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UE3:UTVehicle_Viper properties (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTHoverVehicle >> UTVehicle_Viper (properties)

;Other member categories for this class::UTVehicle Viper defaults

Properties

Property group 'Movement'

FallingNoseDownTorque

Type: float

When falling, apply this torque to gently tip the nose of the vehicle down.

Default value: 100.0

GlideAirSpeed

Type: float


Default value: 1.0

GlideSpeedReductionRate

Type: float


Default value: 1.0

GlidingGravity

Type: float

CustomGravityScaling setting when wings are extended

Default value: 0.3

JumpCheckTraceDist

Type: float

How far down to trace to check if we can jump

Default value: 175.0

JumpForceMag

Type: float


Default value: 600.0

MaxJumpDuration

Type: float


Default value: 0.9

MinJumpDuration

Type: float


Default value: 0.5

MinZJumpVel

Type: float


Default value: 500.0

NormalGravity

Type: float

CustomGravityScaling setting when wings not extended

Default value: 0.9

Internal variables

bDoBikeJump

Type: bool

Modifiers: repnotify


bHoldingDuck

Type: bool

Modifiers: repnotify


BoostDir

Type: Object.Vector

replicated vector specifies force to apply to self-destructing viper (in direction ejecting driver was last looking when he left)

BoostForce

Type: float

magnitude to apply when determining BoostDir

Default value: 500.0

bPressingAltFire

Type: bool


bScriptedSelfDestruct

Type: bool

set when AI wants to self destruct or when forced by Kismet

bSelfDestructArmed

Type: bool

Modifiers: repnotify

replicated property identifies that self destruct is engaged

bSelfDestructInProgress

Type: bool

Whether or not the self destruct sequence is in progress

bSelfDestructReady

Type: bool

flag for whether or not self destruct will go off if the vehicle is left

CurveSound

Type: AudioComponent

sound played on sudden curves

DestructStartTime

Type: float

when self destruct was engaged

DuckSound

Type: SoundCue


EjectSoundCue

Type: SoundCue


ExhaustIndex

Type: int

This is the index of the effect that controls the jet exhause

ExhaustParamName

Type: name


GlideBlend

Type: AnimNodeBlend

anim node that controls the gliding animation. Child 0 should be the normal anim, Child 1 the gliding anim.

GlideBlendTime

Type: float

how long it takes to switch between gliding animation states

IdleAnimNode

Type: AnimNodeSequence

anim node that plays the idling animation.

JumpCountdown

Type: float


JumpSound

Type: SoundCue


MaxDestructDuration

Type: float

how long self destruct lasts before blowing up if no targets found

Default value: 2.2

SelfDestructDamageType

Type: class<UTDamageType>

Self destruct effect properties

SelfDestructEffect

Type: ParticleSystemComponent

the actual effect, var-ed so we can end it more appropriately

SelfDestructEffectTemplate

Type: ParticleSystem

effect played when self destructing

SelfDestructInstigator

Type: Controller

who gets credit for self destruct damage caused

SelfDestructReadySnd

Type: SoundCue

sound to be played when Self Destruct is armed

SelfDestructSoundCue

Type: SoundCue


SelfDestructSpinName

Type: name

name of skel control to perform the self destruct spin move

TimeToRiseForSelfDestruct

Type: float

How long Rise must be > 0 to self destruct

ViperSelfDestructToolTipIcon

Type: UIRoot.TextureCoordinates

Texture coordinates for SelfDestruct tooltip

Default values

See UTVehicle_Viper defaults.