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UE3:UTAirVehicle (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTHoverVehicle >> UTAirVehicle

Contents

Package: 
UTGame
Direct subclasses:
UTVehicle_Cicada, UTVehicle_Fury, UTVehicle_Raptor
This class in other games:
UDK

base class for vehicles that fly or hover

[edit] Properties

[edit] bAutoLand

Type: bool


Default value: True

[edit] ContrailColorParameterName

Type: name

parameter name for contrail color (determined by speed)

Default value: 'ContrailColor'

[edit] ContrailEffectIndices

Type: array<int>

indices into VehicleEffects array of contrail effects that have their 'ContrailColor' parameter set via C++

[edit] LastRadarLockWarnTime

Type: float

Displayed when enemy raptor fires locked missile at you

[edit] PushForce

Type: float

for AI when landing;

[edit] RadarLockMessage

Type: string

Modifiers: localized


[edit] Default values

Property Value
bCanFly True
bCanStrafe True
bDropDetailWhenDriving True
bEjectPassengersWhenFlipped False
bFindGroundExit False
bFollowLookDir True
bHomingTarget True
bMustBeUpright False
bNoZDampingInAir False
bReducedFallingCollisionDamage True
bTurnInPlace True
bUseAlternatePaths False
IconCoords
Member Value
U 989.0
UL 43.0
V 24.0
VL 48.0
LookForwardDist 100.0
StayUprightConstraintInstance RB_ConstraintInstance'UTGame.Default__UTAirVehicle:MyStayUprightConstraintInstance'
StayUprightConstraintSetup RB_StayUprightSetup'UTGame.Default__UTAirVehicle:MyStayUprightSetup'
UpsideDownDamagePerSec 0.0

[edit] Subobjects

[edit] CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: UTHoverVehicle.CollisionCylinder

No new values.

[edit] MyLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTHoverVehicle.MyLightEnvironment

No new values.

[edit] MyStayUprightConstraintInstance

Class: Engine.RB_ConstraintInstance

Inherits from: UTHoverVehicle.MyStayUprightConstraintInstance

No new values.

[edit] MyStayUprightSetup

Class: Engine.RB_StayUprightSetup

Inherits from: UTHoverVehicle.MyStayUprightSetup

No new values.

[edit] SVehicleMesh

Class: Engine.SkeletalMeshComponent

Inherits from: UTHoverVehicle.SVehicleMesh

No new values.

[edit] Functions

[edit] Native functions

[edit] GetGravityZ

native function float GetGravityZ ()

Overrides: Actor.GetGravityZ

Get gravity currently affecting this actor

[edit] Events

[edit] JumpOutCheck

event JumpOutCheck ()

Overrides: UTVehicle.JumpOutCheck

JumpOutCheck() Check if bot wants to jump out of vehicle, which is currently descending towards its destination

[edit] LockOnWarning

simulated event LockOnWarning (UTProjectile IncomingMissile)

Overrides: UTVehicle.LockOnWarning

LockOnWarning() called by seeking missiles to warn vehicle they are incoming

[edit] Other instance functions

[edit] Dodge

function bool Dodge (Actor.EDoubleClickDir DoubleClickMove)

Overrides: UTVehicle.Dodge

Stub out the Dodge event. Override if the vehicle needs a dodge

See Pawn::Dodge()

[edit] FastVehicle

function bool FastVehicle ()

Overrides: UTVehicle.FastVehicle

AI hint

[edit] RecommendLongRangedAttack

function bool RecommendLongRangedAttack ()

Overrides: Pawn.RecommendLongRangedAttack


[edit] SetDriving

simulated function SetDriving (bool bNewDriving)

Overrides: Vehicle.SetDriving


[edit] States

[edit] AutoLanding

state to automatically land when player jumps out while high above land

[edit] AutoLanding.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


[edit] AutoLanding.Died

function bool Died (Controller Killer, class<DamageTypeDamageType, Object.Vector HitLocation)

Overrides: UTVehicle.Died (global)

See Pawn::Died()

[edit] AutoLanding.SetDriving

simulated function SetDriving (bool bNewDriving)

Overrides: SetDriving (global)