UE3:UTVehicle_Viper properties (UT3)
Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTHoverVehicle >> UTVehicle_Viper (properties) |
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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