50, Max=50)

// Explosions
TimeBetweenImpactExplosions = 0.1

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
ExplosionDamage = 100
ExplosionRadius = 300
ExplosionMomentum = 6000
ExplosionDamageType = Class'Onslaught.DamTypeOnsVehicleExplosion'

// Road Kill
DestroyedRoadKillDamageType = Class'Onslaught.DamTypeONSVehicleRoadKill'

// Damage Effects
DamagedEffectClass = Class'Onslaught.ONSDamagedEffect'
DamagedEffectScale = 1
DamagedEffectHealthSmokeFactor = 0.5
DamagedEffectHealthFireFactor = 0.25
DamagedEffectAccScale = 0.25
DamagedEffectFireDamagePerSec = 0.75

// Viewshake
bOnlyViewShakeIfDriven = True

// Ejection
bEjectPassengersWhenFlipped = True

// Viewshake
ShakeRotMag = (Z=250)
ShakeRotRate = (Z=2500)
ShakeRotTime = 6
ShakeOffsetMag = (Z=10)
ShakeOffsetRate = (Z=200)
ShakeOffsetTime = 10

// Impact
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'

SparkEffectClass = Class'Onslaught.ONSImpactSparks'
SparkAdvanceFactor = 1.5
LockedOnSound = Sound'WeaponSounds.BaseGunTech.BSeekLost1'
MinRunOverWarningAim = 0.88

// Crosshair
CrossHairColor = (G=255, A=255)
CrosshairX = 32
CrosshairY = 32
CrosshairTexture = Texture'ONSInterface-TX.tankBarrelAligned'

bZeroPCRotOnEntry = False

// Vehicle Lock
bTeamLocked = True
bEnterringUnlocks = True

// Team
Team = 0;
TeamBeaconTexture = Texture'ONSInterface-TX.HealthBar'
NoEntryTexture = Texture'HUDContent/Generic.NoEntry'
TeamBeaconBorderMaterial = Texture'InterfaceContent.Menu.BorderBoxD'

// RanOver / Crushed
RanOverDamageType = Class'Onslaught.DamTypeRoadkill'
CrushedDamageType = Class'Onslaught.DamTypePancake'
RanOverSound = Sound'ONSVehicleSounds-S.CarAlarm.CarAlarm01'

// Stolen
StolenAnnouncement = “Hijacked”
StolenSound = Sound'ONSVehicleSounds-S.CarAlarm.CarAlarm01'

// Bullet Sounds
BulletSounds(0) = Sound'WeaponSounds.BaseShieldReflections.BBulletReflect1'
BulletSounds(1) = Sound'WeaponSounds.BaseShieldReflections.BBulletReflect2'
BulletSounds(2) = Sound'WeaponSounds.BaseShieldReflections.BBulletReflect3'
BulletSounds(3) = Sound'WeaponSounds.BaseShieldReflections.BBulletReflect4'
BulletSounds(4) = Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact1'
BulletSounds(5) = Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact2'
BulletSounds(6) = Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact3'
BulletSounds(7) = Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact4'
BulletSounds(8) = Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact5'
BulletSounds(9) = Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact6'
BulletSounds(10)= Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact7'
BulletSounds(11)= Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact8'
BulletSounds(12)= Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact9'
BulletSounds(13)= Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact11'
BulletSounds(14)= Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact12'
BulletSounds(15)= Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact13'
BulletSounds(16)= Sound'WeaponSounds.BaseImpactAndExplosions.BBulletImpact14'

// Water
WaterDamage = 150
VehicleDrowningDamType = Class'Gameplay.Drowned'

//Shader FX
SpawnOverlay(0) = Shader'XGameShaders.PlayerShaders.VehicleSpawnShaderRed'
SpawnOverlay(1) = Shader'XGameShaders.PlayerShaders.VehicleSpawnShaderBlue'

// Misc
VehicleIcon = (Material=Texture'AS_FX_TX.HUD.TrackedVehicleIcon',SizeX=64,SizeY=64)
bSpecialHUD = True
bSetPCRotOnPossess = False
bCanTeleport = False

// Sounds
SoundRadius = 200
TransientSoundRadius = 600

Functions

(incomplete)

bool HasWeapon()
bool IsFiring()
bool SpokenFor( Controller C)
Used by bots to reserve vehicle
SetReservation( Controller C)
Vehicle OpenPositionFor( Pawn P)
Returns a vehicle with an open slot
bool TryToDrive( Pawn P )
DriverDied()
int NumPassengers() (simulated)
AIController GetBotPassenger()
Return the AIController of the first bot found in vehicle
Pawn GetInstigator()
float ChargeBar() (simulated)
bool FastVehicle()
AI hint
bool IsDeployed()
SetTeamNum( byte T )
VehicleExplosion( vector MomentumNormal, float PercentMomentum )
ServerPlayHorn( int HornIndex )
DrawHUD( Canvas Canvas ) (simulated)
array<Vehicle> GetTurrets()

Events

NotifyEnemyLockedOn()
Notify vehicle that an enemy has locked on to it
NotifyEnemyLostLock()
VehicleLocked( Pawn P )
CheckReset()
Vehicle has been in the middle of nowhere with no driver for a while, so consider resetting it
bool IsVehicleEmpty()
TeamChanged() (simulated)
TakeImpactDamage( float AccelMag )
KImpact( Actor Other, vector Pos, vector ImpactVel, vector ImpactNorm )
ApplyFireImpulse( bool bAlt )
DestroyAppearance() (simulated)
Called at the beginning of VehicleDestroyed state
ClientVehicleExplosion( bool bFinal ) (simulated)
SVehicleUpdateParams() (simulated)

States

VehicleDestroyed
VehicleDisintegrated

Known Subclasses

 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

Discussion

odo324: Just a reminder, everyone's already allowed to add/modify this page. If you know something that isn't here, please post it (wherever most appropriate) ASAP!

SuperApe: Slight editing. Added subclass tree, functions, events and states. Comments and questions belong in Discussion, to be refactored. Once refactored, remove the discussion. The struct properties are not presented well. There is no need to fill in property definitions if you don't know the answer. (iow, don't give a question as a definition) My advice is to keep it standard. As an example, refer to other class pages.

SuperApe: Finished property markup.


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