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UTGame.UTVehicle_DarkWalker

Extends
UTVehicle_Walker
Modifiers
native ( Vehicle ) abstract

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- Engine.SVehicle
            |   
            +-- UTGame.UTVehicleBase
               |   
               +-- UTGame.UTVehicle
                  |   
                  +-- UTGame.UTVehicle_Walker
                     |   
                     +-- UTGame.UTVehicle_DarkWalker

Direct Known Subclasses:

UTVehicle_DarkWalker_Content

Constants Summary
Inherited Contants from UTGame.UTVehicle
UTVEHICLE_UNSET_TEAM

Variables Summary
AudioComponentBeamAmbientSound
ParticleSystemComponentBeamEmitter[2]
SoundCueBeamFireSound
nameBeamSockets[2]
particleSystemBeamTemplate
boolbIsBeamActive
boolbIsDucking
boolbSkipAggresiveSleep
nameConeParam
floatCustomEntryRadius
floatCustomGravityScaling
ParticleSystemComponentEffectEmitter
nameEndPointParamName
actorLastHitActor
floatLastSleepCheckDistance
floatLengthDarkWalkerWarningCone
byteTurretFiringMode
byteTurretFlashCount
rotatorTurretWeaponRotation
floatWarningConeMaxRadius
AudioComponentWarningConeSound
Inherited Variables from UTGame.UTVehicle_Walker
bAnimateDeadLegs, BaseBodyOffset, bCurrentlyVisible, bHoldingDuck, BodyActor, BodyAttachSocketName, BodyHandle, BodyHandleOrientInterpSpeed, BodyType, bPreviousInAir, bWasOnGround, CurrentStance, DuckForceMag, EyeStepBlendRate, EyeStepFadeRate, EyeStepOffset, HoverAdjust[EWalkerStance.EnumCount], InAirStart, LandingFinishTime, LegTraceOffset, LegTraceZUpAmount, MaxEyeStepOffset, PowerOrbBurnoutTeamMaterials, PowerOrbTeamMaterials, PreviousStance, StoppedBeingVisibleLocation, SuspensionTravelAdjustSpeed, WheelSuspensionTravel[EWalkerStance.EnumCount]
Inherited Variables from UTGame.UTVehicle
AccruedFireDamage, AccumulatedWaterDamage, AIPurpose, bAcceptTurretJump, bAllowedExit, bAllowTowFromAllDirections, bCameraNeverHidesVehicle, bCanCarryFlag, bDeadVehicle, bDisplayHealthBar, bDrawHealthOnHUD, bDriverCastsShadow, bDriverHoldsFlag, bDropDetailWhenDriving, bEjectKilledBodies, bEjectPassengersWhenFlipped, bEnteringUnlocks, bFindGroundExit, bFixedCamZ, bFrontalCollision, bFrontalCollisionWithFixed, bHasBeenDriven, bHasCustomEntryRadius, bHasEnemyVehicleSound, bHasTowCable, bHasTurretExplosion, bHasWeaponBar, bHomingTarget, BigExplosionSocket, BigExplosionTemplates, bInitializedVehicleEffects, bIsBurning, bIsConsoleTurning, bIsDisabled, bIsInDestroyablePenetration, bIsNecrisVehicle, bIsOnTrack, bIsScraping, bIsTowingHoverboard, bKeyVehicle, bLightArmor, bLimitCameraZLookingUp, bLookSteerOnNormalControls, bLookSteerOnSimpleControls, bMustBeUpright, bNeverReset, bNoFollowJumpZ, bNoZDamping, bNoZDampingInAir, bNoZSmoothing, BoostPadSound, bOverrideAVRiLLocks, bPlayingSpawnEffect, bPostRenderOtherTeam, bPostRenderTraceSucceeded, bRagdollDriverOnDarkwalkerHorn, bReducedFallingCollisionDamage, bRequestedEntryWithFlag, bRotateCameraUnderVehicle, bShouldAutoCenterViewPitch, bShouldLeaveForCombat, bShowDamageDebug, bShowLocked, bSpectatedView, bStealthVehicle, bStickDeflectionThrottle, bStopDeathCamera, bTakeWaterDamageWhileDriving, bTeamLocked, BurnOutMaterialInstances, BurnOutMaterial[2], BurnOutTime, BurnTimeParameterName, bUseAlternatePaths, bUsingLookSteer, bValidLinkTarget, CameraLag, CameraOffset, CameraSmoothingFactor, ChargeBarCoords, ChargeBarEndCapCoords, ChargeBarHeight, ChargeBarPosX, ChargeBarPosY, ChargeBarWidth, ClientHealth, CollisionDamageMult, ConsoleSteerScale, CurrentTireMaterial, DamageMaterialInstance[2], DamageMorphTargets, DamageParamScaleLevels, DamageSkelControls, DamageSmokeThreshold, DeadVehicleLifeSpan, DeathExplosion, DeathExplosionShake, DefaultFOV, DefaultPhysicalMaterial, DeflectionReverseThresh, DelayedBurnoutCount, DestroyedTurret, DestroyedTurretTemplate, DestroyOnPenetrationDuration, DestroyOnPenetrationThreshold, DisabledEffectComponent, DisabledTemplate, DisabledTime, DistanceTurretExplosionTemplates, DriverStatusChangedWaveform, DrivingAnim, DrivingPhysicalMaterial, DropFlagIconCoords, DropOrbIconCoords, EnemyVehicleSound, EnterToolTipIconCoords, ExplosionDamage, ExplosionDamageType, ExplosionInAirAngVel, ExplosionLightClass, ExplosionMomentum, ExplosionRadius, ExplosionSound, ExplosionTemplate, ExtraReachDownThreshold, FireDamagePerSec, FireDamageThreshold, FlagBone, FlagOffset, FlagRotation, FlippedCount, FlipToolTipIconCoords, GreedCoinBonus, HealthPulseTime, HeroBonus, HornAIRadius, HornIndex, HornSounds, HoverBoardAttachSockets, HoverBoardSocketInUse, HUDExtent, HUDLocation, IconCoords, ImpactHitSound, InitialSpawnDelay, InnerExplosionShakeRadius, KillerController, LargeChunkImpactSound, LastCheckUpsideDownTime, LastCollisionDamageTime, LastDeathImpactTime, LastEnemyWarningTime, LastHealth, LastHornTime, LastJumpOutCheck, LastPostRenderTraceTime, LastRunOverWarningTime, LastTakeHitInfo, LastTakeHitTimeout, LeftStickDirDeadZone, LightEnvironment, LinkedEndSound, LinkedToAudio, LinkedToCount, LinkedToCue, LinkHealMult, LockedOnSound, LookForwardDist, LookSteerDamping, LookSteerDeadZone, LookSteerSensitivity, MapSize, MaxDesireability, MaxExplosionLightDistance, MaxFireEffectDistance, MaxImpactEffectDistance, MaxWheelEffectDistSq, MediumChunkImpactSound, MinCameraDistSq, MinRunOverSpeed, MinRunOverWarningAim, NeedToPickUpAnnouncement, NextVehicle, NoPassengerObjective, ObjectiveGetOutDist, OccupiedUpsideDownDamagePerSec, OldCameraPosition, OldCamPosZ, OldPositions, OriginalMaterials, OuterExplosionShakeRadius, ParentFactory, PassengerPRI, PassengerTeamBeaconOffset, PlayerStartTime, RanOverDamageType, RanOverSound, ReferenceMovementMesh, RemainingBurn, Reservation, ResetTime, RespawnTime, ScrapeSound, SeatCameraScale, SeatMask, Seats, SecondaryExplosion, ShowLockedMaxDist, SmallChunkImpactSound, SpawnInSound, SpawnInTemplates, SpawnInTime, SpawnMaterialLists, SpawnMaterialParameterCurve, SpawnMaterialParameterName, SpawnOutSound, SpawnRadius, StolenAnnouncementIndex, StolenSound, Team, TeamBeaconMaxDist, TeamBeaconOffset, TeamBeaconPlayerInfoMaxDist, TeamMaterials, TimeInDestroyablePenetration, TimeLastDisabled, TimeTilSecondaryVehicleExplosion, TireAudioComp, TireSoundList, Trackers, TurretExplosiveForce, TurretOffset, TurretScaleControlName, TurretSocketName, UpsideDownDamagePerSec, VehicleAnims, VehicleDestroyedSound, VehicleDrowningDamType, VehicleEffects, VehicleIndex, VehicleLockedSound, VehicleLostTime, VehicleNameString, VehiclePieceClass, VehiclePositionString, VehicleSounds, WaterDamage, WaterEffectType, WeaponRotation, WheelParticleEffects

Enumerations Summary
Inherited Enumerations from UTGame.UTVehicle_Walker
EWalkerStance
Inherited Enumerations from UTGame.UTVehicle
EAIVehiclePurpose

Structures Summary
Inherited Structures from UTGame.UTVehicle
BurnOutDatum, DamageParamScales, FDamageMorphTargets, MaterialList, TimePosition, VehicleAnim, VehicleEffect, VehicleSeat, VehicleSound, WeaponEffectInfo

Functions Summary
function AddBeamEmitter ()))
function AddVelocity (vector NewVelocity, vector HitLocation, class<DamageType> DamageType, optional TraceHitInfo HitInfo ))
function BlowupVehicle ()))
event Destroyed ()))
functionactor FindWeaponHitNormal (out vector HitLocation, out Vector HitNormal, vector End, vector Start, out TraceHitInfo HitInfo))
functionbool ImportantVehicle ()))
functionbool InCustomEntryRadius (Pawn P))
function KillBeamEmitter ()))
functionbool PassengerEnter (Pawn P, int SeatIndex))
function PassengerLeave (int SeatIndex))
function PlayWarningSoundIfInCone (Pawn Target)
function PostBeginPlay ()))
functionbool RecommendLongRangedAttack ()))
function SetBeamEmitterHidden (bool bHide))
functionbool ShouldClamp ()))
function SleepCheckGroundDistance ()))
function SpawnImpactEmitter (vector HitLocation, vector HitNormal, const out MaterialImpactEffect ImpactEffect, int SeatIndex))
function TookStep (int LegIdx))
function VehicleCalcCamera (float DeltaTime, int SeatIndex, out vector out_CamLoc, out rotator out_CamRot, out vector CamStart, optional bool bPivotOnly))
function VehicleWeaponImpactEffects (vector HitLocation, int SeatIndex))
function VehicleWeaponStoppedFiring (bool bViaReplication, int SeatIndex ))
event WalkerDuckEffect ()
Inherited Functions from UTGame.UTVehicle_Walker
AllowLinkThroughOwnedActor, BlowupVehicle, Destroyed, DriverEnter, DriverLeft, PlaySpawnEffect, PostBeginPlay, SetBurnOut, StopSpawnEffect, TeamChanged, TookStep, UpdateShadowSettings
Inherited Functions from UTGame.UTVehicle
AdjustCameraScale, AllowLinkThroughOwnedActor, AnySeatAvailable, ApplyMorphDamage, ApplyMorphHeal, ApplyRandomMorphDamage, ApplyWeaponEffects, AttachDriver, AttachFlag, BaseChange, BeginState, BlowupVehicle, BotDesireability, CalcCamera, CanAttack, CanDeployedAttack, CanEnterVehicle, CauseMuzzleFlashLight, ChangedReservation, ChangeSeat, ChargeAttackObjective, CheckDamageSmoke, CheckGameClass, CheckReset, CheckTurretPitchLimit, ClearFlashCount, ClearFlashLocation, ContinueOnFoot, CreateDamageMaterialInstance, CreateVehicleEffect, CriticalChargeAttack, DecrementLinkedToCount, Destroyed, DetachDriver, DetachTowCable, Died, DisableCollision, DisableDamageSmoke, DisableVehicle, DisplayExtraHud, DisplayHud, DisplaySeats, DisplayWeaponBar, Dodge, DoVehicleExplosion, DrawBarGraph, DrawKillIcon, DriverEnter, DriverLeave, DriverLeft, DriverRadiusDamage, DrivingStatusChanged, EagleEyeTarget, EditUDmgFX, EjectSeat, EnableVehicle, EntryAnnouncement, ExitRotation, FastVehicle, FellOutOfWorld, FindAutoExit, FindGoodEndView, FindWeaponHitNormal, FixedView, ForceWeaponRotation, GetAlternateLockTarget, GetBarrelIndex, GetBarrelLocationAndRotation, GetCameraFocus, GetCameraStart, GetChargePower, GetClampedViewRotation, GetCollisionDamageInstigator, GetCollisionDamageModifier, GetControllerForSeatIndex, GetDisplayedHealth, GetEffectLocation, GetFirstAvailableSeat, GetHealth, GetHomingTarget, GetHoverBoardAttachPoint, GetHumanReadableName, GetMoveTargetFor, GetPhysicalFireStartLoc, GetSeatColor, GetSeatIndexForController, GetSeatIndexFromPrefix, GetSeatPivotPoint, GetSeatPRI, GetSVehicleDebug, GetTeamNum, GetTowedVehicles, GetTowingVehicle, GetVehicleKillStatName, GetViewRotation, GetWeaponAim, GetWeaponViewAxes, HandleEnteringFlag, HasOccupiedTurret, HasPriority, HealDamage, HoldGameObject, ImportantVehicle, IncomingMissile, IncrementFlashCount, IncrementLinkedToCount, InCustomEntryRadius, InitDamageSkel, InitializeEffects, InitializeMorphs, InitializeSeats, InitializeTurrets, InUseableRange, IsArtillery, IsDeployed, IsDriverSeat, IsGoodTowTruck, IsSeatControllerReplicationViewer, JumpOutCheck, KickOutBot, Landed, LimitCameraZ, LockOnWarning, MorphTargetDestroyed, NativePostRenderFor, NotifyTakeHit, NumPassengers, Occupied, OnAnimEnd, OnDriverPhysicsAssetChanged, OnExitVehicle, OnPropertyChange, OnTouchForcedDirVolume, OpenPositionFor, OverrideBeginFire, OverrideEndFire, PancakeOther, PassengerEnter, PassengerLeave, PerformDeathEffects, PerformSecondaryVehicleExplosion, PlayHit, PlayHorn, PlayNextAnimation, PlaySpawnEffect, PlayTakeHitEffects, PlayVehicleAnimation, PlayVehicleExplosionEffect, PlayVehicleSound, PlayWeaponSwitch, PossessedBy, PostBeginPlay, PostRenderFor, PostRenderPassengerBeacon, PreCacheSeatNames, ProcessViewRotation, RanInto, RBPenetrationDestroy, ReattachMesh, ReceivedHealthChange, RecommendCharge, RenderMapIcon, RenderPassengerBeacons, ReplicatedEvent, ReservationCostMultiplier, RigidBodyCollision, SeatAvailable, SeatFiringMode, SeatFlashCount, SeatFlashLocation, SeatWeaponRotation, SecondaryVehicleExplosion, SelfDestruct, SendLockOnMessage, ServerAdjacentSeat, ServerChangeSeat, ServerSetConsoleTurning, SetBurnOut, SetFiringMode, SetFlashLocation, SetHoverBoardAttachPointInUse, SetHUDLocation, SetInputs, SetKeyVehicle, SetMaxRadius, SetMovementEffect, SetReservation, SetSeatStoragePawn, SetShieldActive, SetTeamNum, SetTexturesToBeResident, SetVehicleEffectParms, ShootMissile, ShouldClamp, ShouldLeaveForCombat, ShouldShowUseable, ShouldSpawnExplosionLight, SitDriver, SpawnGibVehicle, SpawnImpactEmitter, SpokenFor, StartBurnOut, StartLinkedEffect, StopLinkedEffect, StopSpawnEffect, StopsProjectile, StopVehicleSounds, TakeDamage, TakeFireDamage, TakeHeadShot, TakeWaterDamage, TeamChanged, TeamChanged_VehicleEffects, TeamLink, TooCloseToAttack, TornOff, TriggerVehicleEffect, TryAttachingTowCable, TryToDrive, TurnOffShadows, TurretExplosion, UpdateControllerOnPossess, UpdateDamageMaterial, UpdateLookSteerStatus, UpdateShadowSettings, VehicleAdjustFlashCount, VehicleAdjustFlashLocation, VehicleCalcCamera, VehicleEvent, VehicleHudCoordsFixup, VehicleLocked, VehicleWeaponFired, VehicleWeaponFireEffects, VehicleWeaponImpactEffects, VehicleWeaponStoppedFiring, WeaponFired, WeaponRotationChanged, WeaponStoppedFiring


Variables Detail

BeamAmbientSound Source code

var protected AudioComponent BeamAmbientSound;

BeamEmitter[2] Source code

var ParticleSystemComponent BeamEmitter[2];
Holds the Emitter for the Beam

BeamFireSound Source code

var SoundCue BeamFireSound;

BeamSockets[2] Source code

var name BeamSockets[2];
Where to attach the Beam

BeamTemplate Source code

var particleSystem BeamTemplate;

bIsBeamActive Source code

var bool bIsBeamActive;

bIsDucking Source code

var bool bIsDucking;
@hack: replicated copy of bHoldingDuck for clients

bSkipAggresiveSleep Source code

var bool bSkipAggresiveSleep;
Disable aggressive sleeping behaviour.

ConeParam Source code

var name ConeParam;

CustomEntryRadius Source code

var float CustomEntryRadius;
radius to allow players under this darkwalker to gain entry

CustomGravityScaling Source code

var float CustomGravityScaling;

EffectEmitter Source code

var ParticleSystemComponent EffectEmitter;

EndPointParamName Source code

var name EndPointParamName;
The name of the EndPoint parameter

LastHitActor Source code

var actor LastHitActor;

LastSleepCheckDistance Source code

var float LastSleepCheckDistance;
When asleep, monitor distance below darkwalker to make sure it isn't in the air.

LengthDarkWalkerWarningCone Source code

var float LengthDarkWalkerWarningCone;

TurretFiringMode Source code

var byte TurretFiringMode;

TurretFlashCount Source code

var repnotify byte TurretFlashCount;

TurretWeaponRotation Source code

var repnotify rotator TurretWeaponRotation;

WarningConeMaxRadius Source code

var float WarningConeMaxRadius;

WarningConeSound Source code

var AudioComponent WarningConeSound;


Functions Detail

AddBeamEmitter Source code

simulated function AddBeamEmitter ( ) )

AddVelocity Source code

function AddVelocity ( vector NewVelocity, vector HitLocation, class<DamageType> DamageType, optional TraceHitInfo HitInfo ) )
Overloading this from SVehicle to avoid torquing the walker head.

BlowupVehicle Source code

simulated function BlowupVehicle ( ) )

Destroyed Source code

simulated event Destroyed ( ) )

FindWeaponHitNormal Source code

simulated function actor FindWeaponHitNormal ( out vector HitLocation, out Vector HitNormal, vector End, vector Start, out TraceHitInfo HitInfo) )
Detect the transition from vehicle to ground and vice versus and handle it

ImportantVehicle Source code

function bool ImportantVehicle ( ) )

InCustomEntryRadius Source code

function bool InCustomEntryRadius ( Pawn P) )
Let pawns standing under me get in, if I have a driver.

KillBeamEmitter Source code

simulated function KillBeamEmitter ( ) )

PassengerEnter Source code

function bool PassengerEnter ( Pawn P, int SeatIndex) )

PassengerLeave Source code

function PassengerLeave ( int SeatIndex) )

PlayWarningSoundIfInCone Source code

native simulated final function PlayWarningSoundIfInCone ( Pawn Target )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

RecommendLongRangedAttack Source code

function bool RecommendLongRangedAttack ( ) )

SetBeamEmitterHidden Source code

simulated function SetBeamEmitterHidden ( bool bHide) )

ShouldClamp Source code

simulated function bool ShouldClamp ( ) )

SleepCheckGroundDistance Source code

simulated function SleepCheckGroundDistance ( ) )

SpawnImpactEmitter Source code

simulated function SpawnImpactEmitter ( vector HitLocation, vector HitNormal, const out MaterialImpactEffect ImpactEffect, int SeatIndex) )

TookStep Source code

function TookStep ( int LegIdx) )
notification from WalkerBody that foot just landed

VehicleCalcCamera Source code

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) )

VehicleWeaponStoppedFiring Source code

simulated function VehicleWeaponStoppedFiring ( bool bViaReplication, int SeatIndex ) )

WalkerDuckEffect Source code

event WalkerDuckEffect ( )


Defaultproperties

defaultproperties
{
   LengthDarkWalkerWarningCone=7500.000000
   CustomEntryRadius=300.000000
   CustomGravityScaling=0.900000
   WheelSuspensionTravel(1)=600.000000
   WheelSuspensionTravel(3)=153.000000
   Begin Object Class=RB_Handle Name=RB_BodyHandle ObjName=RB_BodyHandle Archetype=RB_Handle'UTGame.Default__UTVehicle_Walker:RB_BodyHandle'
      LinearStiffness=99000.000000
      AngularDamping=100.000000
      AngularStiffness=99000.000000
      ObjectArchetype=RB_Handle'UTGame.Default__UTVehicle_Walker:RB_BodyHandle'
   End Object
   BodyHandle=RB_BodyHandle
   LegTraceZUpAmount=700.000000
   HoverAdjust(1)=-280.000000
   HoverAdjust(3)=-63.000000
   SuspensionTravelAdjustSpeed=250.000000
   MaxEyeStepOffset=48.000000
   EyeStepFadeRate=2.000000
   EyeStepBlendRate=2.000000
   bHasCustomEntryRadius=True
   bShouldAutoCenterViewPitch=False
   bFindGroundExit=False
   bIsNecrisVehicle=True
   Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle_Walker:MyLightEnvironment'
      ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle_Walker:MyLightEnvironment'
   End Object
   LightEnvironment=MyLightEnvironment
   RespawnTime=45.000000
   MaxDesireability=1.250000
   ObjectiveGetOutDist=750.000000
   HornIndex=3
   VehicleIndex=1
   VehiclePositionString="in a Darkwalker"
   VehicleNameString="Darkwalker"
   NeedToPickUpAnnouncement=(AnnouncementText="Man the Darkwalker")
   HUDExtent=250.000000
   SpawnRadius=125.000000
   ChargeBarPosX=3.000000
   ChargeBarPosY=4.000000
   TeamBeaconOffset=(X=0.000000,Y=0.000000,Z=350.000000)
   LookForwardDist=40.000000
   HoverBoardAttachSockets(0)="HoverAttach00"
   HoverBoardAttachSockets(1)="HoverAttach01"
   ExtraReachDownThreshold=450.000000
   HeroBonus=2.000000
   GreedCoinBonus=6
   Begin Object Class=UTVehicleSimHover Name=SimObject ObjName=SimObject Archetype=UTVehicleSimHover'UTGame.Default__UTVehicleSimHover'
      bDisableWheelsWhenOff=False
      bCanClimbSlopes=True
      MaxThrustForce=600.000000
      MaxReverseForce=600.000000
      LongDamping=0.300000
      MaxStrafeForce=600.000000
      LatDamping=0.300000
      TurnTorqueFactor=9000.000000
      TurnTorqueMax=10000.000000
      TurnDamping=3.000000
      MaxYawRate=1.600000
      PitchTorqueMax=35.000000
      PitchDamping=0.100000
      RollTorqueMax=50.000000
      RollDamping=0.100000
      RandForceInterval=1000.000000
      bFullThrustOnDirectionChange=True
      bStabilizeStops=True
      HardLimitAirSpeedScale=1.500000
      WheelSuspensionStiffness=100.000000
      WheelSuspensionDamping=40.000000
      Name="SimObject"
      ObjectArchetype=UTVehicleSimHover'UTGame.Default__UTVehicleSimHover'
   End Object
   SimObj=SimObject
   Begin Object Class=UTHoverWheel Name=RThruster ObjName=RThruster Archetype=UTHoverWheel'UTGame.Default__UTHoverWheel'
      bCollidesVehicles=False
      SteerFactor=1.000000
      BoneName="BodyRoot"
      BoneOffset=(X=0.000000,Y=0.000000,Z=-20.000000)
      WheelRadius=70.000000
      SuspensionTravel=20.000000
      LongSlipFactor=0.000000
      LatSlipFactor=0.000000
      HandbrakeLongSlipFactor=0.000000
      HandbrakeLatSlipFactor=0.000000
      Name="RThruster"
      ObjectArchetype=UTHoverWheel'UTGame.Default__UTHoverWheel'
   End Object
   Wheels(0)=RThruster
   COMOffset=(X=0.000000,Y=0.000000,Z=150.000000)
   bStayUpright=True
   bUseSuspensionAxis=True
   Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup_13 ObjName=MyStayUprightSetup_13 Archetype=RB_StayUprightSetup'UTGame.Default__UTVehicle_Walker:MyStayUprightSetup'
      Name="MyStayUprightSetup_13"
      ObjectArchetype=RB_StayUprightSetup'UTGame.Default__UTVehicle_Walker:MyStayUprightSetup'
   End Object
   StayUprightConstraintSetup=RB_StayUprightSetup'UTGame.Default__UTVehicle_DarkWalker:MyStayUprightSetup_13'
   Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance_13 ObjName=MyStayUprightConstraintInstance_13 Archetype=RB_ConstraintInstance'UTGame.Default__UTVehicle_Walker:MyStayUprightConstraintInstance'
      Name="MyStayUprightConstraintInstance_13"
      ObjectArchetype=RB_ConstraintInstance'UTGame.Default__UTVehicle_Walker:MyStayUprightConstraintInstance'
   End Object
   StayUprightConstraintInstance=RB_ConstraintInstance'UTGame.Default__UTVehicle_DarkWalker:MyStayUprightConstraintInstance_13'
   bTurnInPlace=True
   bFollowLookDir=True
   bDuckObstacles=True
   bIgnoreStallZ=True
   bCanStrafe=True
   MeleeRange=-100.000000
   GroundSpeed=350.000000
   AirSpeed=350.000000
   BaseEyeHeight=0.000000
   EyeHeight=0.000000
   Health=1000
   Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTVehicle_Walker:SVehicleMesh'
      RBCollideWithChannels=(Untitled1=True)
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTVehicle_Walker:SVehicleMesh'
   End Object
   Mesh=SVehicleMesh
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTVehicle_Walker:CollisionCylinder'
      ObjectArchetype=CylinderComponent'UTGame.Default__UTVehicle_Walker:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   Components(1)=SVehicleMesh
   Components(2)=MyLightEnvironment
   Components(3)=RB_BodyHandle
   Components(4)=SimObject
   CollisionComponent=SVehicleMesh
   Name="Default__UTVehicle_DarkWalker"
   ObjectArchetype=UTVehicle_Walker'UTGame.Default__UTVehicle_Walker'
}

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Creation time: sk 18-3-2018 10:01:00.606 - Created with UnCodeX