My program doesn't have bugs. It just develops random features.
UE3:UTVehicleSimChopper (UDK)
Object >> Component >> ActorComponent >> SVehicleSimBase >> UTVehicleSimChopper |
Contents
- 1 Properties
- 1.1 Property group 'UTVehicleSimChopper'
- 1.1.1 bAllowZThrust
- 1.1.2 bFullThrustOnDirectionChange
- 1.1.3 bShouldCutThrustMaxOnImpact
- 1.1.4 bStabilizeStops
- 1.1.5 DirectionChangeForce
- 1.1.6 LatDamping
- 1.1.7 LongDamping
- 1.1.8 MaxRandForce
- 1.1.9 MaxReverseForce
- 1.1.10 MaxRiseForce
- 1.1.11 MaxStrafeForce
- 1.1.12 MaxThrustForce
- 1.1.13 MaxYawRate
- 1.1.14 PitchDamping
- 1.1.15 PitchTorqueFactor
- 1.1.16 PitchTorqueMax
- 1.1.17 RandForceInterval
- 1.1.18 RollDamping
- 1.1.19 RollTorqueMax
- 1.1.20 RollTorqueStrafeFactor
- 1.1.21 RollTorqueTurnFactor
- 1.1.22 StabilizationForceMultiplier
- 1.1.23 StopThreshold
- 1.1.24 TurnDamping
- 1.1.25 TurnTorqueFactor
- 1.1.26 TurnTorqueMax
- 1.1.27 UpDamping
- 1.2 Internal variables
- 1.2.1 AccumulatedTime
- 1.2.2 bHeadingInitialized
- 1.2.3 bRecentlyHit
- 1.2.4 bStrafeAffectsTurnDamping
- 1.2.5 CurrentStabilizationMultiplier
- 1.2.6 HardLimitAirSpeedScale
- 1.2.7 OldVelocity
- 1.2.8 PitchViewCorrelation
- 1.2.9 RandForce
- 1.2.10 RandTorque
- 1.2.11 StoppedBrakeTorque
- 1.2.12 StrafeTurnDamping
- 1.2.13 TargetHeading
- 1.2.14 TargetPitch
- 1.1 Property group 'UTVehicleSimChopper'
- Package:
- UTGame
- Direct subclass:
- UTVehicleSimHover
- This class in other games:
- UT3
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'UTVehicleSimChopper'[edit]
bAllowZThrust[edit]
Type: bool
bFullThrustOnDirectionChange[edit]
Type: bool
If true, use full forward thrust force while changing directions, even for reverse or strafing
bShouldCutThrustMaxOnImpact[edit]
Type: bool
bStabilizeStops[edit]
Type: bool
If bStabilizeStops=true, forces are applied to attempt to keep the vehicle from moving when it is stopped
DirectionChangeForce[edit]
Type: float
LatDamping[edit]
Type: float
LongDamping[edit]
Type: float
MaxRandForce[edit]
Type: float
MaxReverseForce[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
StabilizationForceMultiplier[edit]
Type: float
Stabilization force multiplier when bStabilizeStops=true
Default value: 1.0
StopThreshold[edit]
Type: float
TurnDamping[edit]
Type: float
TurnTorqueFactor[edit]
Type: float
TurnTorqueMax[edit]
Type: float
UpDamping[edit]
Type: float
Internal variables[edit]
AccumulatedTime[edit]
Type: float
bHeadingInitialized[edit]
Type: bool
bRecentlyHit[edit]
Type: bool
bStrafeAffectsTurnDamping[edit]
Type: bool
If true, strafing will increase the turn rate
CurrentStabilizationMultiplier[edit]
Type: float
modified based on whether velocity is decreasing acceptably due to stabilization
Default value: 1.0
HardLimitAirSpeedScale[edit]
Type: float
If non-zero, hard limits the speed of vehicle to AirSpeed times this number
OldVelocity[edit]
Type: Object.Vector
OldVelocity saved to monitor stabilization
PitchViewCorrelation[edit]
Type: float
RandForce[edit]
Type: Object.Vector
RandTorque[edit]
Type: Object.Vector
StoppedBrakeTorque[edit]
Type: float
When not driving, braking torque to apply to wheels.
Default value: 5.0
StrafeTurnDamping[edit]
Type: float
TargetHeading[edit]
Type: float
TargetPitch[edit]
Type: float