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UE3:UTVehicle_Scorpion (UDK)

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


Properties

Property group 'UTVehicle_Scorpion'

BoostSteerFactors

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

Type: float


Default value: 50.0

BoostUprightTorqueFactor

Type: float


Default value: -45.0

LockSuspensionStiffness

Type: float

How stiff the suspension should be when the wheels need to be locked to the ground

Default value: 62.5

LockSuspensionTravel

Type: float

How long the springs should be when the wheels need to be locked to the ground

Default value: 37.0

Internal variables

See UTVehicle_Scorpion internal variables.

Default values

See UTVehicle_Scorpion defaults.

Functions

Events

ActivateRocketBoosters

simulated event ActivateRocketBoosters ()

ActivateRocketBoosters() called when player activates rocket boosters

BladeHit

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

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

DeactivateRocketBoosters

simulated event DeactivateRocketBoosters ()

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

EnableFullSteering

simulated event EnableFullSteering ()


IncomingMissile

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

simulated event PostBeginPlay ()

Overrides: UTVehicle.PostBeginPlay

Initialization

RanInto

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

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

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

event SelfDestruct (Actor ImpactedActor)

Overrides: UTVehicle.SelfDestruct


SuspensionHeavyShift

simulated event SuspensionHeavyShift (float Delta)

Overrides: SVehicle.SuspensionHeavyShift

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

TakeDamage

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

event Tick (float DeltaSeconds)

Overrides: Actor.Tick


Other instance functions

See UTVehicle_Scorpion instance functions.