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UE3:UTVehicle_Nemesis properties (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Nemesis (properties)

;Other member categories for this class::UTVehicle Nemesis defaults

Properties

Property group 'Movement'

FastCamTransitionTime

Type: float

time to transition to lowered camera mode

Default value: 0.5

LoweredCameraLag

Type: float

camera lag when in crouched mode

Default value: 0.015

LoweredCameraOffset

Type: Object.Vector

BaseCameraOffset to use when lowered

Default value:

Member Value
X -50.0
Y 0.0
Z 80.0

LoweredCameraScale

Type: float

CameraScale to use when lowered

Default value: 0.35

LoweredEngineForce

Type: float

Engine force when lowered

Default value: 2000.0

LoweredMaxSpeed

Type: float

max speed when lowered

Default value: 1100.0

NormalEngineForce

Type: float

Normal engine force

Default value: 2000.0

NormalMaxSpeed

Type: float

Normal max speed

Default value: 500.0

RaisedEngineForce

Type: float

Engine force when raised

Default value: 2000.0

RaisedFiringRate

Type: float

Firing rate increase when raised

Default value: 0.75

RaisedMaxSpeed

Type: float

max speed when raised

Default value: 200.0

Internal variables

BeamTemplate

Type: ParticleSystem

The Template of the Beam to use

Default value: ParticleSystem'VH_Nemesis.Effects.P_VH_Nemesis_NewBeam'

bRiseReset

Type: bool

bRiseReset becomes true when rise becomes zero again after a posture transition, allowing toggling of postures with same key

bTransitionCameraScale

Type: bool

true when want to transition camera back out of lowered camera mode

CrouchBlend

Type: AnimNodeBlend


DrivingControllers

Type: array<SkelControlBase>

skeletal controllers that should only be enabled when someone is driving the vehicle

EnterExitSequence

Type: AnimNodeSequence

animation for entering/exiting the vehicle

LastTurretHeightSetting

Type: ETurretHeightSetting


LastTurretHeightTransitionTime

Type: float

Last Turret Height setting transition start time

LoweredCamShake

Type: CameraAnim

Camera shake to play when going lowered

Default value: CameraAnim'Camera_FX.VH_Nemesis.C_VH_Nemesis_Ground_Rumble'

LoweredFOV

Type: float

FOV when lowered

Default value: 90.0

OrbPoweredUpParticle

Type: ParticleSystem

The particle system to use when in the raised position

Default value: ParticleSystem'VH_Nemesis.Effects.P_Power_Ball_Raised'

OrbPoweredUpParticle_Blue

Type: ParticleSystem


Default value: ParticleSystem'VH_Nemesis.Effects.P_Power_Ball_Raised_Blue'

PowerOrbColorOff_Blue

Type: Object.LinearColor


Default value:

Member Value
A 1.0
B 14.0
G 3.75
R 0.9

PowerOrbColorOff_Red

Type: Object.LinearColor


Default value:

Member Value
A 1.0
B 0.9
G 3.75
R 14.0

PowerOrbColorOn_Blue

Type: Object.LinearColor


Default value:

Member Value
A 1.0
B 0.75
G 0.07
R 0.0

PowerOrbColorOn_Red

Type: Object.LinearColor

Nemesis has a material which has colors for on and off and then a switch to flip between them *

Default value:

Member Value
A 1.0
B 0.0
G 0.07
R 0.75

RegularOrb

Type: ParticleSystem

The particle system to use otherwise

Default value: ParticleSystem'VH_Nemesis.Effects.P_Power_Ball'

RegularOrb_Blue

Type: ParticleSystem


Default value: ParticleSystem'VH_Nemesis.Effects.P_Power_Ball_Blue'

TurretAudioComponent

Type: AudioComponent

audio component to play raise/lower sounds on

Default value: AudioComponent'TurretSound'

TurretHeightControllers

Type: array<SkelControlBase>

skeletal controllers that control the height of the turret

TurretHeightSetting

Type: ETurretHeightSetting

Modifiers: repnotify


TurretLowerSound

Type: SoundCue

sounds for raising and lowering the turret

Default value: SoundCue'A_Vehicle_Nemesis.Cue.A_Vehicle_Nemesis_TurretCrouchCue'

TurretRaiseSound

Type: SoundCue

sounds for raising and lowering the turret

Default value: SoundCue'A_Vehicle_Nemesis.Cue.A_Vehicle_Nemesis_TurretExtendCue'

Default values

See UTVehicle_Nemesis defaults.