I don't need to test my programs. I have an error-correcting modem.

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

AIMoveCheckTime

Type: float

Modifiers: const


AutoTurretControllerClass

Type: class<Controller>


bAdjustDriversHead

Type: bool

rotate driver's head depending on view rotation

Default value: True

bAllowViewChange

Type: bool


Default value: True

bAllowWeaponToss

Type: bool

if the driver dies, will he toss his weapon?

bAutoTurret

Type: bool

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

bCanCarryFlag

Type: bool


Default value: True

bCanDoTrickJumps

Type: bool


bCanFlip

Type: bool


bCanHover

Type: bool

Actor can hover above water

bDefensive

Type: bool

should be used by defenders

bDesiredBehindView

Type: bool

Modifiers: config


Default value: True

bDrawVehicleShadow

Type: bool

Vehicle Shadow

Default value: True

bDriverHoldsFlag

Type: bool


Default value: True

bDriving

Type: bool

Vehicle is being driven

bDropDetail

Type: bool

Vehicle should reduce its detail level

bEjectDriver

Type: bool

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

bEnemyLockedOn

Type: bool


bEnterringUnlocks

Type: bool

Vehicle is unlocked when a player enterred it..

bFollowLookDir

Type: bool

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

bHasHandbrake

Type: bool

hint for AI

bHasRadar

Type: bool


bHideRemoteDriver

Type: bool

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

bKeyVehicle

Type: bool

hint for AI

bNoFriendlyFire

Type: bool

FriendlyFire disabled for this vehicle

bNonHumanControl

Type: bool

Cannot be controlled by humans

bOldDriving

Type: bool


bPCRelativeFPRotation

Type: bool

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

Default value: True

bRemoteControlled

Type: bool

destroying vehicle won't kill player

bScriptedRise

Type: bool

hint for AI

bSeparateTurretFocus

Type: bool

hint for AI (for tank type turreted vehicles)

bShowChargingBar

Type: bool


bShowDamageOverlay

Type: bool

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

bSpawnProtected

Type: bool

Cannot be destroyed by a player before its been possessed.

bStalled

Type: bool

Vehicle is stalled (can't apply acceleration)

bTeamLocked

Type: bool

Team defines which players are allowed to enter the vehicle

bTurnInPlace

Type: bool

whether vehicle can turn in place

bVehicleDestroyed

Type: bool

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

bVehicleShadows

Type: bool

Modifiers: globalconfig

Global config option for vehicle shadows

Default value: True

bWeaponisAltFiring

Type: bool


bWeaponisFiring

Type: bool


CameraSpeed

Type: float

for smoothly interpolating TPCamDistance to new value

Default value: 500.0

CenterSpringForce

Type: string


Default value: "SpringONSHoverBike"

CenterSpringRangePitch

Type: int


Default value: 2000

CenterSpringRangeRoll

Type: int


Default value: 2000

CrushedDamageType

Type: class<DamageType>


Default value: Class'Engine.Crushed'

DesiredTPCamDistance

Type: float


Driver

Type: Pawn

Can be None if Controller spawns right away with vehicle

DriverDamageMult

Type: float


Default value: 1.0

DriverViewPitch

Type: int

The driver's view pitch

DriverViewYaw

Type: int

The driver's view yaw

EjectMomentum

Type: float


Default value: 1000.0

FlagBone

Type: name


FlagOffset

Type: Object.Vector


FlagRotation

Type: Object.Rotator


HornSounds

Type: array<Sound>


HUDOverlay

Type: Actor


HUDOverlayClass

Type: class<Actor>


LastCameraCalcTime

Type: float


LastHornTime

Type: float


LastLockWarningTime

Type: float


LinkHealMult

Type: float

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

Default value: 0.35

LockOnClassString

Type: string


Default value: "Onslaught.ONSOnslaughtMessage"

LockWarningInterval

Type: float


Default value: 1.5

MaxDesireability

Type: float


Default value: 0.5

MinRunOverSpeed

Type: float

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

MomentumMult

Type: float

damage momentum multiplied by this value before being applied to vehicle

Default value: 4.0

myMarker

Type: AIMarker


NextVehicle

Type: Vehicle


NoEntryTexture

Type: Texture


ObjectiveGetOutDist

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

Type: float


OldTeam

Type: byte


Default value: 255

ParentFactory

Type: SVehicleFactory


PlayerEnterredRotation

Type: Object.Rotator

Original rotation when player enterred vehicle

PlayerStartTime

Type: float


PrevTeam

Type: byte

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

Default value: 255

RanOverDamageType

Type: class<DamageType>


Default value: Class'Engine.DamRanOver'

RanOverSound

Type: Sound


ShadowCullDistance

Type: float


Default value: 1500.0

ShadowMaxTraceDist

Type: float


Default value: 350.0

StolenAnnouncement

Type: name


StolenSound

Type: Sound


StuckCount

Type: byte

used by AI

StuckTime

Type: float


TeamBeaconBorderMaterial

Type: Material


TeamBeaconTexture

Type: Texture


TeamUseTime

Type: float


ThrottleTime

Type: float

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

TPCamDistance

Type: float

Modifiers: config


Default value: 600.0

TransEffects

Type: string

Array size: 2

Spawning effects

Default value, index 0: "XEffects.TransEffectRed"

Default value, index 1: "XEffects.TransEffectBlue"

VehicleDescription

Type: string

Modifiers: localized, cache


VehicleDrowningDamType

Type: class<DamageType>


VehicleIcon

Type: SVehicleIcon


VehicleLostTime

Type: float


VehicleMovingTime

Type: float

used by AI C++

VehicleNameString

Type: string

Modifiers: localized, cache


Default value: "Vehicle"

VehiclePositionString

Type: string

Modifiers: localized


Default value: "in a vehicle"

VehicleShadow

Type: ShadowProjector

Shadow projector

WheelsScale

Type: float