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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

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


Default value: 0.7

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