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Difference between revisions of "UE3:UTVehicle Scorpion (UDK)"

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m (1 revision: class descriptions for UDK January update (part 9))
 
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Latest revision as of 06:04, 17 January 2010

UDK Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Scorpion
Package: 
UTGame
Direct subclass:
UTVehicle_Scorpion_Content
This class in other games:
UT3


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]

simulated event ActivateRocketBoosters ()

ActivateRocketBoosters() called when player activates rocket boosters

BladeHit[edit]

simulated event BladeHit (Actor HitActor, Object.Vector HitLocation, bool bLeftBlade)

called when the blades hit something (not called for broken blades)

DeactivateRocketBoosters[edit]

simulated event DeactivateRocketBoosters ()

DeactivateRocketBoosters() called when player deactivates rocket boosters or they run out

EnableFullSteering[edit]

simulated event EnableFullSteering ()


IncomingMissile[edit]

event IncomingMissile (Projectile P)

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]

simulated event PostBeginPlay ()

Overrides: UTVehicle.PostBeginPlay

Initialization

RanInto[edit]

event RanInto (Actor Other)

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]

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[edit]

simulated event RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out Actor.CollisionImpactData RigidCollisionData, 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

SelfDestruct[edit]

event SelfDestruct (Actor ImpactedActor)

Overrides: UTVehicle.SelfDestruct


SuspensionHeavyShift[edit]

simulated event SuspensionHeavyShift (float Delta)

Overrides: SVehicle.SuspensionHeavyShift

called when the suspension moves a large amount, passes the delta

TakeDamage[edit]

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

Extra damage if hit while boosting

Tick[edit]

event Tick (float DeltaSeconds)

Overrides: Actor.Tick


Other instance functions[edit]

See UTVehicle_Scorpion instance functions.