I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

UE3:UTVehicle_Hoverboard (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
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

Property group 'HeadTracking'

MaxTrackYaw

Type: float

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

Default value: 1.0

Property group 'HoverboardCam'

HoverCamMaxVelUsed

Type: float


Default value: 800.0

HoverCamOffset

Type: Object.Vector


Default value:

Member Value
X 60.0
Y -20.0
Z -15.0

HoverCamRotOffset

Type: Object.Rotator


Default value:

Member Value
Pitch 728
Roll 0
Yaw 0

VelBasedCamOffset

Type: Object.Vector


Default value:

Member Value
X 0.0
Y 0.0
Z -0.02

VelLookAtOffset

Type: Object.Vector


Default value:

Member Value
X -0.07
Y -0.07
Z -0.03

VelRollFactor

Type: float


Default value: 0.4

ViewRollRate

Type: float


Default value: 100.0

Property group 'UTVehicle_Hoverboard'

BigImpactPhysRiderZVel

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

Type: float

Sideways force when dodging (added to JumpForceMag * 0.8)

Default value: 5000.0

DownhillDownForce

Type: float


HoverboardSlalomMaxAngle

Type: float

Using strafe keys adds this offset to current look direction.

Default value: 45.0

HoverboardTowSlalomMaxAngle

Type: float

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

Default value: 30.0

ImpactGroundResetPhysRiderThresh

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

Type: float


Default value: 90.0

JumpForceMag

Type: float


Default value: 5000.0

LeanUprightDamping

Type: float


Default value: 100.0

LeanUprightStiffness

Type: float

Angle at which the vehicle will resist rolling

Default value: 1000.0

MaxLeanPitchSpeed

Type: float


Default value: 10000.0

MaxTowDistance

Type: float


Default value: 1000.0

MeshLocationOffset

Type: Object.Vector


Default value:

Member Value
X 5.0
Y 5.0
Z 15.0

MeshRotationOffset

Type: Object.Rotator


Default value:

Member Value
Pitch 10012
Roll 16382
Yaw 18204

PhysWeightBlendTime

Type: float


Default value: 1.0

SlalomSpeed

Type: float

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

Default value: 5.0

SpinSpeed

Type: float


Default value: 11.0

TrickJumpWarmupMax

Type: float


Default value: 0.5

TurnLeanFactor

Type: float


Default value: 0.0013

WaterCheckLevel

Type: float


Default value: 110.0

Internal variables

See UTVehicle_Hoverboard internal variables.

Default values

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

CollisionCylinder

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

Class: UTGame.UTParticleSystemComponent

Property Value
AbsoluteRotation True
AbsoluteTranslation True
bAutoActivate False
ReplacementPrimitive None

MyDistanceJointInstance

Class: Engine.RB_ConstraintInstance

No new values.

MyDistanceJointSetup

Class: Engine.RB_DistanceJointSetup

No new values.

MyLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTHoverVehicle.MyLightEnvironment

No new values.

MyStayUprightConstraintInstance

Class: Engine.RB_ConstraintInstance

Inherits from: UTHoverVehicle.MyStayUprightConstraintInstance

No new values.

MyStayUprightSetup

Class: Engine.RB_StayUprightSetup

Inherits from: UTHoverVehicle.MyStayUprightSetup

No new values.

SVehicleMesh

Class: Engine.SkeletalMeshComponent

Inherits from: UTHoverVehicle.SVehicleMesh

Property Value
ReplacementPrimitive None

Structs

TowInfoData

Modifiers: native

UTVehicle TowTruck 
The vehicle we are attached to
name TowAttachPoint 

Functions

Static functions

IsHumanDriver

static function bool IsHumanDriver (UTVehicle_Hoverboard HB, Pawn P)


SetFlagAttachToBody

simulated static function SetFlagAttachToBody (UTPawn UTP, bool bAttached)

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

Exec functions

BackDamp

exec function BackDamp (float LinDamp)


BackSpring

exec function BackSpring (float LinSpring)


HandDamp

exec function HandDamp (float LinDamp)


HandSpring

exec function HandSpring (float LinSpring)


TestResetPhys

simulated exec function TestResetPhys ()


Native functions

AttachTowCable

native final function AttachTowCable ()

Creates a physics attachment to

Events

BelowSpeedThreshold

event BelowSpeedThreshold ()

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

BoardJumpEffect

simulated event BoardJumpEffect ()


BreakTowLink

simulated event BreakTowLink ()


ContinueOnFoot

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

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

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

simulated event HideBoard ()


HoverboardLanded

simulated event HoverboardLanded ()


IncomingMissile

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

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

event RBPenetrationDestroy ()

Overrides: UTVehicle.RBPenetrationDestroy

Called when a contact with a large penetration occurs.

ReplicatedEvent

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

event RequestDodge ()

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

RigidBodyCollision

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

simulated event SpawnRoosterEffect ()

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

SpawnTowCableEffects

simulated event SpawnTowCableEffects ()

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

TakeDamage

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

simulated event Tick (float deltatime)

Overrides: Actor.Tick

Get double click status from playercontroller

ToggleAnimBoard

simulated event ToggleAnimBoard (bool bAnimBoard, float Delay)


Other instance functions

See UTVehicle_Hoverboard instance functions.