I'm a doctor, not a mechanic

UE3:UTVehicle_Hoverboard (UDK)

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UDK Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTHoverVehicle >> UTVehicle_Hoverboard

Contents

Package: 
UTGame
Direct subclass:
UTVehicle_Hoverboard_Content
This class in other games:
UT3


Properties[edit]

Property group 'HeadTracking'[edit]

MaxTrackYaw[edit]

Type: float

Max yaw applied to have head/spine track looking direction.

Default value: 1.0

Property group 'HoverboardCam'[edit]

HoverCamMaxVelUsed[edit]

Type: float


Default value: 800.0

HoverCamOffset[edit]

Type: Object.Vector


Default value:

Member Value
X 60.0
Y -20.0
Z -15.0

HoverCamRotOffset[edit]

Type: Object.Rotator


Default value:

Member Value
Pitch 728
Roll 0
Yaw 0

VelBasedCamOffset[edit]

Type: Object.Vector


Default value:

Member Value
X 0.0
Y 0.0
Z -0.02

VelLookAtOffset[edit]

Type: Object.Vector


Default value:

Member Value
X -0.07
Y -0.07
Z -0.03

VelRollFactor[edit]

Type: float


Default value: 0.4

ViewRollRate[edit]

Type: float


Default value: 100.0

Property group 'UTVehicle_Hoverboard'[edit]

BigImpactPhysRiderZVel[edit]

Type: float

If we do hit the ground harder than ImpactGroundResetPhysRiderThresh - set the rider Z vel to be this instead.

Default value: -400.0

DodgeForceMag[edit]

Type: float

Sideways force when dodging (added to JumpForceMag * 0.8)

Default value: 5000.0

DownhillDownForce[edit]

Type: float


HoverboardSlalomMaxAngle[edit]

Type: float

Using strafe keys adds this offset to current look direction.

Default value: 45.0

HoverboardTowSlalomMaxAngle[edit]

Type: float

When being towed, using strafe keys adds this offset to current look direction.

Default value: 30.0

ImpactGroundResetPhysRiderThresh[edit]

Type: float

If we hit the ground harder than this, reset the physics of the rider to the animated pose, to avoid weird psoes.

Default value: 400.0

JumpCheckTraceDist[edit]

Type: float


Default value: 90.0

JumpForceMag[edit]

Type: float


Default value: 5000.0

LeanUprightDamping[edit]

Type: float


Default value: 100.0

LeanUprightStiffness[edit]

Type: float

Angle at which the vehicle will resist rolling

Default value: 1000.0

MaxLeanPitchSpeed[edit]

Type: float


Default value: 10000.0

MaxTowDistance[edit]

Type: float


Default value: 1000.0

MeshLocationOffset[edit]

Type: Object.Vector


Default value:

Member Value
X 5.0
Y 5.0
Z 15.0

MeshRotationOffset[edit]

Type: Object.Rotator


Default value:

Member Value
Pitch 10012
Roll 16382
Yaw 18204

PhysWeightBlendTime[edit]

Type: float


Default value: 1.0

SlalomSpeed[edit]

Type: float

How quickly the 'slalom' offset can change (controlled by strafe)

Default value: 5.0

SpinSpeed[edit]

Type: float


Default value: 11.0

TrickJumpWarmupMax[edit]

Type: float


Default value: 0.5

TurnLeanFactor[edit]

Type: float


Default value: 0.0013

WaterCheckLevel[edit]

Type: float


Default value: 110.0

Internal variables[edit]

See UTVehicle_Hoverboard internal variables.

Default values[edit]

Property Value
AIPurpose AIP_Any
AirSpeed 900.0
bAlwaysRelevant False
BaseEyeHeight 35.0
bCanCarryFlag True
bDoExtraNetRelevancyTraces False
bDrawHealthOnHUD False
bDriverCastsShadow True
bDriverHoldsFlag True
bDriverIsVisible True
bEjectKilledBodies True
bFollowLookDir True
bHasTowCable True
bLightArmor True
bNoFollowJumpZ True
bPathfindsAsVehicle False
bRotateCameraUnderVehicle True
bScriptedRise True
bShouldLeaveForCombat True
bStickDeflectionThrottle True
bTeamLocked False
bTurnInPlace True
BurnOutTime 2.0
bUseSuspensionAxis True
bValidLinkTarget False
CameraLag 0.0
CollisionDamageMult 0.0013
COMOffset
Member Value
X 10.0
Y 0.0
Z -35.0
Components[3] UTParticleSystemComponent'HoverboardDust0'
DefaultFOV 90.0
EyeHeight 35.0
GroundSpeed 900.0
IconCoords
Member Value
U 0.0
UL 0.0
V 0.0
VL 0.0
MaxAngularVelocity 110000.0
MaxDesireability 0.6
MaxSpeed 3500.0
MeleeRange -100.0
MinCameraDistSq 144.0
ObjectiveGetOutDist 750.0
SeatCameraScale 0.8
Seats[0]
Member Value
bSeatVisible True
CameraOffset -200.0
CameraTag 'b_Hips'
DriverDamageMult 1.0
GunClass Class'UTGame.UTVWeap_TowCable'
GunSocket
  1. 'FireSocket'
SeatBone 'UpperBody'
SeatOffset
Member Value
X 0.0
Y 0.0
Z 51.0
SpawnRadius 125.0
StayUprightConstraintInstance RB_ConstraintInstance'UTGame.Default__UTVehicle_Hoverboard:MyStayUprightConstraintInstance'
StayUprightConstraintSetup RB_StayUprightSetup'UTGame.Default__UTVehicle_Hoverboard:MyStayUprightSetup'
Team 255
VehicleNameString "Hoverboard"
VehiclePositionString "in a Hoverboard"
WaterDamage 0.0

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTHoverVehicle.CollisionCylinder

Property Value
CollisionHeight 44.0
CollisionRadius 40.0
ReplacementPrimitive None
Translation
Member Value
X 0.0
Y 0.0
Z 25.0

HoverboardDust0[edit]

Class: UTGame.UTParticleSystemComponent

Property Value
AbsoluteRotation True
AbsoluteTranslation True
bAutoActivate False
ReplacementPrimitive None

MyDistanceJointInstance[edit]

Class: Engine.RB_ConstraintInstance

No new values.

MyDistanceJointSetup[edit]

Class: Engine.RB_DistanceJointSetup

No new values.

MyLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTHoverVehicle.MyLightEnvironment

No new values.

MyStayUprightConstraintInstance[edit]

Class: Engine.RB_ConstraintInstance

Inherits from: UTHoverVehicle.MyStayUprightConstraintInstance

No new values.

MyStayUprightSetup[edit]

Class: Engine.RB_StayUprightSetup

Inherits from: UTHoverVehicle.MyStayUprightSetup

No new values.

SVehicleMesh[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTHoverVehicle.SVehicleMesh

Property Value
ReplacementPrimitive None

Structs[edit]

TowInfoData[edit]

Modifiers: native

UTVehicle TowTruck 
The vehicle we are attached to
name TowAttachPoint 

Functions[edit]

Static functions[edit]

IsHumanDriver[edit]

static function bool IsHumanDriver (UTVehicle_Hoverboard HB, Pawn P)


SetFlagAttachToBody[edit]

simulated static function SetFlagAttachToBody (UTPawn UTP, bool bAttached)

Set whether the flag is attached directly to kinematic bodies on the rider.

Exec functions[edit]

BackDamp[edit]

exec function BackDamp (float LinDamp)


BackSpring[edit]

exec function BackSpring (float LinSpring)


HandDamp[edit]

exec function HandDamp (float LinDamp)


HandSpring[edit]

exec function HandSpring (float LinSpring)


TestResetPhys[edit]

simulated exec function TestResetPhys ()


Native functions[edit]

AttachTowCable[edit]

native final function AttachTowCable ()

Creates a physics attachment to

Events[edit]

BelowSpeedThreshold[edit]

event BelowSpeedThreshold ()

called when AI controlled and the hoverboard is moving too slow so the AI wants to bail

BoardJumpEffect[edit]

simulated event BoardJumpEffect ()


BreakTowLink[edit]

simulated event BreakTowLink ()


ContinueOnFoot[edit]

event bool ContinueOnFoot ()

Overrides: UTVehicle.ContinueOnFoot

(Description copied from UTVehicle.ContinueOnFoot)
ContinueOnFoot() - used by AI Called from route finding if route can only be continued on foot.

Returns:

true if driver left vehicle

DriverLeave[edit]

event bool DriverLeave (bool bForceLeave)

Overrides: UTVehicle.DriverLeave

(Description copied from UTVehicle.DriverLeave)
Called when the driver leaves the vehicle

Parameters:

  • bForceLeave - Is true if the driver was forced out

EncroachingOn[edit]

event bool EncroachingOn (Actor Other)

Overrides: Vehicle.EncroachingOn

(Description copied from Vehicle.EncroachingOn)
called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to

Returns:

true to abort the move, false to allow it

Warning: do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch

HideBoard[edit]

simulated event HideBoard ()


HoverboardLanded[edit]

simulated event HoverboardLanded ()


IncomingMissile[edit]

event IncomingMissile (Projectile P)

Overrides: UTVehicle.IncomingMissile

(Description copied from UTVehicle.IncomingMissile)
This function is called from an incoming missile that is targetting this vehicle

Parameters:

  • P - The incoming projectile

RanInto[edit]

event RanInto (Actor Other)

Overrides: UTVehicle.RanInto

(Description copied from UTVehicle.RanInto)
RanInto() called for encroaching actors which successfully moved the other actor out of the way

Parameters:

  • Other - The pawn that was hit

RBPenetrationDestroy[edit]

event RBPenetrationDestroy ()

Overrides: UTVehicle.RBPenetrationDestroy

Called when a contact with a large penetration occurs.

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

RequestDodge[edit]

event RequestDodge ()

Called from TickSpecial(). Doubleclick detected, so pick dodge direction

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

SpawnRoosterEffect[edit]

simulated event SpawnRoosterEffect ()

spawn and attach effects for moving over water - called from C++ if RoosterEffect is None when over water

SpawnTowCableEffects[edit]

simulated event SpawnTowCableEffects ()

spawn and attach tow cable effects if they don't already exist

TakeDamage[edit]

simulated event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: UTHoverVehicle.TakeDamage

(Description copied from UTVehicle.TakeDamage)


See: Actor.TakeDamage()

Tick[edit]

simulated event Tick (float deltatime)

Overrides: Actor.Tick

Get double click status from playercontroller

ToggleAnimBoard[edit]

simulated event ToggleAnimBoard (bool bAnimBoard, float Delay)


Other instance functions[edit]

See UTVehicle_Hoverboard instance functions.