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UE3:UTVehicle_Fury (UT3)
Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTHoverVehicle >> UTAirVehicle >> UTVehicle_Fury |
Contents
- 1 Properties
- 2 Enums
- 3 Structs
- 4 Functions
- 4.1 Native functions
- 4.2 Events
- 4.3 Other instance functions
- 4.3.1 AddBeamEmitter
- 4.3.2 BeamLockOn
- 4.3.3 Dodge
- 4.3.4 GetSVehicleDebug
- 4.3.5 InCustomEntryRadius
- 4.3.6 KillBeamEmitter
- 4.3.7 OnTouchForcedDirVolume
- 4.3.8 OverrideBeginFire
- 4.3.9 OverrideEndFire
- 4.3.10 RecommendLongRangedAttack
- 4.3.11 ServerBoost
- 4.3.12 SetBeamEmitterHidden
- 4.3.13 ShouldClamp
- 4.3.14 SpawnImpactEmitter
- 4.3.15 TouchingForcedDirVolume
- 4.3.16 VehicleWeaponFired
- 4.3.17 VehicleWeaponStoppedFiring
- Package:
- UTGame
- Direct subclass:
- UTVehicle_Fury_Content
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
Property group 'UTVehicle_Fury'
BoostInterval
Type: float
Time between boosts.
Default value: 1.5
EndPointNormalLength
Type: float
Scale applied to tangent where beam hits target.
LandingEventHeight
Type: float
How high off the ground to execute PlayLanding event.
Default value: 400.0
Internal variables
See UTVehicle_Fury internal variables.
Default values
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 |
|
||||||||
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 |
|
||||||||
UprightLiftStrength | 30.0 | ||||||||
UprightTorqueStrength | 30.0 | ||||||||
VehicleIndex | 2 | ||||||||
VehicleNameString | "Fury" | ||||||||
VehiclePositionString | "in a Fury" |
Subobjects
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTAirVehicle.CollisionCylinder
Property | Value |
---|---|
CollisionHeight | 70.0 |
CollisionRadius | 240.0 |
MyLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: UTAirVehicle.MyLightEnvironment
No new values.
MyStayUprightConstraintInstance_1
Class: Engine.RB_ConstraintInstance
No new values.
MyStayUprightSetup_1
Class: Engine.RB_StayUprightSetup
No new values.
SimObject
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
Class: Engine.SkeletalMeshComponent
Inherits from: UTAirVehicle.SVehicleMesh
No new values.
Enums
EBoostDir
True if the booster has been activated
- EBD_None
- EBD_Forward
- EBD_Left
- EBD_Right
Structs
BeamLockData
Modifiers: native
JetSFXInfo
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
Native functions
Boost
BoostTo
Events
ActivateRocketBoosters
ActivateRocketBoosters() called when player activates rocket boosters
DeactivateRocketBoosters
DeactivateRocketBoosters() called when player deactivates rocket boosters or they run out
Destroyed
Overrides: UTVehicle.Destroyed
Called when the vehicle is destroyed. Clean up the seats/effects/etc
EnableFullSteering
LowerSteering
PlayLanding
PlayTakeOff
PostBeginPlay
Overrides: UTVehicle.PostBeginPlay
Initialization
PostInitAnimTree
Overrides: SVehicle.PostInitAnimTree
Store pointer to each wheel's SkelControlWheel.
ReplicatedEvent
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
AddBeamEmitter
Beam Attack *******************************************
BeamLockOn
Dodge
Overrides: UTAirVehicle.Dodge
Stub out the Dodge event. Override if the vehicle needs a dodge
See Pawn::Dodge()
GetSVehicleDebug
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
Overrides: UTVehicle.InCustomEntryRadius
Let pawns standing under me get in, if I have a driver.
KillBeamEmitter
OnTouchForcedDirVolume
Overrides: UTVehicle.OnTouchForcedDirVolume
Used to stop boosting when entering forced dir volume.
OverrideBeginFire
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
Overrides: UTVehicle.OverrideEndFire
RecommendLongRangedAttack
Overrides: UTAirVehicle.RecommendLongRangedAttack
ServerBoost
SetBeamEmitterHidden
ShouldClamp
Overrides: UTVehicle.ShouldClamp
SpawnImpactEmitter
Overrides: UTVehicle.SpawnImpactEmitter
TouchingForcedDirVolume
Boosting *******************************************
VehicleWeaponFired
Overrides: UTVehicle.VehicleWeaponFired
Vehicle will want to override WeaponFired and pass off the effects to the proper Seat
VehicleWeaponStoppedFiring
Overrides: UTVehicle.VehicleWeaponStoppedFiring