Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

Difference between revisions of "UE3:UTVehicle Leviathan (UT3)"

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m (added native code snippet posted by Steve Polge)
m (Default values: updated defaults)
 
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| {{tl|bUseAlternatePaths||UTVehicle internal variables}}
 
| {{tl|bUseAlternatePaths||UTVehicle internal variables}}
 
| False
 
| False
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|-
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| {{tl|ChargeBarPosX||UTVehicle internal variables}}
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| 2.4
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|-
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| {{tl|ChargeBarPosY||UTVehicle internal variables}}
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| 5.5
 
|-
 
|-
 
| {{tl|COMOffset||SVehicle properties}}
 
| {{tl|COMOffset||SVehicle properties}}
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| {{tl|EyeHeight||Pawn}}
 
| {{tl|EyeHeight||Pawn}}
 
| 0.0
 
| 0.0
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|-
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| {{tl|GreedCoinBonus||UTVehicle internal variables}}
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| 10
 
|-
 
|-
 
| {{tl|Health||Pawn}}
 
| {{tl|Health||Pawn}}
 
| 6500
 
| 6500
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|-
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| {{tl|HeroBonus||UTVehicle internal variables}}
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| 5.0
 
|-
 
|-
 
| {{tl|HornIndex||UTVehicle internal variables}}
 
| {{tl|HornIndex||UTVehicle internal variables}}
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| {{tl|OuterExplosionShakeRadius||UTVehicle internal variables}}
 
| {{tl|OuterExplosionShakeRadius||UTVehicle internal variables}}
 
| 4000.0
 
| 4000.0
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|-
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| {{tl|PassengerTeamBeaconOffset||UTVehicle internal variables}}
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|
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{| class="list defaults"
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! {{tl|Vector||Object structs|Member}}
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! Value
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|-
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| X
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| 250.0
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|-
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| Y
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| -140.0
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|-
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| Z
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| 250.0
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|}
 
|-
 
|-
 
| {{tl|RespawnTime||UTVehicle internal variables}}
 
| {{tl|RespawnTime||UTVehicle internal variables}}
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| {{tl|UprightTorqueStrength||SVehicle properties}}
 
| {{tl|UprightTorqueStrength||SVehicle properties}}
 
| 500.0
 
| 500.0
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|-
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| {{tl|VehicleIndex||UTVehicle internal variables}}
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| 5
 
|-
 
|-
 
| {{tl|VehicleNameString||UTVehicle internal variables}}
 
| {{tl|VehicleNameString||UTVehicle internal variables}}

Latest revision as of 06:54, 16 August 2009

UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Deployable >> UTVehicle_Leviathan
Package: 
UTGame
Direct subclass:
UTVehicle_Leviathan_Content

Implementation for the Leviathan.

Properties[edit]

Property group 'Collision'[edit]

TurretCollision[edit]

Type: CylinderComponent

Array size: 4


Property group 'test'[edit]

StingerTurretTurnRate[edit]

Type: int


Default value: 8192

Property group 'UTVehicle_Leviathan'[edit]

MaxHitCheckDist[edit]

Type: float


Default value: 140.0

Internal variables[edit]

See UTVehicle_Leviathan internal variables.

Default values[edit]

Property Value
AirSpeed 850.0
bAllowAbortDeploy True
BaseEyeHeight 0.0
bEjectKilledBodies True
bEnteringUnlocks False
bFindGroundExit False
bKeyVehicle True
bLookSteerOnNormalControls True
bLookSteerOnSimpleControls True
bSeparateTurretFocus True
bStickDeflectionThrottle True
bUseAlternatePaths False
ChargeBarPosX 2.4
ChargeBarPosY 5.5
COMOffset
Member Value
X -20.0
Y 0.0
Z 0.0
Components[3] UTVehicleSimCar'SimObject'
DeployIconOffset 0.92
ExitRadius 350.0
EyeHeight 0.0
GreedCoinBonus 10
Health 6500
HeroBonus 5.0
HornIndex 1
HornSounds[1] SoundCue'A_Vehicle_leviathan.SoundCues.A_Vehicle_Leviathan_Horn'
HUDExtent 500.0
InitialSpawnDelay 30.0
InnerExplosionShakeRadius 1500.0
MaxDeploySpeed 300.0
MaxDesireability 2.0
NeedToPickUpAnnouncement
Member Value
AnnouncementText "Man the Leviathan"
NonPreferredVehiclePathMultiplier 50.0
ObjectiveGetOutDist 2000.0
OuterExplosionShakeRadius 4000.0
PassengerTeamBeaconOffset
Member Value
X 250.0
Y -140.0
Z 250.0
RespawnTime 120.0
SimObj UTVehicleSimCar'SimObject'
SpawnRadius 425.0
StayUprightConstraintInstance RB_ConstraintInstance'UTGame.Default__UTVehicle_Leviathan:MyStayUprightConstraintInstance_8'
StayUprightConstraintSetup RB_StayUprightSetup'UTGame.Default__UTVehicle_Leviathan:MyStayUprightSetup_8'
StolenAnnouncementIndex 5
UprightLiftStrength 280.0
UprightTime 1.25
UprightTorqueStrength 500.0
VehicleIndex 5
VehicleNameString "Leviathan"
VehiclePositionString "in a Leviathan"

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTVehicle_Deployable.CollisionCylinder

No new values.

MyLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTVehicle_Deployable.MyLightEnvironment

Property Value
NumVolumeVisibilitySamples 4

MyStayUprightConstraintInstance_8[edit]

Class: Engine.RB_ConstraintInstance

No new values.

MyStayUprightSetup_8[edit]

Class: Engine.RB_StayUprightSetup

No new values.

SimObject[edit]

Class: UTGame.UTVehicleSimCar

Property Value
ChassisTorqueScale 0.2
EngineBrakeFactor 0.02
EngineRPMCurve
Member Value
Points
Member Value
InVal -500.0
OutVal 2500.0
Member Value
OutVal 500.0
Member Value
InVal 599.0
OutVal 5000.0
Member Value
InVal 600.0
OutVal 3000.0
Member Value
InVal 949.0
OutVal 5000.0
Member Value
InVal 950.0
OutVal 3000.0
Member Value
InVal 1100.0
OutVal 5000.0
FrontalCollisionGripFactor 0.18
HardTurnMotorTorque 1.0
LSDFactor 1.0
MaxBrakeTorque 8.0
MaxSteerAngleCurve
Member Value
Points
Member Value
OutVal 30.0
Member Value
InVal 1500.0
OutVal 20.0
SteerSpeed 50.0
StopThreshold 500.0
TorqueVSpeedCurve
Member Value
Points
Member Value
InVal -600.0
Member Value
InVal -200.0
OutVal 10.0
Member Value
OutVal 16.0
Member Value
InVal 540.0
OutVal 10.0
Member Value
InVal 650.0
WheelSuspensionBias 0.7
WheelSuspensionDamping 75.0
WheelSuspensionStiffness 50.0

SVehicleMesh[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTVehicle_Deployable.SVehicleMesh

Property Value
LightEnvironment DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle_Leviathan:MyLightEnvironment'
RBCollideWithChannels
Member Value
Untitled1 True
Untitled2 True
Untitled4 True

Functions[edit]

Native functions[edit]

CheckActiveTurret[edit]

native function int CheckActiveTurret (Object.Vector HitLocation, float MaxDist) const


GetTargetLocation[edit]

simulated native function Object.Vector GetTargetLocation (optional Actor RequestedBy, optional bool bRequestAlternateLoc) const

Overrides: Vehicle.GetTargetLocation

(Description copied from Vehicle.GetTargetLocation)


Returns:

Figure out who we are targetting.

Native implementation:

FVector AUTVehicle_Leviathan::GetTargetLocation(AActor* RequestedBy, UBOOL bRequestAlternateLoc) const
{
        if ( !RequestedBy )
                return Super::GetTargetLocation();
 
        const INT NearestTurret = CheckActiveTurret(RequestedBy->Location, 0.f);
 
        if ( NearestTurret >= 0 )
        {
                return TurretCollision[NearestTurret]->LocalToWorld.GetOrigin() + FVector(0.f, 0.f, 45.f);
        }
        else
        {
                return Super::GetTargetLocation();
        }
}

TurretAlive[edit]

native function bool TurretAlive (int TurretIndex) const


Events[edit]

CanDeploy[edit]

event bool CanDeploy (optional bool bShowMessage)

Overrides: UTVehicle_Deployable.CanDeploy

(Description copied from UTVehicle_Deployable.CanDeploy)


Returns:

true if this vehicle can deploy

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

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTVehicle_Deployable.PostBeginPlay

Initialization

ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: UTVehicle_Deployable.ReplicatedEvent

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

Parameters:

  • VarName - The name of the variable replicated

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

TakeDamage[edit]

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

Overrides: UTVehicle.TakeDamage

(Description copied from UTVehicle.TakeDamage)


See: Actor.TakeDamage()

Other instance functions[edit]

See UTVehicle_Leviathan instance functions.

States[edit]

Deployed[edit]

Deployed.CheckStability[edit]

function CheckStability ()

Overrides: UTVehicle_Deployable.Deployed.CheckStability

traces down to the ground from the wheels and undeploys the vehicle if wheels are too far off the ground