Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE2:Vehicle internal variables (UT2004)
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- instance functions
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[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
[edit] HUDOverlay
Type: Actor
[edit] HUDOverlayClass
[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
