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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
SpeedFilterFrames
Value: 20
Properties
Property group 'ASVehicle_SpaceFighter'
EngineMinVelocity
Type: float
Modifiers: const
minimum forward velocity
Default value: 600.0
MaxStrafe
Type: float
Default value: 300.0
RollAutoCorrectSpeed
Type: float
Default value: 3000.0
RotationInertia
Type: float
Modifiers: const
Default value: 10.0
StrafeAccel
Type: float
StrafeAccelRate
Type: float
Default value: 0.5
VehicleRotationSpeed
Type: float
Modifiers: const
Default value: 0.0090
Internal variables
bAutoTarget
Type: bool
automatically target closest Vehicle
Default value: True
bGearUp
Type: bool
Once flying animation is played
bHumanShip
Type: bool
Default value: True
bInitialized
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
Type: bool
bRocketLoaded
Type: bool
bSpeedFilterWarmup
Type: bool
Default value: True
bTargetClosestToCrosshair
Type: bool
CamRotationInertia
Type: float
Default value: 0.33
CrosshairPos
Type: Object.Vector
CurrentTarget
Type: Vehicle
DelayedDebugString
Type: string
DesiredVelocity
Type: float
Range: EngineMinVelocity -> 1000
FlyingAnim
Type: name
GenericShieldEffect
Array size: 2
LastAutoTargetTime
Type: float
LastCamRot
Type: Object.Rotator
LastTimeSeconds
Type: float
MaxTargetingRange
Type: float
Default value: 20000.0
myDeltaTime
Type: float
NextShieldTime
Type: float
NextSpeedFilterSlot
Type: int
PitchAccel
Type: float
RocketLoadedSound
Type: Sound
Default value: Sound'AssaultSounds.HnShipFireReadyl01'
RocketOffset
Type: Object.Vector
RollAccel
Type: float
ShotDownFXClass
ShotDownRotation
Type: Object.Rotator
SmokeTrail
Type: Emitter
SmoothedSpeedRatio
Type: float
SpaceFighterRotation
Type: Object.Quat
Space Fighter actual rotation (using quaternions instead of rotators)
SpeedFilter
Type: float
Array size: 20 (SpeedFilterFrames
)
SpeedInfoTexture
Type: Texture
TargetAcquiredSound
Type: Sound
Default value: Sound'AssaultSounds.TargetCycle01'
Text_Speed
Type: string
Modifiers: localized
Default value: "Speed:"
TopGunCount
Type: int
TrailEmitter
Type: Emitter
TrailOffset
Type: float
Default value: 80.0
WeaponInfoTexture
Type: Texture
YawAccel
Type: float
Default values
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
Exec functions
TargetClosestToCrosshair
Events
AnimEnd
Overrides: Pawn.AnimEnd
Bump
Overrides: Actor.Bump
Destroyed
Overrides: ASVehicle.Destroyed
HitWall
Overrides: Pawn.HitWall
KDriverLeave
Overrides: ASVehicle.KDriverLeave
Landed
Overrides: Pawn.Landed
PlayDying
Overrides: ASVehicle.PlayDying
PostNetBeginPlay
Overrides: Pawn.PostNetBeginPlay
TakeDamage
Overrides: ASVehicle.TakeDamage
TeamChanged
Overrides: Vehicle.TeamChanged
Timer
Overrides: Actor.Timer
Touch
Overrides: Actor.Touch
Other instance functions
AdjustFX
BlowUp
CanAttack
Overrides: Pawn.CanAttack
ClientKDriverEnter
Overrides: ASVehicle.ClientKDriverEnter
DisplayDebug
Overrides: Vehicle.DisplayDebug
DoShieldEffect
DriverDied
Overrides: Vehicle.DriverDied
Explode
Overrides: ASVehicle.Explode
GetBotError
Overrides: ASVehicle.GetBotError
GetRocketSpawnLocation
GetViewRotation
Overrides: Pawn.GetViewRotation
IsTargetRelevant
MyRandSpin
NextWeapon
Overrides: Vehicle.NextWeapon
PlayTakeOff
PossessedBy
Overrides: ASVehicle.PossessedBy
PrevWeapon
Overrides: Vehicle.PrevWeapon
ProcessMove
Overrides: Pawn.ProcessMove
ServerNextTarget
ServerPrevTarget
ServerSetTarget
SetTrailFX
SpecialCalcFirstPersonView
Overrides: Vehicle.SpecialCalcFirstPersonView
SpecialCalcView
Overrides: Vehicle.SpecialCalcView
TargetUnSet
UpdateAutoTargetting
UpdateRocketAcceleration
Overrides: Pawn.UpdateRocketAcceleration
VehicleCollision
States
ShotDown
Ignores: BreathTimer, Falling, HeadVolumeChange, PhysicsVolumeChange, Trigger
ShotDown.AnimEnd
Overrides: AnimEnd (global)
ShotDown.BaseChange
Overrides: Pawn.BaseChange (global)
ShotDown.BeginState
Overrides: Object.BeginState (global)
ShotDown.ChangeAnimation
Overrides: Pawn.ChangeAnimation (global)
ShotDown.EndState
Overrides: Object.EndState (global)
ShotDown.FellOutOfWorld
Overrides: Pawn.FellOutOfWorld (global)
ShotDown.StopPlayFiring
Overrides: Pawn.StopPlayFiring (global)
ShotDown.TakeDamage
Overrides: TakeDamage (global)
ShotDown.Timer
Overrides: Timer (global)
ShotDown.BlowUp
Overrides: BlowUp (global)
ShotDown.Died
Overrides: Vehicle.Died (global)
ShotDown.DriverDied
Overrides: DriverDied (global)
ShotDown.LandThump
ShotDown.LieStill
ShotDown.PlayFiring
Overrides: Pawn.PlayFiring (global)
ShotDown.PlayNextAnimation
ShotDown.PlayTakeHit
Overrides: Vehicle.PlayTakeHit (global)
ShotDown.PlayWeaponSwitch
Overrides: Pawn.PlayWeaponSwitch (global)
ShotDown.ProcessMove
Overrides: ProcessMove (global)
ShotDown.ReduceCylinder
ShotDown.UpdateRocketAcceleration
Overrides: UpdateRocketAcceleration (global)
ShotDown.VehicleCollision
Overrides: VehicleCollision (global)