UE3:UTVehicle_Nemesis properties (UT3)
Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Nemesis (properties) |
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Properties
Property group 'Movement'
FastCamTransitionTime
Type: float
time to transition to lowered camera mode
Default value: 0.5
LoweredCameraLag
Type: float
camera lag when in crouched mode
Default value: 0.015
LoweredCameraOffset
Type: Object.Vector
BaseCameraOffset to use when lowered
Default value:
Member | Value |
---|---|
X | -50.0 |
Y | 0.0 |
Z | 80.0 |
LoweredCameraScale
Type: float
CameraScale to use when lowered
Default value: 0.35
LoweredEngineForce
Type: float
Engine force when lowered
Default value: 2000.0
LoweredMaxSpeed
Type: float
max speed when lowered
Default value: 1100.0
NormalEngineForce
Type: float
Normal engine force
Default value: 2000.0
NormalMaxSpeed
Type: float
Normal max speed
Default value: 500.0
RaisedEngineForce
Type: float
Engine force when raised
Default value: 2000.0
RaisedFiringRate
Type: float
Firing rate increase when raised
Default value: 0.75
RaisedMaxSpeed
Type: float
max speed when raised
Default value: 200.0
Internal variables
BeamTemplate
Type: ParticleSystem
The Template of the Beam to use
Default value: ParticleSystem'VH_Nemesis.Effects.P_VH_Nemesis_NewBeam'
bRiseReset
Type: bool
bRiseReset becomes true when rise becomes zero again after a posture transition, allowing toggling of postures with same key
bTransitionCameraScale
Type: bool
true when want to transition camera back out of lowered camera mode
CrouchBlend
Type: AnimNodeBlend
DrivingControllers
Type: array<SkelControlBase>
skeletal controllers that should only be enabled when someone is driving the vehicle
EnterExitSequence
Type: AnimNodeSequence
animation for entering/exiting the vehicle
LastTurretHeightSetting
Type: ETurretHeightSetting
LastTurretHeightTransitionTime
Type: float
Last Turret Height setting transition start time
LoweredCamShake
Type: CameraAnim
Camera shake to play when going lowered
Default value: CameraAnim'Camera_FX.VH_Nemesis.C_VH_Nemesis_Ground_Rumble'
LoweredFOV
Type: float
FOV when lowered
Default value: 90.0
OrbPoweredUpParticle
Type: ParticleSystem
The particle system to use when in the raised position
Default value: ParticleSystem'VH_Nemesis.Effects.P_Power_Ball_Raised'
OrbPoweredUpParticle_Blue
Type: ParticleSystem
Default value: ParticleSystem'VH_Nemesis.Effects.P_Power_Ball_Raised_Blue'
PowerOrbColorOff_Blue
Type: Object.LinearColor
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 14.0 |
G | 3.75 |
R | 0.9 |
PowerOrbColorOff_Red
Type: Object.LinearColor
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 0.9 |
G | 3.75 |
R | 14.0 |
PowerOrbColorOn_Blue
Type: Object.LinearColor
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 0.75 |
G | 0.07 |
R | 0.0 |
PowerOrbColorOn_Red
Type: Object.LinearColor
Nemesis has a material which has colors for on and off and then a switch to flip between them *
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.07 |
R | 0.75 |
RegularOrb
Type: ParticleSystem
The particle system to use otherwise
Default value: ParticleSystem'VH_Nemesis.Effects.P_Power_Ball'
RegularOrb_Blue
Type: ParticleSystem
Default value: ParticleSystem'VH_Nemesis.Effects.P_Power_Ball_Blue'
TurretAudioComponent
Type: AudioComponent
audio component to play raise/lower sounds on
Default value: AudioComponent'TurretSound'
TurretHeightControllers
Type: array<SkelControlBase>
skeletal controllers that control the height of the turret
TurretHeightSetting
Type: ETurretHeightSetting
Modifiers: repnotify
TurretLowerSound
Type: SoundCue
sounds for raising and lowering the turret
Default value: SoundCue'A_Vehicle_Nemesis.Cue.A_Vehicle_Nemesis_TurretCrouchCue'
TurretRaiseSound
Type: SoundCue
sounds for raising and lowering the turret
Default value: SoundCue'A_Vehicle_Nemesis.Cue.A_Vehicle_Nemesis_TurretExtendCue'