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UE3:UTVehicle internal variables (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle (internal variables)

Contents

UTVehicle internal variables in other games:
UDK
Other member categories for this class:
events, instance functions, structs, Cicada Content defaults, DarkWalker defaults, DarkWalker Content defaults, Fury internal variables, Fury Content defaults, Goliath defaults, Goliath properties, Goliath Content defaults, HellBender Content defaults, Hoverboard defaults, Hoverboard instance functions, Hoverboard internal variables, Hoverboard properties, Leviathan instance functions, Leviathan internal variables, Leviathan Content defaults, Leviathan Content properties, Manta defaults, Manta properties, Manta Content defaults, Nemesis defaults, Nemesis properties, NightShade defaults, Paladin defaults, Paladin properties, Scavenger internal variables, Scavenger Content defaults, Scorpion defaults, Scorpion internal variables, Scorpion Content defaults, SPMA Content defaults, Viper defaults, Viper properties, Scorpion instance functions, StealthBenderGold Content defaults

Internal variables[edit]

AccruedFireDamage[edit]

Type: float

Accrued Fire Damage

AccumulatedWaterDamage[edit]

Type: float

Accumulated water damage (only call take damage when > 1

AIPurpose[edit]

Type: EAIVehiclePurpose


bAcceptTurretJump[edit]

Type: bool

Whether to accept jump from UTWeaponPawns

bAllowedExit[edit]

Type: bool

Whether the driver is allowed to exit the vehicle

Default value: True

bAllowTowFromAllDirections[edit]

Type: bool

If true, you can grapple to this vehicle from any direction - not just from behind it.

bCameraNeverHidesVehicle[edit]

Type: bool


bCanCarryFlag[edit]

Type: bool

Determines if a driver/passenger in this vehicle can carry the flag

bDeadVehicle[edit]

Type: bool

Modifiers: repnotify

Is this vehicle dead

bDisplayHealthBar[edit]

Type: bool

if true, show health bar for this vehicle

Default value: True

bDrawHealthOnHUD[edit]

Type: bool

whether or not to draw this vehicle's health on the HUD in addition to the driver's health

Default value: True

bDriverCastsShadow[edit]

Type: bool

whether or not driver pawn should always cast shadow

bDriverHoldsFlag[edit]

Type: bool

If true the driver will have the flag attached to its model

bDropDetailWhenDriving[edit]

Type: bool

if set, drop detail when the local player is driving this vehicle (unless in super high detail mode)

bEjectKilledBodies[edit]

Type: bool

If true, any dead bodies that get ejected when the vehicle is flipped/destroy will be destroyed immediately

bEjectPassengersWhenFlipped[edit]

Type: bool

If true, all passengers (inc. the driver) will be ejected if the vehicle flips over

Default value: True

bEnteringUnlocks[edit]

Type: bool

Vehicle is unlocked when a player enters it..

Default value: True

bFindGroundExit[edit]

Type: bool

Whether to make sure exit position is near solid ground

Default value: True

bFixedCamZ[edit]

Type: bool

Used only if bNoFollowJumpZ=true. True when Camera Z is being fixed.

bFrontalCollision[edit]

Type: bool

Modifiers: const

Set internally by physics - if the contact force is pressing along vehicle forward direction.

bFrontalCollisionWithFixed[edit]

Type: bool

Modifiers: const

If bFrontalCollision is true, this indicates the collision is with a fixed object (ie not PHYS_RigidBody)

bHasBeenDriven[edit]

Type: bool

whether this vehicle has been driven at any time

bHasCustomEntryRadius[edit]

Type: bool

Vehicle has special entry radius rules

bHasEnemyVehicleSound[edit]

Type: bool

bot voice message support

bHasTowCable[edit]

Type: bool

AI flag - indicates this vehicle has a tow cable, so evaluate if it should link up to others by calling TryAttachingTowCable()

bHasTurretExplosion[edit]

Type: bool

Whether or not there is a turret explosion sequence on death

bHasWeaponBar[edit]

Type: bool

HUD should draw weapon bar for this vehicle

bHomingTarget[edit]

Type: bool

If true, certain weapons/vehicles can lock their weapons on to this vehicle

BigExplosionSocket[edit]

Type: name

socket to attach big explosion to (if 'None' it won't be attached at all)

BigExplosionTemplates[edit]

Type: array<UTEmitter.DistanceBasedParticleTemplate>


Default value:

Member Value
Template ParticleSystem'FX_VehicleExplosions.Effects.P_FX_VehicleDeathExplosion'

bInitializedVehicleEffects[edit]

Type: bool

set after attaching vehicle effects, as this is delayed slightly to allow time for team info to be set

bIsBurning[edit]

Type: bool

This vehicle is dead and burning

bIsConsoleTurning[edit]

Type: bool

for player controlled !bSeparateTurretFocus vehicles on console, this is updated to indicate whether the controller is currently turning (server and owning client only)

bIsDisabled[edit]

Type: bool

Modifiers: repnotify


bIsInDestroyablePenetration[edit]

Type: bool

TRUE indicates vehicle is currently in penetration greater than DestroyOnPenetrationThreshold.

bIsNecrisVehicle[edit]

Type: bool

True if is Necris vehicle (used by single player campaign)

bIsOnTrack[edit]

Type: bool

AI flag that indicates whether this vehicle is on a fixed track (i.e, it can move, but don't expect it to be able to reach anything in particular) this also causes it to use ReachSpecs with the track flag (created through UTTrackTurretPathNode)

bIsScraping[edit]

Type: bool

If true, this vehicle is scraping against something

bIsTowingHoverboard[edit]

Type: bool

if true, currently towing hoverboard

bKeyVehicle[edit]

Type: bool

Modifiers: repnotify

hint for AI and show this vehicle on minimap

bLightArmor[edit]

Type: bool

Used to designate this vehicle as having light armor

bLimitCameraZLookingUp[edit]

Type: bool

If true, make sure camera z stays above vehicle when looking up (to avoid clipping when flying vehicle going up)

bMustBeUpright[edit]

Type: bool

true if vehicle must be upright to be entered

Default value: True

bNeverReset[edit]

Type: bool

The variable can be used to restrict this vehicle from being reset.

bNoFollowJumpZ[edit]

Type: bool

If true, don't change Z while jumping, for more dramatic looking jumps

bNoZDamping[edit]

Type: bool

If true, don't damp z component of vehicle velocity even when on the ground

bNoZDampingInAir[edit]

Type: bool

If true, don't damp z component of vehicle velocity while it is in the air

Default value: True

bNoZSmoothing[edit]

Type: bool

If true, don't Z smooth lagged camera (for bumpier looking ride

Default value: True

BoostPadSound[edit]

Type: SoundCue

Sound to play when going over a boost pad.

bOverrideAVRiLLocks[edit]

Type: bool

Whether can override AVRiL target locks

bPlayingSpawnEffect[edit]

Type: bool

Modifiers: repnotify

whether we're currently playing the spawn effect

bPostRenderOtherTeam[edit]

Type: bool

If true, call postrenderfor() even if on different team

bPostRenderTraceSucceeded[edit]

Type: bool

true is last trace test check for drawing postrender hud icons succeeded

bReducedFallingCollisionDamage[edit]

Type: bool

if true, collision damage is reduced when the vehicle collided with something below it

bRequestedEntryWithFlag[edit]

Type: bool

true if pressed use while holding flag for vehicle you can't enter with flag

bShouldAutoCenterViewPitch[edit]

Type: bool

Whether or not the vehicle can auto center its view pitch. Some vehicles (e.g. darkwalker) do not want this *

Default value: True

bShouldLeaveForCombat[edit]

Type: bool

whether or not bots should leave this vehicle if they encounter enemies

bShowDamageDebug[edit]

Type: bool


bShowLocked[edit]

Type: bool


bSpectatedView[edit]

Type: bool

true if being spectated (set temporarily in UTPlayerController.GetPlayerViewPoint()

bStealthVehicle[edit]

Type: bool

This vehicle should display the <Locked> cusrsor

bStickDeflectionThrottle[edit]

Type: bool

Use stick deflection to determine throttle magnitude (used for console controllers)

bStopDeathCamera[edit]

Type: bool

Stop death camera using OldCameraPosition if true

bTakeWaterDamageWhileDriving[edit]

Type: bool

Whether takes water damage while being driven

Default value: True

bTeamLocked[edit]

Type: bool

Team defines which players are allowed to enter the vehicle

Default value: True

BurnOutMaterial[edit]

Type: MaterialInterface

Array size: 2

Burn out material (per team)

BurnOutMaterialInstances[edit]

Type: array<BurnOutDatum>

The material instances and their data used when showing the burning hulk

BurnOutTime[edit]

Type: float

How long does it take to burn out

Default value: 2.5

BurnTimeParameterName[edit]

Type: name

names of material parameters for burnout material effect

Default value: 'BurnTime'

bUseAlternatePaths[edit]

Type: bool

whether AI should consider using its squad's alternate path to objectives while in this vehicle (set false for vehicles where detours are painful and/or the vehicle is so strong the AI just shouldn't care)

Default value: True

bUsingLookSteer[edit]

Type: bool

Modifiers: transient

Cached value indicating what style of control we are currently using.

bValidLinkTarget[edit]

Type: bool

if true, can be healing target for link gun

Default value: True

CameraLag[edit]

Type: float

Amount of camera lag for this vehicle (in seconds

Default value: 0.12

CameraOffset[edit]

Type: Object.Vector

Smoothed Camera Offset

CameraSmoothingFactor[edit]

Type: float

Smoothing scale for lagged camera - higher values = shorter smoothing time.

Default value: 2.0

ChargeBarCoords[edit]

Type: UIRoot.TextureCoordinates

the charge bar as a whole

Default value:

Member Value
U 276.0
UL 9.0
V 407.0
VL 63.0

ChargeBarEndCapCoords[edit]

Type: UIRoot.TextureCoordinates

the charge bar top endcap

Default value:

Member Value
U 276.0
UL 9.0
V 407.0
VL 6.0

ChargeBarHeight[edit]

Type: float


ChargeBarPosX[edit]

Type: float

offset relative to the upper left of the vehicle hud bar

Default value: 2.0

ChargeBarPosY[edit]

Type: float


ChargeBarWidth[edit]

Type: float


Default value: 10.0

ClientHealth[edit]

Type: int

client-side health for morph targets. Used to adjust everything to the replicated Health whenever we receive it

CollisionDamageMult[edit]

Type: float

multiplier to damage from colliding with other rigid bodies

Default value: 0.0020

CurrentTireMaterial[edit]

Type: name


DamageMaterialInstance[edit]

Type: MaterialInstanceConstant

Array size: 2


DamageMorphTargets[edit]

Type: array<FDamageMorphTargets>

Holds the Damage Morph Targets

DamageParamScaleLevels[edit]

Type: array<DamageParamScales>


DamageSkelControls[edit]

Type: array<UTSkelControl_Damage>

Holds the damage skel controls

DamageSmokeThreshold[edit]

Type: float

The health ratio threshold at which the vehicle will begin smoking

Default value: 0.65

DeadVehicleLifeSpan[edit]

Type: float

How long should the vehicle should last after being destroyed

Default value: 9.0

DeathExplosion[edit]

Type: Emitter

This is a reference to the Emitter we spawn on death. We need to keep a ref to it (briefly) so we can turn off the particle system when the vehicle decided to burnout.

DeathExplosionShake[edit]

Type: CameraAnim

camera shake for players near the vehicle when it explodes

Default value: CameraAnim'Envy_Effects.Camera_Shakes.C_VH_Death_Shake'

DefaultFOV[edit]

Type: float

FOV to use when driving this vehicle

Default value: 75.0

DefaultPhysicalMaterial[edit]

Type: PhysicalMaterial

Modifiers: transient

PhysicalMaterial to use while not driving

DeflectionReverseThresh[edit]

Type: float

When using bStickDeflectionThrottle, how far along Y do you pull stick before you actually reverse.

DelayedBurnoutCount[edit]

Type: int

How many times burnout has been delayed

DestroyedTurret[edit]

Type: UTVehicleDeathPiece

Reference to destroyed turret for death effects

DestroyedTurretTemplate[edit]

Type: StaticMesh

Class to spawn when turret destroyed

DisabledEffectComponent[edit]

Type: ParticleSystemComponent

component that holds the disabled effect (created dynamically)

DisabledTemplate[edit]

Type: ParticleSystem

effect played when disabled

Default value: ParticleSystem'PICKUPS.Deployables.Effects.P_Deployables_EMP_Mine_VehicleDisabled'

DistanceTurretExplosionTemplates[edit]

Type: array<UTEmitter.DistanceBasedParticleTemplate>

Explosion of the turret

Default value, index 0:

Member Value
MinDistance 1500.0
Template ParticleSystem'Envy_Effects.VH_Deaths.P_VH_Death_SpecialCase_1_Base_Near'

Default value, index 1:

Member Value
Template ParticleSystem'Envy_Effects.VH_Deaths.P_VH_Death_SpecialCase_1_Base_Far'

DriverStatusChangedWaveform[edit]

Type: ForceFeedbackWaveform

The force feedback waveform to play when you get in/out of the vehicle

Default value: ForceFeedbackWaveform'UTGame.Default__UTVehicle:ForceFeedbackWaveformVehicleEnter'

DrivingAnim[edit]

Type: name

Anim to play when a visible driver is driving

Default value: 'manta_idle_sitting'

DrivingPhysicalMaterial[edit]

Type: PhysicalMaterial

Modifiers: transient

PhysicalMaterial to use while driving

DropFlagIconCoords[edit]

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 85.0
UL 66.0
V 767.0
VL 48.0

DropOrbIconCoords[edit]

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 109.0
UL 55.0
V 815.0
VL 38.0

EnemyVehicleSound[edit]

Type: array<SoundNodeWave>


EnterToolTipIconCoords[edit]

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 96.0
UL 77.0
V 249.0
VL 64.0

ExplosionDamage[edit]

Type: float

Damage/Radius/Momentum parameters for dying explosions

Default value: 100.0

ExplosionDamageType[edit]

Type: class<DamageType>

The Damage Type of the explosion when the vehicle is upside down

Default value: Class'UTGame.UTDmgType_VehicleExplosion'

ExplosionInAirAngVel[edit]

Type: float

If vehicle dies in the air, this is how much spin is given to it.

Default value: 1.5

ExplosionLightClass[edit]

Type: class<UTExplosionLight>

Class of ExplosionLight

Default value: Class'UTGame.UTTankShellExplosionLight'

ExplosionMomentum[edit]

Type: float

Damage/Radius/Momentum parameters for dying explosions

Default value: 60000.0

ExplosionRadius[edit]

Type: float

Damage/Radius/Momentum parameters for dying explosions

Default value: 300.0

ExplosionSound[edit]

Type: SoundCue

sound for dying explosion

ExplosionTemplate[edit]

Type: ParticleSystem

Templates used for explosions

Default value: ParticleSystem'FX_VehicleExplosions.Effects.P_FX_GeneralExplosion'

ExtraReachDownThreshold[edit]

Type: float

additional downward threshold for AI reach tests (for high hover vehicles)

FireDamagePerSec[edit]

Type: float

Damage per second if vehicle is on fire

Default value: 2.0

FireDamageThreshold[edit]

Type: float

The health ratio threshold at which the vehicle will catch on fire (and begin to take continuous damage if empty)

Default value: 0.4

FlippedCount[edit]

Type: float

Used natively to give a little pause before kicking everyone out

FlipToolTipIconCoords[edit]

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 2.0
UL 79.0
V 766.0
VL 71.0

GreedCoinBonus[edit]

Type: int

Coin bonus given for killing this vehicle (if driven by enemy)

Default value: 2

HealthPulseTime[edit]

Type: float


HeroBonus[edit]

Type: float

bonus given for killing this vehicle (if driven by enemy)

HornAIRadius[edit]

Type: float

radius in which friendly bots respond to the horn by trying to get into any unoccupied seats

Default value: 800.0

HornIndex[edit]

Type: int

Horn to play for this vehicle.

HornSounds[edit]

Type: array<SoundCue>

The sounds to play when the horn is played

Default value, index 0: SoundCue'A_Vehicle_Hellbender.SoundCues.A_Vehicle_Hellbender_Horn'

Default value, index 1: SoundCue'A_Vehicle_Generic.Vehicle.VehicleHornCue'

Default value, index 2: SoundCue'A_Vehicle_Generic.Vehicle.Vehicle_Horn_SmallNecris01Cue'

Default value, index 3: SoundCue'A_Vehicle_Generic.Vehicle.Vehicle_Horn_LargeNecris03Cue'

HoverBoardAttachSockets[edit]

Type: array<name>


HoverBoardSocketInUse[edit]

Type: array<bool>


HUDExtent[edit]

Type: float

Scaling factor used to determine if crosshair might be over this vehicle

Default value: 100.0

HUDLocation[edit]

Type: Object.Vector

HUD Beacon

IconCoords[edit]

Type: UIRoot.TextureCoordinates

Coordiates of the icon associated with this object

Default value:

Member Value
U 831.0
UL 38.0
V 21.0
VL 30.0

ImpactHitSound[edit]

Type: SoundCue

Sound for being hit by impact hammer

Default value: SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_FireImpactVehicle_Cue'

InitialSpawnDelay[edit]

Type: float

How long to wait before spawning this vehicle when its factory becomes active

InnerExplosionShakeRadius[edit]

Type: float

radius at which the death camera shake is full intensity

Default value: 400.0

KillerController[edit]

Type: Controller

player that killed the vehicle (replicated, but only to that player)

LargeChunkImpactSound[edit]

Type: SoundCue

The sounds this vehicle will play based on impact force

Default value: SoundCue'A_Vehicle_Generic.Vehicle.VehicleImpact_MetalLargeCue'

LastCheckUpsideDownTime[edit]

Type: float

Used natively to determine if the vehicle has been upside down

LastCollisionDamageTime[edit]

Type: float

last time we took collision damage, so we don't take collision damage multiple times in the same tick

LastDeathImpactTime[edit]

Type: float

stores the time of the last death impact to stop spamming them from occurring

LastEnemyWarningTime[edit]

Type: float


Default value: -100.0

LastHealth[edit]

Type: int


LastHornTime[edit]

Type: float

The time at which the horn was last played

LastJumpOutCheck[edit]

Type: float

Natively used in determining when a bot should just out of the vehicle

LastPostRenderTraceTime[edit]

Type: float

Last time trace test check for drawing postrender hud icons was performed

LastRunOverWarningTime[edit]

Type: float

last time checked for pawns in front of vehicle and warned them of their impending doom.

LastTakeHitInfo[edit]

Type: UTPawn.TakeHitInfo

replicated information on a hit we've taken

LastTakeHitTimeout[edit]

Type: float

stop considering LastTakeHitInfo for replication when world time passes this (so we don't replicate out-of-date hits when pawns become relevant)

LightEnvironment[edit]

Type: DynamicLightEnvironmentComponent

The pawn's light environment

Default value: DynamicLightEnvironmentComponent'MyLightEnvironment'

LinkedEndSound[edit]

Type: SoundCue


Default value: SoundCue'A_Vehicle_Generic.Vehicle.VehicleChargeCompleteCue'

LinkedToAudio[edit]

Type: AudioComponent


LinkedToCount[edit]

Type: byte

Modifiers: protected, repnotify

How many linkguns are linking to this vehicle

LinkedToCue[edit]

Type: SoundCue


Default value: SoundCue'A_Vehicle_Generic.Vehicle.VehicleChargeLoopCue'

LinkHealMult[edit]

Type: float

If > 0, Link Gun secondary heals an amount equal to its damage times this

Default value: 0.35

LockedOnSound[edit]

Type: SoundCue

Sound to play when something locks on

Default value: SoundCue'A_Weapon_Avril.WAV.A_Weapon_AVRiL_Lock01Cue'

MapSize[edit]

Type: float


Default value: 0.75

MaxDesireability[edit]

Type: float

hint for AI

Default value: 0.5

MaxExplosionLightDistance[edit]

Type: float

Max distance to create ExplosionLight

Default value: 4000.0

MaxFireEffectDistance[edit]

Type: float

The maximum distance out where a fire effect will be spawned

Default value: 7000.0

MaxImpactEffectDistance[edit]

Type: float

The maximum distance out where an impact effect will be spawned

Default value: 6000.0

MaxWheelEffectDistSq[edit]

Type: float

Max dist for wheel sounds and particle effects

Default value: 1.6E7

MediumChunkImpactSound[edit]

Type: SoundCue

The sounds this vehicle will play based on impact force

Default value: SoundCue'A_Vehicle_Generic.Vehicle.VehicleImpact_MetalMediumCue'

MinCameraDistSq[edit]

Type: float

hide vehicle if camera is too close

Default value: 1.0

MinRunOverSpeed[edit]

Type: float

speed must be greater than this for running into someone to do damage

Default value: 250.0

MinRunOverWarningAim[edit]

Type: float

last time checked for pawns in front of vehicle and warned them of their impending doom.

Default value: 0.88

NeedToPickUpAnnouncement[edit]

Type: UTPlayerController.ObjectiveAnnouncementInfo


Default value:

Member Value
AnnouncementText "Man the Key Vehicle!"

NextVehicle[edit]

Type: UTVehicle

Quick link to the next vehicle in the chain

NoPassengerObjective[edit]

Type: Actor

bots will not try to be a passenger in this vehicle while their objective is this (used for key vehicles that we want to have one bot stay in if possible)

ObjectiveGetOutDist[edit]

Type: float

if AI controlled and bot needs to trigger an objective not triggerable by vehicles, it will try to get out this far away

Default value: 1000.0

OccupiedUpsideDownDamagePerSec[edit]

Type: float

Damage per second if vehicle is upside down with a driver

Default value: 200.0

OldCameraPosition[edit]

Type: Object.Vector

OldCameraPosition saved when dead for use if fall below killz

OldCamPosZ[edit]

Type: float

Used only if bNoFollowJumpZ=true. saves the Camera Z position from the previous tick.

OldPositions[edit]

Type: array<TimePosition>


OriginalMaterials[edit]

Type: array<MaterialInterface>

list of Mesh's original materials when playing spawn effect so we can restore them afterwards

OuterExplosionShakeRadius[edit]

Type: float

radius at which the death camera shake reaches zero intensity

Default value: 1000.0

ParentFactory[edit]

Type: UTVehicleFactory

Quick link to the factory that spawned this vehicle

PassengerPRI[edit]

Type: UTPlayerReplicationInfo

PRI of player in passenger turret

PassengerTeamBeaconOffset[edit]

Type: Object.Vector

offset for passenger team beacon

Default value:

Member Value
X 0.0
Y 0.0
Z 100.0

PlayerStartTime[edit]

Type: float

Track different milestones (in terms of time) for this vehicle

RanOverDamageType[edit]

Type: class<UTDamageType>

The Damage type to use when something get's run over

Default value: Class'UTGame.UTDmgType_RanOver'

RanOverSound[edit]

Type: SoundCue

Sound to play when someone is run over

ReferenceMovementMesh[edit]

Type: StaticMesh

Reference Mesh for the movement effect on seats

RemainingBurn[edit]

Type: float

How long until it's done burning

Reservation[edit]

Type: UTBot

bot that's about to get in this vehicle

ResetTime[edit]

Type: float

if vehicle has no driver, CheckReset() will be called at this time

RespawnTime[edit]

Type: float

How long vehicle takes to respawn

Default value: 30.0

SeatMask[edit]

Type: int

This replicated property holds a mask of which seats are occupied.

SecondaryExplosion[edit]

Type: ParticleSystem

Secondary explosions from vehicles. (usually just dust when they are impacting something) *

Default value: ParticleSystem'Envy_Effects.VH_Deaths.P_VH_Death_Dust_Secondary'

ShowLockedMaxDist[edit]

Type: float


Default value: 3000.0

SmallChunkImpactSound[edit]

Type: SoundCue

The sounds this vehicle will play based on impact force

Default value: SoundCue'A_Vehicle_Generic.Vehicle.VehicleImpact_MetalSmallCue'

SpawnInSound[edit]

Type: SoundCue

Sound to play when spawning in

Default value: SoundCue'A_Vehicle_Generic.Vehicle.VehicleFadeIn01Cue'

SpawnInTemplates[edit]

Type: array<ParticleSystem>

Team specific effect played when the vehicle is spawned

Default value, index 0: ParticleSystem'VH_All.Effects.P_VH_All_Spawn_Red'

Default value, index 1: ParticleSystem'VH_All.Effects.P_VH_All_Spawn_Blue'

SpawnInTime[edit]

Type: float

How long is the SpawnIn effect

Default value: 4.0

SpawnMaterialLists[edit]

Type: array<MaterialList>


SpawnMaterialParameterCurve[edit]

Type: Object.InterpCurveFloat


Default value:

Member Value
Points
  1. No value definitions.
Member Value
InVal 4.0
OutVal 2.5

SpawnMaterialParameterName[edit]

Type: name

parameter for the spawn material

Default value: 'ResInAmount'

SpawnOutSound[edit]

Type: SoundCue

Sound to play when despawning

Default value: SoundCue'A_Vehicle_Generic.Vehicle.VehicleFadeOut01Cue'

SpawnRadius[edit]

Type: float

This is used to determine a safe zone around the spawn point of the vehicle. It won't spawn until this zone is clear of pawns

Default value: 320.0

StolenAnnouncementIndex[edit]

Type: int

The Message index for the "Hijack" announcement

Default value: 4

StolenSound[edit]

Type: SoundCue

SoundCue to play when someone steals this vehicle

Team[edit]

Type: byte

Modifiers: repnotify

Holds the team designation for this vehicle

Default value: 128

TeamBeaconMaxDist[edit]

Type: float

The maximum distance out that the Team Beacon will be displayed

Default value: 5000.0

TeamBeaconOffset[edit]

Type: Object.Vector

offset for team beacon

Default value:

Member Value
X 0.0
Y 0.0
Z 100.0

TeamBeaconPlayerInfoMaxDist[edit]

Type: float

The maximum distance out that the player info will be displayed

Default value: 3000.0

TeamMaterials[edit]

Type: array<MaterialInterface>

The Team Skins (0 = red/unknown, 1 = blue)

TimeInDestroyablePenetration[edit]

Type: float

How long the vehicle has been in penetration greater than DestroyOnPenetrationThreshold.

TimeLastDisabled[edit]

Type: float


TimeTilSecondaryVehicleExplosion[edit]

Type: float

How long to wait after the InitialVehicleExplosion before doing the Secondary VehicleExplosion (if it already has not happened) (e.g. due to the vehicle falling from the air and hitting the ground and doing it's secondary explosion that way).

Default value: 2.0

Trackers[edit]

Type: array<UTBot>


TurretExplosiveForce[edit]

Type: float

Force applied to the turret explosion

Default value: 10000.0

TurretOffset[edit]

Type: Object.Vector

The offset from the TurretSocketName to spawn the turret

Default value:

Member Value
X 0.0
Y 0.0
Z 200.0

TurretScaleControlName[edit]

Type: name

Name of the turret skel control to scale the turret to nothing

Default value: 'TurretScale'

TurretSocketName[edit]

Type: name

Name of the socket location to spawn the explosion effect for the turret blowing up

Default value: 'VH_Death'

UpsideDownDamagePerSec[edit]

Type: float

Damage per second if vehicle is upside down

Default value: 500.0

VehicleDestroyedSound[edit]

Type: array<SoundNodeWave>


VehicleDrowningDamType[edit]

Type: class<DamageType>

Damage type it takes when submerged in the water

Default value: Class'UTGame.UTDmgType_Drowned'

VehicleIndex[edit]

Type: int

The vechile index for this vehicle.

Default value: -1

VehicleLockedSound[edit]

Type: SoundCue

Sound played if tries to enter a locked vehicle

Default value: SoundCue'A_Vehicle_Generic.Vehicle.VehicleNoEntry01Cue'

VehicleLostTime[edit]

Type: float

Track different milestones (in terms of time) for this vehicle

VehicleNameString[edit]

Type: string

Modifiers: localized

The human readable name of this vehicle

Default value: "Vehicle"

VehiclePieceClass[edit]

Type: class<UTGib_Vehicle>

class to spawn for blown off vehicle pieces

Default value: Class'UTGame.UTGib_VehiclePiece'

VehiclePositionString[edit]

Type: string

Modifiers: localized

String that describes "In a vehicle name"

Default value: "in a vehicle"

WaterDamage[edit]

Type: float

How much damage the vehicle will take when submerged in the water

Default value: 20.0

WaterEffectType[edit]

Type: name

Water effect type name

Default value: 'Water'

WeaponRotation[edit]

Type: Object.Rotator

Modifiers: repnotify

rotation for the vehicle's main weapon

WheelParticleEffects[edit]

Type: array<UTPhysicalMaterialProperty.MaterialParticleEffect>

material specific wheel effects, applied to all attached UTVehicleWheels with bUseMaterialSpecificEffects set to true