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UE3:UTVehicle_Raptor (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTHoverVehicle >> UTAirVehicle >> UTVehicle_Raptor
Package: 
UTGame
Direct subclass:
UTVehicle_Raptor_Content

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

bForwardMode[edit]

Type: bool

bForwardMode==true if vehicle is thrusting forward. Used by wing controls.

LandingGearBoneName[edit]

Type: name


Default value: 'LandingGear'

LandingGearControl[edit]

Type: SkelControlSingleBone

Control used to raise/lower landing gear.

TeamMF[edit]

Type: ParticleSystem

Array size: 2


TurretPivotSocketName[edit]

Type: name


Default values[edit]

Property Value
AirSpeed 2500.0
BaseEyeHeight 50.0
bLimitCameraZLookingUp True
bStayUpright True
CameraLag 0.05
Components[3] UTVehicleSimChopper'SimObject'
ExplosionInAirAngVel 2.0
EyeHeight 50.0
GroundSpeed 2000.0
Health 300
MaxDesireability 0.6
PushForce 50000.0
SimObj UTVehicleSimChopper'SimObject'
SpawnRadius 180.0
StayUprightConstraintInstance RB_ConstraintInstance'UTGame.Default__UTVehicle_Raptor:MyStayUprightConstraintInstance_2'
StayUprightConstraintSetup RB_StayUprightSetup'UTGame.Default__UTVehicle_Raptor:MyStayUprightSetup_2'
StayUprightDamping 20.0
StayUprightPitchResistAngle 5.0
StayUprightRollResistAngle 5.0
StayUprightStiffness 400.0
UprightLiftStrength 30.0
UprightTorqueStrength 30.0
VehicleIndex 8
VehicleNameString "Raptor"
VehiclePositionString "in a Raptor"

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTAirVehicle.CollisionCylinder

No new values.

MyLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTAirVehicle.MyLightEnvironment

No new values.

MyStayUprightConstraintInstance_2[edit]

Class: Engine.RB_ConstraintInstance

No new values.

MyStayUprightSetup_2[edit]

Class: Engine.RB_StayUprightSetup

No new values.

SimObject[edit]

Class: UTGame.UTVehicleSimChopper

Property Value
bFullThrustOnDirectionChange True
LatDamping 0.7
LongDamping 0.7
MaxRandForce 25.0
MaxReverseForce 100.0
MaxRiseForce 500.0
MaxStrafeForce 450.0
MaxThrustForce 750.0
MaxYawRate 1.5
PitchDamping 0.3
PitchTorqueFactor 450.0
PitchTorqueMax 60.0
RandForceInterval 0.5
RollDamping 0.1
RollTorqueMax 50.0
RollTorqueStrafeFactor 50.0
RollTorqueTurnFactor 450.0
StopThreshold 100.0
TurnDamping 1.2
TurnTorqueFactor 8000.0
TurnTorqueMax 10000.0
UpDamping 0.7

SVehicleMesh[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTAirVehicle.SVehicleMesh

No new values.

Functions[edit]

Events[edit]

GetBarrelLocationAndRotation[edit]

simulated event GetBarrelLocationAndRotation (int SeatIndex, out Object.Vector SocketLocation, optional out Object.Rotator SocketRotation)

Overrides: UTVehicle.GetBarrelLocationAndRotation


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTVehicle.PostBeginPlay

Initialization

PostInitAnimTree[edit]

simulated event PostInitAnimTree (SkeletalMeshComponent SkelComp)

Overrides: SVehicle.PostInitAnimTree

Store pointer to each wheel's SkelControlWheel.

Other instance functions[edit]

ForceSingleWingUp[edit]

simulated function ForceSingleWingUp (bool bRight)


ForceWingsUp[edit]

simulated function ForceWingsUp ()


ShouldClamp[edit]

simulated function bool ShouldClamp ()

Overrides: UTVehicle.ShouldClamp


TeamChanged[edit]

simulated function TeamChanged ()

Overrides: UTVehicle.TeamChanged

This function is called when the team has changed. Use it to setup team specific overlays/etc

NOTE: the UTVehicle_Scavenger is doing all kinds of crazy special case stuff and does NOT call super. Make certain that you check UTVehicle_Scavenger.TeamChanged() when making changes here.