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UE3:UTVehicle_Scavenger internal variables (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Walker >> UTVehicle_Scavenger (internal variables)

;Other member categories for this class::UTVehicle Scavenger Content defaults

Internal variables[edit]

ActiveSeeker[edit]

Type: UTProj_ScavengerBoltBase

currently active seeker ball

ArmExtendSound[edit]

Type: SoundCue


ArmMomentum[edit]

Type: float

How much momentum to impart on a non-UTPawn with the arms per sec

Default value: 1.0

ArmRetractSound[edit]

Type: SoundCue


BallAudio[edit]

Type: AudioComponent


BallBoostEffect[edit]

Type: ParticleSystemComponent

The visual effect when boosting

BallBoostEffectTemplate[edit]

Type: ParticleSystem

Array size: 2


BallCollisionDamageType[edit]

Type: class<UTDamageType>

Damage type when collide with something in ball mode

Default value: Class'UTGame.UTDmgType_VehicleCollision'

BallHitComponent[edit]

Type: ParticleSystemComponent

The visual effect when colliding

BallHitEffectTemplate[edit]

Type: ParticleSystem

Array size: 2


BallModeStartupDelay[edit]

Type: float


Default value: 0.7

BallStatus[edit]

Type: BallModeStatus

Modifiers: repnotify

Replicated struct containing information about ball transition.

bBallBoostActivated[edit]

Type: bool

Ball mode boost timer and effects

bDoingJump[edit]

Type: bool

Was a jump initiated successfully by the player

BladesHitFleshSound[edit]

Type: SoundCue

Spinning blades impact flesh \ characters

BladesHitSurfaceSound[edit]

Type: SoundCue

Spinning blades impact surface \ vehicle

BladesRetractAC[edit]

Type: AudioComponent


BladesSpinningAC[edit]

Type: AudioComponent


BoostChargeDuration[edit]

Type: float

How long it takes to recharge between boosts

Default value: 4.0

BoostChargeTime[edit]

Type: float

used to track boost recharging duration

Default value: -10.0

BoostStartTime[edit]

Type: float

used to track boost duration

BounceSound[edit]

Type: SoundCue


bSpinAttackActive[edit]

Type: bool

Modifiers: repnotify

Spin attack has been activated

bStartedBallMode[edit]

Type: bool

Are we officially in ball mode (legs retracted, physics off)

CurrentRollMaterial[edit]

Type: name


DuckSound[edit]

Type: SoundCue


ImpactParticle[edit]

Type: ParticleSystemComponent


JumpDelay[edit]

Type: float


Default value: 2.0

JumpSound[edit]

Type: SoundCue


LandSound[edit]

Type: SoundCue


LastJumpTime[edit]

Type: float


MaxBallForce[edit]

Type: float


Default value: 250.0

MaxBallSpeed[edit]

Type: float

max allowed speed while in ball mode (and not boosting)

Default value: 1600.0

MaxBoostDuration[edit]

Type: float

How long you can boost in ball mode

Default value: 2.0

MaxBoostForce[edit]

Type: float


Default value: 350.0

MaxBoostSpeed[edit]

Type: float

max allowed speed while boosting

Default value: 1900.0

NextBallTransitionTime[edit]

Type: float

The next time that the ball can transition.

RollingPhysicalMaterial[edit]

Type: PhysicalMaterial

Modifiers: transient

PhysicalMaterial to use while rolling

ShieldBurnoutTeamMaterials[edit]

Type: array<MaterialInterface>


ShieldTeamMaterials[edit]

Type: array<MaterialInterface>

holds the team color materials for the shield *

SpinAttackRadius[edit]

Type: float

Area of effect for spin attack

Default value: 250.0

SpinAttackStartTime[edit]

Type: float

Time of spin attack start

SpinAttackTotalTime[edit]

Type: float

Total spin attack time allowed