The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall
UE2:ASVehicle_SpaceFighter (UT2004)
Contents
- 1 Constants
- 2 Properties
- 2.1 Property group 'ASVehicle_SpaceFighter'
- 2.2 Internal variables
- 2.2.1 bAutoTarget
- 2.2.2 bGearUp
- 2.2.3 bHumanShip
- 2.2.4 bInitialized
- 2.2.5 bPostNetCalled
- 2.2.6 bRocketLoaded
- 2.2.7 bSpeedFilterWarmup
- 2.2.8 bTargetClosestToCrosshair
- 2.2.9 CamRotationInertia
- 2.2.10 CrosshairPos
- 2.2.11 CurrentTarget
- 2.2.12 DelayedDebugString
- 2.2.13 DesiredVelocity
- 2.2.14 FlyingAnim
- 2.2.15 GenericShieldEffect
- 2.2.16 LastAutoTargetTime
- 2.2.17 LastCamRot
- 2.2.18 LastTimeSeconds
- 2.2.19 MaxTargetingRange
- 2.2.20 myDeltaTime
- 2.2.21 NextShieldTime
- 2.2.22 NextSpeedFilterSlot
- 2.2.23 PitchAccel
- 2.2.24 RocketLoadedSound
- 2.2.25 RocketOffset
- 2.2.26 RollAccel
- 2.2.27 ShotDownFXClass
- 2.2.28 ShotDownRotation
- 2.2.29 SmokeTrail
- 2.2.30 SmoothedSpeedRatio
- 2.2.31 SpaceFighterRotation
- 2.2.32 SpeedFilter
- 2.2.33 SpeedInfoTexture
- 2.2.34 TargetAcquiredSound
- 2.2.35 Text_Speed
- 2.2.36 TopGunCount
- 2.2.37 TrailEmitter
- 2.2.38 TrailOffset
- 2.2.39 WeaponInfoTexture
- 2.2.40 YawAccel
- 2.3 Default values
- 3 Functions
- 3.1 Exec functions
- 3.2 Events
- 3.3 Other instance functions
- 3.3.1 AdjustFX
- 3.3.2 BlowUp
- 3.3.3 CanAttack
- 3.3.4 ClientKDriverEnter
- 3.3.5 DisplayDebug
- 3.3.6 DoShieldEffect
- 3.3.7 DriverDied
- 3.3.8 Explode
- 3.3.9 GetBotError
- 3.3.10 GetRocketSpawnLocation
- 3.3.11 GetViewRotation
- 3.3.12 IsTargetRelevant
- 3.3.13 MyRandSpin
- 3.3.14 NextWeapon
- 3.3.15 PlayTakeOff
- 3.3.16 PossessedBy
- 3.3.17 PrevWeapon
- 3.3.18 ProcessMove
- 3.3.19 ServerNextTarget
- 3.3.20 ServerPrevTarget
- 3.3.21 ServerSetTarget
- 3.3.22 SetTrailFX
- 3.3.23 SpecialCalcFirstPersonView
- 3.3.24 SpecialCalcView
- 3.3.25 TargetUnSet
- 3.3.26 UpdateAutoTargetting
- 3.3.27 UpdateRocketAcceleration
- 3.3.28 VehicleCollision
- 4 States
- 4.1 ShotDown
- 4.1.1 ShotDown.AnimEnd
- 4.1.2 ShotDown.BaseChange
- 4.1.3 ShotDown.BeginState
- 4.1.4 ShotDown.ChangeAnimation
- 4.1.5 ShotDown.EndState
- 4.1.6 ShotDown.FellOutOfWorld
- 4.1.7 ShotDown.StopPlayFiring
- 4.1.8 ShotDown.TakeDamage
- 4.1.9 ShotDown.Timer
- 4.1.10 ShotDown.BlowUp
- 4.1.11 ShotDown.Died
- 4.1.12 ShotDown.DriverDied
- 4.1.13 ShotDown.LandThump
- 4.1.14 ShotDown.LieStill
- 4.1.15 ShotDown.PlayFiring
- 4.1.16 ShotDown.PlayNextAnimation
- 4.1.17 ShotDown.PlayTakeHit
- 4.1.18 ShotDown.PlayWeaponSwitch
- 4.1.19 ShotDown.ProcessMove
- 4.1.20 ShotDown.ReduceCylinder
- 4.1.21 ShotDown.UpdateRocketAcceleration
- 4.1.22 ShotDown.VehicleCollision
- 4.1.23 ShotDown.VehicleSwitchView
- 4.1 ShotDown
- Package:
- UT2k4Assault
- Direct subclass:
- ASVehicle_SpaceFighter_Human
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ASVehicle_SpaceFighter Created by Laurent Delayen © 2003, Epic Games, Inc. All Rights Reserved
Constants[edit]
SpeedFilterFrames[edit]
Value: 20
Properties[edit]
Property group 'ASVehicle_SpaceFighter'[edit]
EngineMinVelocity[edit]
Type: float
Modifiers: const
minimum forward velocity
Default value: 600.0
MaxStrafe[edit]
Type: float
Default value: 300.0
RollAutoCorrectSpeed[edit]
Type: float
Default value: 3000.0
RotationInertia[edit]
Type: float
Modifiers: const
Default value: 10.0
StrafeAccel[edit]
Type: float
StrafeAccelRate[edit]
Type: float
Default value: 0.5
VehicleRotationSpeed[edit]
Type: float
Modifiers: const
Default value: 0.0090
Internal variables[edit]
bAutoTarget[edit]
Type: bool
automatically target closest Vehicle
Default value: True
bGearUp[edit]
Type: bool
Once flying animation is played
bHumanShip[edit]
Type: bool
Default value: True
bInitialized[edit]
Type: bool
this to catch first tick when match is started and velocity reset (so ship would always have a rotation==(0,0,0))
bPostNetCalled[edit]
Type: bool
bRocketLoaded[edit]
Type: bool
bSpeedFilterWarmup[edit]
Type: bool
Default value: True
bTargetClosestToCrosshair[edit]
Type: bool
CamRotationInertia[edit]
Type: float
Default value: 0.33
CrosshairPos[edit]
Type: Object.Vector
CurrentTarget[edit]
Type: Vehicle
DelayedDebugString[edit]
Type: string
DesiredVelocity[edit]
Type: float
Range: EngineMinVelocity -> 1000
FlyingAnim[edit]
Type: name
GenericShieldEffect[edit]
Array size: 2
LastAutoTargetTime[edit]
Type: float
LastCamRot[edit]
Type: Object.Rotator
LastTimeSeconds[edit]
Type: float
MaxTargetingRange[edit]
Type: float
Default value: 20000.0
myDeltaTime[edit]
Type: float
NextShieldTime[edit]
Type: float
NextSpeedFilterSlot[edit]
Type: int
PitchAccel[edit]
Type: float
RocketLoadedSound[edit]
Type: Sound
Default value: Sound'AssaultSounds.HnShipFireReadyl01'
RocketOffset[edit]
Type: Object.Vector
RollAccel[edit]
Type: float
ShotDownFXClass[edit]
ShotDownRotation[edit]
Type: Object.Rotator
SmokeTrail[edit]
Type: Emitter
SmoothedSpeedRatio[edit]
Type: float
SpaceFighterRotation[edit]
Type: Object.Quat
Space Fighter actual rotation (using quaternions instead of rotators)
SpeedFilter[edit]
Type: float
Array size: 20 (SpeedFilterFrames
)
SpeedInfoTexture[edit]
Type: Texture
TargetAcquiredSound[edit]
Type: Sound
Default value: Sound'AssaultSounds.TargetCycle01'
Text_Speed[edit]
Type: string
Modifiers: localized
Default value: "Speed:"
TopGunCount[edit]
Type: int
TrailEmitter[edit]
Type: Emitter
TrailOffset[edit]
Type: float
Default value: 80.0
WeaponInfoTexture[edit]
Type: Texture
YawAccel[edit]
Type: float
Default values[edit]
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AccelRate | 2000.0 | ||||||||
AirSpeed | 2000.0 | ||||||||
bCanFly | True | ||||||||
bCanStrafe | True | ||||||||
bCHZeroYOffset | True | ||||||||
bDirectHitWall | True | ||||||||
bHasRadar | True | ||||||||
bServerMoveSetPawnRot | False | ||||||||
bSimulateGravity | False | ||||||||
bSpecialCalcView | True | ||||||||
bSpecialHUD | True | ||||||||
CenterSpringForce | "SpringSpaceFighter" | ||||||||
CenterSpringRangePitch | 0 | ||||||||
CenterSpringRangeRoll | 0 | ||||||||
CollisionHeight | 30.0 | ||||||||
CollisionRadius | 60.0 | ||||||||
CrosshairScale | 0.5 | ||||||||
DefaultCrosshair | Material'Crosshairs.HUD.Crosshair_Circle1' | ||||||||
DriverDamageMult | 0.0 | ||||||||
ForceRadius | 100.0 | ||||||||
ForceScale | 5.0 | ||||||||
ForceType | FT_DragAlong | ||||||||
Health | 250 | ||||||||
HealthMax | 250.0 | ||||||||
LandMovementState | 'PlayerSpaceFlying' | ||||||||
MaxRotation | 0.85 | ||||||||
MinFlySpeed | 1100.0 | ||||||||
Physics | PHYS_Flying | ||||||||
RotationRate |
|
||||||||
SightRadius | 25000.0 |
Functions[edit]
Exec functions[edit]
TargetClosestToCrosshair[edit]
Events[edit]
AnimEnd[edit]
Overrides: Pawn.AnimEnd
Bump[edit]
Overrides: Actor.Bump
Destroyed[edit]
Overrides: ASVehicle.Destroyed
HitWall[edit]
Overrides: Pawn.HitWall
KDriverLeave[edit]
Overrides: ASVehicle.KDriverLeave
Landed[edit]
Overrides: Pawn.Landed
PlayDying[edit]
Overrides: ASVehicle.PlayDying
PostNetBeginPlay[edit]
Overrides: Pawn.PostNetBeginPlay
TakeDamage[edit]
Overrides: ASVehicle.TakeDamage
TeamChanged[edit]
Overrides: Vehicle.TeamChanged
Timer[edit]
Overrides: Actor.Timer
Touch[edit]
Overrides: Actor.Touch
Other instance functions[edit]
AdjustFX[edit]
BlowUp[edit]
CanAttack[edit]
Overrides: Pawn.CanAttack
ClientKDriverEnter[edit]
Overrides: ASVehicle.ClientKDriverEnter
DisplayDebug[edit]
Overrides: Vehicle.DisplayDebug
DoShieldEffect[edit]
DriverDied[edit]
Overrides: Vehicle.DriverDied
Explode[edit]
Overrides: ASVehicle.Explode
GetBotError[edit]
Overrides: ASVehicle.GetBotError
GetRocketSpawnLocation[edit]
GetViewRotation[edit]
Overrides: Pawn.GetViewRotation
IsTargetRelevant[edit]
MyRandSpin[edit]
NextWeapon[edit]
Overrides: Vehicle.NextWeapon
PlayTakeOff[edit]
PossessedBy[edit]
Overrides: ASVehicle.PossessedBy
PrevWeapon[edit]
Overrides: Vehicle.PrevWeapon
ProcessMove[edit]
Overrides: Pawn.ProcessMove
ServerNextTarget[edit]
ServerPrevTarget[edit]
ServerSetTarget[edit]
SetTrailFX[edit]
SpecialCalcFirstPersonView[edit]
Overrides: Vehicle.SpecialCalcFirstPersonView
SpecialCalcView[edit]
Overrides: Vehicle.SpecialCalcView
TargetUnSet[edit]
UpdateAutoTargetting[edit]
UpdateRocketAcceleration[edit]
Overrides: Pawn.UpdateRocketAcceleration
VehicleCollision[edit]
States[edit]
ShotDown[edit]
Ignores: BreathTimer, Falling, HeadVolumeChange, PhysicsVolumeChange, Trigger
ShotDown.AnimEnd[edit]
Overrides: AnimEnd (global)
ShotDown.BaseChange[edit]
Overrides: Pawn.BaseChange (global)
ShotDown.BeginState[edit]
Overrides: Object.BeginState (global)
ShotDown.ChangeAnimation[edit]
Overrides: Pawn.ChangeAnimation (global)
ShotDown.EndState[edit]
Overrides: Object.EndState (global)
ShotDown.FellOutOfWorld[edit]
Overrides: Pawn.FellOutOfWorld (global)
ShotDown.StopPlayFiring[edit]
Overrides: Pawn.StopPlayFiring (global)
ShotDown.TakeDamage[edit]
Overrides: TakeDamage (global)
ShotDown.Timer[edit]
Overrides: Timer (global)
ShotDown.BlowUp[edit]
Overrides: BlowUp (global)
ShotDown.Died[edit]
Overrides: Vehicle.Died (global)
ShotDown.DriverDied[edit]
Overrides: DriverDied (global)
ShotDown.LandThump[edit]
ShotDown.LieStill[edit]
ShotDown.PlayFiring[edit]
Overrides: Pawn.PlayFiring (global)
ShotDown.PlayNextAnimation[edit]
ShotDown.PlayTakeHit[edit]
Overrides: Vehicle.PlayTakeHit (global)
ShotDown.PlayWeaponSwitch[edit]
Overrides: Pawn.PlayWeaponSwitch (global)
ShotDown.ProcessMove[edit]
Overrides: ProcessMove (global)
ShotDown.ReduceCylinder[edit]
ShotDown.UpdateRocketAcceleration[edit]
Overrides: UpdateRocketAcceleration (global)
ShotDown.VehicleCollision[edit]
Overrides: VehicleCollision (global)