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UTGame.UTVehicle_Hoverboard

Extends
UTHoverVehicle
Modifiers
native ( Vehicle )

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.UTVehicle_Hoverboard

Constants Summary
Inherited Contants from UTGame.UTVehicle
UTVEHICLE_UNSET_TEAM

Variables Summary
floatAutoSpin
boolbDisableRepulsorsAtMaxFallSpeed
boolbDoHoverboardJump
boolbForceSpinWarmup
boolbGrab1
boolbGrab2
boolbGrabbingBoard
boolbInAJump
boolbInTow
boolbIsDodging
boolbLeftGround
ParticleSystemBlueDustEffect
ParticleSystemBlueThrusterEffect
boolbNoVehicleEntry
boolbTrickJumping
floatCameraInitialOut
floatCurrentHeadYaw
floatCurrentLookYaw
floatCurrentSteerOffset
floatCurrentTowDistance
intCurrentViewRoll
AudioComponentCurveSound
floatDesiredSpeedSquared
RB_ConstraintInstanceDistanceJointInstance
RB_DistanceJointSetupDistanceJointSetup
vectorDodgeForce
eDoubleClickDirDoubleClickMove
nameDustBoardHeightParamName
nameDustVelMagParamName
nameDustVelParamName
SoundCueEngineThrustSound
intFallingDamageRagdollThreshold
RB_ConstraintSetupFootBoardConstraintSetup
vectorGroundNormal
StaticMeshComponentHandleMesh
ParticleSystemComponentHoverboardDust
UTSkeletalMeshComponentHoverboardMesh
floatJumpDelay
SoundCueJumpSound
floatLandedCountdown
floatLastDesiredSpeedTime
floatLastJumpTime
floatLastTryTowCableTime
RB_ConstraintInstanceLeanUprightConstraintInstance
RB_StayUprightSetupLeanUprightConstraintSetup
RB_ConstraintInstanceLeftFootBoardConstraintInstance
SoundCueOverWaterSound
floatPhysWeightBlendTimeToGo
ParticleSystemRedDustEffect
ParticleSystemRedThrusterEffect
RB_ConstraintInstanceRightFootBoardConstraintInstance
ParticleSystemComponentRoosterEffect
ParticleSystemRoosterEffectTemplate
AudioComponentRoosterNoise
SoundCueRoosterSoundCue
floatRoosterTurnScale
SkelControlSingleBoneSpineTurnControl
floatSpinHeadingOffset
floatTakeoffYaw
floatTargetPhysicsWeight
floatTargetPitch
ParticleSystemComponentThrusterEffect
nameThrusterEffectSocket
ParticleSystemComponentTowBeamEmitter
nameTowBeamEndParameterName
ParticleSystemComponentTowBeamEndPointEffect
nameTowBeamIntensityName
ParticleSystemTowBeamTeamEmitters[2]
ParticleSystemTowBeamTeamEndPoints[2]
SkelControlLookAtTowControl
floatTowDistanceChangeSpeed
SoundCueTowEndedSound
TowInfoDataTowInfo
floatTowLineBlockedBreakTime
floatTowLineBlockedFor
vectorTowLocalAttachPos
AudioComponentTowLoopComponent
SoundCueTowLoopCue
SoundCueTowStartedSound
floatTrickJumpWarmup
floatTrickSpinWarmup
SoundCueTurnSound
HeadTracking
floatMaxTrackYaw
HoverboardCam
floatHoverCamMaxVelUsed
vectorHoverCamOffset
rotatorHoverCamRotOffset
vectorVelBasedCamOffset
vectorVelLookAtOffset
floatVelRollFactor
floatViewRollRate
UTVehicle_Hoverboard
floatBigImpactPhysRiderZVel
floatDodgeForceMag
floatDownhillDownForce
floatHoverboardSlalomMaxAngle
floatHoverboardTowSlalomMaxAngle
floatImpactGroundResetPhysRiderThresh
floatJumpCheckTraceDist
floatJumpForceMag
floatLeanUprightDamping
floatLeanUprightStiffness
floatMaxLeanPitchSpeed
floatMaxTowDistance
vectorMeshLocationOffset
rotatorMeshRotationOffset
floatPhysWeightBlendTime
floatSlalomSpeed
floatSpinSpeed
floatTrickJumpWarmupMax
floatTurnLeanFactor
floatWaterCheckLevel
Inherited Variables from UTGame.UTHoverVehicle
CustomGravityScaling, FullAirSpeed, GroundEffectDistParameterName, GroundEffectIndices, MaxGroundEffectDist, StallZGravityScaling, WaterGroundEffect
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
EAIVehiclePurpose

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

Functions Summary
functionbool AIAttachTowCable (UTBot B))
functionbool AnySeatAvailable ()))
function AttachDriver (Pawn P ))
function AttachHoverboardEffects ()))
function AttachTowCable ()
function BackDamp (float LinDamp))
function BackSpring (float LinSpring))
event BelowSpeedThreshold ()))
event BoardJumpEffect ()))
event BreakTowLink ()))
functionbool CanAttachTo (UTVehicle TowingVehicle, UTVWeap_TowCable TowCable))
function CauseMuzzleFlashLight (int SeatIndex))
functionbyte ChooseFireMode ()))
function ClientForceSpinWarmup ()))
eventbool ContinueOnFoot ()))
functionbool CoversScreenSpace (vector ScreenLoc, Canvas Canvas))
function DetachDriver (Pawn P ))
function DetachTowCable ()))
functionbool Died (Controller Killer, class<DamageType> DamageType, vector HitLocation))
functionbool DisableVehicle ()))
function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos))
function DisplayHud (UTHud Hud, Canvas Canvas, vector2D HudPOS, optional int SeatIndex))
functionbool Dodge (eDoubleClickDir InDoubleClickMove))
function DriverDied ()))
functionbool DriverEnter (Pawn P))
eventbool DriverLeave (bool bForceLeave))
function DriverLeft ()))
function DriverRadiusDamage (float DamageAmount, float DamageRadius, Controller EventInstigator, class<DamageType> DamageType, float Momentum, vector HitLocation, Actor DamageCauser)
function DrivingStatusChanged ()))
eventbool EncroachingOn (Actor Other))
functionbool FastVehicle ()))
function FindGoodEndView (PlayerController InPC, out Rotator GoodRotation))
function ForceSpinJump ()))
functionvector GetCameraFocus (int SeatIndex))
functionvector GetCameraStart (int SeatIndex))
functionfloat GetChargePower ()))
functionfloat GetDisplayedHealth ()))
functionUTVehicle GetTowingVehicle ()))
function HandDamp (float LinDamp))
function HandSpring (float LinSpring))
event HideBoard ()))
event HoverboardLanded ()))
function IncomingMissile (Projectile P))
function InitializeEffects ()))
function InitPhysicsAnimPawn ()))
functionbool IsHumanDriver (UTVehicle_Hoverboard HB, Pawn P))
functionbool KickOutBot ()))
function LinkUp (UTVehicle NewTowTruck))
function NotifyDriverTakeHit (Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum))
function OnAttachTowCable (UTSeqAct_AttachTowCable InAction))
function OnDriverPhysicsAssetChanged (UTPawn UTP))
function OnHoverboardSpinJump (UTSeqAct_HoverboardSpinJump Action))
functionbool OnTouchForcedDirVolume (ForcedDirVolume Vol))
function PlayHorn ()))
function PossessedBy (Controller C, bool bVehicleTransition))
function RagdollDriver ()))
event RanInto (Actor Other))
event RBPenetrationDestroy ()
function ReplicatedEvent (name VarName))
event RequestDodge ()))
event RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex ))
function ServerChangeSeat (int RequestedSeat))
function ServerRequestDodge (bool bDodgeLeft))
function ServerSpin (float Direction))
function SetFlagAttachToBody (UTPawn UTP, bool bAttached))
function SetHoverboardRiderPhysics (UTPawn UTP))
function SetInputs (float InForward, float InStrafe, float InUp))
function SetOnlyControllableByTilt (bool bActive ))
functionbool ShouldLeaveForCombat (UTBot B))
functionbool ShouldShowUseable (PlayerController PC, float Dist))
function SitDriver (UTPawn UTP, int SeatIndex))
event SpawnRoosterEffect ()))
event SpawnTowCableEffects ()))
function StopVehicleSounds ()))
event TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
function TestResetPhys ()))
function Tick (float deltatime))
event ToggleAnimBoard (bool bAnimBoard, float Delay))
functionbool TooCloseToAttack (Actor Other))
functionbool TryAttachingTowCable (UTBot B, UTVehicle TowingVehicle))
function VehicleCalcCamera (float DeltaTime, int SeatIndex, out vector out_CamLoc, out rotator out_CamRot, out vector CamStart, optional bool bPivotOnly))
function WeaponRotationChanged (int SeatIndex))
Inherited Functions from UTGame.UTHoverVehicle
BlowupVehicle, TakeDamage
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

AutoSpin Source code

var float AutoSpin;

bDisableRepulsorsAtMaxFallSpeed Source code

var bool bDisableRepulsorsAtMaxFallSpeed;
disable repulsors if the vehicle has negative Z velocity exceeds the Driver's MaxFallSpeed

bDoHoverboardJump Source code

var repnotify bool bDoHoverboardJump;

bForceSpinWarmup Source code

var bool bForceSpinWarmup;

bGrab1 Source code

var bool bGrab1;

bGrab2 Source code

var bool bGrab2;

bGrabbingBoard Source code

var bool bGrabbingBoard;

bInAJump Source code

var bool bInAJump;

bInTow Source code

var bool bInTow;
Tow Cable

bIsDodging Source code

var bool bIsDodging;
True when requesting dodge

bLeftGround Source code

var bool bLeftGround;

BlueDustEffect Source code

var ParticleSystem BlueDustEffect;

BlueThrusterEffect Source code

var ParticleSystem BlueThrusterEffect;

bNoVehicleEntry Source code

var bool bNoVehicleEntry;
set when ragdolling, so DriverLeave() doesn't try to stick driver in another vehicle

bTrickJumping Source code

var bool bTrickJumping;

CameraInitialOut Source code

var float CameraInitialOut;
camera smooth out

CurrentHeadYaw Source code

var transient float CurrentHeadYaw;
Used internally for limiting how quickly the head tracks.

CurrentLookYaw Source code

var transient float CurrentLookYaw;
The current angle (in radians) between the way the board is pointing and the way the player is looking.

CurrentSteerOffset Source code

var float CurrentSteerOffset;
Current offset applied to look direction for board

CurrentTowDistance Source code

var const float CurrentTowDistance;
Used internally - current length of tow 'rope'.

CurrentViewRoll Source code

var int CurrentViewRoll;

CurveSound Source code

var AudioComponent CurveSound;
Sounds

DesiredSpeedSquared Source code

var float DesiredSpeedSquared;
If bot's speed is less than this for a while, it leaves the hoverboard to go on foot fot a bit instead

DistanceJointInstance Source code

var editinline export RB_ConstraintInstance DistanceJointInstance;

DistanceJointSetup Source code

var editinline export RB_DistanceJointSetup DistanceJointSetup;

DodgeForce Source code

var vector DodgeForce;
Dodge force to apply (has direction)

DoubleClickMove Source code

var eDoubleClickDir DoubleClickMove;
Save Doubleclick move from player

DustBoardHeightParamName Source code

var name DustBoardHeightParamName;

DustVelMagParamName Source code

var name DustVelMagParamName;

DustVelParamName Source code

var name DustVelParamName;

EngineThrustSound Source code

var SoundCue EngineThrustSound;

FallingDamageRagdollThreshold Source code

var int FallingDamageRagdollThreshold;
How much falling damage player can take on hoverboard without ragdolling

FootBoardConstraintSetup Source code

var editinline export RB_ConstraintSetup FootBoardConstraintSetup;

GroundNormal Source code

var transient vector GroundNormal;

HandleMesh Source code

var StaticMeshComponent HandleMesh;
hoverboard handle mesh, attached separately to driver

HoverboardDust Source code

var ParticleSystemComponent HoverboardDust;
Emitter under the board making dust.

HoverboardMesh Source code

var UTSkeletalMeshComponent HoverboardMesh;
Hoverboard mesh visible attachment

JumpDelay Source code

var float JumpDelay;

JumpSound Source code

var SoundCue JumpSound;

LandedCountdown Source code

var float LandedCountdown;

LastDesiredSpeedTime Source code

var float LastDesiredSpeedTime;
last time bot's speed was at or above DesiredSpeedSquared

LastJumpTime Source code

var float LastJumpTime;

LastTryTowCableTime Source code

var float LastTryTowCableTime;
AI property for tow cable use

LeanUprightConstraintInstance Source code

var editinline export RB_ConstraintInstance LeanUprightConstraintInstance;

LeanUprightConstraintSetup Source code

var editinline export RB_StayUprightSetup LeanUprightConstraintSetup;

LeftFootBoardConstraintInstance Source code

var editinline export RB_ConstraintInstance LeftFootBoardConstraintInstance;

OverWaterSound Source code

var SoundCue OverWaterSound;
Cue played when over water.

PhysWeightBlendTimeToGo Source code

var float PhysWeightBlendTimeToGo;

RedDustEffect Source code

var ParticleSystem RedDustEffect;

RedThrusterEffect Source code

var ParticleSystem RedThrusterEffect;

RightFootBoardConstraintInstance Source code

var editinline export RB_ConstraintInstance RightFootBoardConstraintInstance;

RoosterEffect Source code

var ParticleSystemComponent RoosterEffect;
Effect when moving quickly over water.

RoosterEffectTemplate Source code

var ParticleSystem RoosterEffectTemplate;

RoosterNoise Source code

var AudioComponent RoosterNoise;
Noise to play when rooster tail is active.

RoosterSoundCue Source code

var SoundCue RoosterSoundCue;

RoosterTurnScale Source code

var float RoosterTurnScale;
How much to turn effect to side based on steering.

SpineTurnControl Source code

var SkelControlSingleBone SpineTurnControl;
Controller used to turn the spine.

SpinHeadingOffset Source code

var float SpinHeadingOffset;

TakeoffYaw Source code

var float TakeoffYaw;

TargetPhysicsWeight Source code

var float TargetPhysicsWeight;

TargetPitch Source code

var transient float TargetPitch;

ThrusterEffect Source code

var ParticleSystemComponent ThrusterEffect;

ThrusterEffectSocket Source code

var name ThrusterEffectSocket;

TowBeamEmitter Source code

var ParticleSystemComponent TowBeamEmitter;
The emitter that shows the attachment

TowBeamEndParameterName Source code

var name TowBeamEndParameterName;
parameter for tow beam endpoint

TowBeamEndPointEffect Source code

var ParticleSystemComponent TowBeamEndPointEffect;
The emitter on the end point of the towbeam

TowBeamIntensityName Source code

var name TowBeamIntensityName;
This is the name to use to control the intensity of the tow beam

TowBeamTeamEmitters[2] Source code

var ParticleSystem TowBeamTeamEmitters[2];
The reference particle systems for the beam emitter (per team)

TowBeamTeamEndPoints[2] Source code

var ParticleSystem TowBeamTeamEndPoints[2];
The reference particle systems for the end point emitter (per team)

TowControl Source code

var SkelControlLookAt TowControl;
Controller used to point arm at vehicle you are towed behind.

TowDistanceChangeSpeed Source code

var float TowDistanceChangeSpeed;
Controls how quickly length of tow rope changes when holding throttle.

TowEndedSound Source code

var SoundCue TowEndedSound;

TowInfo Source code

var repnotify TowInfoData TowInfo;

TowLineBlockedBreakTime Source code

var float TowLineBlockedBreakTime;
Time that tow line has to be blocked before it breaks.

TowLineBlockedFor Source code

var float TowLineBlockedFor;
How long the tow line has been blocked for so far.

TowLocalAttachPos Source code

var vector TowLocalAttachPos;
Location for towing constraint in vehicle space.

TowLoopComponent Source code

var AudioComponent TowLoopComponent;

TowLoopCue Source code

var SoundCue TowLoopCue;

TowStartedSound Source code

var SoundCue TowStartedSound;

TrickJumpWarmup Source code

var float TrickJumpWarmup;

TrickSpinWarmup Source code

var float TrickSpinWarmup;

TurnSound Source code

var SoundCue TurnSound;

HeadTracking

MaxTrackYaw Source code

var(HeadTracking) float MaxTrackYaw;
Max yaw applied to have head/spine track looking direction.

HoverboardCam

HoverCamMaxVelUsed Source code

var(HoverboardCam) float HoverCamMaxVelUsed;

HoverCamOffset Source code

var(HoverboardCam) vector HoverCamOffset;

HoverCamRotOffset Source code

var(HoverboardCam) rotator HoverCamRotOffset;

VelBasedCamOffset Source code

var(HoverboardCam) vector VelBasedCamOffset;

VelLookAtOffset Source code

var(HoverboardCam) vector VelLookAtOffset;

VelRollFactor Source code

var(HoverboardCam) float VelRollFactor;

ViewRollRate Source code

var(HoverboardCam) float ViewRollRate;

UTVehicle_Hoverboard

BigImpactPhysRiderZVel Source code

var(UTVehicle_Hoverboard) float BigImpactPhysRiderZVel;
If we do hit the ground harder than ImpactGroundResetPhysRiderThresh - set the rider Z vel to be this instead.

DodgeForceMag Source code

var(UTVehicle_Hoverboard) float DodgeForceMag;
Sideways force when dodging (added to JumpForceMag * 0.8)

DownhillDownForce Source code

var(UTVehicle_Hoverboard) float DownhillDownForce;

HoverboardSlalomMaxAngle Source code

var(UTVehicle_Hoverboard) float HoverboardSlalomMaxAngle;
Using strafe keys adds this offset to current look direction.

HoverboardTowSlalomMaxAngle Source code

var(UTVehicle_Hoverboard) float HoverboardTowSlalomMaxAngle;
When being towed, using strafe keys adds this offset to current look direction.

ImpactGroundResetPhysRiderThresh Source code

var(UTVehicle_Hoverboard) float ImpactGroundResetPhysRiderThresh;
If we hit the ground harder than this, reset the physics of the rider to the animated pose, to avoid weird psoes.

JumpCheckTraceDist Source code

var(UTVehicle_Hoverboard) float JumpCheckTraceDist;

JumpForceMag Source code

var(UTVehicle_Hoverboard) float JumpForceMag;

LeanUprightDamping Source code

var(UTVehicle_Hoverboard) float LeanUprightDamping;

LeanUprightStiffness Source code

var(UTVehicle_Hoverboard) float LeanUprightStiffness;
Angle at which the vehicle will resist rolling

MaxLeanPitchSpeed Source code

var(UTVehicle_Hoverboard) float MaxLeanPitchSpeed;

MaxTowDistance Source code

var(UTVehicle_Hoverboard) float MaxTowDistance;

MeshLocationOffset Source code

var(UTVehicle_Hoverboard) vector MeshLocationOffset;

MeshRotationOffset Source code

var(UTVehicle_Hoverboard) rotator MeshRotationOffset;

PhysWeightBlendTime Source code

var(UTVehicle_Hoverboard) float PhysWeightBlendTime;

SlalomSpeed Source code

var(UTVehicle_Hoverboard) float SlalomSpeed;
How quickly the 'slalom' offset can change (controlled by strafe)

SpinSpeed Source code

var(UTVehicle_Hoverboard) float SpinSpeed;

TrickJumpWarmupMax Source code

var(UTVehicle_Hoverboard) float TrickJumpWarmupMax;

TurnLeanFactor Source code

var(UTVehicle_Hoverboard) float TurnLeanFactor;

WaterCheckLevel Source code

var(UTVehicle_Hoverboard) float WaterCheckLevel;


Structures Detail

TowInfoData Source code

struct TowInfoData
{
var Name TowAttachPoint;
var UTVehicle TowTruck;
};

TowTruck:
The vehicle we are attached to


Functions Detail

AIAttachTowCable Source code

function bool AIAttachTowCable ( UTBot B) )
hooked to bot's custom action interface to tell them to attach tow cable

AnySeatAvailable Source code

function bool AnySeatAvailable ( ) )

AttachDriver Source code

simulated function AttachDriver ( Pawn P ) )

AttachHoverboardEffects Source code

simulated function AttachHoverboardEffects ( ) )

AttachTowCable Source code

native final function AttachTowCable ( )
Creates a physics attachment to

BackDamp Source code

exec function BackDamp ( float LinDamp) )

BackSpring Source code

exec function BackSpring ( float LinSpring) )

BelowSpeedThreshold Source code

event BelowSpeedThreshold ( ) )
called when AI controlled and the hoverboard is moving too slow so the AI wants to bail

BoardJumpEffect Source code

simulated event BoardJumpEffect ( ) )

BreakTowLink Source code

simulated event BreakTowLink ( ) )

CanAttachTo Source code

function bool CanAttachTo ( UTVehicle TowingVehicle, UTVWeap_TowCable TowCable) )

CauseMuzzleFlashLight Source code

simulated function CauseMuzzleFlashLight ( int SeatIndex) )

ChooseFireMode Source code

function byte ChooseFireMode ( ) )

ClientForceSpinWarmup Source code

reliable client function ClientForceSpinWarmup ( ) )

ContinueOnFoot Source code

event bool ContinueOnFoot ( ) )

CoversScreenSpace Source code

simulated function bool CoversScreenSpace ( vector ScreenLoc, Canvas Canvas) )

DetachDriver Source code

simulated function DetachDriver ( Pawn P ) )

DetachTowCable Source code

function DetachTowCable ( ) )

Died Source code

function bool Died ( Controller Killer, class<DamageType> DamageType, vector HitLocation) )

DisableVehicle Source code

simulated function bool DisableVehicle ( ) )

DisplayDebug Source code

simulated function DisplayDebug ( HUD HUD, out float out_YL, out float out_YPos) )

DisplayHud Source code

simulated function DisplayHud ( UTHud Hud, Canvas Canvas, vector2D HudPOS, optional int SeatIndex) )

Dodge Source code

function bool Dodge ( eDoubleClickDir InDoubleClickMove) )

DriverDied Source code

function DriverDied ( ) )

DriverEnter Source code

function bool DriverEnter ( Pawn P) )
Called when a pawn enters the vehicle @Param P The Pawn entering the vehicle

DriverLeave Source code

event bool DriverLeave ( bool bForceLeave) )

DriverLeft Source code

function DriverLeft ( ) )

DriverRadiusDamage Source code

function DriverRadiusDamage ( float DamageAmount, float DamageRadius, Controller EventInstigator, class<DamageType> DamageType, float Momentum, vector HitLocation, Actor DamageCauser )

DrivingStatusChanged Source code

simulated function DrivingStatusChanged ( ) )

EncroachingOn Source code

event bool EncroachingOn ( Actor Other) )

FastVehicle Source code

function bool FastVehicle ( ) )

FindGoodEndView Source code

simulated function FindGoodEndView ( PlayerController InPC, out Rotator GoodRotation) )
Used by PlayerController.FindGoodView() in RoundEnded State

ForceSpinJump Source code

function ForceSpinJump ( ) )

GetCameraFocus Source code

simulated function vector GetCameraFocus ( int SeatIndex) )
returns the camera focus position (without camera lag)

GetCameraStart Source code

simulated function vector GetCameraStart ( int SeatIndex) )

GetChargePower Source code

simulated function float GetChargePower ( ) )

GetDisplayedHealth Source code

simulated function float GetDisplayedHealth ( ) )

GetTowingVehicle Source code

function UTVehicle GetTowingVehicle ( ) )

HandDamp Source code

exec function HandDamp ( float LinDamp) )

HandSpring Source code

exec function HandSpring ( float LinSpring) )

HideBoard Source code

simulated event HideBoard ( ) )

HoverboardLanded Source code

simulated event HoverboardLanded ( ) )

IncomingMissile Source code

function IncomingMissile ( Projectile P) )

InitializeEffects Source code

simulated function InitializeEffects ( ) )

InitPhysicsAnimPawn Source code

simulated function InitPhysicsAnimPawn ( ) )

IsHumanDriver Source code

static function bool IsHumanDriver ( UTVehicle_Hoverboard HB, Pawn P) )

KickOutBot Source code

function bool KickOutBot ( ) )
Can't kick out bots from their hoverboard

LinkUp Source code

function LinkUp ( UTVehicle NewTowTruck) )

NotifyDriverTakeHit Source code

function NotifyDriverTakeHit ( Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum) )

OnAttachTowCable Source code

function OnAttachTowCable ( UTSeqAct_AttachTowCable InAction) )
Kismet hook to use the tow cable in scripted sequences

OnDriverPhysicsAssetChanged Source code

simulated function OnDriverPhysicsAssetChanged ( UTPawn UTP) )

OnHoverboardSpinJump Source code

function OnHoverboardSpinJump ( UTSeqAct_HoverboardSpinJump Action) )

OnTouchForcedDirVolume Source code

function bool OnTouchForcedDirVolume ( ForcedDirVolume Vol) )
Check the bIgnoreHoverboards flag.

PlayHorn Source code

function PlayHorn ( ) )

PossessedBy Source code

function PossessedBy ( Controller C, bool bVehicleTransition) )

RagdollDriver Source code

function RagdollDriver ( ) )
kick the driver out and throw him into ragdoll because we ran into something

RanInto Source code

event RanInto ( Actor Other) )

RBPenetrationDestroy Source code

event RBPenetrationDestroy ( )

ReplicatedEvent Source code

simulated function ReplicatedEvent ( name VarName) )

RequestDodge Source code

event RequestDodge ( ) )
Called from TickSpecial(). Doubleclick detected, so pick dodge direction

RigidBodyCollision Source code

simulated event RigidBodyCollision ( PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex ) )

ServerChangeSeat Source code

reliable server function ServerChangeSeat ( int RequestedSeat) )

ServerRequestDodge Source code

unreliable server function ServerRequestDodge ( bool bDodgeLeft) )
Server adds dodge force @PARAM bDodgeLeft is true if dodging left, false if dodging right

ServerSpin Source code

reliable server function ServerSpin ( float Direction) )

SetFlagAttachToBody Source code

simulated static function SetFlagAttachToBody ( UTPawn UTP, bool bAttached) )
Set whether the flag is attached directly to kinematic bodies on the rider.

SetHoverboardRiderPhysics Source code

simulated function SetHoverboardRiderPhysics ( UTPawn UTP) )
Set up the rider with physics for riding.

SetInputs Source code

simulated function SetInputs ( float InForward, float InStrafe, float InUp) )

SetOnlyControllableByTilt Source code

reliable client function SetOnlyControllableByTilt ( bool bActive ) )
Used to turn on or off the functionality of the controller only accepting input from the tilt aspect (if it has it)

ShouldLeaveForCombat Source code

function bool ShouldLeaveForCombat ( UTBot B) )

ShouldShowUseable Source code

simulated function bool ShouldShowUseable ( PlayerController PC, float Dist) )
returns TRUE if vehicle is useable (can be entered)

SitDriver Source code

simulated function SitDriver ( UTPawn UTP, int SeatIndex) )

SpawnRoosterEffect Source code

simulated event SpawnRoosterEffect ( ) )
spawn and attach effects for moving over water - called from C++ if RoosterEffect is None when over water

SpawnTowCableEffects Source code

simulated event SpawnTowCableEffects ( ) )
spawn and attach tow cable effects if they don't already exist

StopVehicleSounds Source code

simulated function StopVehicleSounds ( ) )

TakeDamage Source code

simulated event TakeDamage ( int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) )

TestResetPhys Source code

simulated exec function TestResetPhys ( ) )

Tick Source code

simulated function Tick ( float deltatime) )
Get double click status from playercontroller

ToggleAnimBoard Source code

simulated event ToggleAnimBoard ( bool bAnimBoard, float Delay) )

TooCloseToAttack Source code

function bool TooCloseToAttack ( Actor Other) )

TryAttachingTowCable Source code

function bool TryAttachingTowCable ( UTBot B, UTVehicle TowingVehicle) )

VehicleCalcCamera Source code

simulated function VehicleCalcCamera ( float DeltaTime, int SeatIndex, out vector out_CamLoc, out rotator out_CamRot, out vector CamStart, optional bool bPivotOnly) )

WeaponRotationChanged Source code

simulated function WeaponRotationChanged ( int SeatIndex) )


Defaultproperties

defaultproperties
{
   MeshLocationOffset=(X=5.000000,Y=5.000000,Z=15.000000)
   MeshRotationOffset=(Pitch=10012,Yaw=18204,Roll=16382)
   JumpForceMag=5000.000000
   DodgeForceMag=5000.000000
   TrickJumpWarmupMax=0.500000
   JumpCheckTraceDist=90.000000
   JumpDelay=1.000000
   bDisableRepulsorsAtMaxFallSpeed=True
   SpinSpeed=11.000000
   LeanUprightStiffness=1000.000000
   LeanUprightDamping=100.000000
   Begin Object Class=RB_StayUprightSetup Name=MyLeanUprightSetup ObjName=MyLeanUprightSetup Archetype=RB_StayUprightSetup'Engine.Default__RB_StayUprightSetup'
      bSwingLimited=False
      Name="MyLeanUprightSetup"
      ObjectArchetype=RB_StayUprightSetup'Engine.Default__RB_StayUprightSetup'
   End Object
   LeanUprightConstraintSetup=RB_StayUprightSetup'UTGame.Default__UTVehicle_Hoverboard:MyLeanUprightSetup'
   Begin Object Class=RB_ConstraintInstance Name=MyLeanUprightConstraintInstance ObjName=MyLeanUprightConstraintInstance Archetype=RB_ConstraintInstance'Engine.Default__RB_ConstraintInstance'
      bSwingPositionDrive=True
      Name="MyLeanUprightConstraintInstance"
      ObjectArchetype=RB_ConstraintInstance'Engine.Default__RB_ConstraintInstance'
   End Object
   LeanUprightConstraintInstance=RB_ConstraintInstance'UTGame.Default__UTVehicle_Hoverboard:MyLeanUprightConstraintInstance'
   Begin Object Class=RB_ConstraintSetup Name=MyFootBoardConstraintSetup ObjName=MyFootBoardConstraintSetup Archetype=RB_ConstraintSetup'Engine.Default__RB_ConstraintSetup'
      bSwingLimited=True
      bTwistLimited=True
      Name="MyFootBoardConstraintSetup"
      ObjectArchetype=RB_ConstraintSetup'Engine.Default__RB_ConstraintSetup'
   End Object
   FootBoardConstraintSetup=RB_ConstraintSetup'UTGame.Default__UTVehicle_Hoverboard:MyFootBoardConstraintSetup'
   Begin Object Class=RB_ConstraintInstance Name=MyLeftFootBoardConstraintInstance ObjName=MyLeftFootBoardConstraintInstance Archetype=RB_ConstraintInstance'Engine.Default__RB_ConstraintInstance'
      Name="MyLeftFootBoardConstraintInstance"
      ObjectArchetype=RB_ConstraintInstance'Engine.Default__RB_ConstraintInstance'
   End Object
   LeftFootBoardConstraintInstance=RB_ConstraintInstance'UTGame.Default__UTVehicle_Hoverboard:MyLeftFootBoardConstraintInstance'
   Begin Object Class=RB_ConstraintInstance Name=MyRightFootBoardConstraintInstance ObjName=MyRightFootBoardConstraintInstance Archetype=RB_ConstraintInstance'Engine.Default__RB_ConstraintInstance'
      Name="MyRightFootBoardConstraintInstance"
      ObjectArchetype=RB_ConstraintInstance'Engine.Default__RB_ConstraintInstance'
   End Object
   RightFootBoardConstraintInstance=RB_ConstraintInstance'UTGame.Default__UTVehicle_Hoverboard:MyRightFootBoardConstraintInstance'
   MaxTrackYaw=1.000000
   HoverboardSlalomMaxAngle=45.000000
   SlalomSpeed=5.000000
   TurnLeanFactor=0.001300
   MaxLeanPitchSpeed=10000.000000
   WaterCheckLevel=110.000000
   Begin Object Class=RB_DistanceJointSetup Name=MyDistanceJointSetup ObjName=MyDistanceJointSetup Archetype=RB_DistanceJointSetup'Engine.Default__RB_DistanceJointSetup'
      Name="MyDistanceJointSetup"
      ObjectArchetype=RB_DistanceJointSetup'Engine.Default__RB_DistanceJointSetup'
   End Object
   DistanceJointSetup=RB_DistanceJointSetup'UTGame.Default__UTVehicle_Hoverboard:MyDistanceJointSetup'
   Begin Object Class=RB_ConstraintInstance Name=MyDistanceJointInstance ObjName=MyDistanceJointInstance Archetype=RB_ConstraintInstance'Engine.Default__RB_ConstraintInstance'
      Name="MyDistanceJointInstance"
      ObjectArchetype=RB_ConstraintInstance'Engine.Default__RB_ConstraintInstance'
   End Object
   DistanceJointInstance=RB_ConstraintInstance'UTGame.Default__UTVehicle_Hoverboard:MyDistanceJointInstance'
   MaxTowDistance=1000.000000
   TowLocalAttachPos=(X=50.000000,Y=0.000000,Z=50.000000)
   HoverboardTowSlalomMaxAngle=30.000000
   TowDistanceChangeSpeed=300.000000
   TowLineBlockedBreakTime=0.250000
   TowBeamIntensityName="Grow"
   Begin Object Class=UTParticleSystemComponent Name=HoverboardDust0 ObjName=HoverboardDust0 Archetype=UTParticleSystemComponent'UTGame.Default__UTParticleSystemComponent'
      bAutoActivate=False
      AbsoluteTranslation=True
      AbsoluteRotation=True
      Name="HoverboardDust0"
      ObjectArchetype=UTParticleSystemComponent'UTGame.Default__UTParticleSystemComponent'
   End Object
   HoverboardDust=HoverboardDust0
   RedDustEffect=ParticleSystem'Envy_Effects.Smoke.P_HoverBoard_Ground_Dust'
   BlueDustEffect=ParticleSystem'Envy_Effects.Smoke.P_HoverBoard_Ground_Dust_Blue'
   DustVelMagParamName="BoardVelMag"
   DustBoardHeightParamName="BoardHeight"
   DustVelParamName="BoardVel"
   Begin Object Class=ParticleSystemComponent Name=ThrusterEffect0 ObjName=ThrusterEffect0 Archetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
      SecondsBeforeInactive=1.000000
      Name="ThrusterEffect0"
      ObjectArchetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
   End Object
   ThrusterEffect=ThrusterEffect0
   ThrusterEffectSocket="RearCenterThrusterSocket"
   RedThrusterEffect=ParticleSystem'VH_Hoverboard.Effects.P_VH_Hoverboard_Jet_Red01'
   BlueThrusterEffect=ParticleSystem'VH_Hoverboard.Effects.P_VH_Hoverboard_Jet_Blue01'
   TowBeamTeamEmitters(0)=ParticleSystem'VH_Hoverboard.Effects.P_VH_Hoverboard_TetherBeam_Red'
   TowBeamTeamEmitters(1)=ParticleSystem'VH_Hoverboard.Effects.P_VH_Hoverboard_TetherBeam_Blue'
   TowBeamTeamEndPoints(0)=ParticleSystem'VH_Hoverboard.Effects.P_VH_Hoverboard_TetherBeam_RedEnd'
   TowBeamTeamEndPoints(1)=ParticleSystem'VH_Hoverboard.Effects.P_VH_Hoverboard_TetherBeam_BlueEnd'
   TowBeamEndParameterName="TetherEnd"
   RoosterEffectTemplate=ParticleSystem'Envy_Level_Effects_2.Vehicle_Water_Effects.P_Hoverboard_Water_Towed'
   RoosterTurnScale=1.000000
   RoosterSoundCue=SoundCue'VH_Hoverboard.Hoverboard_Water_Sound'
   Begin Object Class=AudioComponent Name=CarveSound ObjName=CarveSound Archetype=AudioComponent'Engine.Default__AudioComponent'
      SoundCue=SoundCue'A_Vehicle_Hoverboard.Cue.A_Vehicle_HoverBoard_CurveCue'
      Name="CarveSound"
      ObjectArchetype=AudioComponent'Engine.Default__AudioComponent'
   End Object
   CurveSound=CarveSound
   EngineThrustSound=SoundCue'A_Vehicle_Hoverboard.Cue.A_Vehicle_HoverBoard_EngineThrustCue'
   TurnSound=SoundCue'A_Vehicle_Hoverboard.Cue.A_Vehicle_HoverBoard_TurnCue'
   JumpSound=SoundCue'A_Vehicle_Hoverboard.Cue.A_Vehicle_HoverBoard_JumpCue'
   OverWaterSound=SoundCue'A_Vehicle_Hoverboard.Cue.A_Vehicle_HoverBoard_WaterDisruptCue'
   TowLoopCue=SoundCue'A_Vehicle_Hoverboard.Cue.A_Vehicle_Hoverboard_GrappleLoopCue'
   TowStartedSound=SoundCue'A_Vehicle_Hoverboard.Cue.A_Vehicle_Hoverboard_GrappleReleaseCue'
   TowEndedSound=SoundCue'A_Vehicle_Hoverboard.Cue.A_Vehicle_Hoverboard_GrappleRetractCue'
   HoverCamOffset=(X=60.000000,Y=-20.000000,Z=-15.000000)
   HoverCamRotOffset=(Pitch=728,Yaw=0,Roll=0)
   VelLookAtOffset=(X=-0.070000,Y=-0.070000,Z=-0.030000)
   VelBasedCamOffset=(X=0.000000,Y=0.000000,Z=-0.020000)
   VelRollFactor=0.400000
   HoverCamMaxVelUsed=800.000000
   ViewRollRate=100.000000
   PhysWeightBlendTime=1.000000
   Begin Object Class=StaticMeshComponent Name=Handle ObjName=Handle Archetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
      StaticMesh=StaticMesh'VH_Hoverboard.Mesh.S_Hoverboard_Handle'
      bUseAsOccluder=False
      CollideActors=False
      Translation=(X=0.000000,Y=0.000000,Z=-1.000000)
      Rotation=(Pitch=0,Yaw=16384,Roll=-16384)
      Scale=0.500000
      Name="Handle"
      ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
   End Object
   HandleMesh=Handle
   FallingDamageRagdollThreshold=10
   ImpactGroundResetPhysRiderThresh=400.000000
   BigImpactPhysRiderZVel=-400.000000
   GroundEffectIndices(0)=0
   bDriverHoldsFlag=True
   bCanCarryFlag=True
   bTeamLocked=False
   bValidLinkTarget=False
   bHasTowCable=True
   bStickDeflectionThrottle=True
   bEjectKilledBodies=True
   bLightArmor=True
   bShouldLeaveForCombat=True
   bDrawHealthOnHUD=False
   bDriverCastsShadow=True
   bRotateCameraUnderVehicle=True
   bNoFollowJumpZ=True
   bDisplayHealthBar=False
   AIPurpose=AIP_Any
   Team=255
   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
   VehiclePositionString="in a Hoverboard"
   VehicleNameString="Hoverboard"
   TeamBeaconMaxDist=3000.000000
   WaterDamage=0.000000
   Seats(0)=(GunClass=Class'UTGame.UTVWeap_TowCable',GunSocket=("FireSocket"),CameraTag="b_Hips",CameraOffset=-200.000000,bSeatVisible=True,SeatBone="UpperBody",SeatOffset=(X=0.000000,Y=0.000000,Z=51.000000),DriverDamageMult=1.000000)
   BurnOutTime=2.000000
   Begin Object Class=AudioComponent Name=BaseScrapeSound ObjName=BaseScrapeSound Archetype=AudioComponent'Engine.Default__AudioComponent'
      SoundCue=SoundCue'A_Gameplay.A_Gameplay_Onslaught_MetalScrape01Cue'
      Name="BaseScrapeSound"
      ObjectArchetype=AudioComponent'Engine.Default__AudioComponent'
   End Object
   ScrapeSound=BaseScrapeSound
   SpawnRadius=125.000000
   BoostPadSound=SoundCue'A_Vehicle_Hoverboard.Cue.A_Vehicle_HoverBoard_JumpBoostCue'
   IconCoords=(U=0.000000,V=0.000000,UL=0.000000,VL=0.000000)
   CollisionDamageMult=0.001300
   SeatCameraScale=0.800000
   DefaultFOV=90.000000
   CameraLag=0.000000
   MinCameraDistSq=144.000000
   Begin Object Class=UTVehicleSimHoverboard Name=SimObject ObjName=SimObject Archetype=UTVehicleSimHoverboard'UTGame.Default__UTVehicleSimHoverboard'
      MaxThrustForce=200.000000
      UphillHelpThrust=150.000000
      MaxUphillHelpThrust=100.000000
      MaxReverseForce=40.000000
      MaxReverseVelocity=200.000000
      LongDamping=0.300000
      MaxStrafeForce=150.000000
      LatDamping=0.300000
      TurnTorqueFactor=800.000000
      SpinTurnTorqueScale=3.500000
      MaxTurnTorque=1000.000000
      TurnDampingSpeedFunc=(Points=((OutVal=0.050000),(InVal=300.000000,OutVal=0.110000),(InVal=800.000000,OutVal=0.120000)))
      FlyingTowTurnDamping=0.200000
      FlyingTowRelVelDamping=0.200000
      TowRelVelDamping=0.010000
      WheelSuspensionStiffness=200.000000
      WheelSuspensionDamping=20.000000
      WheelLatExtremumValue=0.700000
      Name="SimObject"
      ObjectArchetype=UTVehicleSimHoverboard'UTGame.Default__UTVehicleSimHoverboard'
   End Object
   SimObj=SimObject
   Begin Object Class=UTHoverWheel Name=HoverWheelFL ObjName=HoverWheelFL Archetype=UTHoverWheel'UTGame.Default__UTHoverWheel'
      bPoweredWheel=True
      bHoverWheel=True
      SteerFactor=1.000000
      BoneName="Front_Wheel"
      BoneOffset=(X=25.000000,Y=0.000000,Z=-50.000000)
      WheelRadius=10.000000
      SuspensionTravel=50.000000
      Side=SIDE_Left
      LongSlipFactor=0.000000
      LatSlipFactor=100.000000
      HandbrakeLongSlipFactor=0.000000
      HandbrakeLatSlipFactor=150.000000
      Name="HoverWheelFL"
      ObjectArchetype=UTHoverWheel'UTGame.Default__UTHoverWheel'
   End Object
   Wheels(0)=HoverWheelFL
   Begin Object Class=UTHoverWheel Name=HoverWheelRL ObjName=HoverWheelRL Archetype=UTHoverWheel'UTGame.Default__UTHoverWheel'
      bPoweredWheel=True
      bHoverWheel=True
      SkelControlName="BoardTire"
      BoneName="Rear_Wheel"
      BoneOffset=(X=0.000000,Y=0.000000,Z=-50.000000)
      WheelRadius=10.000000
      SuspensionTravel=50.000000
      Side=SIDE_Left
      LongSlipFactor=0.000000
      LatSlipFactor=100.000000
      HandbrakeLongSlipFactor=0.000000
      HandbrakeLatSlipFactor=150.000000
      Name="HoverWheelRL"
      ObjectArchetype=UTHoverWheel'UTGame.Default__UTHoverWheel'
   End Object
   Wheels(1)=HoverWheelRL
   COMOffset=(X=10.000000,Y=0.000000,Z=-35.000000)
   bUseSuspensionAxis=True
   Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup_3 ObjName=MyStayUprightSetup_3 Archetype=RB_StayUprightSetup'UTGame.Default__UTHoverVehicle:MyStayUprightSetup'
      Name="MyStayUprightSetup_3"
      ObjectArchetype=RB_StayUprightSetup'UTGame.Default__UTHoverVehicle:MyStayUprightSetup'
   End Object
   StayUprightConstraintSetup=RB_StayUprightSetup'UTGame.Default__UTVehicle_Hoverboard:MyStayUprightSetup_3'
   Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance_3 ObjName=MyStayUprightConstraintInstance_3 Archetype=RB_ConstraintInstance'UTGame.Default__UTHoverVehicle:MyStayUprightConstraintInstance'
      Name="MyStayUprightConstraintInstance_3"
      ObjectArchetype=RB_ConstraintInstance'UTGame.Default__UTHoverVehicle:MyStayUprightConstraintInstance'
   End Object
   StayUprightConstraintInstance=RB_ConstraintInstance'UTGame.Default__UTVehicle_Hoverboard:MyStayUprightConstraintInstance_3'
   MaxSpeed=3500.000000
   MaxAngularVelocity=110000.000000
   Begin Object Class=AudioComponent Name=HoverboardEngineSound ObjName=HoverboardEngineSound Archetype=AudioComponent'Engine.Default__AudioComponent'
      SoundCue=SoundCue'A_Vehicle_Hoverboard.Cue.A_Vehicle_HoverBoard_EngineCue'
      Name="HoverboardEngineSound"
      ObjectArchetype=AudioComponent'Engine.Default__AudioComponent'
   End Object
   EngineSound=HoverboardEngineSound
   CollisionSound=SoundCue'A_Vehicle_Hoverboard.Cue.A_Vehicle_Hoverboard_CollideCue'
   EnterVehicleSound=SoundCue'A_Vehicle_Hoverboard.Cue.A_Vehicle_HoverBoard_EngineStartCue'
   ExitVehicleSound=SoundCue'A_Vehicle_Hoverboard.Cue.A_Vehicle_HoverBoard_EngineStopCue'
   EngineStartOffsetSecs=0.300000
   bDriverIsVisible=True
   bTurnInPlace=True
   bFollowLookDir=True
   bScriptedRise=True
   bDoExtraNetRelevancyTraces=False
   bPathfindsAsVehicle=False
   MeleeRange=-100.000000
   GroundSpeed=900.000000
   AirSpeed=900.000000
   BaseEyeHeight=35.000000
   EyeHeight=35.000000
   Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTHoverVehicle:SVehicleMesh'
      SkeletalMesh=SkeletalMesh'VH_Hoverboard.Mesh.SK_VH_Hoverboard'
      AnimTreeTemplate=AnimTree'VH_Hoverboard.Anims.AT_Hoverboard'
      PhysicsAsset=PhysicsAsset'VH_Hoverboard.Mesh.SK_VH_Hoverboard_Physics'
      bUseAsOccluder=False
      RBDominanceGroup=16
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTHoverVehicle:SVehicleMesh'
   End Object
   Mesh=SVehicleMesh
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTHoverVehicle:CollisionCylinder'
      CollisionHeight=44.000000
      CollisionRadius=40.000000
      Translation=(X=0.000000,Y=0.000000,Z=25.000000)
      ObjectArchetype=CylinderComponent'UTGame.Default__UTHoverVehicle:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   Components(1)=SVehicleMesh
   Components(2)=MyLightEnvironment
   Components(3)=SimObject
   Components(4)=HoverboardEngineSound
   Components(5)=BaseScrapeSound
   Components(6)=CarveSound
   Components(7)=HoverboardDust0
   bAlwaysRelevant=False
   CollisionComponent=SVehicleMesh
   Name="Default__UTVehicle_Hoverboard"
   ObjectArchetype=UTHoverVehicle'UTGame.Default__UTHoverVehicle'
}

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Creation time: sk 18-3-2018 10:01:00.787 - Created with UnCodeX