Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE3:UTVehicle_Scavenger (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Walker >> UTVehicle_Scavenger
Package: 
UTGame
Direct subclass:
UTVehicle_Scavenger_Content

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'Sounds'[edit]

RollAudioComp[edit]

Type: AudioComponent

Modifiers: editconst, const

Sound to play from the ball rolling

RollSoundList[edit]

Type: array<UTPhysicalMaterialProperty.MaterialSoundEffect>


Property group 'UTVehicle_Scavenger'[edit]

FullHover[edit]

Type: float


JumpForceMag[edit]

Type: float


Default value: 9000.0

ReducedHover[edit]

Type: float


Internal variables[edit]

See UTVehicle_Scavenger internal variables.

Default values[edit]

Property Value
AirSpeed 700.0
bAnimateDeadLegs True
BaseBodyOffset
Member Value
X 0.0
Y 0.0
Z -45.0
BaseEyeHeight 120.0
bCanFlip True
bCanStrafe True
bEjectPassengersWhenFlipped False
bFollowLookDir True
bHomingTarget True
bIsNecrisVehicle True
bRotateCameraUnderVehicle True
bStayUpright True
bTurnInPlace True
bUseSuspensionAxis True
Components[4] UTVehicleSimHover'SimObject'
EyeHeight 120.0
EyeStepBlendRate 4.0
EyeStepFadeRate 4.0
GroundSpeed 700.0
Health 200
HornIndex 2
LegTraceZUpAmount 200.0
MaxEyeStepOffset 65.0
MeleeRange -100.0
ObjectiveGetOutDist 750.0
SimObj UTVehicleSimHover'SimObject'
SpawnRadius 125.0
StayUprightConstraintInstance RB_ConstraintInstance'UTGame.Default__UTVehicle_Scavenger:MyStayUprightConstraintInstance_14'
StayUprightConstraintSetup RB_StayUprightSetup'UTGame.Default__UTVehicle_Scavenger:MyStayUprightSetup_14'
SuspensionTravelAdjustSpeed 150.0
VehicleIndex 9
VehicleNameString "Scavenger"
VehiclePositionString "in a Scavenger"
WalkableFloorZ 0.85
Wheels[0] UTHoverWheel'RThruster'
WheelSuspensionTravel[1] 70.0
WheelSuspensionTravel[2] 20.0

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTVehicle_Walker.CollisionCylinder

No new values.

MyLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTVehicle_Walker.MyLightEnvironment

No new values.

MyStayUprightConstraintInstance_14[edit]

Class: Engine.RB_ConstraintInstance

No new values.

MyStayUprightSetup_14[edit]

Class: Engine.RB_StayUprightSetup

No new values.

RB_BodyHandle[edit]

Class: Engine.RB_Handle

Inherits from: UTVehicle_Walker.RB_BodyHandle

Property Value
AngularDamping 100.0
AngularStiffness 99000.0
LinearStiffness 99000.0

RThruster[edit]

Class: UTGame.UTHoverWheel

Property Value
BoneName 'BodyRoot'
BoneOffset
Member Value
X 0.0
Y 0.0
Z -100.0
HandbrakeLatSlipFactor 0.0
HandbrakeLongSlipFactor 0.0
LatSlipFactor 0.0
LongSlipFactor 0.0
SteerFactor 1.0
SuspensionTravel 20.0
WheelRadius 30.0

SimObject[edit]

Class: UTGame.UTVehicleSimHover

Property Value
bCanClimbSlopes True
bFullThrustOnDirectionChange True
bStabilizeStops True
LatDamping 0.3
LongDamping 0.3
MaxReverseForce 600.0
MaxStrafeForce 600.0
MaxThrustForce 600.0
MaxYawRate 1.7
PitchDamping 0.1
PitchTorqueMax 35.0
RandForceInterval 1000.0
RollDamping 0.1
RollTorqueMax 50.0
TurnDamping 0.11
TurnTorqueFactor 2500.0
TurnTorqueMax 1000.0
WheelSuspensionDamping 200.0
WheelSuspensionStiffness 800.0

SVehicleMesh[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTVehicle_Walker.SVehicleMesh

No new values.

Structs[edit]

BallModeStatus[edit]

Modifiers: native

bool bIsInBallMode 
Is the scavenger in (or transitioning into) ball mode
bool bBoostOnTransition 
Should do boost when transitioning

Functions[edit]

Native functions[edit]

ImpactEffect[edit]

simulated native function ImpactEffect (Object.Vector HitPos)


InitStayUpright[edit]

native function InitStayUpright ()


Events[edit]

DeactivateBallBooster[edit]

simulated event DeactivateBallBooster ()


EndBallMode[edit]

event EndBallMode ()

called when doing spin attack and exceed SpinTime

HoldGameObject[edit]

simulated event HoldGameObject (UTCarriedObject GameObj)

Overrides: UTVehicle.HoldGameObject

HoldGameObject() Attach GameObject to mesh.

Parameters:

  • GameObj - Game object to hold

OnJump[edit]

simulated event OnJump ()


OnLanded[edit]

simulated event OnLanded ()


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTVehicle_Walker.PostBeginPlay

Initialization

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

RigidBodyCollision[edit]

simulated event RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out Actor.CollisionImpactData Collision, 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

ScavengerDuckEffect[edit]

event ScavengerDuckEffect ()


ScavengerJumpEffect[edit]

event ScavengerJumpEffect ()


SpawnSeeker[edit]

event SpawnSeeker ()

Ask weapon to spawn a seeker

SpinAttackVictim[edit]

event SpinAttackVictim (Pawn HitPawn, float DeltaSeconds)


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: UTVehicle.TakeDamage

(Description copied from UTVehicle.TakeDamage)


See: Actor.TakeDamage()

Other instance functions[edit]

ActivateBallBooster[edit]

simulated function ActivateBallBooster ()


BallModeTransition[edit]

simulated function BallModeTransition ()


BlowupVehicle[edit]

simulated function BlowupVehicle ()

Overrides: UTVehicle_Walker.BlowupVehicle

Call this function to blow up the vehicle

ChooseFireMode[edit]

function byte ChooseFireMode ()

Overrides: UTVehicleBase.ChooseFireMode

AI - Returns the best firing mode for this weapon

CreateDamageMaterialInstance[edit]

simulated function CreateDamageMaterialInstance ()

Overrides: UTVehicle.CreateDamageMaterialInstance


DriverLeft[edit]

function DriverLeft ()

Overrides: UTVehicle_Walker.DriverLeft

DriverLeft() called by DriverLeave() after the drive has been taken out of the vehicle

FinishedStartingBallMode[edit]

simulated function FinishedStartingBallMode ()


GetChargePower[edit]

simulated function float GetChargePower ()

Overrides: UTVehicle.GetChargePower


GetPhysicalFireStartLoc[edit]

simulated function Object.Vector GetPhysicalFireStartLoc (UTWeapon ForWeapon)

Overrides: UTVehicle.GetPhysicalFireStartLoc


GetPowerLevel[edit]

simulated function bool GetPowerLevel (out float PowerLevel)

Overrides: UTVehicleBase.GetPowerLevel

(Description copied from UTVehicleBase.GetPowerLevel)
Gets the powerlevel for this vehicle - primarily used for charge bars

Parameters:

  • PowerLevel - out) - how full the charge bar should be (0 to 1)

Returns:

whether this vehicle's HUD should display a charge bar

InitFeet[edit]

simulated function InitFeet ()


OverrideBeginFire[edit]

simulated function bool OverrideBeginFire (byte FireModeNum)

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

PlaySpawnEffect[edit]

simulated function PlaySpawnEffect ()

Overrides: UTVehicle_Walker.PlaySpawnEffect


PossessedBy[edit]

function PossessedBy (Controller C, bool bVehicleTransition)

Overrides: UTVehicle.PossessedBy


RenderMapIcon[edit]

simulated function RenderMapIcon (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, Object.LinearColor FinalColor)

Overrides: UTVehicle.RenderMapIcon

When an icon for this vehicle is needed on the hud, this function is called

SetBurnOut[edit]

simulated function SetBurnOut ()

Overrides: UTVehicle_Walker.SetBurnOut


ShouldClamp[edit]

simulated function bool ShouldClamp ()

Overrides: UTVehicle.ShouldClamp


StartSpinAttack[edit]

simulated function StartSpinAttack ()


StopSpawnEffect[edit]

simulated function StopSpawnEffect ()

Overrides: UTVehicle_Walker.StopSpawnEffect


StopSpinAttack[edit]

simulated function StopSpinAttack ()


TeamChanged[edit]

simulated function TeamChanged ()

Overrides: UTVehicle_Walker.TeamChanged

NOTE: this guy is doing all kinds of crazy special case stuff and does NOT call super. Make certain that you check UTVehicle.TeamChanged() when making changes here.

TookStep[edit]

function TookStep (int LegIdx)

Overrides: UTVehicle_Walker.TookStep

notification from WalkerBody that foot just landed