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UE3:UTVehicle_Cicada (UDK)

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UDK Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTHoverVehicle >> UTAirVehicle >> UTVehicle_Cicada
Package: 
UTGame
Direct subclass:
UTVehicle_Cicada_Content
This class in other games:
UT3


Properties[edit]

bFreelanceStart[edit]

Type: bool


JetControl[edit]

Type: UTSkelControl_JetThruster


JetEffectIndices[edit]

Type: array<int>


JetScalingParam[edit]

Type: name


TurretBeamTemplate[edit]

Type: ParticleSystem


TurretFiringMode[edit]

Type: byte

Modifiers: repnotify


TurretFlashCount[edit]

Type: byte

Modifiers: repnotify


TurretFlashLocation[edit]

Type: Object.Vector

Modifiers: repnotify


TurretWeaponRotation[edit]

Type: Object.Rotator

Modifiers: repnotify


Default values[edit]

Property Value
AirSpeed 2000.0
bLimitCameraZLookingUp True
bOverrideAVRiLLocks True
bStayUpright True
CameraLag 0.05
COMOffset
Member Value
X -40.0
Y 0.0
Z -50.0
Components[3] UTVehicleSimChopper'SimObject'
GroundSpeed 1600.0
HUDExtent 140.0
LookForwardDist 290.0
PushForce 50000.0
RespawnTime 45.0
SimObj UTVehicleSimChopper'SimObject'
SpawnRadius 180.0
StayUprightConstraintInstance RB_ConstraintInstance'UTGame.Default__UTVehicle_Cicada:MyStayUprightConstraintInstance'
StayUprightConstraintSetup RB_StayUprightSetup'UTGame.Default__UTVehicle_Cicada:MyStayUprightSetup'
StayUprightDamping 20.0
StayUprightPitchResistAngle 5.0
StayUprightRollResistAngle 5.0
StayUprightStiffness 1200.0
UprightLiftStrength 30.0
UprightTorqueStrength 30.0
VehicleNameString "Cicada"
VehiclePositionString "in a Cicada"

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTAirVehicle.CollisionCylinder

Property Value
ReplacementPrimitive None

MyLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTAirVehicle.MyLightEnvironment

No new values.

MyStayUprightConstraintInstance[edit]

Class: Engine.RB_ConstraintInstance

Inherits from: UTAirVehicle.MyStayUprightConstraintInstance

No new values.

MyStayUprightSetup[edit]

Class: Engine.RB_StayUprightSetup

Inherits from: UTAirVehicle.MyStayUprightSetup

No new values.

SimObject[edit]

Class: UTGame.UTVehicleSimChopper

Property Value
bShouldCutThrustMaxOnImpact True
LatDamping 0.7
LongDamping 0.6
MaxRandForce 30.0
MaxReverseForce 700.0
MaxRiseForce 1000.0
MaxStrafeForce 680.0
MaxThrustForce 700.0
MaxYawRate 1.8
PitchDamping 0.3
PitchTorqueFactor 450.0
PitchTorqueMax 60.0
RandForceInterval 0.5
RollDamping 0.1
RollTorqueMax 300.0
RollTorqueStrafeFactor 100.0
RollTorqueTurnFactor 700.0
StopThreshold 100.0
TurnDamping 1.2
TurnTorqueFactor 7000.0
TurnTorqueMax 10000.0
UpDamping 0.7

SVehicleMesh[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTAirVehicle.SVehicleMesh

Property Value
ReplacementPrimitive None

Functions[edit]

Events[edit]

RigidBodyCollision[edit]

simulated event RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out Actor.CollisionImpactData RigidCollisionData, int ContactIndex)

Overrides: UTVehicle.RigidBodyCollision

(Description copied from Actor.RigidBodyCollision)
Called when a PrimitiveComponent this Actor owns has:

   -bNotifyRigidBodyCollision set to true
   -ScriptRigidBodyCollisionThreshold > 0
   -it is involved in a physics collision where the relative velocity exceeds ScriptRigidBodyCollisionThreshold

Parameters:

  • HitComponent - the component of this Actor that collided
  • OtherComponent - the other component that collided
  • RigidCollisionData - information on the collision itslef, including contact points
  • ContactIndex - the element in each ContactInfos' ContactVelocity and PhysMaterial arrays that corresponds to this Actor/HitComponent

Other instance functions[edit]

DriverEnter[edit]

function bool DriverEnter (Pawn P)

Overrides: UTVehicle.DriverEnter

(Description copied from UTVehicle.DriverEnter)
Called when a pawn enters the vehicle

Parameters:

  • P - The Pawn entering the vehicle

DriverLeft[edit]

function DriverLeft ()

Overrides: UTVehicle.DriverLeft

DriverLeft() called by DriverLeave() after the drive has been taken out of the vehicle

GetCameraStart[edit]

simulated function Object.Vector GetCameraStart (int SeatIndex)

Overrides: UTVehicle.GetCameraStart

We override GetCameraStart for the Belly Turret so that it just uses the Socket Location

ImportantVehicle[edit]

function bool ImportantVehicle ()

Overrides: UTVehicle.ImportantVehicle


PassengerEnter[edit]

function bool PassengerEnter (Pawn P, int SeatIndex)

Overrides: UTVehicle.PassengerEnter

(Description copied from UTVehicle.PassengerEnter)
Called when a passenger enters the vehicle

Parameters:

  • P - The Pawn entering the vehicle
  • SeatIndex - The seat where he is to sit

PassengerLeave[edit]

function PassengerLeave (int SeatIndex)

Overrides: UTVehicle.PassengerLeave

(Description copied from UTVehicle.PassengerLeave)
Called when a passenger leaves the vehicle

Parameters:

  • SeatIndex - Leaving from which seat

RecommendLongRangedAttack[edit]

function bool RecommendLongRangedAttack ()

Overrides: UTAirVehicle.RecommendLongRangedAttack


ResetTurningSpeed[edit]

simulated function ResetTurningSpeed ()


ShouldClamp[edit]

simulated function bool ShouldClamp ()

Overrides: UTVehicle.ShouldClamp


SitDriver[edit]

simulated function SitDriver (UTPawn UTP, int SeatIndex)

Overrides: UTVehicle.SitDriver


VehicleCalcCamera[edit]

simulated function VehicleCalcCamera (float DeltaTime, int SeatIndex, out Object.Vector out_CamLoc, out Object.Rotator out_CamRot, out Object.Vector CamStart, optional bool bPivotOnly)

Overrides: UTVehicle.VehicleCalcCamera

We override VehicleCalcCamera for the Belly Turret so that it just uses the Socket Location

VehicleWeaponImpactEffects[edit]

simulated function VehicleWeaponImpactEffects (Object.Vector HitLocation, int SeatIndex)

Overrides: UTVehicle.VehicleWeaponImpactEffects

Spawn any effects that occur at the impact point. It's called from the pawn.