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UE3:UTVehicle_Fury (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTHoverVehicle >> UTAirVehicle >> UTVehicle_Fury |
- Package:
- UTGame
- Direct subclass:
- UTVehicle_Fury_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 'UTVehicle_Fury'
[edit] BoostInterval
Type: float
Time between boosts.
Default value: 1.5
[edit] EndPointNormalLength
Type: float
Scale applied to tangent where beam hits target.
[edit] LandingEventHeight
Type: float
How high off the ground to execute PlayLanding event.
Default value: 400.0
[edit] Internal variables
See UTVehicle_Fury internal variables.
[edit] Default values
| Property | Value | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| AirSpeed | 1500.0 | ||||||||
| BaseEyeHeight | 100.0 | ||||||||
| bCanFlip | True | ||||||||
| bHasCustomEntryRadius | True | ||||||||
| bIsNecrisVehicle | True | ||||||||
| bLimitCameraZLookingUp | True | ||||||||
| bRotateCameraUnderVehicle | True | ||||||||
| bStayUpright | True | ||||||||
| CameraLag | 0.05 | ||||||||
| ChargeBarPosY | 6.0 | ||||||||
| Components[3] | UTVehicleSimChopper'SimObject' | ||||||||
| ExitOffset |
|
||||||||
| EyeHeight | 100.0 | ||||||||
| GroundSpeed | 2000.0 | ||||||||
| Health | 400 | ||||||||
| HornIndex | 3 | ||||||||
| MaxGroundEffectDist | 512.0 | ||||||||
| MaxSpeed | 4000.0 | ||||||||
| PushForce | 50000.0 | ||||||||
| SimObj | UTVehicleSimChopper'SimObject' | ||||||||
| SpawnRadius | 220.0 | ||||||||
| StayUprightConstraintInstance | RB_ConstraintInstance'UTGame.Default__UTVehicle_Fury:MyStayUprightConstraintInstance_1' | ||||||||
| StayUprightConstraintSetup | RB_StayUprightSetup'UTGame.Default__UTVehicle_Fury:MyStayUprightSetup_1' | ||||||||
| StayUprightDamping | 20.0 | ||||||||
| StayUprightPitchResistAngle | 5.0 | ||||||||
| StayUprightRollResistAngle | 5.0 | ||||||||
| StayUprightStiffness | 800.0 | ||||||||
| TeamBeaconOffset |
|
||||||||
| UprightLiftStrength | 30.0 | ||||||||
| UprightTorqueStrength | 30.0 | ||||||||
| VehicleIndex | 2 | ||||||||
| VehicleNameString | "Fury" | ||||||||
| VehiclePositionString | "in a Fury" |
[edit] Subobjects
[edit] CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTAirVehicle.CollisionCylinder
| Property | Value |
|---|---|
| CollisionHeight | 70.0 |
| CollisionRadius | 240.0 |
[edit] MyLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: UTAirVehicle.MyLightEnvironment
No new values.
[edit] MyStayUprightConstraintInstance_1
Class: Engine.RB_ConstraintInstance
No new values.
[edit] MyStayUprightSetup_1
Class: Engine.RB_StayUprightSetup
No new values.
[edit] SimObject
Class: UTGame.UTVehicleSimChopper
| Property | Value |
|---|---|
| bFullThrustOnDirectionChange | True |
| LatDamping | 0.7 |
| LongDamping | 0.7 |
| MaxRandForce | 25.0 |
| MaxReverseForce | 500.0 |
| MaxRiseForce | 800.0 |
| MaxStrafeForce | 400.0 |
| MaxThrustForce | 1100.0 |
| MaxYawRate | 1.2 |
| PitchDamping | 0.1 |
| PitchTorqueFactor | 400.0 |
| PitchTorqueMax | 60.0 |
| PitchViewCorrelation | 350.0 |
| RandForceInterval | 0.5 |
| RollDamping | 0.1 |
| RollTorqueMax | 300.0 |
| RollTorqueStrafeFactor | 100.0 |
| RollTorqueTurnFactor | 1500.0 |
| StopThreshold | 100.0 |
| TurnDamping | 1.35 |
| TurnTorqueFactor | 7000.0 |
| TurnTorqueMax | 2000.0 |
| UpDamping | 0.7 |
[edit] SVehicleMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTAirVehicle.SVehicleMesh
No new values.
[edit] Enums
[edit] EBoostDir
True if the booster has been activated
- EBD_None
- EBD_Forward
- EBD_Left
- EBD_Right
[edit] Structs
[edit] BeamLockData
Modifiers: native
[edit] JetSFXInfo
Modifiers: native
- name ExhaustTag
- Name of the Emitter effect this data applies to
- float Exhaust
- The value for this emitter when not boosting
- float ExhaustCur
- The current value for this emitter
- float ExhaustRampUpTime
- How long until the emitter has boosted
- float ExhaustRampDownTime
- How long should it take to come back
[edit] Functions
[edit] Native functions
[edit] Boost
[edit] BoostTo
[edit] Events
[edit] ActivateRocketBoosters
ActivateRocketBoosters() called when player activates rocket boosters
[edit] DeactivateRocketBoosters
DeactivateRocketBoosters() called when player deactivates rocket boosters or they run out
[edit] Destroyed
Overrides: UTVehicle.Destroyed
Called when the vehicle is destroyed. Clean up the seats/effects/etc
[edit] EnableFullSteering
[edit] LowerSteering
[edit] PlayLanding
[edit] PlayTakeOff
[edit] PostBeginPlay
Overrides: UTVehicle.PostBeginPlay
Initialization
[edit] PostInitAnimTree
Overrides: SVehicle.PostInitAnimTree
Store pointer to each wheel's SkelControlWheel.
[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] Other instance functions
[edit] AddBeamEmitter
Beam Attack *******************************************
[edit] BeamLockOn
[edit] Dodge
Overrides: UTAirVehicle.Dodge
Stub out the Dodge event. Override if the vehicle needs a dodge
See Pawn::Dodge()
[edit] GetSVehicleDebug
Overrides: UTVehicle.GetSVehicleDebug
(Description copied from UTVehicle.GetSVehicleDebug)
We extend GetSVehicleDebug to include information about the seats array
Parameters:
- DebugInfo - We return the text to display here
[edit] InCustomEntryRadius
Overrides: UTVehicle.InCustomEntryRadius
Let pawns standing under me get in, if I have a driver.
[edit] KillBeamEmitter
[edit] OnTouchForcedDirVolume
Overrides: UTVehicle.OnTouchForcedDirVolume
Used to stop boosting when entering forced dir volume.
[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] OverrideEndFire
Overrides: UTVehicle.OverrideEndFire
[edit] RecommendLongRangedAttack
Overrides: UTAirVehicle.RecommendLongRangedAttack
[edit] ServerBoost
[edit] SetBeamEmitterHidden
[edit] ShouldClamp
Overrides: UTVehicle.ShouldClamp
[edit] SpawnImpactEmitter
Overrides: UTVehicle.SpawnImpactEmitter
[edit] TouchingForcedDirVolume
Boosting *******************************************
[edit] VehicleWeaponFired
Overrides: UTVehicle.VehicleWeaponFired
Vehicle will want to override WeaponFired and pass off the effects to the proper Seat
[edit] VehicleWeaponStoppedFiring
Overrides: UTVehicle.VehicleWeaponStoppedFiring
