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/** * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTVehicle_Viper extends UTHoverVehicle native(Vehicle) abstract; var(Movement) float MaxJumpDuration; var(Movement) float JumpForceMag; var(Movement) float MinJumpDuration; var(Movement) float MinZJumpVel; /** How far down to trace to check if we can jump */ var(Movement) float JumpCheckTraceDist; var float JumpCountdown; var repnotify bool bDoBikeJump; var repnotify bool bHoldingDuck; var bool bPressingAltFire; var soundcue JumpSound; var soundcue DuckSound; var(Movement) float GlideAirSpeed; var(Movement) float GlideSpeedReductionRate; /** CustomGravityScaling setting when wings not extended */ var(Movement) float NormalGravity; /** CustomGravityScaling setting when wings are extended */ var(Movement) float GlidingGravity; /** When falling, apply this torque to gently tip the nose of the vehicle down. */ var(Movement) float FallingNoseDownTorque; /** Self destruct effect properties */ var class<UTDamageType> SelfDestructDamageType; var SoundCue SelfDestructSoundCue; var SoundCue EjectSoundCue; /** name of skel control to perform the self destruct spin move*/ var name SelfDestructSpinName; /** Whether or not the self destruct sequence is in progress*/ var bool bSelfDestructInProgress; /** who gets credit for self destruct damage caused */ var Controller SelfDestructInstigator; /** when self destruct was engaged */ var float DestructStartTime; /** how long self destruct lasts before blowing up if no targets found */ var float MaxDestructDuration; /** How long Rise must be > 0 to self destruct*/ var float TimeToRiseForSelfDestruct; /** flag for whether or not self destruct will go off if the vehicle is left */ var bool bSelfDestructReady; /** sound to be played when Self Destruct is armed */ var SoundCue SelfDestructReadySnd; /** replicated property identifies that self destruct is engaged */ var repnotify bool bSelfDestructArmed; /** set when AI wants to self destruct or when forced by Kismet */ var bool bScriptedSelfDestruct; /** replicated vector specifies force to apply to self-destructing viper (in direction ejecting driver was last looking when he left) */ var vector BoostDir; /** magnitude to apply when determining BoostDir */ var float BoostForce; /** This is the index of the effect that controls the jet exhause */ var int ExhaustIndex; /** effect played when self destructing */ var ParticleSystem SelfDestructEffectTemplate; /** the actual effect, var-ed so we can end it more appropriately*/ var ParticleSystemComponent SelfDestructEffect; var name ExhaustParamName; /** anim node that controls the gliding animation. Child 0 should be the normal anim, Child 1 the gliding anim. */ var AnimNodeBlend GlideBlend; /** anim node that plays the idling animation. */ var AnimNodeSequence IdleAnimNode; /** how long it takes to switch between gliding animation states */ var float GlideBlendTime; /** sound played on sudden curves */ var AudioComponent CurveSound; /** Texture coordinates for SelfDestruct tooltip*/ var TextureCoordinates ViperSelfDestructToolTipIcon; // (cpptext) // (cpptext) // (cpptext) // (cpptext) replication { if (bNetDirty && Role == ROLE_Authority) BoostDir; if (bNetDirty && !bNetOwner && Role == ROLE_Authority) bSelfDestructArmed; if (!bNetOwner && Role == ROLE_Authority) bDoBikeJump, bHoldingDuck; } simulated function PostBeginPlay() { Super.PostBeginPlay(); GlideBlend = AnimNodeBlend(Mesh.FindAnimNode('GlideNode')); IdleAnimNode = AnimNodeSequence(Mesh.FindAnimNode('IdleAnim')); // hack the radius SetMaxRadius(SoundNodeAttenuation(EngineSound.SoundCue.FirstNode)); } simulated function SetVehicleEffectParms(name TriggerName, ParticleSystemComponent PSC) { if (TriggerName == 'MantaOnFire') { PSC.SetFloatParameter('smokeamount', 0.95); PSC.SetFloatParameter('fireamount', 0.95); } else { Super.SetVehicleEffectParms(TriggerName, PSC); } } /** Self destruct immediately if activated and hit by EMP */ simulated function bool DisableVehicle() { local bool bResult; bResult = super.DisableVehicle(); if ( SelfDestructInstigator != None ) { SelfDestruct(None); return true; } return bResult; } simulated event TakeDamage(int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) { local PlayerController PC; // viper is fragile so it takes momentum even from weapons that don't usually impart it if ( (DamageType == class'UTDmgType_Enforcer') && !IsZero(HitLocation) ) { Momentum = (Location - HitLocation) * float(Damage) * 20.0; } // take double damage while self destructing if (bSelfDestructArmed) { Damage *= 2; PC = PlayerController(SelfDestructInstigator); } Super.TakeDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType, HitInfo, DamageCauser); if ( (Role == ROLE_Authority) && (Health < 0) && bSelfDestructArmed && (EventInstigator != PC) ) { if ( PC != None ) PC.ReceiveLocalizedMessage(class'UTLastSecondMessage', 1, PC.PlayerReplicationInfo, None, None); if ( PlayerController(EventInstigator) != None ) { PlayerController(EventInstigator).ReceiveLocalizedMessage(class'UTLastSecondMessage', 1, PC.PlayerReplicationInfo, None, None); } } } function bool Died(Controller Killer, class<DamageType> DamageType, vector HitLocation) { VehicleEvent('MantaNormal'); return Super.Died(Killer,DamageType,HitLocation); } simulated function DrivingStatusChanged() { if ( !bDriving ) { bPressingAltFire = false; VehicleEvent('CrushStop'); } Super.DrivingStatusChanged(); } // The pawn Driver has tried to take control of this vehicle function bool TryToDrive(Pawn P) { return (SelfDestructInstigator == None) && Super.TryToDrive(P); } /** If exit while boosting, boost out of the vehicle Try to exit above */ function bool FindAutoExit(Pawn ExitingDriver) { local vector X,Y,Z; local float PlaceDist; if ( bSelfDestructReady ) { GetAxes(Rotation, X,Y,Z); Y *= -1; PlaceDist = 150 + 4*ExitingDriver.GetCollisionHeight(); if ( TryExitPos(ExitingDriver, GetTargetLocation() + PlaceDist * Z, false) ) return true; } return Super.FindAutoExit(ExitingDriver); } event bool DriverLeave(bool bForceLeave) { local vector AimPoint, HitLocation, HitNormal, CameraLocation; local rotator CameraRotation; local Actor HitActor; if (bSelfDestructReady) { // we need to calculate the aim point BEFORE getting out of the vehicle // because the driver's camera uses different code and therefore may be pointing in a different direction if ( PlayerController(Controller) != None ) { PlayerController(Controller).ClientPlaySound(EjectSoundCue); PlayerController(Controller).GetPlayerViewPoint(CameraLocation, CameraRotation); AimPoint = CameraLocation + 8000*Vector(CameraRotation); HitActor = Trace(HitLocation, HitNormal, AimPoint, CameraLocation, true,,,TRACEFLAG_Blocking); if ( HitActor != None) { AimPoint = HitLocation; } BoostDir = BoostForce * Normal(AimPoint - Location); } else if (Controller != None) { BoostDir = BoostForce * Normal(Controller.FocalPoint - Location); } else { BoostDir = BoostForce * vector(Rotation); } } return Super.DriverLeave(bForceLeave); } function bool EagleEyeTarget() { return bSelfDestructReady; } simulated function StopVehicleSounds() { super.StopVehicleSounds(); CurveSound.Stop(); } simulated function PlaySelfDestruct() { local int i, CurrentRoll; DeadVehicleLifeSpan = BurnOutTime + 0.01; // Terminate stay-upright constraint if ( StayUprightConstraintInstance != None) { StayUprightConstraintInstance.TermConstraint(); } Mesh.SetActorCollision(false, false); bNoEncroachCheck = true; UpdateShadowSettings( FALSE ); bBlockActors = false; CurrentRoll = Rotation.Roll & 65535; bFlipRight = (CurrentRoll == Clamp(CurrentRoll, 0, 32768)); if (WorldInfo.NetMode != NM_DedicatedServer) { // kill ground effects for (i = 0; i < GroundEffectIndices.length; i++) { VehicleEffects[GroundEffectIndices[i]].EffectRef.SetHidden(true); VehicleEffects[GroundEffectIndices[i]].EffectRef.DeactivateSystem(); } GroundEffectIndices.length = 0; if(SelfDestructEffect == none) { SelfDestructEffect = new(self) class'UTParticleSystemComponent'; SelfDestructEffect.SetTemplate(SelfDestructEffectTemplate); AttachComponent(SelfDestructEffect); } } } function DriverLeft() { if (bSelfDestructReady) { // arm self destruct if exit vehicle while pushing rise or crouch bSelfDestructArmed = true; SelfDestructInstigator = Driver.Controller; EjectDriver(); DestructStartTime = WorldInfo.TimeSeconds; PlaySelfDestruct(); } Super.DriverLeft(); } event SelfDestruct(Actor ImpactedActor) { Health = -100000; Mesh.SetActorCollision(false, false); KillerController = SelfDestructInstigator; BlowUpVehicle(); if ( ImpactedActor != None ) { ImpactedActor.TakeDamage(600, SelfDestructInstigator, GetTargetLocation(), 200000 * Normal(Velocity), SelfDestructDamageType,, self); } HurtRadius(600,600, SelfDestructDamageType, 200000, GetTargetLocation(), ImpactedActor, SelfDestructInstigator); PlaySound(SelfDestructSoundCue); DestructStartTime = WorldInfo.TimeSeconds; bSelfDestructArmed = false; } simulated event ReplicatedEvent(name VarName) { if (VarName == 'bSelfDestructArmed') { PlaySelfDestruct(); } else if (VarName == 'bDoBikeJump') { JumpCountdown = MaxJumpDuration; ViperJumpEffect(); } else if (VarName == 'bHoldingDuck') { JumpCountdown = 0.0; } else { Super.ReplicatedEvent(VarName); } } simulated function BlowupVehicle() { if (SelfDestructEffect != None) { SelfDestructEffect.DeactivateSystem(); SelfDestructEffect.SetHidden(true); } Super.BlowupVehicle(); } simulated function ArmSelfDestruct() { if (bSelfDestructInProgress) // sanity check { bSelfDestructReady = true; if (IsLocallyControlled() && IsHumanControlled()) { Playsound(SelfDestructReadySnd, true, true, true); } bSelfDestructInProgress = false; if (bScriptedSelfDestruct) { DriverLeave(true); } } } function OnSelfDestruct(UTSeqAct_SelfDestruct Action) { bScriptedSelfDestruct = true; } simulated function SetInputs(float InForward, float InStrafe, float InUp) { super.SetInputs(InForward,InStrafe,InUp); if(bPressingAltFire) { Rise = 1.0f; } } simulated function bool OverrideBeginFire(byte FireModeNum) { if (FireModeNum == 1) { bPressingAltFire = true; Rise=1.0f; return true; } return false; } simulated function bool OverrideEndFire(byte FireModeNum) { local PlayerController PC; if (FireModeNum == 1) { Rise=0.0f; if(bSelfDestructReady) { DriverLeave(true); } else { PC=PlayerController(Seats[0].SeatPawn.Controller); if(PC != none) { PC.ReceiveLocalizedMessage(class'UTVehicleMessage', 0); } } bPressingAltFire = false; return true; } return false; } function PossessedBy(Controller C, bool bVehicleTransition) { super.PossessedBy(C, bVehicleTransition); // reset jump/duck properties bHoldingDuck = false; JumpCountDown = 0; bDoBikeJump = false; bPressingAltFire = false; } simulated event ViperJumpEffect() { PlaySound(JumpSound, true); VehicleEvent('BoostStart'); if (Role == ROLE_Authority || IsLocallyControlled()) { bSelfDestructReady = false; SetTimer(TimeToRiseForSelfDestruct, false, 'ArmSelfDestruct'); bSelfDestructInProgress = true; } } simulated function DisplayHud(UTHud Hud, Canvas Canvas, vector2D HudPOS, optional int SeatIndex) { local PlayerController PC; super.DisplayHud(Hud, Canvas, HudPOS, SeatIndex); if (bDriving && bSelfDestructReady && !bSelfDestructArmed) { PC = PlayerController(Seats[0].SeatPawn.Controller); if (PC != none) { Hud.DrawToolTip(Canvas, PC, "GBA_AltFire", Canvas.ClipX * 0.5, Canvas.ClipY * 0.95, ViperSelfDestructToolTipIcon.U, ViperSelfDestructToolTipIcon.V, ViperSelfDestructToolTipIcon.UL, ViperSelfDestructToolTipIcon.VL, Canvas.ClipY / 768); } } } //======================================== // AI Interface function byte ChooseFireMode() { if (Pawn(Controller.Focus) != None && Vehicle(Controller.Focus) == None && Controller.MoveTarget == Controller.Focus && Controller.InLatentExecution(Controller.LATENT_MOVETOWARD) && VSize(Controller.FocalPoint - Location) < 800 && Controller.LineOfSightTo(Controller.Focus) ) { return 1; } // self destruct if low health and target is an objective or a high health vehicle else if (Health < HealthMax / 2 && (UTGameObjective(Controller.Focus) != None || (Vehicle(Controller.Focus) != None && Vehicle(Controller.Focus).Health >= 300))) { bScriptedSelfDestruct = true; } return 0; } function bool Dodge(eDoubleClickDir DoubleClickMove) { Rise = 1; return true; } function IncomingMissile(Projectile P) { local UTBot B; B = UTBot(Controller); if (B != None && B.Skill > 4.0 + 4.0 * FRand() && VSize(P.Location - Location) < VSize(P.Velocity)) { DriverLeave(false); } else { Super.IncomingMissile(P); } } // AI hint function bool FastVehicle() { return true; } simulated event RigidBodyCollision( PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex ) { // only process rigid body collision if not hitting ground if ( Abs(RigidCollisionData.ContactInfos[0].ContactNormal.Z) < WalkableFloorZ ) { super.RigidBodyCollision(HitComponent, OtherComponent, RigidCollisionData, ContactIndex); } } simulated function bool ShouldClamp() { return false; } /** * Are we allowing this Pawn to be based on us? */ simulated function bool CanBeBaseForPawn(Pawn APawn) { return bCanBeBaseForPawns && !bDriving; } /** DriverEnter() Make Pawn P the new driver of this vehicle */ function bool DriverEnter(Pawn P) { local Pawn BasedPawn; if ( super.DriverEnter(P) ) { ForEach BasedActors(class'Pawn', BasedPawn) { if(BasedPawn != Driver) { BasedPawn.JumpOffPawn(); } } return true; } return false; } function bool TooCloseToAttack(Actor Other) { local float OtherRadius, OtherHeight; if (Pawn(Other) != None && Vehicle(Other) == None) { return false; } else if (Super.TooCloseToAttack(Other)) { return true; } else { Other.GetBoundingCylinder(OtherRadius, OtherHeight); return (VSize2D(Other.Location - Location) < OtherRadius + CylinderComponent.CollisionRadius + 150.0); } } function bool RecommendCharge(UTBot B, Pawn Enemy) { if ( B.Skill < 1 + FRand() ) { return false; } if ( Vehicle(Enemy) == None ) { return (VSize(Location - Enemy.Location) < 1000.0 + 3000.0*FRand()); } return false; } defaultproperties { MaxJumpDuration=0.900000 JumpForceMag=600.000000 MinJumpDuration=0.500000 MinZJumpVel=500.000000 JumpCheckTraceDist=175.000000 GlideAirSpeed=1.000000 GlideSpeedReductionRate=1.000000 NormalGravity=0.900000 GlidingGravity=0.300000 FallingNoseDownTorque=100.000000 MaxDestructDuration=2.200000 BoostForce=500.000000 CustomGravityScaling=0.900000 StallZGravityScaling=4.000000 FullAirSpeed=1800.000000 bEjectKilledBodies=True bLightArmor=True bHomingTarget=True bTakeWaterDamageWhileDriving=False bRagdollDriverOnDarkwalkerHorn=True bIsNecrisVehicle=True Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTHoverVehicle:MyLightEnvironment' ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTHoverVehicle:MyLightEnvironment' End Object LightEnvironment=MyLightEnvironment MaxDesireability=0.600000 ObjectiveGetOutDist=750.000000 HornIndex=2 VehicleIndex=13 VehiclePositionString="in a Viper" VehicleNameString="Viper" SpawnRadius=125.000000 DefaultFOV=90.000000 CameraLag=0.040000 LookForwardDist=100.000000 Begin Object Class=UTVehicleSimHover Name=SimObject ObjName=SimObject Archetype=UTVehicleSimHover'UTGame.Default__UTVehicleSimHover' MaxThrustForce=500.000000 MaxReverseForce=300.000000 LongDamping=0.300000 MaxStrafeForce=300.000000 LatDamping=0.300000 TurnTorqueFactor=5000.000000 TurnTorqueMax=1000.000000 TurnDamping=0.500000 MaxYawRate=100000.000000 PitchTorqueMax=35.000000 PitchDamping=0.250000 RollTorqueTurnFactor=250.000000 RollTorqueStrafeFactor=220.000000 RollTorqueMax=220.000000 RollDamping=0.250000 MaxRandForce=3.000000 RandForceInterval=0.750000 StrafeTurnDamping=0.100000 WheelSuspensionStiffness=45.000000 WheelSuspensionDamping=6.000000 WheelSuspensionBias=-0.500000 Name="SimObject" ObjectArchetype=UTVehicleSimHover'UTGame.Default__UTVehicleSimHover' End Object SimObj=SimObject Begin Object Class=UTHoverWheel Name=RThruster ObjName=RThruster Archetype=UTHoverWheel'UTGame.Default__UTHoverWheel' bHoverWheel=True SteerFactor=1.000000 BoneName="Base" BoneOffset=(X=-150.000000,Y=65.000000,Z=-140.000000) WheelRadius=30.000000 SuspensionTravel=110.000000 LongSlipFactor=0.000000 LatSlipFactor=0.000000 HandbrakeLongSlipFactor=0.000000 HandbrakeLatSlipFactor=0.000000 Name="RThruster" ObjectArchetype=UTHoverWheel'UTGame.Default__UTHoverWheel' End Object Wheels(0)=RThruster Begin Object Class=UTHoverWheel Name=LThruster ObjName=LThruster Archetype=UTHoverWheel'UTGame.Default__UTHoverWheel' bHoverWheel=True SteerFactor=1.000000 BoneName="Base" BoneOffset=(X=-150.000000,Y=-65.000000,Z=-140.000000) WheelRadius=30.000000 SuspensionTravel=110.000000 LongSlipFactor=0.000000 LatSlipFactor=0.000000 HandbrakeLongSlipFactor=0.000000 HandbrakeLatSlipFactor=0.000000 Name="LThruster" ObjectArchetype=UTHoverWheel'UTGame.Default__UTHoverWheel' End Object Wheels(1)=LThruster Begin Object Class=UTHoverWheel Name=FThruster ObjName=FThruster Archetype=UTHoverWheel'UTGame.Default__UTHoverWheel' bHoverWheel=True SteerFactor=1.000000 BoneName="Base" BoneOffset=(X=60.000000,Y=0.000000,Z=-140.000000) WheelRadius=38.000000 SuspensionTravel=110.000000 LongSlipFactor=0.000000 LatSlipFactor=0.000000 HandbrakeLongSlipFactor=0.000000 HandbrakeLatSlipFactor=0.000000 Name="FThruster" ObjectArchetype=UTHoverWheel'UTGame.Default__UTHoverWheel' End Object Wheels(2)=FThruster COMOffset=(X=-50.000000,Y=0.000000,Z=-70.000000) bStayUpright=True bCanFlip=True StayUprightRollResistAngle=35.000000 StayUprightPitchResistAngle=30.000000 StayUprightStiffness=800.000000 StayUprightDamping=20.000000 Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup_5 ObjName=MyStayUprightSetup_5 Archetype=RB_StayUprightSetup'UTGame.Default__UTHoverVehicle:MyStayUprightSetup' Name="MyStayUprightSetup_5" ObjectArchetype=RB_StayUprightSetup'UTGame.Default__UTHoverVehicle:MyStayUprightSetup' End Object StayUprightConstraintSetup=RB_StayUprightSetup'UTGame.Default__UTVehicle_Viper:MyStayUprightSetup_5' Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance_5 ObjName=MyStayUprightConstraintInstance_5 Archetype=RB_ConstraintInstance'UTGame.Default__UTHoverVehicle:MyStayUprightConstraintInstance' Name="MyStayUprightConstraintInstance_5" ObjectArchetype=RB_ConstraintInstance'UTGame.Default__UTHoverVehicle:MyStayUprightConstraintInstance' End Object StayUprightConstraintInstance=RB_ConstraintInstance'UTGame.Default__UTVehicle_Viper:MyStayUprightConstraintInstance_5' UprightLiftStrength=30.000000 UprightTorqueStrength=30.000000 bDriverIsVisible=True bTurnInPlace=True bFollowLookDir=True bScriptedRise=True ExitRadius=160.000000 MomentumMult=3.200000 bCanStrafe=True bCanBeBaseForPawns=True MeleeRange=-100.000000 GroundSpeed=1500.000000 AirSpeed=1800.000000 BaseEyeHeight=40.000000 EyeHeight=40.000000 Health=200 Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTHoverVehicle:SVehicleMesh' ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTHoverVehicle:SVehicleMesh' End Object Mesh=SVehicleMesh Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTHoverVehicle:CollisionCylinder' ObjectArchetype=CylinderComponent'UTGame.Default__UTHoverVehicle:CollisionCylinder' End Object CylinderComponent=CollisionCylinder Components(0)=CollisionCylinder Components(1)=SVehicleMesh Components(2)=MyLightEnvironment Components(3)=SimObject CollisionComponent=SVehicleMesh Name="Default__UTVehicle_Viper" ObjectArchetype=UTHoverVehicle'UTGame.Default__UTHoverVehicle' } |
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