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Difference between revisions of "UE3:UTVehicle Scorpion (UDK)"
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Latest revision as of 06:04, 17 January 2010
- Package:
- UTGame
- Direct subclass:
- UTVehicle_Scorpion_Content
- This class in other games:
- UT3
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Properties[edit]
Property group 'UTVehicle_Scorpion'[edit]
BoostSteerFactors[edit]
Type: float
Array size: 3
How much the steering should be restricted while boosting
Default value, index 0: 10.0
Default value, index 1: 4.0
Default value, index 2: 1.2
BoostUprightMaxTorque[edit]
Type: float
Default value: 50.0
BoostUprightTorqueFactor[edit]
Type: float
Default value: -45.0
LockSuspensionStiffness[edit]
Type: float
How stiff the suspension should be when the wheels need to be locked to the ground
Default value: 62.5
LockSuspensionTravel[edit]
Type: float
How long the springs should be when the wheels need to be locked to the ground
Default value: 37.0
Internal variables[edit]
See UTVehicle_Scorpion internal variables.
Default values[edit]
See UTVehicle_Scorpion defaults.
Functions[edit]
Events[edit]
ActivateRocketBoosters[edit]
ActivateRocketBoosters() called when player activates rocket boosters
BladeHit[edit]
called when the blades hit something (not called for broken blades)
DeactivateRocketBoosters[edit]
DeactivateRocketBoosters() called when player deactivates rocket boosters or they run out
EnableFullSteering[edit]
IncomingMissile[edit]
Overrides: UTVehicle.IncomingMissile
(Description copied from UTVehicle.IncomingMissile)
This function is called from an incoming missile that is targetting this vehicle
Parameters:
- P - The incoming projectile
PostBeginPlay[edit]
Overrides: UTVehicle.PostBeginPlay
Initialization
RanInto[edit]
Overrides: UTVehicle.RanInto
RanInto() called for encroaching actors which successfully moved the other actor out of the way
Parameters:
- Other - The pawn that was hit
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
SelfDestruct[edit]
Overrides: UTVehicle.SelfDestruct
SuspensionHeavyShift[edit]
Overrides: SVehicle.SuspensionHeavyShift
called when the suspension moves a large amount, passes the delta
TakeDamage[edit]
Overrides: UTVehicle.TakeDamage
Extra damage if hit while boosting
Tick[edit]
Overrides: Actor.Tick