The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall
UE2:ONSVehicle internal variables (UT2004)
Contents
- 1 Internal variables
- 1.1 ActiveWeapon
- 1.2 AltFocalPoint
- 1.3 bAltFocalPoint
- 1.4 bCannotBeBased
- 1.5 bCustomAiming
- 1.6 bDestroyAppearance
- 1.7 bDisintegrateVehicle
- 1.8 bDriverCannotLeaveVehicle
- 1.9 bEjectPassengersWhenFlipped
- 1.10 bHadFire
- 1.11 bHasAltFire
- 1.12 bHasAltFireImpulse
- 1.13 bHasBeenAwake
- 1.14 bHasFireImpulse
- 1.15 bIsAwake
- 1.16 bNeverReset
- 1.17 bSoundsPrecached
- 1.18 CrosshairColor
- 1.19 CrosshairTexture
- 1.20 CrosshairX
- 1.21 CrosshairY
- 1.22 CustomAim
- 1.23 DamagedEffect
- 1.24 DamagedEffectAccruedDamage
- 1.25 DebugInfo
- 1.26 DestroyedRoadKillDamageType
- 1.27 ExplosionCount
- 1.28 ExplosionDamage
- 1.29 ExplosionDamageType
- 1.30 ExplosionMomentum
- 1.31 ExplosionRadius
- 1.32 HeadlightCorona
- 1.33 HeadlightProjector
- 1.34 ImpactInfo
- 1.35 ImpactTicksLeft
- 1.36 LastCheckUpsideDownTime
- 1.37 LastImpactExplosionTime
- 1.38 LastRunOverWarningTime
- 1.39 LastVelocitySize
- 1.40 LockedOnSound
- 1.41 MinRunOverWarningAim
- 1.42 OldExplosionCount
- 1.43 OldYaw
- 1.44 Reservation
- 1.45 ResetTime
- 1.46 UpsideDownDamage
- 1.47 ViewShakeLastCheck
- 1.48 WeaponPawns
- 1.49 Weapons
;Other member categories for this class::instance functions, property group
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Internal variables
ActiveWeapon
Type: byte
AltFocalPoint
Type: Object.Vector
bAltFocalPoint
Type: bool
used by AI - override AI focalpoint
bCannotBeBased
Type: bool
bCustomAiming
Type: bool
If true, the weapon aiming will be controlled by setting CustomAim.
bDestroyAppearance
Type: bool
bDisintegrateVehicle
Type: bool
bDriverCannotLeaveVehicle
Type: bool
bEjectPassengersWhenFlipped
Type: bool
Default value: True
bHadFire
Type: bool
internal
bHasAltFire
Type: bool
Default value: True
bHasAltFireImpulse
Type: bool
bHasBeenAwake
Type: bool
Modifiers: const
bHasFireImpulse
Type: bool
bIsAwake
Type: bool
Modifiers: const
used for replication
bNeverReset
Type: bool
bSoundsPrecached
Type: bool
CrosshairColor
Type: Object.Color
Modifiers: config
Default value:
Member | Value |
---|---|
A | 255 |
B | 0 |
G | 255 |
R | 0 |
CrosshairTexture
Type: Texture
Modifiers: config
Default value: Texture'ONSInterface-TX.tankBarrelAligned'
CrosshairX
Type: float
Modifiers: config
Default value: 32.0
CrosshairY
Type: float
Modifiers: config
Default value: 32.0
CustomAim
Type: Object.Rotator
DamagedEffect
Type: ONSDamagedEffect
DamagedEffectAccruedDamage
Type: float
DebugInfo
Type: string
DestroyedRoadKillDamageType
Type: class<DamageType>
damagetype for when vehicle runs over/crushes someone after being destroyed
Default value: Class'Onslaught.DamTypeDestroyedVehicleRoadKill'
ExplosionCount
Type: byte
ExplosionDamage
Type: float
Default value: 100.0
ExplosionDamageType
Type: class<DamageType>
Default value: Class'Onslaught.DamTypeONSVehicleExplosion'
ExplosionMomentum
Type: float
Default value: 60000.0
ExplosionRadius
Type: float
Default value: 300.0
HeadlightCorona
Type: array<ONSHeadlightCorona>
HeadlightProjector
Type: ONSHeadlightProjector
ImpactInfo
Type: ImpactInfoStruct
ImpactTicksLeft
Type: int
LastCheckUpsideDownTime
Type: float
LastImpactExplosionTime
Type: float
LastRunOverWarningTime
Type: float
last time checked for pawns in front of vehicle and warned them of their impending doom
LastVelocitySize
Type: float
internal
LockedOnSound
Type: Sound
Default value: Sound'WeaponSounds.BSeekLost1'
MinRunOverWarningAim
Type: float
Default value: 0.88
OldExplosionCount
Type: byte
OldYaw
Type: int
Reservation
Type: Bot
bot that's about to get in this vehicle
ResetTime
Type: float
if vehicle has no driver, CheckReset() will be called at this time
UpsideDownDamage
Type: float
ViewShakeLastCheck
Type: float
WeaponPawns
Type: array<ONSWeaponPawn>