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UTGame.UTVehicle_Scavenger

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_Scavenger

Direct Known Subclasses:

UTVehicle_Scavenger_Content

Constants Summary
Inherited Contants from UTGame.UTVehicle
UTVEHICLE_UNSET_TEAM

Variables Summary
UTProj_ScavengerBoltBaseActiveSeeker
SoundCueArmExtendSound
floatArmMomentum
SoundCueArmRetractSound
AudioComponentBallAudio
ParticleSystemComponentBallBoostEffect
ParticleSystemBallBoostEffectTemplate[2]
class<UTDamageType>BallCollisionDamageType
ParticleSystemComponentBallHitComponent
ParticleSystemBallHitEffectTemplate[2]
floatBallModeStartupDelay
BallModeStatusBallStatus
boolbBallBoostActivated
boolbDoingJump
SoundCueBladesHitFleshSound
SoundCueBladesHitSurfaceSound
AudioComponentBladesRetractAC
AudioComponentBladesSpinningAC
floatBoostChargeDuration
floatBoostChargeTime
floatBoostStartTime
SoundCueBounceSound
boolbSpinAttackActive
boolbStartedBallMode
nameCurrentRollMaterial
SoundCueDuckSound
particlesystemcomponentImpactParticle
floatJumpDelay
SoundCueJumpSound
SoundCueLandSound
floatLastJumpTime
floatMaxBallForce
floatMaxBallSpeed
floatMaxBoostDuration
floatMaxBoostForce
floatMaxBoostSpeed
floatNextBallTransitionTime
PhysicalMaterialRollingPhysicalMaterial
array<MaterialInterface>ShieldBurnoutTeamMaterials
array<MaterialInterface>ShieldTeamMaterials
floatSpinAttackRadius
floatSpinAttackStartTime
floatSpinAttackTotalTime
Sounds
AudioComponentRollAudioComp
array<MaterialSoundEffect>RollSoundList
UTVehicle_Scavenger
floatFullHover
floatJumpForceMag
floatReducedHover
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
BallModeStatus
bIsInBallMode, bBoostOnTransition
Inherited Structures from UTGame.UTVehicle
BurnOutDatum, DamageParamScales, FDamageMorphTargets, MaterialList, TimePosition, VehicleAnim, VehicleEffect, VehicleSeat, VehicleSound, WeaponEffectInfo

Functions Summary
function ActivateBallBooster ()))
function BallModeTransition ()))
function BlowupVehicle ()))
functionbyte ChooseFireMode ()))
function CreateDamageMaterialInstance ()))
event DeactivateBallBooster ()))
function DriverLeft ()))
event EndBallMode ()))
function FinishedStartingBallMode ()))
functionfloat GetChargePower ()))
functionVector GetPhysicalFireStartLoc (UTWeapon ForWeapon))
functionbool GetPowerLevel (out float PowerLevel))
event HoldGameObject (UTCarriedObject GameObj))
function ImpactEffect (Vector HitPos)
function InitFeet ()))
function InitStayUpright ()
event OnJump ()))
event OnLanded ()))
functionbool OverrideBeginFire (byte FireModeNum))
function PlaySpawnEffect ()))
function PossessedBy (Controller C, bool bVehicleTransition))
function PostBeginPlay ()))
function RenderMapIcon (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, LinearColor FinalColor))
event ReplicatedEvent (name VarName))
event RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData Collision, int ContactIndex ))
event ScavengerDuckEffect ()
event ScavengerJumpEffect ()
function SetBurnOut ()))
functionbool ShouldClamp ()))
event SpawnSeeker ()))
event SpinAttackVictim (Pawn HitPawn, float DeltaSeconds))
function StartSpinAttack ()))
function StopSpawnEffect ()))
function StopSpinAttack ()))
event TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
function TeamChanged ()))
function TookStep (int LegIdx))
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

ActiveSeeker Source code

var UTProj_ScavengerBoltBase ActiveSeeker;
currently active seeker ball

ArmExtendSound Source code

var SoundCue ArmExtendSound;

ArmMomentum Source code

var float ArmMomentum;
How much momentum to impart on a non-UTPawn with the arms per sec

ArmRetractSound Source code

var SoundCue ArmRetractSound;

BallAudio Source code

var AudioComponent BallAudio;

BallBoostEffect Source code

var ParticleSystemComponent BallBoostEffect;
The visual effect when boosting

BallBoostEffectTemplate[2] Source code

var ParticleSystem BallBoostEffectTemplate[2];

BallCollisionDamageType Source code

var class<UTDamageType> BallCollisionDamageType;
Damage type when collide with something in ball mode

BallHitComponent Source code

var ParticleSystemComponent BallHitComponent;
The visual effect when colliding

BallHitEffectTemplate[2] Source code

var ParticleSystem BallHitEffectTemplate[2];

BallModeStartupDelay Source code

var float BallModeStartupDelay;

BallStatus Source code

var repnotify BallModeStatus BallStatus;
Replicated struct containing information about ball transition.

bBallBoostActivated Source code

var bool bBallBoostActivated;
Ball mode boost timer and effects

bDoingJump Source code

var bool bDoingJump;
Was a jump initiated successfully by the player

BladesHitFleshSound Source code

var SoundCue BladesHitFleshSound;
Spinning blades impact flesh \ characters

BladesHitSurfaceSound Source code

var SoundCue BladesHitSurfaceSound;
Spinning blades impact surface \ vehicle

BladesRetractAC Source code

var AudioComponent BladesRetractAC;

BladesSpinningAC Source code

var AudioComponent BladesSpinningAC;

BoostChargeDuration Source code

var float BoostChargeDuration;
How long it takes to recharge between boosts

BoostChargeTime Source code

var float BoostChargeTime;
used to track boost recharging duration

BoostStartTime Source code

var float BoostStartTime;
used to track boost duration

BounceSound Source code

var SoundCue BounceSound;

bSpinAttackActive Source code

var repnotify bool bSpinAttackActive;
Spin attack has been activated

bStartedBallMode Source code

var bool bStartedBallMode;
Are we officially in ball mode (legs retracted, physics off)

CurrentRollMaterial Source code

var name CurrentRollMaterial;

DuckSound Source code

var SoundCue DuckSound;

ImpactParticle Source code

var particlesystemcomponent ImpactParticle;

JumpDelay Source code

var float JumpDelay;

JumpSound Source code

var SoundCue JumpSound;

LandSound Source code

var SoundCue LandSound;

LastJumpTime Source code

var float LastJumpTime;

MaxBallForce Source code

var float MaxBallForce;

MaxBallSpeed Source code

var float MaxBallSpeed;
max allowed speed while in ball mode (and not boosting)

MaxBoostDuration Source code

var float MaxBoostDuration;
How long you can boost in ball mode

MaxBoostForce Source code

var float MaxBoostForce;

MaxBoostSpeed Source code

var float MaxBoostSpeed;
max allowed speed while boosting

NextBallTransitionTime Source code

var float NextBallTransitionTime;
The next time that the ball can transition.

RollingPhysicalMaterial Source code

var transient PhysicalMaterial RollingPhysicalMaterial;
PhysicalMaterial to use while rolling

ShieldBurnoutTeamMaterials Source code

var array<MaterialInterface> ShieldBurnoutTeamMaterials;

ShieldTeamMaterials Source code

var array<MaterialInterface> ShieldTeamMaterials;
holds the team color materials for the shield

SpinAttackRadius Source code

var float SpinAttackRadius;
Area of effect for spin attack

SpinAttackStartTime Source code

var float SpinAttackStartTime;
Time of spin attack start

SpinAttackTotalTime Source code

var float SpinAttackTotalTime;
Total spin attack time allowed

Sounds

RollAudioComp Source code

var(Sounds) editconst const AudioComponent RollAudioComp;
Sound to play from the ball rolling

RollSoundList Source code

var(Sounds) array<MaterialSoundEffect> RollSoundList;

UTVehicle_Scavenger

FullHover Source code

var(UTVehicle_Scavenger) float FullHover;

JumpForceMag Source code

var(UTVehicle_Scavenger) float JumpForceMag;

ReducedHover Source code

var(UTVehicle_Scavenger) float ReducedHover;


Structures Detail

BallModeStatus Source code

struct BallModeStatus
{
var bool bBoostOnTransition;
var bool bIsInBallMode;
};

bBoostOnTransition:
Should do boost when transitioning
bIsInBallMode:
Is the scavenger in (or transitioning into) ball mode


Functions Detail

ActivateBallBooster Source code

simulated function ActivateBallBooster ( ) )

BallModeTransition Source code

simulated function BallModeTransition ( ) )

BlowupVehicle Source code

simulated function BlowupVehicle ( ) )

ChooseFireMode Source code

function byte ChooseFireMode ( ) )

CreateDamageMaterialInstance Source code

simulated function CreateDamageMaterialInstance ( ) )

DeactivateBallBooster Source code

simulated event DeactivateBallBooster ( ) )

DriverLeft Source code

function DriverLeft ( ) )

EndBallMode Source code

event EndBallMode ( ) )
called when doing spin attack and exceed SpinTime

FinishedStartingBallMode Source code

simulated function FinishedStartingBallMode ( ) )

GetChargePower Source code

simulated function float GetChargePower ( ) )

GetPhysicalFireStartLoc Source code

simulated function Vector GetPhysicalFireStartLoc ( UTWeapon ForWeapon) )

GetPowerLevel Source code

simulated function bool GetPowerLevel ( out float PowerLevel) )

HoldGameObject Source code

simulated event HoldGameObject ( UTCarriedObject GameObj) )
HoldGameObject() Attach GameObject to mesh.
@param GameObj Game object to hold

ImpactEffect Source code

simulated native function ImpactEffect ( Vector HitPos )

InitFeet Source code

simulated function InitFeet ( ) )

InitStayUpright Source code

native function InitStayUpright ( )

OnJump Source code

simulated event OnJump ( ) )

OnLanded Source code

simulated event OnLanded ( ) )

OverrideBeginFire Source code

simulated function bool OverrideBeginFire ( byte FireModeNum) )

PlaySpawnEffect Source code

simulated function PlaySpawnEffect ( ) )

PossessedBy Source code

function PossessedBy ( Controller C, bool bVehicleTransition) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

RenderMapIcon Source code

simulated function RenderMapIcon ( UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, LinearColor FinalColor) )
When an icon for this vehicle is needed on the hud, this function is called

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

RigidBodyCollision Source code

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

ScavengerDuckEffect Source code

event ScavengerDuckEffect ( )

ScavengerJumpEffect Source code

event ScavengerJumpEffect ( )

SetBurnOut Source code

simulated function SetBurnOut ( ) )

ShouldClamp Source code

simulated function bool ShouldClamp ( ) )

SpawnSeeker Source code

event SpawnSeeker ( ) )
Ask weapon to spawn a seeker

SpinAttackVictim Source code

event SpinAttackVictim ( Pawn HitPawn, float DeltaSeconds) )

StartSpinAttack Source code

simulated function StartSpinAttack ( ) )

StopSpawnEffect Source code

simulated function StopSpawnEffect ( ) )

StopSpinAttack Source code

simulated function StopSpinAttack ( ) )

TakeDamage Source code

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

TeamChanged Source code

simulated function TeamChanged ( ) )
NOTE: this guy is doing all kinds of crazy special case stuff and does NOT call super. Make certain that you check UTVehicle.TeamChanged() when making changes here.

TookStep Source code

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


Defaultproperties

defaultproperties
{
   JumpForceMag=9000.000000
   JumpDelay=2.000000
   SpinAttackRadius=250.000000
   BallModeStartupDelay=0.700000
   ArmMomentum=1.000000
   MaxBallForce=250.000000
   MaxBoostForce=350.000000
   BallCollisionDamageType=Class'UTGame.UTDmgType_VehicleCollision'
   MaxBoostDuration=2.000000
   BoostChargeDuration=4.000000
   BoostChargeTime=-10.000000
   MaxBoostSpeed=1900.000000
   MaxBallSpeed=1600.000000
   WheelSuspensionTravel(1)=70.000000
   WheelSuspensionTravel(2)=20.000000
   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=200.000000
   bAnimateDeadLegs=True
   BaseBodyOffset=(X=0.000000,Y=0.000000,Z=-45.000000)
   SuspensionTravelAdjustSpeed=150.000000
   MaxEyeStepOffset=65.000000
   EyeStepFadeRate=4.000000
   EyeStepBlendRate=4.000000
   bEjectPassengersWhenFlipped=False
   bHomingTarget=True
   bRotateCameraUnderVehicle=True
   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
   ObjectiveGetOutDist=750.000000
   HornIndex=2
   VehicleIndex=9
   VehiclePositionString="in a Scavenger"
   VehicleNameString="Scavenger"
   SpawnRadius=125.000000
   Begin Object Class=UTVehicleSimHover Name=SimObject ObjName=SimObject Archetype=UTVehicleSimHover'UTGame.Default__UTVehicleSimHover'
      bCanClimbSlopes=True
      MaxThrustForce=600.000000
      MaxReverseForce=600.000000
      LongDamping=0.300000
      MaxStrafeForce=600.000000
      LatDamping=0.300000
      TurnTorqueFactor=2500.000000
      TurnTorqueMax=1000.000000
      TurnDamping=0.110000
      MaxYawRate=1.700000
      PitchTorqueMax=35.000000
      PitchDamping=0.100000
      RollTorqueMax=50.000000
      RollDamping=0.100000
      RandForceInterval=1000.000000
      bFullThrustOnDirectionChange=True
      bStabilizeStops=True
      WheelSuspensionStiffness=800.000000
      WheelSuspensionDamping=200.000000
      Name="SimObject"
      ObjectArchetype=UTVehicleSimHover'UTGame.Default__UTVehicleSimHover'
   End Object
   SimObj=SimObject
   Begin Object Class=UTHoverWheel Name=RThruster ObjName=RThruster Archetype=UTHoverWheel'UTGame.Default__UTHoverWheel'
      SteerFactor=1.000000
      BoneName="BodyRoot"
      BoneOffset=(X=0.000000,Y=0.000000,Z=-100.000000)
      WheelRadius=30.000000
      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
   bStayUpright=True
   bUseSuspensionAxis=True
   bCanFlip=True
   Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup_14 ObjName=MyStayUprightSetup_14 Archetype=RB_StayUprightSetup'UTGame.Default__UTVehicle_Walker:MyStayUprightSetup'
      Name="MyStayUprightSetup_14"
      ObjectArchetype=RB_StayUprightSetup'UTGame.Default__UTVehicle_Walker:MyStayUprightSetup'
   End Object
   StayUprightConstraintSetup=RB_StayUprightSetup'UTGame.Default__UTVehicle_Scavenger:MyStayUprightSetup_14'
   Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance_14 ObjName=MyStayUprightConstraintInstance_14 Archetype=RB_ConstraintInstance'UTGame.Default__UTVehicle_Walker:MyStayUprightConstraintInstance'
      Name="MyStayUprightConstraintInstance_14"
      ObjectArchetype=RB_ConstraintInstance'UTGame.Default__UTVehicle_Walker:MyStayUprightConstraintInstance'
   End Object
   StayUprightConstraintInstance=RB_ConstraintInstance'UTGame.Default__UTVehicle_Scavenger:MyStayUprightConstraintInstance_14'
   bTurnInPlace=True
   bFollowLookDir=True
   WalkableFloorZ=0.850000
   bCanStrafe=True
   MeleeRange=-100.000000
   GroundSpeed=700.000000
   AirSpeed=700.000000
   BaseEyeHeight=120.000000
   EyeHeight=120.000000
   Health=200
   Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTVehicle_Walker:SVehicleMesh'
      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_Scavenger"
   ObjectArchetype=UTVehicle_Walker'UTGame.Default__UTVehicle_Walker'
}

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Creation time: sk 18-3-2018 10:01:00.961 - Created with UnCodeX