UTGame.UTVehicle_Cicada
- Extends
- UTAirVehicle
- Modifiers
- native ( Vehicle ) abstract
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- Engine.Vehicle
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+-- Engine.SVehicle
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+-- UTGame.UTVehicleBase
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+-- UTGame.UTVehicle
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+-- UTGame.UTHoverVehicle
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+-- UTGame.UTAirVehicle
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+-- UTGame.UTVehicle_Cicada
Direct Known Subclasses:
UTVehicle_Cicada_Content
Functions Summary |
 | bool | DriverEnter (Pawn P))
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 | | DriverLeft ()))
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 | vector | GetCameraStart (int SeatIndex))
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 | bool | ImportantVehicle ()))
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 | bool | PassengerEnter (Pawn P, int SeatIndex))
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 | | PassengerLeave (int SeatIndex))
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 | bool | RecommendLongRangedAttack ()))
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 | | ResetTurningSpeed ()))
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 | | RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex ))
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 | bool | ShouldClamp ()))
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 | | SitDriver (UTPawn UTP, int SeatIndex))
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 | | VehicleCalcCamera (float DeltaTime, int SeatIndex, out vector out_CamLoc, out rotator out_CamRot, out vector CamStart, optional bool bPivotOnly))
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 | | VehicleWeaponImpactEffects (vector HitLocation, int SeatIndex))
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var bool bFreelanceStart;
var array<int> JetEffectIndices;
var name JetScalingParam;
var repnotify byte TurretFiringMode;
var repnotify byte TurretFlashCount;
var repnotify
vector TurretFlashLocation;
var repnotify
rotator TurretWeaponRotation;
function bool DriverEnter (
Pawn P) )
function DriverLeft ( ) )
simulated
function vector GetCameraStart (
int SeatIndex) )
function bool ImportantVehicle ( ) )
function bool PassengerEnter (
Pawn P,
int SeatIndex) )
function PassengerLeave ( int SeatIndex) )
RecommendLongRangedAttack Source code
function bool RecommendLongRangedAttack ( ) )
simulated function ResetTurningSpeed ( ) )
simulated function bool ShouldClamp ( ) )
simulated
function SitDriver (
UTPawn UTP,
int SeatIndex) )
simulated
function VehicleCalcCamera (
float DeltaTime,
int SeatIndex, out
vector out_CamLoc, out
rotator out_CamRot, out
vector CamStart, optional
bool bPivotOnly) )
VehicleWeaponImpactEffects Source code
simulated
function VehicleWeaponImpactEffects (
vector HitLocation,
int SeatIndex) )
defaultproperties
{
PushForce=50000.000000
bOverrideAVRiLLocks=True
bLimitCameraZLookingUp=True
Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTAirVehicle:MyLightEnvironment'
ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTAirVehicle:MyLightEnvironment'
End Object
LightEnvironment=MyLightEnvironment
RespawnTime=45.000000
VehicleIndex=0
VehiclePositionString="in a Cicada"
VehicleNameString="Cicada"
HUDExtent=140.000000
SpawnRadius=180.000000
CameraLag=0.050000
LookForwardDist=290.000000
Begin Object Class=UTVehicleSimChopper Name=SimObject ObjName=SimObject Archetype=UTVehicleSimChopper'UTGame.Default__UTVehicleSimChopper'
MaxThrustForce=700.000000
MaxReverseForce=700.000000
LongDamping=0.600000
MaxStrafeForce=680.000000
LatDamping=0.700000
MaxRiseForce=1000.000000
UpDamping=0.700000
TurnTorqueFactor=7000.000000
TurnTorqueMax=10000.000000
TurnDamping=1.200000
MaxYawRate=1.800000
PitchTorqueFactor=450.000000
PitchTorqueMax=60.000000
PitchDamping=0.300000
RollTorqueTurnFactor=700.000000
RollTorqueStrafeFactor=100.000000
RollTorqueMax=300.000000
RollDamping=0.100000
StopThreshold=100.000000
MaxRandForce=30.000000
RandForceInterval=0.500000
bShouldCutThrustMaxOnImpact=True
Name="SimObject"
ObjectArchetype=UTVehicleSimChopper'UTGame.Default__UTVehicleSimChopper'
End Object
SimObj=SimObject
COMOffset=(X=-40.000000,Y=0.000000,Z=-50.000000)
bStayUpright=True
StayUprightRollResistAngle=5.000000
StayUprightPitchResistAngle=5.000000
StayUprightStiffness=1200.000000
StayUprightDamping=20.000000
Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup_0 ObjName=MyStayUprightSetup_0 Archetype=RB_StayUprightSetup'UTGame.Default__UTAirVehicle:MyStayUprightSetup'
Name="MyStayUprightSetup_0"
ObjectArchetype=RB_StayUprightSetup'UTGame.Default__UTAirVehicle:MyStayUprightSetup'
End Object
StayUprightConstraintSetup=RB_StayUprightSetup'UTGame.Default__UTVehicle_Cicada:MyStayUprightSetup_0'
Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance_0 ObjName=MyStayUprightConstraintInstance_0 Archetype=RB_ConstraintInstance'UTGame.Default__UTAirVehicle:MyStayUprightConstraintInstance'
Name="MyStayUprightConstraintInstance_0"
ObjectArchetype=RB_ConstraintInstance'UTGame.Default__UTAirVehicle:MyStayUprightConstraintInstance'
End Object
StayUprightConstraintInstance=RB_ConstraintInstance'UTGame.Default__UTVehicle_Cicada:MyStayUprightConstraintInstance_0'
UprightLiftStrength=30.000000
UprightTorqueStrength=30.000000
GroundSpeed=1600.000000
AirSpeed=2000.000000
Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTAirVehicle:SVehicleMesh'
ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTAirVehicle:SVehicleMesh'
End Object
Mesh=SVehicleMesh
Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTAirVehicle:CollisionCylinder'
ObjectArchetype=CylinderComponent'UTGame.Default__UTAirVehicle:CollisionCylinder'
End Object
CylinderComponent=CollisionCylinder
Components(0)=CollisionCylinder
Components(1)=SVehicleMesh
Components(2)=MyLightEnvironment
Components(3)=SimObject
CollisionComponent=SVehicleMesh
Name="Default__UTVehicle_Cicada"
ObjectArchetype=UTAirVehicle'UTGame.Default__UTAirVehicle'
}
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Creation time: sk 18-3-2018 10:01:00.579 - Created with
UnCodeX