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UTGame.UTVehicle_SPMA

Extends
UTVehicle_Deployable
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_Deployable
                     |   
                     +-- UTGame.UTVehicle_SPMA

Direct Known Subclasses:

UTVehicle_SPMA_Content

Constants Summary
Inherited Contants from UTGame.UTVehicle
UTVEHICLE_UNSET_TEAM

Variables Summary
boolbTransitionCameraScale
UTSkelControl_TurretConstrainedGunnerConstraint
byteGunnerFiringMode
byteGunnerFlashCount
vectorGunnerFlashLocation
rotatorGunnerWeaponRotation
nameLeftBigWheel
SkelControlSingleBoneLeftFootControl
SkelControlSingleBoneLeftLegAdjustControl
nameLeftSmallWheels[3]
nameRightBigWheel
SkelControlSingleBoneRightFootControl
SkelControlSingleBoneRightLegAdjustControl
nameRightSmallWheels[3]
floatSmallWheelSpinFactor
MaterialInstanceConstantTreadMaterialInstance
floatTreadPan
nameTreadSpeedParameterName
DC
vectorDeployedCameraOffset
floatDeployedCameraScale
UTVehicle_SPMA
floatIdealLegDist
floatLegAdjustScaling
Inherited Variables from UTGame.UTVehicle_Deployable
AnimPlay, bAllowAbortDeploy, bDrawCanDeployTooltip, bNotGoodArtilleryPosition, bRequireAllWheelsOnGround, DeployAnim[2], DeployedEnterSound, DeployedExitSound, DeployedState, DeployIconOffset, DeploySound, DeploySoundComp, DeployTime, GetInAnim[2], GetOutAnim[2], IdleAnim[2], LastDeployStartTime, MaxDeploySpeed, TimeSinceLastDeployCheck, ToolTipIconCoords, UndeploySound, UnDeployTime
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_Deployable
EDeployState
Inherited Enumerations from UTGame.UTVehicle
EAIVehiclePurpose

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

Functions Summary
function AdjacentSeat (int Direction, Controller C))
functionbool AnySeatAvailable ()))
function BeginState (name PreviousStateName))
UnDeploying
functionbool BotFire (bool bFinished))
functionbool CanAttack (Actor Other))
functionbool CanDeployedAttack (Actor Other))
functionbool CanEnterVehicle (Pawn P))
function DeployedStateChanged ()))
functionbool DriverEnter (Pawn P))
function DriverLeft ()))
functionActor GetAlternateLockTarget ()
functionvector GetTargetLocation (optional Actor RequestedBy, optional bool bRequestAlternateLoc)
functionbool ImportantVehicle ()))
functionbool IsArtillery ()))
functionbool IsDriverSeat (Vehicle TestSeatPawn))
functionbool OpenPositionFor (Pawn P))
function PassengerLeave (int SeatIndex))
function PostBeginPlay ()))
function PostInitAnimTree (SkeletalMeshComponent SkelComp))
functionbool RecommendLongRangedAttack ()))
event ReplicatedEvent (name VarName))
function SetVehicleDeployed ()))
function SetVehicleUndeploying ()))
functionbool ShouldClamp ()))
function SwitchWeapon (byte NewGroup))
function VehicleCalcCamera (float DeltaTime, int SeatIndex, out vector out_CamLoc, out rotator out_CamRot, out vector CamStart, optional bool bPivotOnly))
Inherited Functions from UTGame.UTVehicle_Deployable
AttachDriver, BackToUndeployed, BeginState, CanDeploy, CanDeployedAttack, ChangeDeployState, CheckStability, DeployActivated, DeployedStateChanged, DetachDriver, DisplayHud, DoJump, DrivingStatusChanged, EndState, GoodDefensivePosition, IsDeployed, OnAnimEnd, PlayAnim, PostBeginPlay, ReplicatedEvent, ServerToggleDeploy, SetVehicleDeployed, SetVehicleUndeployed, SetVehicleUndeploying, ShouldClamp, ShouldDeployToAttack, ShouldUndeploy, StartEngineSound, StopAnim, VehicleIsDeployed, VehiclePlayEnterSound, VehiclePlayExitSound, VehicleUnDeployIsFinished
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

States Summary
UnDeploying Source code
simulated state UnDeploying
BeginState


Variables Detail

bTransitionCameraScale Source code

var bool bTransitionCameraScale;

GunnerConstraint Source code

var UTSkelControl_TurretConstrained GunnerConstraint;
Helpers for quick access to the constraint system

GunnerFiringMode Source code

var repnotify byte GunnerFiringMode;

GunnerFlashCount Source code

var repnotify byte GunnerFlashCount;

GunnerFlashLocation Source code

var repnotify vector GunnerFlashLocation;

GunnerWeaponRotation Source code

var repnotify rotator GunnerWeaponRotation;
These values are used in positioning the weapons

LeftBigWheel Source code

var name LeftBigWheel;

LeftFootControl Source code

var SkelControlSingleBone LeftFootControl;

LeftLegAdjustControl Source code

var SkelControlSingleBone LeftLegAdjustControl;
Controls

LeftSmallWheels[3] Source code

var name LeftSmallWheels[3];

RightBigWheel Source code

var name RightBigWheel;

RightFootControl Source code

var SkelControlSingleBone RightFootControl;

RightLegAdjustControl Source code

var SkelControlSingleBone RightLegAdjustControl;
Controls

RightSmallWheels[3] Source code

var name RightSmallWheels[3];

SmallWheelSpinFactor Source code

var float SmallWheelSpinFactor;
Used to calculate small wheel rotation speed based on track speed.

TreadMaterialInstance Source code

var protected private transient MaterialInstanceConstant TreadMaterialInstance;
Treads

TreadPan Source code

var float TreadPan;
Used to pan the texture on the treads

TreadSpeedParameterName Source code

var name TreadSpeedParameterName;
material parameter controlling tread panner speed

DC

DeployedCameraOffset Source code

var(DC) vector DeployedCameraOffset;

DeployedCameraScale Source code

var(DC) float DeployedCameraScale;

UTVehicle_SPMA

IdealLegDist Source code

var(UTVehicle_SPMA) float IdealLegDist;

LegAdjustScaling Source code

var(UTVehicle_SPMA) float LegAdjustScaling;


Functions Detail

AdjacentSeat Source code

simulated function AdjacentSeat ( int Direction, Controller C) )
request change to adjacent vehicle seat

AnySeatAvailable Source code

function bool AnySeatAvailable ( ) )

BeginState UnDeploying Source code

simulated function BeginState ( name PreviousStateName) )

BotFire Source code

function bool BotFire ( bool bFinished) )

CanAttack Source code

function bool CanAttack ( Actor Other) )

CanDeployedAttack Source code

function bool CanDeployedAttack ( Actor Other) )

CanEnterVehicle Source code

simulated function bool CanEnterVehicle ( Pawn P) )
CanEnterVehicle() SPMAs only let one player in even though they have two seats
@return true if Pawn P is allowed to enter this vehicle

DeployedStateChanged Source code

simulated function DeployedStateChanged ( ) )

DriverEnter Source code

function bool DriverEnter ( Pawn P) )
If deployed, enter into main gun seat

DriverLeft Source code

function DriverLeft ( ) )

GetAlternateLockTarget Source code

native function Actor GetAlternateLockTarget ( )

GetTargetLocation Source code

native simulated function vector GetTargetLocation ( optional Actor RequestedBy, optional bool bRequestAlternateLoc )

ImportantVehicle Source code

function bool ImportantVehicle ( ) )

IsArtillery Source code

function bool IsArtillery ( ) )

IsDriverSeat Source code

function bool IsDriverSeat ( Vehicle TestSeatPawn) )

OpenPositionFor Source code

function bool OpenPositionFor ( Pawn P) )

PassengerLeave Source code

function PassengerLeave ( int SeatIndex) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )
Setup the helpers

PostInitAnimTree Source code

simulated function PostInitAnimTree ( SkeletalMeshComponent SkelComp) )

RecommendLongRangedAttack Source code

function bool RecommendLongRangedAttack ( ) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )
Because WeaponRotation is used to drive seat 1 - it will be replicated when you are in the big turret because bNetOwner is FALSE. We don't want it replicated though, so we discard it when we receive it.

SetVehicleDeployed Source code

simulated function SetVehicleDeployed ( ) )

SetVehicleUndeploying Source code

simulated function SetVehicleUndeploying ( ) )

ShouldClamp Source code

simulated function bool ShouldClamp ( ) )

SwitchWeapon Source code

simulated function SwitchWeapon ( byte NewGroup) )

VehicleCalcCamera Source code

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


Defaultproperties

defaultproperties
{
   LeftBigWheel="LfFrontTire"
   LeftSmallWheels(0)="Lt_Tread_Wheels_1_4"
   LeftSmallWheels(1)="Lt_Tread_Wheel2"
   LeftSmallWheels(2)="Lt_Tread_Wheel3"
   RightBigWheel="RtFrontTire"
   RightSmallWheels(0)="Rt_Tread_Wheels_1_4"
   RightSmallWheels(1)="Rt_Tread_Wheel2"
   RightSmallWheels(2)="Rt_Tread_Wheel3"
   SmallWheelSpinFactor=800.000000
   DeployedCameraScale=2.500000
   DeployedCameraOffset=(X=0.000000,Y=0.000000,Z=100.000000)
   IdealLegDist=88.000000
   LegAdjustScaling=100.000000
   DeployIconOffset=0.920000
   bStickDeflectionThrottle=True
   bLookSteerOnNormalControls=True
   bLookSteerOnSimpleControls=True
   bAcceptTurretJump=True
   AIPurpose=AIP_Any
   Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle_Deployable:MyLightEnvironment'
      ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle_Deployable:MyLightEnvironment'
   End Object
   LightEnvironment=MyLightEnvironment
   RespawnTime=45.000000
   MaxDesireability=0.600000
   HornIndex=1
   VehicleIndex=11
   VehiclePositionString="in a Hellfire SPMA"
   VehicleNameString="Hellfire SPMA"
   NeedToPickUpAnnouncement=(AnnouncementText="Man the Hellfire SPMA!")
   HUDExtent=140.000000
   ChargeBarPosY=7.000000
   Begin Object Class=UTVehicleSimCar Name=SimObject ObjName=SimObject Archetype=UTVehicleSimCar'UTGame.Default__UTVehicleSimCar'
      TorqueVSpeedCurve=(Points=((InVal=-300.000000),(OutVal=120.000000),(InVal=700.000000)))
      EngineRPMCurve=(Points=((InVal=-500.000000,OutVal=2500.000000),(OutVal=500.000000),(InVal=599.000000,OutVal=5000.000000),(InVal=600.000000,OutVal=3000.000000),(InVal=949.000000,OutVal=5000.000000),(InVal=950.000000,OutVal=3000.000000),(InVal=1100.000000,OutVal=5000.000000)))
      HardTurnMotorTorque=1.000000
      ChassisTorqueScale=0.100000
      MaxSteerAngleCurve=(Points=((OutVal=20.000000),(InVal=700.000000,OutVal=15.000000)))
      SteerSpeed=40.000000
      EngineBrakeFactor=0.100000
      MaxBrakeTorque=15.000000
      StopThreshold=500.000000
      WheelSuspensionStiffness=300.000000
      WheelSuspensionDamping=7.000000
      WheelInertia=0.900000
      Name="SimObject"
      ObjectArchetype=UTVehicleSimCar'UTGame.Default__UTVehicleSimCar'
   End Object
   SimObj=SimObject
   Begin Object Class=UTVehicleWheel Name=RFWheel ObjName=RFWheel Archetype=UTVehicleWheel'UTGame.Default__UTVehicleWheel'
      bPoweredWheel=True
      SteerFactor=1.000000
      SkelControlName="Rt_Ft_Tire"
      BoneName="RtFrontTire"
      BoneOffset=(X=0.000000,Y=33.000000,Z=5.000000)
      WheelRadius=60.000000
      SuspensionTravel=60.000000
      Side=SIDE_Right
      Name="RFWheel"
      ObjectArchetype=UTVehicleWheel'UTGame.Default__UTVehicleWheel'
   End Object
   Wheels(0)=RFWheel
   Begin Object Class=UTVehicleWheel Name=LFWheel ObjName=LFWheel Archetype=UTVehicleWheel'UTGame.Default__UTVehicleWheel'
      bPoweredWheel=True
      SteerFactor=1.000000
      SkelControlName="Lt_Ft_Tire"
      BoneName="LtFrontTire"
      BoneOffset=(X=0.000000,Y=-33.000000,Z=5.000000)
      WheelRadius=60.000000
      SuspensionTravel=60.000000
      Side=SIDE_Left
      Name="LFWheel"
      ObjectArchetype=UTVehicleWheel'UTGame.Default__UTVehicleWheel'
   End Object
   Wheels(1)=LFWheel
   Begin Object Class=UTVehicleWheel Name=RRWheel ObjName=RRWheel Archetype=UTVehicleWheel'UTGame.Default__UTVehicleWheel'
      bPoweredWheel=True
      BoneName="RtTread_Wheel3"
      BoneOffset=(X=25.000000,Y=0.000000,Z=15.000000)
      WheelRadius=60.000000
      SuspensionTravel=45.000000
      Side=SIDE_Right
      Name="RRWheel"
      ObjectArchetype=UTVehicleWheel'UTGame.Default__UTVehicleWheel'
   End Object
   Wheels(2)=RRWheel
   Begin Object Class=UTVehicleWheel Name=LRWheel ObjName=LRWheel Archetype=UTVehicleWheel'UTGame.Default__UTVehicleWheel'
      bPoweredWheel=True
      BoneName="LtTread_Wheel3"
      BoneOffset=(X=25.000000,Y=0.000000,Z=15.000000)
      WheelRadius=60.000000
      SuspensionTravel=45.000000
      Side=SIDE_Left
      Name="LRWheel"
      ObjectArchetype=UTVehicleWheel'UTGame.Default__UTVehicleWheel'
   End Object
   Wheels(3)=LRWheel
   COMOffset=(X=0.000000,Y=0.000000,Z=-100.000000)
   Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup_9 ObjName=MyStayUprightSetup_9 Archetype=RB_StayUprightSetup'UTGame.Default__UTVehicle_Deployable:MyStayUprightSetup'
      Name="MyStayUprightSetup_9"
      ObjectArchetype=RB_StayUprightSetup'UTGame.Default__UTVehicle_Deployable:MyStayUprightSetup'
   End Object
   StayUprightConstraintSetup=RB_StayUprightSetup'UTGame.Default__UTVehicle_SPMA:MyStayUprightSetup_9'
   Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance_9 ObjName=MyStayUprightConstraintInstance_9 Archetype=RB_ConstraintInstance'UTGame.Default__UTVehicle_Deployable:MyStayUprightConstraintInstance'
      Name="MyStayUprightConstraintInstance_9"
      ObjectArchetype=RB_ConstraintInstance'UTGame.Default__UTVehicle_Deployable:MyStayUprightConstraintInstance'
   End Object
   StayUprightConstraintInstance=RB_ConstraintInstance'UTGame.Default__UTVehicle_SPMA:MyStayUprightConstraintInstance_9'
   MaxSpeed=1000.000000
   bSeparateTurretFocus=True
   MomentumMult=0.300000
   NonPreferredVehiclePathMultiplier=2.000000
   GroundSpeed=650.000000
   BaseEyeHeight=0.000000
   EyeHeight=0.000000
   Health=800
   Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTVehicle_Deployable:SVehicleMesh'
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTVehicle_Deployable:SVehicleMesh'
   End Object
   Mesh=SVehicleMesh
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTVehicle_Deployable:CollisionCylinder'
      ObjectArchetype=CylinderComponent'UTGame.Default__UTVehicle_Deployable:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   Components(1)=SVehicleMesh
   Components(2)=MyLightEnvironment
   Components(3)=SimObject
   bHasAlternateTargetLocation=True
   CollisionComponent=SVehicleMesh
   Name="Default__UTVehicle_SPMA"
   ObjectArchetype=UTVehicle_Deployable'UTGame.Default__UTVehicle_Deployable'
}

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Creation time: sk 18-3-2018 10:01:01.234 - Created with UnCodeX