I'm a doctor, not a mechanic
UE2:ONSChopperCraft (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
- 1 Properties
- 1.1 Property group 'ONSChopperCraft'
- 1.1.1 LatDamping
- 1.1.2 LongDamping
- 1.1.3 MaxRandForce
- 1.1.4 MaxRiseForce
- 1.1.5 MaxStrafeForce
- 1.1.6 MaxThrustForce
- 1.1.7 MaxYawRate
- 1.1.8 PitchDamping
- 1.1.9 PitchTorqueFactor
- 1.1.10 PitchTorqueMax
- 1.1.11 RandForceInterval
- 1.1.12 RollDamping
- 1.1.13 RollTorqueMax
- 1.1.14 RollTorqueStrafeFactor
- 1.1.15 RollTorqueTurnFactor
- 1.1.16 StopThreshold
- 1.1.17 TurnDamping
- 1.1.18 TurnTorqueFactor
- 1.1.19 TurnTorqueMax
- 1.1.20 UpDamping
- 1.1.21 UprightDamping
- 1.1.22 UprightStiffness
- 1.2 Internal variables
- 1.2.1 AccumulatedTime
- 1.2.2 bHeadingInitialized
- 1.2.3 bNewCopterState
- 1.2.4 ChassisState
- 1.2.5 CopState
- 1.2.6 CopterMPH
- 1.2.7 LastJumpOutCheck
- 1.2.8 OldCopState
- 1.2.9 OutputRise
- 1.2.10 OutputStrafe
- 1.2.11 OutputThrust
- 1.2.12 PushForce
- 1.2.13 RandForce
- 1.2.14 RandTorque
- 1.2.15 TargetHeading
- 1.2.16 TargetPitch
- 1.3 Default values
- 1.1 Property group 'ONSChopperCraft'
- 2 Structs
- 3 Functions
- Package:
- Onslaught
- Direct subclass:
- ONSAttackCraft
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Properties[edit]
Property group 'ONSChopperCraft'[edit]
LatDamping[edit]
Type: float
LongDamping[edit]
Type: float
MaxRandForce[edit]
Type: float
MaxRiseForce[edit]
Type: float
MaxStrafeForce[edit]
Type: float
MaxThrustForce[edit]
Type: float
MaxYawRate[edit]
Type: float
PitchDamping[edit]
Type: float
PitchTorqueFactor[edit]
Type: float
PitchTorqueMax[edit]
Type: float
RandForceInterval[edit]
Type: float
RollDamping[edit]
Type: float
RollTorqueMax[edit]
Type: float
RollTorqueStrafeFactor[edit]
Type: float
RollTorqueTurnFactor[edit]
Type: float
StopThreshold[edit]
Type: float
TurnDamping[edit]
Type: float
TurnTorqueFactor[edit]
Type: float
TurnTorqueMax[edit]
Type: float
UpDamping[edit]
Type: float
UprightDamping[edit]
Type: float
UprightStiffness[edit]
Type: float
Internal variables[edit]
AccumulatedTime[edit]
Type: float
bHeadingInitialized[edit]
Type: bool
bNewCopterState[edit]
Type: bool
ChassisState[edit]
Type: Actor.KRigidBodyState
CopState[edit]
Type: CopterState
CopterMPH[edit]
Type: float
LastJumpOutCheck[edit]
Type: float
OldCopState[edit]
Type: CopterState
OutputRise[edit]
Type: float
OutputStrafe[edit]
Type: float
OutputThrust[edit]
Type: float
PushForce[edit]
Type: float
for AI when landing;
Default value: 100000.0
RandForce[edit]
Type: Object.Vector
RandTorque[edit]
Type: Object.Vector
TargetHeading[edit]
Type: float
TargetPitch[edit]
Type: float
Default values[edit]
Property | Value |
---|---|
bCanBeBaseForPawns | False |
bCanFly | True |
bCanStrafe | True |
bFollowLookDir | True |
bPCRelativeFPRotation | False |
GroundSpeed | 1200.0 |
Structs[edit]
CopterState[edit]
Modifiers: native
- Object.Vector ChassisPosition
- Object.Quat ChassisQuaternion
- Object.Vector ChassisLinVel
- Object.Vector ChassisAngVel
- byte ServerThrust
- byte ServerStrafe
- byte ServerRise
- int ServerViewPitch
- int ServerViewYaw
Functions[edit]
Events[edit]
JumpOutCheck[edit]
event JumpOutCheck ()
KUpdateState[edit]
simulated event bool KUpdateState (out Actor.KRigidBodyState newState)
Overrides: Actor.KUpdateState
SVehicleUpdateParams[edit]
simulated event SVehicleUpdateParams ()
Overrides: ONSVehicle.SVehicleUpdateParams
Other instance functions[edit]
SpecialCalcFirstPersonView[edit]
simulated function SpecialCalcFirstPersonView (PlayerController PC, out Actor ViewActor, out Object.Vector CameraLocation, out Object.Rotator CameraRotation)
Overrides: Vehicle.SpecialCalcFirstPersonView