My program doesn't have bugs. It just develops random features.
UE3:UTVehicle_Scorpion (UDK)
- Package:
- UTGame
- Direct subclass:
- UTVehicle_Scorpion_Content
- This class in other games:
- UT3
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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
ActivateRocketBoosters() called when player activates rocket boosters
BladeHit
called when the blades hit something (not called for broken blades)
DeactivateRocketBoosters
DeactivateRocketBoosters() called when player deactivates rocket boosters or they run out
EnableFullSteering
IncomingMissile
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
Overrides: UTVehicle.PostBeginPlay
Initialization
RanInto
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
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
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
Overrides: UTVehicle.SelfDestruct
SuspensionHeavyShift
Overrides: SVehicle.SuspensionHeavyShift
called when the suspension moves a large amount, passes the delta
TakeDamage
Overrides: UTVehicle.TakeDamage
Extra damage if hit while boosting
Tick
Overrides: Actor.Tick