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UE3:UTVehicle_Scavenger (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Walker >> UTVehicle_Scavenger
Package: 
UTGame
Direct subclass:
UTVehicle_Scavenger_Content

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties

Property group 'Sounds'

RollAudioComp

Type: AudioComponent

Modifiers: editconst, const

Sound to play from the ball rolling

RollSoundList

Type: array<UTPhysicalMaterialProperty.MaterialSoundEffect>


Property group 'UTVehicle_Scavenger'

FullHover

Type: float


JumpForceMag

Type: float


Default value: 9000.0

ReducedHover

Type: float


Internal variables

See UTVehicle_Scavenger internal variables.

Default values

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
VehicleNameString "Scavenger"
VehiclePositionString "in a Scavenger"
WalkableFloorZ 0.85
Wheels[0] UTHoverWheel'RThruster'
WheelSuspensionTravel[1] 70.0
WheelSuspensionTravel[2] 20.0

Subobjects

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: UTVehicle_Walker.CollisionCylinder

No new values.

MyLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTVehicle_Walker.MyLightEnvironment

No new values.

MyStayUprightConstraintInstance_14

Class: Engine.RB_ConstraintInstance

No new values.

MyStayUprightSetup_14

Class: Engine.RB_StayUprightSetup

No new values.

RB_BodyHandle

Class: Engine.RB_Handle

Inherits from: UTVehicle_Walker.RB_BodyHandle

Property Value
AngularDamping 100.0
AngularStiffness 99000.0
LinearStiffness 99000.0

RThruster

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

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

Class: Engine.SkeletalMeshComponent

Inherits from: UTVehicle_Walker.SVehicleMesh

No new values.

Structs

BallModeStatus

Modifiers: native

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

Functions

Native functions

ImpactEffect

simulated native function ImpactEffect (Object.Vector HitPos)


InitStayUpright

native function InitStayUpright ()


Events

DeactivateBallBooster

simulated event DeactivateBallBooster ()


EndBallMode

event EndBallMode ()

called when doing spin attack and exceed SpinTime

HoldGameObject

simulated event HoldGameObject (UTCarriedObject GameObj)

Overrides: UTVehicle.HoldGameObject

HoldGameObject() Attach GameObject to mesh.

Parameters:

  • GameObj - Game object to hold

OnJump

simulated event OnJump ()


OnLanded

simulated event OnLanded ()


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: UTVehicle_Walker.PostBeginPlay

Initialization

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

RigidBodyCollision

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

event ScavengerDuckEffect ()


ScavengerJumpEffect

event ScavengerJumpEffect ()


SpawnSeeker

event SpawnSeeker ()

Ask weapon to spawn a seeker

SpinAttackVictim

event SpinAttackVictim (Pawn HitPawn, float DeltaSeconds)


TakeDamage

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

ActivateBallBooster

simulated function ActivateBallBooster ()


BallModeTransition

simulated function BallModeTransition ()


BlowupVehicle

simulated function BlowupVehicle ()

Overrides: UTVehicle_Walker.BlowupVehicle

Call this function to blow up the vehicle

ChooseFireMode

function byte ChooseFireMode ()

Overrides: UTVehicleBase.ChooseFireMode

AI - Returns the best firing mode for this weapon

CreateDamageMaterialInstance

simulated function CreateDamageMaterialInstance ()

Overrides: UTVehicle.CreateDamageMaterialInstance


DriverLeft

function DriverLeft ()

Overrides: UTVehicle_Walker.DriverLeft

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

FinishedStartingBallMode

simulated function FinishedStartingBallMode ()


GetChargePower

simulated function float GetChargePower ()

Overrides: UTVehicle.GetChargePower


GetPhysicalFireStartLoc

simulated function Object.Vector GetPhysicalFireStartLoc (UTWeapon ForWeapon)

Overrides: UTVehicle.GetPhysicalFireStartLoc


GetPowerLevel

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

simulated function InitFeet ()


OverrideBeginFire

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

simulated function PlaySpawnEffect ()

Overrides: UTVehicle_Walker.PlaySpawnEffect


PossessedBy

function PossessedBy (Controller C, bool bVehicleTransition)

Overrides: UTVehicle.PossessedBy


RenderMapIcon

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

simulated function SetBurnOut ()

Overrides: UTVehicle_Walker.SetBurnOut


ShouldClamp

simulated function bool ShouldClamp ()

Overrides: UTVehicle.ShouldClamp


StartSpinAttack

simulated function StartSpinAttack ()


StopSpawnEffect

simulated function StopSpawnEffect ()

Overrides: UTVehicle_Walker.StopSpawnEffect


StopSpinAttack

simulated function StopSpinAttack ()


TeamChanged

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

function TookStep (int LegIdx)

Overrides: UTVehicle_Walker.TookStep

notification from WalkerBody that foot just landed