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UE2:Vehicle internal variables (UT2004)

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UT2004 Object >> Actor >> Pawn >> Vehicle (internal variables)

Contents

Other member categories for this class:
instance functions

[edit] Internal variables

[edit] AIMoveCheckTime

Type: float

Modifiers: const


[edit] AutoTurretControllerClass

Type: class<Controller>


[edit] bAdjustDriversHead

Type: bool

rotate driver's head depending on view rotation

Default value: True

[edit] bAllowViewChange

Type: bool


Default value: True

[edit] bAllowWeaponToss

Type: bool

if the driver dies, will he toss his weapon?

[edit] bAutoTurret

Type: bool

controlled by AI if no player controlling (FIXME Move to subclass)

[edit] bCanCarryFlag

Type: bool


Default value: True

[edit] bCanDoTrickJumps

Type: bool


[edit] bCanFlip

Type: bool


[edit] bCanHover

Type: bool

Actor can hover above water

[edit] bDefensive

Type: bool

should be used by defenders

[edit] bDesiredBehindView

Type: bool

Modifiers: config


Default value: True

[edit] bDrawVehicleShadow

Type: bool

Vehicle Shadow

Default value: True

[edit] bDriverHoldsFlag

Type: bool


Default value: True

[edit] bDriving

Type: bool

Vehicle is being driven

[edit] bDropDetail

Type: bool

Vehicle should reduce its detail level

[edit] bEjectDriver

Type: bool

If vehicle is destroyed, don't kill and eject driver(s)

[edit] bEnemyLockedOn

Type: bool


[edit] bEnterringUnlocks

Type: bool

Vehicle is unlocked when a player enterred it..

[edit] bFollowLookDir

Type: bool

used by AI to know that controller's rotation determines vehicle rotation

[edit] bHasHandbrake

Type: bool

hint for AI

[edit] bHasRadar

Type: bool


[edit] bHideRemoteDriver

Type: bool

If Set to true, the remote controlling driver will be hidden

[edit] bKeyVehicle

Type: bool

hint for AI

[edit] bNoFriendlyFire

Type: bool

FriendlyFire disabled for this vehicle

[edit] bNonHumanControl

Type: bool

Cannot be controlled by humans

[edit] bOldDriving

Type: bool


[edit] bPCRelativeFPRotation

Type: bool

In 1st person, PlayerController rotation is relative to vehicle rotation

Default value: True

[edit] bRemoteControlled

Type: bool

destroying vehicle won't kill player

[edit] bScriptedRise

Type: bool

hint for AI

[edit] bSeparateTurretFocus

Type: bool

hint for AI (for tank type turreted vehicles)

[edit] bShowChargingBar

Type: bool


[edit] bShowDamageOverlay

Type: bool

Vehicle should display the normal pawn damage overlay when hit by a weapon

[edit] bSpawnProtected

Type: bool

Cannot be destroyed by a player before its been possessed.

[edit] bStalled

Type: bool

Vehicle is stalled (can't apply acceleration)

[edit] bTeamLocked

Type: bool

Team defines which players are allowed to enter the vehicle

[edit] bTurnInPlace

Type: bool

whether vehicle can turn in place

[edit] bVehicleDestroyed

Type: bool

Vehicle has been destroyed (no more need to simulate special vehicle physics)

[edit] bVehicleShadows

Type: bool

Modifiers: globalconfig

Global config option for vehicle shadows

Default value: True

[edit] bWeaponisAltFiring

Type: bool


[edit] bWeaponisFiring

Type: bool


[edit] CameraSpeed

Type: float

for smoothly interpolating TPCamDistance to new value

Default value: 500.0

[edit] CenterSpringForce

Type: string


Default value: "SpringONSHoverBike"

[edit] CenterSpringRangePitch

Type: int


Default value: 2000

[edit] CenterSpringRangeRoll

Type: int


Default value: 2000

[edit] CrushedDamageType

Type: class<DamageType>


Default value: Class'Engine.Crushed'

[edit] DesiredTPCamDistance

Type: float


[edit] Driver

Type: Pawn

Can be None if Controller spawns right away with vehicle

[edit] DriverDamageMult

Type: float


Default value: 1.0

[edit] DriverViewPitch

Type: int

The driver's view pitch

[edit] DriverViewYaw

Type: int

The driver's view yaw

[edit] EjectMomentum

Type: float


Default value: 1000.0

[edit] FlagBone

Type: name


[edit] FlagOffset

Type: Object.Vector


[edit] FlagRotation

Type: Object.Rotator


[edit] HornSounds

Type: array<Sound>


[edit] HUDOverlay

Type: Actor


[edit] HUDOverlayClass

Type: class<Actor>


[edit] LastCameraCalcTime

Type: float


[edit] LastHornTime

Type: float


[edit] LastLockWarningTime

Type: float


[edit] LinkHealMult

Type: float

If > 0, Link Gun secondary heals an amount equal to its damage times this

Default value: 0.35

[edit] LockOnClassString

Type: string


Default value: "Onslaught.ONSOnslaughtMessage"

[edit] LockWarningInterval

Type: float


Default value: 1.5

[edit] MaxDesireability

Type: float


Default value: 0.5

[edit] MinRunOverSpeed

Type: float

speed must be greater than this for running into someone to do damage

[edit] MomentumMult

Type: float

damage momentum multiplied by this value before being applied to vehicle

Default value: 4.0

[edit] myMarker

Type: AIMarker


[edit] NextVehicle

Type: Vehicle


[edit] NoEntryTexture

Type: Texture


[edit] ObjectiveGetOutDist

Type: float

if AI controlled and bot needs to trigger an objective not triggerable by vehicles, it will try to get out this far away

Default value: 1000.0

[edit] OldSteering

Type: float


[edit] OldTeam

Type: byte


Default value: 255

[edit] ParentFactory

Type: SVehicleFactory


[edit] PlayerEnterredRotation

Type: Object.Rotator

Original rotation when player enterred vehicle

[edit] PlayerStartTime

Type: float


[edit] PrevTeam

Type: byte

OldTeam is used for replication purposes, PrevTeam is the team of the previous driver.

Default value: 255

[edit] RanOverDamageType

Type: class<DamageType>


Default value: Class'Engine.DamRanOver'

[edit] RanOverSound

Type: Sound


[edit] ShadowCullDistance

Type: float


Default value: 1500.0

[edit] ShadowMaxTraceDist

Type: float


Default value: 350.0

[edit] StolenAnnouncement

Type: name


[edit] StolenSound

Type: Sound


[edit] StuckCount

Type: byte

used by AI

[edit] StuckTime

Type: float


[edit] TeamBeaconBorderMaterial

Type: Material


[edit] TeamBeaconTexture

Type: Texture


[edit] TeamUseTime

Type: float


[edit] ThrottleTime

Type: float

last time at which throttle was 0 (used by AI)

[edit] TPCamDistance

Type: float

Modifiers: config


Default value: 600.0

[edit] TransEffects

Type: string

Array size: 2

Spawning effects

Default value, index 0: "XEffects.TransEffectRed"

Default value, index 1: "XEffects.TransEffectBlue"

[edit] VehicleDescription

Type: string

Modifiers: localized, cache


[edit] VehicleDrowningDamType

Type: class<DamageType>


[edit] VehicleIcon

Type: SVehicleIcon


[edit] VehicleLostTime

Type: float


[edit] VehicleMovingTime

Type: float

used by AI C++

[edit] VehicleNameString

Type: string

Modifiers: localized, cache


Default value: "Vehicle"

[edit] VehiclePositionString

Type: string

Modifiers: localized


Default value: "in a vehicle"

[edit] VehicleShadow

Type: ShadowProjector

Shadow projector

[edit] WheelsScale

Type: float


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