My program doesn't have bugs. It just develops random features.
UE3:UTVehicle_Scavenger (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Walker >> UTVehicle_Scavenger |
- Package:
- UTGame
- Direct subclass:
- UTVehicle_Scavenger_Content
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] Property group 'Sounds'
[edit] RollAudioComp
Type: AudioComponent
Modifiers: editconst, const
Sound to play from the ball rolling
[edit] RollSoundList
Type: array<UTPhysicalMaterialProperty.MaterialSoundEffect>
[edit] Property group 'UTVehicle_Scavenger'
[edit] FullHover
Type: float
[edit] JumpForceMag
Type: float
Default value: 9000.0
[edit] ReducedHover
Type: float
[edit] Internal variables
See UTVehicle_Scavenger internal variables.
[edit] Default values
[edit] Subobjects
[edit] CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTVehicle_Walker.CollisionCylinder
No new values.
[edit] MyLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: UTVehicle_Walker.MyLightEnvironment
No new values.
[edit] MyStayUprightConstraintInstance_14
Class: Engine.RB_ConstraintInstance
No new values.
[edit] MyStayUprightSetup_14
Class: Engine.RB_StayUprightSetup
No new values.
[edit] RB_BodyHandle
Class: Engine.RB_Handle
Inherits from: UTVehicle_Walker.RB_BodyHandle
| Property | Value |
|---|---|
| AngularDamping | 100.0 |
| AngularStiffness | 99000.0 |
| LinearStiffness | 99000.0 |
[edit] RThruster
Class: UTGame.UTHoverWheel
| Property | Value | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| BoneName | 'BodyRoot' | ||||||||
| BoneOffset |
|
||||||||
| HandbrakeLatSlipFactor | 0.0 | ||||||||
| HandbrakeLongSlipFactor | 0.0 | ||||||||
| LatSlipFactor | 0.0 | ||||||||
| LongSlipFactor | 0.0 | ||||||||
| SteerFactor | 1.0 | ||||||||
| SuspensionTravel | 20.0 | ||||||||
| WheelRadius | 30.0 |
[edit] SimObject
Class: UTGame.UTVehicleSimHover
| Property | Value |
|---|---|
| bCanClimbSlopes | True |
| bFullThrustOnDirectionChange | True |
| bStabilizeStops | True |
| LatDamping | 0.3 |
| LongDamping | 0.3 |
| MaxReverseForce | 600.0 |
| MaxStrafeForce | 600.0 |
| MaxThrustForce | 600.0 |
| MaxYawRate | 1.7 |
| PitchDamping | 0.1 |
| PitchTorqueMax | 35.0 |
| RandForceInterval | 1000.0 |
| RollDamping | 0.1 |
| RollTorqueMax | 50.0 |
| TurnDamping | 0.11 |
| TurnTorqueFactor | 2500.0 |
| TurnTorqueMax | 1000.0 |
| WheelSuspensionDamping | 200.0 |
| WheelSuspensionStiffness | 800.0 |
[edit] SVehicleMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTVehicle_Walker.SVehicleMesh
No new values.
[edit] Structs
[edit] BallModeStatus
Modifiers: native
- bool bIsInBallMode
- Is the scavenger in (or transitioning into) ball mode
- bool bBoostOnTransition
- Should do boost when transitioning
[edit] Functions
[edit] Native functions
[edit] ImpactEffect
[edit] InitStayUpright
[edit] Events
[edit] DeactivateBallBooster
[edit] EndBallMode
called when doing spin attack and exceed SpinTime
[edit] HoldGameObject
Overrides: UTVehicle.HoldGameObject
HoldGameObject() Attach GameObject to mesh.
Parameters:
- GameObj - Game object to hold
[edit] OnJump
[edit] OnLanded
[edit] PostBeginPlay
Overrides: UTVehicle_Walker.PostBeginPlay
Initialization
[edit] ReplicatedEvent
Overrides: UTVehicle.ReplicatedEvent
(Description copied from UTVehicle.ReplicatedEvent)
This event is triggered when a repnotify variable is received
Parameters:
- VarName - The name of the variable replicated
[edit] RigidBodyCollision
Overrides: UTVehicle.RigidBodyCollision
(Description copied from Actor.RigidBodyCollision)
Called when a PrimitiveComponent this Actor owns has:
-bNotifyRigidBodyCollision set to true -ScriptRigidBodyCollisionThreshold > 0 -it is involved in a physics collision where the relative velocity exceeds ScriptRigidBodyCollisionThreshold
Parameters:
- HitComponent - the component of this Actor that collided
- OtherComponent - the other component that collided
- RigidCollisionData - information on the collision itslef, including contact points
- ContactIndex - the element in each ContactInfos' ContactVelocity and PhysMaterial arrays that corresponds to this Actor/HitComponent
[edit] ScavengerDuckEffect
[edit] ScavengerJumpEffect
[edit] SpawnSeeker
Ask weapon to spawn a seeker
[edit] SpinAttackVictim
[edit] TakeDamage
Overrides: UTVehicle.TakeDamage
(Description copied from UTVehicle.TakeDamage)
See: Actor.TakeDamage()
[edit] Other instance functions
[edit] ActivateBallBooster
[edit] BallModeTransition
[edit] BlowupVehicle
Overrides: UTVehicle_Walker.BlowupVehicle
Call this function to blow up the vehicle
[edit] ChooseFireMode
Overrides: UTVehicleBase.ChooseFireMode
AI - Returns the best firing mode for this weapon
[edit] CreateDamageMaterialInstance
Overrides: UTVehicle.CreateDamageMaterialInstance
[edit] DriverLeft
Overrides: UTVehicle_Walker.DriverLeft
DriverLeft() called by DriverLeave() after the drive has been taken out of the vehicle
[edit] FinishedStartingBallMode
[edit] GetChargePower
Overrides: UTVehicle.GetChargePower
[edit] GetPhysicalFireStartLoc
Overrides: UTVehicle.GetPhysicalFireStartLoc
[edit] GetPowerLevel
Overrides: UTVehicleBase.GetPowerLevel
(Description copied from UTVehicleBase.GetPowerLevel)
Gets the powerlevel for this vehicle - primarily used for charge bars
Parameters:
- PowerLevel - out) - how full the charge bar should be (0 to 1)
Returns:
- whether this vehicle's HUD should display a charge bar
[edit] InitFeet
[edit] OverrideBeginFire
Overrides: UTVehicle.OverrideBeginFire
(Description copied from UTVehicle.OverrideBeginFire)
Gives the vehicle an opportunity to override the functionality of the given fire mode, called on both the owning client and the server
Returns:
- false to allow the vehicle weapon to use its behavior, true to override it
[edit] PlaySpawnEffect
Overrides: UTVehicle_Walker.PlaySpawnEffect
[edit] PossessedBy
Overrides: UTVehicle.PossessedBy
[edit] RenderMapIcon
Overrides: UTVehicle.RenderMapIcon
When an icon for this vehicle is needed on the hud, this function is called
[edit] SetBurnOut
Overrides: UTVehicle_Walker.SetBurnOut
[edit] ShouldClamp
Overrides: UTVehicle.ShouldClamp
[edit] StartSpinAttack
[edit] StopSpawnEffect
Overrides: UTVehicle_Walker.StopSpawnEffect
[edit] StopSpinAttack
[edit] TeamChanged
Overrides: UTVehicle_Walker.TeamChanged
NOTE: this guy is doing all kinds of crazy special case stuff and does NOT call super. Make certain that you check UTVehicle.TeamChanged() when making changes here.
[edit] TookStep
Overrides: UTVehicle_Walker.TookStep
notification from WalkerBody that foot just landed
