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UE3:UTVehicle_Scavenger (UT3)
Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Walker >> UTVehicle_Scavenger |
Contents
- 1 Properties
- 2 Structs
- 3 Functions
- 3.1 Native functions
- 3.2 Events
- 3.3 Other instance functions
- 3.3.1 ActivateBallBooster
- 3.3.2 BallModeTransition
- 3.3.3 BlowupVehicle
- 3.3.4 ChooseFireMode
- 3.3.5 CreateDamageMaterialInstance
- 3.3.6 DriverLeft
- 3.3.7 FinishedStartingBallMode
- 3.3.8 GetChargePower
- 3.3.9 GetPhysicalFireStartLoc
- 3.3.10 GetPowerLevel
- 3.3.11 InitFeet
- 3.3.12 OverrideBeginFire
- 3.3.13 PlaySpawnEffect
- 3.3.14 PossessedBy
- 3.3.15 RenderMapIcon
- 3.3.16 SetBurnOut
- 3.3.17 ShouldClamp
- 3.3.18 StartSpinAttack
- 3.3.19 StopSpawnEffect
- 3.3.20 StopSpinAttack
- 3.3.21 TeamChanged
- 3.3.22 TookStep
- Package:
- UTGame
- Direct subclass:
- UTVehicle_Scavenger_Content
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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]
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 |
|
||||||||
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]
InitStayUpright[edit]
Events[edit]
DeactivateBallBooster[edit]
EndBallMode[edit]
called when doing spin attack and exceed SpinTime
HoldGameObject[edit]
Overrides: UTVehicle.HoldGameObject
HoldGameObject() Attach GameObject to mesh.
Parameters:
- GameObj - Game object to hold
OnJump[edit]
OnLanded[edit]
PostBeginPlay[edit]
Overrides: UTVehicle_Walker.PostBeginPlay
Initialization
ReplicatedEvent[edit]
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]
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]
ScavengerJumpEffect[edit]
SpawnSeeker[edit]
Ask weapon to spawn a seeker
SpinAttackVictim[edit]
TakeDamage[edit]
Overrides: UTVehicle.TakeDamage
(Description copied from UTVehicle.TakeDamage)
See: Actor.TakeDamage()
Other instance functions[edit]
ActivateBallBooster[edit]
BallModeTransition[edit]
BlowupVehicle[edit]
Overrides: UTVehicle_Walker.BlowupVehicle
Call this function to blow up the vehicle
ChooseFireMode[edit]
Overrides: UTVehicleBase.ChooseFireMode
AI - Returns the best firing mode for this weapon
CreateDamageMaterialInstance[edit]
Overrides: UTVehicle.CreateDamageMaterialInstance
DriverLeft[edit]
Overrides: UTVehicle_Walker.DriverLeft
DriverLeft() called by DriverLeave() after the drive has been taken out of the vehicle
FinishedStartingBallMode[edit]
GetChargePower[edit]
Overrides: UTVehicle.GetChargePower
GetPhysicalFireStartLoc[edit]
Overrides: UTVehicle.GetPhysicalFireStartLoc
GetPowerLevel[edit]
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]
OverrideBeginFire[edit]
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]
Overrides: UTVehicle_Walker.PlaySpawnEffect
PossessedBy[edit]
Overrides: UTVehicle.PossessedBy
RenderMapIcon[edit]
Overrides: UTVehicle.RenderMapIcon
When an icon for this vehicle is needed on the hud, this function is called
SetBurnOut[edit]
Overrides: UTVehicle_Walker.SetBurnOut
ShouldClamp[edit]
Overrides: UTVehicle.ShouldClamp
StartSpinAttack[edit]
StopSpawnEffect[edit]
Overrides: UTVehicle_Walker.StopSpawnEffect
StopSpinAttack[edit]
TeamChanged[edit]
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]
Overrides: UTVehicle_Walker.TookStep
notification from WalkerBody that foot just landed