The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall

UE2:Vehicle internal variables (UT2004)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2004 Object >> Actor >> Pawn >> Vehicle (internal variables)

Contents

;Other member categories for this class::instance functions

Internal variables[edit]

AIMoveCheckTime[edit]

Type: float

Modifiers: const


AutoTurretControllerClass[edit]

Type: class<Controller>


bAdjustDriversHead[edit]

Type: bool

rotate driver's head depending on view rotation

Default value: True

bAllowViewChange[edit]

Type: bool


Default value: True

bAllowWeaponToss[edit]

Type: bool

if the driver dies, will he toss his weapon?

bAutoTurret[edit]

Type: bool

controlled by AI if no player controlling (FIXME Move to subclass)

bCanCarryFlag[edit]

Type: bool


Default value: True

bCanDoTrickJumps[edit]

Type: bool


bCanFlip[edit]

Type: bool


bCanHover[edit]

Type: bool

Actor can hover above water

bDefensive[edit]

Type: bool

should be used by defenders

bDesiredBehindView[edit]

Type: bool

Modifiers: config


Default value: True

bDrawVehicleShadow[edit]

Type: bool

Vehicle Shadow

Default value: True

bDriverHoldsFlag[edit]

Type: bool


Default value: True

bDriving[edit]

Type: bool

Vehicle is being driven

bDropDetail[edit]

Type: bool

Vehicle should reduce its detail level

bEjectDriver[edit]

Type: bool

If vehicle is destroyed, don't kill and eject driver(s)

bEnemyLockedOn[edit]

Type: bool


bEnterringUnlocks[edit]

Type: bool

Vehicle is unlocked when a player enterred it..

bFollowLookDir[edit]

Type: bool

used by AI to know that controller's rotation determines vehicle rotation

bHasHandbrake[edit]

Type: bool

hint for AI

bHasRadar[edit]

Type: bool


bHideRemoteDriver[edit]

Type: bool

If Set to true, the remote controlling driver will be hidden

bKeyVehicle[edit]

Type: bool

hint for AI

bNoFriendlyFire[edit]

Type: bool

FriendlyFire disabled for this vehicle

bNonHumanControl[edit]

Type: bool

Cannot be controlled by humans

bOldDriving[edit]

Type: bool


bPCRelativeFPRotation[edit]

Type: bool

In 1st person, PlayerController rotation is relative to vehicle rotation

Default value: True

bRemoteControlled[edit]

Type: bool

destroying vehicle won't kill player

bScriptedRise[edit]

Type: bool

hint for AI

bSeparateTurretFocus[edit]

Type: bool

hint for AI (for tank type turreted vehicles)

bShowChargingBar[edit]

Type: bool


bShowDamageOverlay[edit]

Type: bool

Vehicle should display the normal pawn damage overlay when hit by a weapon

bSpawnProtected[edit]

Type: bool

Cannot be destroyed by a player before its been possessed.

bStalled[edit]

Type: bool

Vehicle is stalled (can't apply acceleration)

bTeamLocked[edit]

Type: bool

Team defines which players are allowed to enter the vehicle

bTurnInPlace[edit]

Type: bool

whether vehicle can turn in place

bVehicleDestroyed[edit]

Type: bool

Vehicle has been destroyed (no more need to simulate special vehicle physics)

bVehicleShadows[edit]

Type: bool

Modifiers: globalconfig

Global config option for vehicle shadows

Default value: True

bWeaponisAltFiring[edit]

Type: bool


bWeaponisFiring[edit]

Type: bool


CameraSpeed[edit]

Type: float

for smoothly interpolating TPCamDistance to new value

Default value: 500.0

CenterSpringForce[edit]

Type: string


Default value: "SpringONSHoverBike"

CenterSpringRangePitch[edit]

Type: int


Default value: 2000

CenterSpringRangeRoll[edit]

Type: int


Default value: 2000

CrushedDamageType[edit]

Type: class<DamageType>


Default value: Class'Engine.Crushed'

DesiredTPCamDistance[edit]

Type: float


Driver[edit]

Type: Pawn

Can be None if Controller spawns right away with vehicle

DriverDamageMult[edit]

Type: float


Default value: 1.0

DriverViewPitch[edit]

Type: int

The driver's view pitch

DriverViewYaw[edit]

Type: int

The driver's view yaw

EjectMomentum[edit]

Type: float


Default value: 1000.0

FlagBone[edit]

Type: name


FlagOffset[edit]

Type: Object.Vector


FlagRotation[edit]

Type: Object.Rotator


HornSounds[edit]

Type: array<Sound>


HUDOverlay[edit]

Type: Actor


HUDOverlayClass[edit]

Type: class<Actor>


LastCameraCalcTime[edit]

Type: float


LastHornTime[edit]

Type: float


LastLockWarningTime[edit]

Type: float


LinkHealMult[edit]

Type: float

If > 0, Link Gun secondary heals an amount equal to its damage times this

Default value: 0.35

LockOnClassString[edit]

Type: string


Default value: "Onslaught.ONSOnslaughtMessage"

LockWarningInterval[edit]

Type: float


Default value: 1.5

MaxDesireability[edit]

Type: float


Default value: 0.5

MinRunOverSpeed[edit]

Type: float

speed must be greater than this for running into someone to do damage

MomentumMult[edit]

Type: float

damage momentum multiplied by this value before being applied to vehicle

Default value: 4.0

myMarker[edit]

Type: AIMarker


NextVehicle[edit]

Type: Vehicle


NoEntryTexture[edit]

Type: Texture


ObjectiveGetOutDist[edit]

Type: float

if AI controlled and bot needs to trigger an objective not triggerable by vehicles, it will try to get out this far away

Default value: 1000.0

OldSteering[edit]

Type: float


OldTeam[edit]

Type: byte


Default value: 255

ParentFactory[edit]

Type: SVehicleFactory


PlayerEnterredRotation[edit]

Type: Object.Rotator

Original rotation when player enterred vehicle

PlayerStartTime[edit]

Type: float


PrevTeam[edit]

Type: byte

OldTeam is used for replication purposes, PrevTeam is the team of the previous driver.

Default value: 255

RanOverDamageType[edit]

Type: class<DamageType>


Default value: Class'Engine.DamRanOver'

RanOverSound[edit]

Type: Sound


ShadowCullDistance[edit]

Type: float


Default value: 1500.0

ShadowMaxTraceDist[edit]

Type: float


Default value: 350.0

StolenAnnouncement[edit]

Type: name


StolenSound[edit]

Type: Sound


StuckCount[edit]

Type: byte

used by AI

StuckTime[edit]

Type: float


TeamBeaconBorderMaterial[edit]

Type: Material


TeamBeaconTexture[edit]

Type: Texture


TeamUseTime[edit]

Type: float


ThrottleTime[edit]

Type: float

last time at which throttle was 0 (used by AI)

TPCamDistance[edit]

Type: float

Modifiers: config


Default value: 600.0

TransEffects[edit]

Type: string

Array size: 2

Spawning effects

Default value, index 0: "XEffects.TransEffectRed"

Default value, index 1: "XEffects.TransEffectBlue"

VehicleDescription[edit]

Type: string

Modifiers: localized, cache


VehicleDrowningDamType[edit]

Type: class<DamageType>


VehicleIcon[edit]

Type: SVehicleIcon


VehicleLostTime[edit]

Type: float


VehicleMovingTime[edit]

Type: float

used by AI C++

VehicleNameString[edit]

Type: string

Modifiers: localized, cache


Default value: "Vehicle"

VehiclePositionString[edit]

Type: string

Modifiers: localized


Default value: "in a vehicle"

VehicleShadow[edit]

Type: ShadowProjector

Shadow projector

WheelsScale[edit]

Type: float