The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall
UE3:UTVehicle internal variables (UT3)
Contents
- 1 Internal variables
- 1.1 AccruedFireDamage
- 1.2 AccumulatedWaterDamage
- 1.3 AIPurpose
- 1.4 bAcceptTurretJump
- 1.5 bAllowedExit
- 1.6 bAllowTowFromAllDirections
- 1.7 bCameraNeverHidesVehicle
- 1.8 bCanCarryFlag
- 1.9 bDeadVehicle
- 1.10 bDisplayHealthBar
- 1.11 bDrawHealthOnHUD
- 1.12 bDriverCastsShadow
- 1.13 bDriverHoldsFlag
- 1.14 bDropDetailWhenDriving
- 1.15 bEjectKilledBodies
- 1.16 bEjectPassengersWhenFlipped
- 1.17 bEnteringUnlocks
- 1.18 bFindGroundExit
- 1.19 bFixedCamZ
- 1.20 bFrontalCollision
- 1.21 bFrontalCollisionWithFixed
- 1.22 bHasBeenDriven
- 1.23 bHasCustomEntryRadius
- 1.24 bHasEnemyVehicleSound
- 1.25 bHasTowCable
- 1.26 bHasTurretExplosion
- 1.27 bHasWeaponBar
- 1.28 bHomingTarget
- 1.29 BigExplosionSocket
- 1.30 BigExplosionTemplates
- 1.31 bInitializedVehicleEffects
- 1.32 bIsBurning
- 1.33 bIsConsoleTurning
- 1.34 bIsDisabled
- 1.35 bIsInDestroyablePenetration
- 1.36 bIsNecrisVehicle
- 1.37 bIsOnTrack
- 1.38 bIsScraping
- 1.39 bIsTowingHoverboard
- 1.40 bKeyVehicle
- 1.41 bLightArmor
- 1.42 bLimitCameraZLookingUp
- 1.43 bMustBeUpright
- 1.44 bNeverReset
- 1.45 bNoFollowJumpZ
- 1.46 bNoZDamping
- 1.47 bNoZDampingInAir
- 1.48 bNoZSmoothing
- 1.49 BoostPadSound
- 1.50 bOverrideAVRiLLocks
- 1.51 bPlayingSpawnEffect
- 1.52 bPostRenderOtherTeam
- 1.53 bPostRenderTraceSucceeded
- 1.54 bReducedFallingCollisionDamage
- 1.55 bRequestedEntryWithFlag
- 1.56 bShouldAutoCenterViewPitch
- 1.57 bShouldLeaveForCombat
- 1.58 bShowDamageDebug
- 1.59 bShowLocked
- 1.60 bSpectatedView
- 1.61 bStealthVehicle
- 1.62 bStickDeflectionThrottle
- 1.63 bStopDeathCamera
- 1.64 bTakeWaterDamageWhileDriving
- 1.65 bTeamLocked
- 1.66 BurnOutMaterial
- 1.67 BurnOutMaterialInstances
- 1.68 BurnOutTime
- 1.69 BurnTimeParameterName
- 1.70 bUseAlternatePaths
- 1.71 bUsingLookSteer
- 1.72 bValidLinkTarget
- 1.73 CameraLag
- 1.74 CameraOffset
- 1.75 CameraSmoothingFactor
- 1.76 ChargeBarCoords
- 1.77 ChargeBarEndCapCoords
- 1.78 ChargeBarHeight
- 1.79 ChargeBarPosX
- 1.80 ChargeBarPosY
- 1.81 ChargeBarWidth
- 1.82 ClientHealth
- 1.83 CollisionDamageMult
- 1.84 CurrentTireMaterial
- 1.85 DamageMaterialInstance
- 1.86 DamageMorphTargets
- 1.87 DamageParamScaleLevels
- 1.88 DamageSkelControls
- 1.89 DamageSmokeThreshold
- 1.90 DeadVehicleLifeSpan
- 1.91 DeathExplosion
- 1.92 DeathExplosionShake
- 1.93 DefaultFOV
- 1.94 DefaultPhysicalMaterial
- 1.95 DeflectionReverseThresh
- 1.96 DelayedBurnoutCount
- 1.97 DestroyedTurret
- 1.98 DestroyedTurretTemplate
- 1.99 DisabledEffectComponent
- 1.100 DisabledTemplate
- 1.101 DistanceTurretExplosionTemplates
- 1.102 DriverStatusChangedWaveform
- 1.103 DrivingAnim
- 1.104 DrivingPhysicalMaterial
- 1.105 DropFlagIconCoords
- 1.106 DropOrbIconCoords
- 1.107 EnemyVehicleSound
- 1.108 EnterToolTipIconCoords
- 1.109 ExplosionDamage
- 1.110 ExplosionDamageType
- 1.111 ExplosionInAirAngVel
- 1.112 ExplosionLightClass
- 1.113 ExplosionMomentum
- 1.114 ExplosionRadius
- 1.115 ExplosionSound
- 1.116 ExplosionTemplate
- 1.117 ExtraReachDownThreshold
- 1.118 FireDamagePerSec
- 1.119 FireDamageThreshold
- 1.120 FlippedCount
- 1.121 FlipToolTipIconCoords
- 1.122 GreedCoinBonus
- 1.123 HealthPulseTime
- 1.124 HeroBonus
- 1.125 HornAIRadius
- 1.126 HornIndex
- 1.127 HornSounds
- 1.128 HoverBoardAttachSockets
- 1.129 HoverBoardSocketInUse
- 1.130 HUDExtent
- 1.131 HUDLocation
- 1.132 IconCoords
- 1.133 ImpactHitSound
- 1.134 InitialSpawnDelay
- 1.135 InnerExplosionShakeRadius
- 1.136 KillerController
- 1.137 LargeChunkImpactSound
- 1.138 LastCheckUpsideDownTime
- 1.139 LastCollisionDamageTime
- 1.140 LastDeathImpactTime
- 1.141 LastEnemyWarningTime
- 1.142 LastHealth
- 1.143 LastHornTime
- 1.144 LastJumpOutCheck
- 1.145 LastPostRenderTraceTime
- 1.146 LastRunOverWarningTime
- 1.147 LastTakeHitInfo
- 1.148 LastTakeHitTimeout
- 1.149 LightEnvironment
- 1.150 LinkedEndSound
- 1.151 LinkedToAudio
- 1.152 LinkedToCount
- 1.153 LinkedToCue
- 1.154 LinkHealMult
- 1.155 LockedOnSound
- 1.156 MapSize
- 1.157 MaxDesireability
- 1.158 MaxExplosionLightDistance
- 1.159 MaxFireEffectDistance
- 1.160 MaxImpactEffectDistance
- 1.161 MaxWheelEffectDistSq
- 1.162 MediumChunkImpactSound
- 1.163 MinCameraDistSq
- 1.164 MinRunOverSpeed
- 1.165 MinRunOverWarningAim
- 1.166 NeedToPickUpAnnouncement
- 1.167 NextVehicle
- 1.168 NoPassengerObjective
- 1.169 ObjectiveGetOutDist
- 1.170 OccupiedUpsideDownDamagePerSec
- 1.171 OldCameraPosition
- 1.172 OldCamPosZ
- 1.173 OldPositions
- 1.174 OriginalMaterials
- 1.175 OuterExplosionShakeRadius
- 1.176 ParentFactory
- 1.177 PassengerPRI
- 1.178 PassengerTeamBeaconOffset
- 1.179 PlayerStartTime
- 1.180 RanOverDamageType
- 1.181 RanOverSound
- 1.182 ReferenceMovementMesh
- 1.183 RemainingBurn
- 1.184 Reservation
- 1.185 ResetTime
- 1.186 RespawnTime
- 1.187 SeatMask
- 1.188 SecondaryExplosion
- 1.189 ShowLockedMaxDist
- 1.190 SmallChunkImpactSound
- 1.191 SpawnInSound
- 1.192 SpawnInTemplates
- 1.193 SpawnInTime
- 1.194 SpawnMaterialLists
- 1.195 SpawnMaterialParameterCurve
- 1.196 SpawnMaterialParameterName
- 1.197 SpawnOutSound
- 1.198 SpawnRadius
- 1.199 StolenAnnouncementIndex
- 1.200 StolenSound
- 1.201 Team
- 1.202 TeamBeaconMaxDist
- 1.203 TeamBeaconOffset
- 1.204 TeamBeaconPlayerInfoMaxDist
- 1.205 TeamMaterials
- 1.206 TimeInDestroyablePenetration
- 1.207 TimeLastDisabled
- 1.208 TimeTilSecondaryVehicleExplosion
- 1.209 Trackers
- 1.210 TurretExplosiveForce
- 1.211 TurretOffset
- 1.212 TurretScaleControlName
- 1.213 TurretSocketName
- 1.214 UpsideDownDamagePerSec
- 1.215 VehicleDestroyedSound
- 1.216 VehicleDrowningDamType
- 1.217 VehicleIndex
- 1.218 VehicleLockedSound
- 1.219 VehicleLostTime
- 1.220 VehicleNameString
- 1.221 VehiclePieceClass
- 1.222 VehiclePositionString
- 1.223 WaterDamage
- 1.224 WaterEffectType
- 1.225 WeaponRotation
- 1.226 WheelParticleEffects
- 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
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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]
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]
HoverBoardSocketInUse[edit]
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 |
|
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]
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