I'm a doctor, not a mechanic

UE3:UTVehicle_Fury (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTHoverVehicle >> UTAirVehicle >> UTVehicle_Fury
Package: 
UTGame
Direct subclass:
UTVehicle_Fury_Content

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'UTVehicle_Fury'[edit]

BoostInterval[edit]

Type: float

Time between boosts.

Default value: 1.5

EndPointNormalLength[edit]

Type: float

Scale applied to tangent where beam hits target.

LandingEventHeight[edit]

Type: float

How high off the ground to execute PlayLanding event.

Default value: 400.0

Internal variables[edit]

See UTVehicle_Fury internal variables.

Default values[edit]

Property Value
AirSpeed 1500.0
BaseEyeHeight 100.0
bCanFlip True
bHasCustomEntryRadius True
bIsNecrisVehicle True
bLimitCameraZLookingUp True
bRotateCameraUnderVehicle True
bStayUpright True
CameraLag 0.05
ChargeBarPosY 6.0
Components[3] UTVehicleSimChopper'SimObject'
ExitOffset
Member Value
X 100.0
Y 0.0
Z 0.0
EyeHeight 100.0
GroundSpeed 2000.0
Health 400
HornIndex 3
MaxGroundEffectDist 512.0
MaxSpeed 4000.0
PushForce 50000.0
SimObj UTVehicleSimChopper'SimObject'
SpawnRadius 220.0
StayUprightConstraintInstance RB_ConstraintInstance'UTGame.Default__UTVehicle_Fury:MyStayUprightConstraintInstance_1'
StayUprightConstraintSetup RB_StayUprightSetup'UTGame.Default__UTVehicle_Fury:MyStayUprightSetup_1'
StayUprightDamping 20.0
StayUprightPitchResistAngle 5.0
StayUprightRollResistAngle 5.0
StayUprightStiffness 800.0
TeamBeaconOffset
Member Value
X 0.0
Y 0.0
Z 180.0
UprightLiftStrength 30.0
UprightTorqueStrength 30.0
VehicleIndex 2
VehicleNameString "Fury"
VehiclePositionString "in a Fury"

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTAirVehicle.CollisionCylinder

Property Value
CollisionHeight 70.0
CollisionRadius 240.0

MyLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTAirVehicle.MyLightEnvironment

No new values.

MyStayUprightConstraintInstance_1[edit]

Class: Engine.RB_ConstraintInstance

No new values.

MyStayUprightSetup_1[edit]

Class: Engine.RB_StayUprightSetup

No new values.

SimObject[edit]

Class: UTGame.UTVehicleSimChopper

Property Value
bFullThrustOnDirectionChange True
LatDamping 0.7
LongDamping 0.7
MaxRandForce 25.0
MaxReverseForce 500.0
MaxRiseForce 800.0
MaxStrafeForce 400.0
MaxThrustForce 1100.0
MaxYawRate 1.2
PitchDamping 0.1
PitchTorqueFactor 400.0
PitchTorqueMax 60.0
PitchViewCorrelation 350.0
RandForceInterval 0.5
RollDamping 0.1
RollTorqueMax 300.0
RollTorqueStrafeFactor 100.0
RollTorqueTurnFactor 1500.0
StopThreshold 100.0
TurnDamping 1.35
TurnTorqueFactor 7000.0
TurnTorqueMax 2000.0
UpDamping 0.7

SVehicleMesh[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTAirVehicle.SVehicleMesh

No new values.

Enums[edit]

EBoostDir[edit]

True if the booster has been activated

EBD_None 
EBD_Forward 
EBD_Left 
EBD_Right 

Structs[edit]

BeamLockData[edit]

Modifiers: native

Actor LockedTarget 
name LockedBone 

JetSFXInfo[edit]

Modifiers: native

name ExhaustTag 
Name of the Emitter effect this data applies to
float Exhaust 
The value for this emitter when not boosting
float ExhaustCur 
The current value for this emitter
float ExhaustRampUpTime 
How long until the emitter has boosted
float ExhaustRampDownTime 
How long should it take to come back

Functions[edit]

Native functions[edit]

Boost[edit]

native function Boost (out JetSFXInfo SFXInfo, float RampUpTime, float RampDownTime)


BoostTo[edit]

native function BoostTo (out JetSFXInfo SFXInfo, float NewExhaust, float RampTime)


Events[edit]

ActivateRocketBoosters[edit]

simulated event ActivateRocketBoosters (EBoostDir BoostDir)

ActivateRocketBoosters() called when player activates rocket boosters

DeactivateRocketBoosters[edit]

simulated event DeactivateRocketBoosters ()

DeactivateRocketBoosters() called when player deactivates rocket boosters or they run out

Destroyed[edit]

simulated event Destroyed ()

Overrides: UTVehicle.Destroyed

Called when the vehicle is destroyed. Clean up the seats/effects/etc

EnableFullSteering[edit]

simulated event EnableFullSteering ()


LowerSteering[edit]

simulated event LowerSteering ()


PlayLanding[edit]

simulated event PlayLanding ()


PlayTakeOff[edit]

simulated event PlayTakeOff ()


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTVehicle.PostBeginPlay

Initialization

PostInitAnimTree[edit]

simulated event PostInitAnimTree (SkeletalMeshComponent SkelComp)

Overrides: SVehicle.PostInitAnimTree

Store pointer to each wheel's SkelControlWheel.

ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: UTVehicle.ReplicatedEvent

(Description copied from UTVehicle.ReplicatedEvent)
This event is triggered when a repnotify variable is received

Parameters:

  • VarName - The name of the variable replicated

Other instance functions[edit]

AddBeamEmitter[edit]

simulated function AddBeamEmitter ()

Beam Attack *******************************************

BeamLockOn[edit]

simulated function BeamLockOn ()


Dodge[edit]

function bool Dodge (Actor.EDoubleClickDir DoubleClickMove)

Overrides: UTAirVehicle.Dodge

Stub out the Dodge event. Override if the vehicle needs a dodge

See Pawn::Dodge()

GetSVehicleDebug[edit]

simulated function GetSVehicleDebug (out array<stringDebugInfo)

Overrides: UTVehicle.GetSVehicleDebug

(Description copied from UTVehicle.GetSVehicleDebug)
We extend GetSVehicleDebug to include information about the seats array

Parameters:

  • DebugInfo - We return the text to display here

InCustomEntryRadius[edit]

function bool InCustomEntryRadius (Pawn P)

Overrides: UTVehicle.InCustomEntryRadius

Let pawns standing under me get in, if I have a driver.

KillBeamEmitter[edit]

simulated function KillBeamEmitter ()


OnTouchForcedDirVolume[edit]

function bool OnTouchForcedDirVolume (ForcedDirVolume Vol)

Overrides: UTVehicle.OnTouchForcedDirVolume

Used to stop boosting when entering forced dir volume.

OverrideBeginFire[edit]

simulated function bool OverrideBeginFire (byte FireModeNum)

Overrides: UTVehicle.OverrideBeginFire

(Description copied from UTVehicle.OverrideBeginFire)
Gives the vehicle an opportunity to override the functionality of the given fire mode, called on both the owning client and the server

Returns:

false to allow the vehicle weapon to use its behavior, true to override it

OverrideEndFire[edit]

simulated function bool OverrideEndFire (byte FireModeNum)

Overrides: UTVehicle.OverrideEndFire


RecommendLongRangedAttack[edit]

function bool RecommendLongRangedAttack ()

Overrides: UTAirVehicle.RecommendLongRangedAttack


ServerBoost[edit]

reliable server function ServerBoost (EBoostDir BoostType)


SetBeamEmitterHidden[edit]

simulated function SetBeamEmitterHidden (bool bHide)


ShouldClamp[edit]

simulated function bool ShouldClamp ()

Overrides: UTVehicle.ShouldClamp


SpawnImpactEmitter[edit]

simulated function SpawnImpactEmitter (Object.Vector HitLocation, Object.Vector HitNormal, const out UTPhysicalMaterialProperty.MaterialImpactEffect ImpactEffect, int SeatIndex)

Overrides: UTVehicle.SpawnImpactEmitter


TouchingForcedDirVolume[edit]

simulated function bool TouchingForcedDirVolume ()

Boosting *******************************************

VehicleWeaponFired[edit]

simulated function VehicleWeaponFired (bool bViaReplication, Object.Vector HitLocation, int SeatIndex)

Overrides: UTVehicle.VehicleWeaponFired

Vehicle will want to override WeaponFired and pass off the effects to the proper Seat

VehicleWeaponStoppedFiring[edit]

simulated function VehicleWeaponStoppedFiring (bool bViaReplication, int SeatIndex)

Overrides: UTVehicle.VehicleWeaponStoppedFiring