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UTGame.UTVehicle_Fury

Extends
UTAirVehicle
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.UTHoverVehicle
                     |   
                     +-- UTGame.UTAirVehicle
                        |   
                        +-- UTGame.UTVehicle_Fury

Direct Known Subclasses:

UTVehicle_Fury_Content

Variables Summary
soundcueAfterburnerSound
UTAnimNodeSequenceAnimPlayer
UTAnimBlendByCollisionArmBlendNodes[4]
AudioComponentBeamAmbientSound
ParticleSystemComponentBeamEmitter[4]
soundcueBeamFireSound
BeamLockDataBeamLockedInfo
nameBeamSockets[4]
SoundCueBeamStartSound
SoundCueBeamStopSound
particleSystemBeamTemplate
AnimNodeBlendBlendNode
floatBoostAirSpeed
EBoostDirBoostAttempt
CameraAnimBoostCameraShake
floatBoostChargeRate
AudioComponentBoostComponent
floatBoostDisabledTimer
floatBoostEndTime
floatBoosterForceMagnitude[4]
floatBoosterFOVAngle
nameBoosterNames[3]
floatBoostPowerSpeed
floatBoostRampDownTime
floatBoostRampUpTime
EBoostDirBoostStatus
boolbSteeringLimited
floatCustomEntryRadius
ParticleSystemComponentEffectEmitter
nameEndPointNormalParamName
nameEndPointParamName
JetSFXInfoJetSFX[3]
floatMaxBoostDuration[4]
floatMinTurnRiseForce
floatMinTurnStrafeForce
floatMinTurnThrustForce
soundcueStrafeSound
SkelControlSingleBoneTailFoldControl
floatTakeOffRate
floatUprightMaxModifier
floatUprightRollMaxThreshold
floatUprightRollMinThreshold
UTVehicle_Fury
floatBoostInterval
floatEndPointNormalLength
floatLandingEventHeight
Inherited Variables from UTGame.UTAirVehicle
bAutoLand, ContrailColorParameterName, ContrailEffectIndices, LastRadarLockWarnTime, PushForce, RadarLockMessage
Inherited Variables from UTGame.UTHoverVehicle
CustomGravityScaling, FullAirSpeed, GroundEffectDistParameterName, GroundEffectIndices, MaxGroundEffectDist, StallZGravityScaling, WaterGroundEffect

Enumerations Summary
EBoostDir
EBD_None, EBD_Forward, EBD_Left, EBD_Right

Structures Summary
BeamLockData
LockedTarget, LockedBone
JetSFXInfo
ExhaustTag, Exhaust, ExhaustCur, ExhaustRampUpTime, ExhaustRampDownTime

Functions Summary
event ActivateRocketBoosters (EBoostDir BoostDir))
function AddBeamEmitter ()))
function BeamLockOn ()))
function Boost (out JetSFXInfo SFXInfo, float RampUpTime, float RampDownTime)
function BoostTo (out JetSFXInfo SFXInfo, float NewExhaust, float RampTime)
event DeactivateRocketBoosters ()))
event Destroyed ()))
functionbool Dodge (eDoubleClickDir DoubleClickMove))
event EnableFullSteering ()))
function GetSVehicleDebug (out Array DebugInfo ))
functionbool InCustomEntryRadius (Pawn P))
function KillBeamEmitter ()))
event LowerSteering ()))
functionbool OnTouchForcedDirVolume (ForcedDirVolume Vol))
functionbool OverrideBeginFire (byte FireModeNum))
functionbool OverrideEndFire (byte FireModeNum))
event PlayLanding ()
event PlayTakeOff ()
function PostBeginPlay ()))
event PostInitAnimTree (SkeletalMeshComponent SkelComp))
functionbool RecommendLongRangedAttack ()))
event ReplicatedEvent (name VarName))
function ServerBoost (EBoostDir BoostType))
function SetBeamEmitterHidden (bool bHide))
functionbool ShouldClamp ()))
function SpawnImpactEmitter (vector HitLocation, vector HitNormal, const out MaterialImpactEffect ImpactEffect, int SeatIndex))
functionbool TouchingForcedDirVolume ()))
function VehicleWeaponFired (bool bViaReplication, vector HitLocation, int SeatIndex ))
function VehicleWeaponStoppedFiring (bool bViaReplication, int SeatIndex ))
Inherited Functions from UTGame.UTAirVehicle
Died, Dodge, FastVehicle, GetGravityZ, JumpOutCheck, LockOnWarning, RecommendLongRangedAttack, SetDriving, Tick
Inherited Functions from UTGame.UTHoverVehicle
BlowupVehicle, TakeDamage


Variables Detail

AfterburnerSound Source code

var soundcue AfterburnerSound;
Sfx to play when boosting forward/back

AnimPlayer Source code

var UTAnimNodeSequence AnimPlayer;

ArmBlendNodes[4] Source code

var UTAnimBlendByCollision ArmBlendNodes[4];

BeamAmbientSound Source code

var protected AudioComponent BeamAmbientSound;
Sound playing while the beam is firing

BeamEmitter[4] Source code

var ParticleSystemComponent BeamEmitter[4];
Holds the Emitter for the Beam

BeamFireSound Source code

var soundcue BeamFireSound;
Sfx to play when the beam is fired

BeamLockedInfo Source code

var repnotify BeamLockData BeamLockedInfo;
Who is the beam locked on to

BeamSockets[4] Source code

var name BeamSockets[4];
Where to attach the Beam

BeamStartSound Source code

var SoundCue BeamStartSound;

BeamStopSound Source code

var SoundCue BeamStopSound;

BeamTemplate Source code

var particleSystem BeamTemplate;
Emitter template for the beams

BlendNode Source code

var AnimNodeBlend BlendNode;

BoostAirSpeed Source code

var float BoostAirSpeed;
Boost speed is the (clamped) max speed

BoostAttempt Source code

var EBoostDir BoostAttempt;

BoostCameraShake Source code

var CameraAnim BoostCameraShake;
Camera movement to play when boosting.

BoostChargeRate Source code

var float BoostChargeRate;
How long afterwards does it take to charge up

BoostComponent Source code

var AudioComponent BoostComponent;

BoostDisabledTimer Source code

var float BoostDisabledTimer;
When can the next boost occur

BoostEndTime Source code

var float BoostEndTime;
When was it started

BoosterForceMagnitude[4] Source code

var float BoosterForceMagnitude[4];
Booster properties

BoosterFOVAngle Source code

var float BoosterFOVAngle;
desired camera FOV while using booster

BoosterNames[3] Source code

var name BoosterNames[3];

BoostPowerSpeed Source code

var float BoostPowerSpeed;

BoostRampDownTime Source code

var float BoostRampDownTime;

BoostRampUpTime Source code

var float BoostRampUpTime;

BoostStatus Source code

var repnotify EBoostDir BoostStatus;

bSteeringLimited Source code

var bool bSteeringLimited;
If true, steering is very limited (enabled while boosting)

CustomEntryRadius Source code

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

EffectEmitter Source code

var ParticleSystemComponent EffectEmitter;

EndPointNormalParamName Source code

var name EndPointNormalParamName;
The name of the EndPoint normal parameter

EndPointParamName Source code

var name EndPointParamName;
The name of the EndPoint parameter

JetSFX[3] Source code

var JetSFXInfo JetSFX[3];

MaxBoostDuration[4] Source code

var float MaxBoostDuration[4];
How long does the boost last

MinTurnRiseForce Source code

var float MinTurnRiseForce;

MinTurnStrafeForce Source code

var float MinTurnStrafeForce;
Values to be used when Steering is lowered

MinTurnThrustForce Source code

var float MinTurnThrustForce;

StrafeSound Source code

var soundcue StrafeSound;
Sfx to play when boosting sideways

TailFoldControl Source code

var SkelControlSingleBone TailFoldControl;
Used to raise and lower tail fin.

TakeOffRate Source code

var float TakeOffRate;

UprightMaxModifier Source code

var float UprightMaxModifier;

UprightRollMaxThreshold Source code

var float UprightRollMaxThreshold;

UprightRollMinThreshold Source code

var float UprightRollMinThreshold;
Adjustments to the upright constraint depending on turn rate

UTVehicle_Fury

BoostInterval Source code

var(UTVehicle_Fury) float BoostInterval;
Time between boosts.

EndPointNormalLength Source code

var(UTVehicle_Fury) float EndPointNormalLength;
Scale applied to tangent where beam hits target.

LandingEventHeight Source code

var(UTVehicle_Fury) float LandingEventHeight;
How high off the ground to execute PlayLanding event.


Enumerations Detail

EBoostDir Source code

enum EBoostDir
{
EBD_None, EBD_Forward, EBD_Left, EBD_Right
};
True if the booster has been activated


Structures Detail

BeamLockData Source code

struct BeamLockData
{
var name LockedBone;
var actor LockedTarget;
};


JetSFXInfo Source code

struct JetSFXInfo
{
var float Exhaust;
var float ExhaustCur;
var float ExhaustRampDownTime;
var float ExhaustRampUpTime;
var name ExhaustTag;
};



Functions Detail

ActivateRocketBoosters Source code

simulated event ActivateRocketBoosters ( EBoostDir BoostDir) )
ActivateRocketBoosters() called when player activates rocket boosters

AddBeamEmitter Source code

simulated function AddBeamEmitter ( ) )
Beam Attack

BeamLockOn Source code

simulated function BeamLockOn ( ) )

Boost Source code

native function Boost ( out JetSFXInfo SFXInfo, float RampUpTime, float RampDownTime )

BoostTo Source code

native function BoostTo ( out JetSFXInfo SFXInfo, float NewExhaust, float RampTime )

DeactivateRocketBoosters Source code

simulated event DeactivateRocketBoosters ( ) )
DeactivateRocketBoosters() called when player deactivates rocket boosters or they run out

Destroyed Source code

simulated event Destroyed ( ) )

Dodge Source code

function bool Dodge ( eDoubleClickDir DoubleClickMove) )

EnableFullSteering Source code

simulated event EnableFullSteering ( ) )

GetSVehicleDebug Source code

simulated function GetSVehicleDebug ( out Array<String> DebugInfo ) )

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 ( ) )

LowerSteering Source code

simulated event LowerSteering ( ) )

OnTouchForcedDirVolume Source code

function bool OnTouchForcedDirVolume ( ForcedDirVolume Vol) )
Used to stop boosting when entering forced dir volume.

OverrideBeginFire Source code

simulated function bool OverrideBeginFire ( byte FireModeNum) )

OverrideEndFire Source code

simulated function bool OverrideEndFire ( byte FireModeNum) )

PlayLanding Source code

simulated event PlayLanding ( )

PlayTakeOff Source code

simulated event PlayTakeOff ( )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PostInitAnimTree Source code

simulated event PostInitAnimTree ( SkeletalMeshComponent SkelComp) )

RecommendLongRangedAttack Source code

function bool RecommendLongRangedAttack ( ) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

ServerBoost Source code

reliable server function ServerBoost ( EBoostDir BoostType) )

SetBeamEmitterHidden Source code

simulated function SetBeamEmitterHidden ( bool bHide) )

ShouldClamp Source code

simulated function bool ShouldClamp ( ) )

SpawnImpactEmitter Source code

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

TouchingForcedDirVolume Source code

simulated function bool TouchingForcedDirVolume ( ) )
Boosting

VehicleWeaponFired Source code

simulated function VehicleWeaponFired ( bool bViaReplication, vector HitLocation, int SeatIndex ) )

VehicleWeaponStoppedFiring Source code

simulated function VehicleWeaponStoppedFiring ( bool bViaReplication, int SeatIndex ) )


Defaultproperties

defaultproperties
{
   TakeOffRate=1.134000
   BoostAirSpeed=5000.000000
   BoosterForceMagnitude(1)=1700.000000
   BoosterForceMagnitude(2)=1700.000000
   BoosterForceMagnitude(3)=1700.000000
   MaxBoostDuration(1)=1.000000
   MaxBoostDuration(2)=0.700000
   MaxBoostDuration(3)=0.700000
   BoostInterval=1.500000
   BoostPowerSpeed=5000.000000
   BoosterFOVAngle=90.000000
   MinTurnStrafeForce=100.000000
   MinTurnThrustForce=3500.000000
   MinTurnRiseForce=2200.000000
   UprightRollMaxThreshold=1000.000000
   UprightMaxModifier=15.000000
   BoostRampUpTime=0.200000
   BoostRampDownTime=0.500000
   CustomEntryRadius=240.000000
   LandingEventHeight=400.000000
   PushForce=50000.000000
   MaxGroundEffectDist=512.000000
   bHasCustomEntryRadius=True
   bRotateCameraUnderVehicle=True
   bLimitCameraZLookingUp=True
   bIsNecrisVehicle=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
   HornIndex=3
   VehicleIndex=2
   VehiclePositionString="in a Fury"
   VehicleNameString="Fury"
   SpawnRadius=220.000000
   ChargeBarPosY=6.000000
   TeamBeaconOffset=(X=0.000000,Y=0.000000,Z=180.000000)
   CameraLag=0.050000
   Begin Object Class=UTVehicleSimChopper Name=SimObject ObjName=SimObject Archetype=UTVehicleSimChopper'UTGame.Default__UTVehicleSimChopper'
      MaxThrustForce=1100.000000
      MaxReverseForce=500.000000
      LongDamping=0.700000
      MaxStrafeForce=400.000000
      LatDamping=0.700000
      MaxRiseForce=800.000000
      UpDamping=0.700000
      TurnTorqueFactor=7000.000000
      TurnTorqueMax=2000.000000
      TurnDamping=1.350000
      MaxYawRate=1.200000
      PitchTorqueFactor=400.000000
      PitchTorqueMax=60.000000
      PitchDamping=0.100000
      RollTorqueTurnFactor=1500.000000
      RollTorqueStrafeFactor=100.000000
      RollTorqueMax=300.000000
      RollDamping=0.100000
      StopThreshold=100.000000
      MaxRandForce=25.000000
      RandForceInterval=0.500000
      bFullThrustOnDirectionChange=True
      PitchViewCorrelation=350.000000
      Name="SimObject"
      ObjectArchetype=UTVehicleSimChopper'UTGame.Default__UTVehicleSimChopper'
   End Object
   SimObj=SimObject
   bStayUpright=True
   bCanFlip=True
   StayUprightRollResistAngle=5.000000
   StayUprightPitchResistAngle=5.000000
   StayUprightStiffness=800.000000
   StayUprightDamping=20.000000
   Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup_1 ObjName=MyStayUprightSetup_1 Archetype=RB_StayUprightSetup'UTGame.Default__UTAirVehicle:MyStayUprightSetup'
      Name="MyStayUprightSetup_1"
      ObjectArchetype=RB_StayUprightSetup'UTGame.Default__UTAirVehicle:MyStayUprightSetup'
   End Object
   StayUprightConstraintSetup=RB_StayUprightSetup'UTGame.Default__UTVehicle_Fury:MyStayUprightSetup_1'
   Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance_1 ObjName=MyStayUprightConstraintInstance_1 Archetype=RB_ConstraintInstance'UTGame.Default__UTAirVehicle:MyStayUprightConstraintInstance'
      Name="MyStayUprightConstraintInstance_1"
      ObjectArchetype=RB_ConstraintInstance'UTGame.Default__UTAirVehicle:MyStayUprightConstraintInstance'
   End Object
   StayUprightConstraintInstance=RB_ConstraintInstance'UTGame.Default__UTVehicle_Fury:MyStayUprightConstraintInstance_1'
   MaxSpeed=4000.000000
   UprightLiftStrength=30.000000
   UprightTorqueStrength=30.000000
   ExitOffset=(X=100.000000,Y=0.000000,Z=0.000000)
   GroundSpeed=2000.000000
   AirSpeed=1500.000000
   BaseEyeHeight=100.000000
   EyeHeight=100.000000
   Health=400
   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'
      CollisionHeight=70.000000
      CollisionRadius=240.000000
      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_Fury"
   ObjectArchetype=UTAirVehicle'UTGame.Default__UTAirVehicle'
}

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Creation time: sk 18-3-2018 10:01:00.684 - Created with UnCodeX