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UE3:UTVehicle_Scavenger internal variables (UT3)
Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Walker >> UTVehicle_Scavenger (internal variables) |
Contents
- 1 Internal variables
- 1.1 ActiveSeeker
- 1.2 ArmExtendSound
- 1.3 ArmMomentum
- 1.4 ArmRetractSound
- 1.5 BallAudio
- 1.6 BallBoostEffect
- 1.7 BallBoostEffectTemplate
- 1.8 BallCollisionDamageType
- 1.9 BallHitComponent
- 1.10 BallHitEffectTemplate
- 1.11 BallModeStartupDelay
- 1.12 BallStatus
- 1.13 bBallBoostActivated
- 1.14 bDoingJump
- 1.15 BladesHitFleshSound
- 1.16 BladesHitSurfaceSound
- 1.17 BladesRetractAC
- 1.18 BladesSpinningAC
- 1.19 BoostChargeDuration
- 1.20 BoostChargeTime
- 1.21 BoostStartTime
- 1.22 BounceSound
- 1.23 bSpinAttackActive
- 1.24 bStartedBallMode
- 1.25 CurrentRollMaterial
- 1.26 DuckSound
- 1.27 ImpactParticle
- 1.28 JumpDelay
- 1.29 JumpSound
- 1.30 LandSound
- 1.31 LastJumpTime
- 1.32 MaxBallForce
- 1.33 MaxBallSpeed
- 1.34 MaxBoostDuration
- 1.35 MaxBoostForce
- 1.36 MaxBoostSpeed
- 1.37 NextBallTransitionTime
- 1.38 RollingPhysicalMaterial
- 1.39 ShieldBurnoutTeamMaterials
- 1.40 ShieldTeamMaterials
- 1.41 SpinAttackRadius
- 1.42 SpinAttackStartTime
- 1.43 SpinAttackTotalTime
;Other member categories for this class::UTVehicle Scavenger Content defaults
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Internal variables
ActiveSeeker
Type: UTProj_ScavengerBoltBase
currently active seeker ball
ArmExtendSound
Type: SoundCue
ArmMomentum
Type: float
How much momentum to impart on a non-UTPawn with the arms per sec
Default value: 1.0
ArmRetractSound
Type: SoundCue
BallAudio
Type: AudioComponent
BallBoostEffect
Type: ParticleSystemComponent
The visual effect when boosting
BallBoostEffectTemplate
Type: ParticleSystem
Array size: 2
BallCollisionDamageType
Type: class<UTDamageType>
Damage type when collide with something in ball mode
Default value: Class'UTGame.UTDmgType_VehicleCollision'
BallHitComponent
Type: ParticleSystemComponent
The visual effect when colliding
BallHitEffectTemplate
Type: ParticleSystem
Array size: 2
BallModeStartupDelay
Type: float
BallStatus
Type: BallModeStatus
Modifiers: repnotify
Replicated struct containing information about ball transition.
bBallBoostActivated
Type: bool
Ball mode boost timer and effects
bDoingJump
Type: bool
Was a jump initiated successfully by the player
BladesHitFleshSound
Type: SoundCue
Spinning blades impact flesh \ characters
BladesHitSurfaceSound
Type: SoundCue
Spinning blades impact surface \ vehicle
BladesRetractAC
Type: AudioComponent
BladesSpinningAC
Type: AudioComponent
BoostChargeDuration
Type: float
How long it takes to recharge between boosts
Default value: 4.0
BoostChargeTime
Type: float
used to track boost recharging duration
Default value: -10.0
BoostStartTime
Type: float
used to track boost duration
BounceSound
Type: SoundCue
bSpinAttackActive
Type: bool
Modifiers: repnotify
Spin attack has been activated
bStartedBallMode
Type: bool
Are we officially in ball mode (legs retracted, physics off)
CurrentRollMaterial
Type: name
DuckSound
Type: SoundCue
ImpactParticle
Type: ParticleSystemComponent
JumpDelay
Type: float
Default value: 2.0
JumpSound
Type: SoundCue
LandSound
Type: SoundCue
LastJumpTime
Type: float
MaxBallForce
Type: float
Default value: 250.0
MaxBallSpeed
Type: float
max allowed speed while in ball mode (and not boosting)
Default value: 1600.0
MaxBoostDuration
Type: float
How long you can boost in ball mode
Default value: 2.0
MaxBoostForce
Type: float
Default value: 350.0
MaxBoostSpeed
Type: float
max allowed speed while boosting
Default value: 1900.0
NextBallTransitionTime
Type: float
The next time that the ball can transition.
RollingPhysicalMaterial
Type: PhysicalMaterial
Modifiers: transient
PhysicalMaterial to use while rolling
ShieldBurnoutTeamMaterials
Type: array<MaterialInterface>
ShieldTeamMaterials
Type: array<MaterialInterface>
holds the team color materials for the shield *
SpinAttackRadius
Type: float
Area of effect for spin attack
Default value: 250.0
SpinAttackStartTime
Type: float
Time of spin attack start
SpinAttackTotalTime
Type: float
Total spin attack time allowed