UE2:Vehicle internal variables (UT2004)
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Internal variables
AIMoveCheckTime
Type: float
Modifiers: const
AutoTurretControllerClass
Type: class<Controller>
bAdjustDriversHead
Type: bool
rotate driver's head depending on view rotation
Default value: True
bAllowViewChange
Type: bool
Default value: True
bAllowWeaponToss
Type: bool
if the driver dies, will he toss his weapon?
bAutoTurret
Type: bool
controlled by AI if no player controlling (FIXME Move to subclass)
bCanCarryFlag
Type: bool
Default value: True
bCanDoTrickJumps
Type: bool
bCanFlip
Type: bool
bCanHover
Type: bool
Actor can hover above water
bDefensive
Type: bool
should be used by defenders
bDesiredBehindView
Type: bool
Modifiers: config
Default value: True
bDrawVehicleShadow
Type: bool
Vehicle Shadow
Default value: True
bDriverHoldsFlag
Type: bool
Default value: True
bDriving
Type: bool
Vehicle is being driven
bDropDetail
Type: bool
Vehicle should reduce its detail level
bEjectDriver
Type: bool
If vehicle is destroyed, don't kill and eject driver(s)
bEnemyLockedOn
Type: bool
bEnterringUnlocks
Type: bool
Vehicle is unlocked when a player enterred it..
bFollowLookDir
Type: bool
used by AI to know that controller's rotation determines vehicle rotation
bHasHandbrake
Type: bool
hint for AI
bHasRadar
Type: bool
bHideRemoteDriver
Type: bool
If Set to true, the remote controlling driver will be hidden
bKeyVehicle
Type: bool
hint for AI
bNoFriendlyFire
Type: bool
FriendlyFire disabled for this vehicle
bNonHumanControl
Type: bool
Cannot be controlled by humans
bOldDriving
Type: bool
bPCRelativeFPRotation
Type: bool
In 1st person, PlayerController rotation is relative to vehicle rotation
Default value: True
bRemoteControlled
Type: bool
destroying vehicle won't kill player
bScriptedRise
Type: bool
hint for AI
bSeparateTurretFocus
Type: bool
hint for AI (for tank type turreted vehicles)
bShowChargingBar
Type: bool
bShowDamageOverlay
Type: bool
Vehicle should display the normal pawn damage overlay when hit by a weapon
bSpawnProtected
Type: bool
Cannot be destroyed by a player before its been possessed.
bStalled
Type: bool
Vehicle is stalled (can't apply acceleration)
bTeamLocked
Type: bool
Team defines which players are allowed to enter the vehicle
bTurnInPlace
Type: bool
whether vehicle can turn in place
bVehicleDestroyed
Type: bool
Vehicle has been destroyed (no more need to simulate special vehicle physics)
bVehicleShadows
Type: bool
Modifiers: globalconfig
Global config option for vehicle shadows
Default value: True
bWeaponisAltFiring
Type: bool
bWeaponisFiring
Type: bool
CameraSpeed
Type: float
for smoothly interpolating TPCamDistance to new value
Default value: 500.0
CenterSpringForce
Type: string
Default value: "SpringONSHoverBike"
CenterSpringRangePitch
Type: int
Default value: 2000
CenterSpringRangeRoll
Type: int
Default value: 2000
CrushedDamageType
Type: class<DamageType>
Default value: Class'Engine.Crushed'
DesiredTPCamDistance
Type: float
Driver
Type: Pawn
Can be None if Controller spawns right away with vehicle
DriverDamageMult
Type: float
Default value: 1.0
DriverViewPitch
Type: int
The driver's view pitch
DriverViewYaw
Type: int
The driver's view yaw
EjectMomentum
Type: float
Default value: 1000.0
FlagBone
Type: name
FlagOffset
Type: Object.Vector
FlagRotation
Type: Object.Rotator
HornSounds
HUDOverlay
Type: Actor
HUDOverlayClass
LastCameraCalcTime
Type: float
LastHornTime
Type: float
LastLockWarningTime
Type: float
LinkHealMult
Type: float
If > 0, Link Gun secondary heals an amount equal to its damage times this
Default value: 0.35
LockOnClassString
Type: string
Default value: "Onslaught.ONSOnslaughtMessage"
LockWarningInterval
Type: float
Default value: 1.5
MaxDesireability
Type: float
Default value: 0.5
MinRunOverSpeed
Type: float
speed must be greater than this for running into someone to do damage
MomentumMult
Type: float
damage momentum multiplied by this value before being applied to vehicle
Default value: 4.0
myMarker
Type: AIMarker
NextVehicle
Type: Vehicle
NoEntryTexture
Type: Texture
ObjectiveGetOutDist
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
OldSteering
Type: float
OldTeam
Type: byte
Default value: 255
ParentFactory
Type: SVehicleFactory
PlayerEnterredRotation
Type: Object.Rotator
Original rotation when player enterred vehicle
PlayerStartTime
Type: float
PrevTeam
Type: byte
OldTeam is used for replication purposes, PrevTeam is the team of the previous driver.
Default value: 255
RanOverDamageType
Type: class<DamageType>
Default value: Class'Engine.DamRanOver'
RanOverSound
Type: Sound
ShadowCullDistance
Type: float
Default value: 1500.0
ShadowMaxTraceDist
Type: float
Default value: 350.0
StolenAnnouncement
Type: name
StolenSound
Type: Sound
StuckCount
Type: byte
used by AI
StuckTime
Type: float
TeamBeaconBorderMaterial
Type: Material
TeamBeaconTexture
Type: Texture
TeamUseTime
Type: float
ThrottleTime
Type: float
last time at which throttle was 0 (used by AI)
TPCamDistance
Type: float
Modifiers: config
Default value: 600.0
TransEffects
Type: string
Array size: 2
Spawning effects
Default value, index 0: "XEffects.TransEffectRed"
Default value, index 1: "XEffects.TransEffectBlue"
VehicleDescription
Type: string
Modifiers: localized, cache
VehicleDrowningDamType
Type: class<DamageType>
VehicleIcon
Type: SVehicleIcon
VehicleLostTime
Type: float
VehicleMovingTime
Type: float
used by AI C++
VehicleNameString
Type: string
Modifiers: localized, cache
Default value: "Vehicle"
VehiclePositionString
Type: string
Modifiers: localized
Default value: "in a vehicle"
VehicleShadow
Type: ShadowProjector
Shadow projector
WheelsScale
Type: float