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UTGame.UTVehicle_Viper

Extends
UTHoverVehicle
Modifiers
native ( Vehicle ) abstract

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

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- Engine.SVehicle
            |   
            +-- UTGame.UTVehicleBase
               |   
               +-- UTGame.UTVehicle
                  |   
                  +-- UTGame.UTHoverVehicle
                     |   
                     +-- UTGame.UTVehicle_Viper

Direct Known Subclasses:

UTVehicle_Viper_Content

Constants Summary
Inherited Contants from UTGame.UTVehicle
UTVEHICLE_UNSET_TEAM

Variables Summary
boolbDoBikeJump
boolbHoldingDuck
vectorBoostDir
floatBoostForce
boolbPressingAltFire
boolbScriptedSelfDestruct
boolbSelfDestructArmed
boolbSelfDestructInProgress
boolbSelfDestructReady
AudioComponentCurveSound
floatDestructStartTime
soundcueDuckSound
SoundCueEjectSoundCue
intExhaustIndex
nameExhaustParamName
AnimNodeBlendGlideBlend
floatGlideBlendTime
AnimNodeSequenceIdleAnimNode
floatJumpCountdown
soundcueJumpSound
floatMaxDestructDuration
class<UTDamageType>SelfDestructDamageType
ParticleSystemComponentSelfDestructEffect
ParticleSystemSelfDestructEffectTemplate
ControllerSelfDestructInstigator
SoundCueSelfDestructReadySnd
SoundCueSelfDestructSoundCue
nameSelfDestructSpinName
floatTimeToRiseForSelfDestruct
TextureCoordinatesViperSelfDestructToolTipIcon
Movement
floatFallingNoseDownTorque
floatGlideAirSpeed
floatGlideSpeedReductionRate
floatGlidingGravity
floatJumpCheckTraceDist
floatJumpForceMag
floatMaxJumpDuration
floatMinJumpDuration
floatMinZJumpVel
floatNormalGravity
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
Inherited Structures from UTGame.UTVehicle
BurnOutDatum, DamageParamScales, FDamageMorphTargets, MaterialList, TimePosition, VehicleAnim, VehicleEffect, VehicleSeat, VehicleSound, WeaponEffectInfo

Functions Summary
function ArmSelfDestruct ()))
function BlowupVehicle ()))
functionbool CanBeBaseForPawn (Pawn APawn))
functionbyte ChooseFireMode ()))
functionbool Died (Controller Killer, class<DamageType> DamageType, vector HitLocation))
functionbool DisableVehicle ()))
function DisplayHud (UTHud Hud, Canvas Canvas, vector2D HudPOS, optional int SeatIndex))
functionbool Dodge (eDoubleClickDir DoubleClickMove))
functionbool DriverEnter (Pawn P))
eventbool DriverLeave (bool bForceLeave))
function DriverLeft ()))
function DrivingStatusChanged ()))
functionbool EagleEyeTarget ()))
functionbool FastVehicle ()))
functionbool FindAutoExit (Pawn ExitingDriver))
function IncomingMissile (Projectile P))
function OnSelfDestruct (UTSeqAct_SelfDestruct Action))
functionbool OverrideBeginFire (byte FireModeNum))
functionbool OverrideEndFire (byte FireModeNum))
function PlaySelfDestruct ()))
function PossessedBy (Controller C, bool bVehicleTransition))
function PostBeginPlay ()))
functionbool RecommendCharge (UTBot B, Pawn Enemy))
event ReplicatedEvent (name VarName))
event RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex ))
event SelfDestruct (Actor ImpactedActor))
function SetInputs (float InForward, float InStrafe, float InUp))
function SetVehicleEffectParms (name TriggerName, ParticleSystemComponent PSC))
functionbool ShouldClamp ()))
function StopVehicleSounds ()))
event TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
functionbool TooCloseToAttack (Actor Other))
functionbool TryToDrive (Pawn P))
event ViperJumpEffect ()))
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

bDoBikeJump Source code

var repnotify bool bDoBikeJump;

bHoldingDuck Source code

var repnotify bool bHoldingDuck;

BoostDir Source code

var vector BoostDir;
replicated vector specifies force to apply to self-destructing viper (in direction ejecting driver was last looking when he left)

BoostForce Source code

var float BoostForce;
magnitude to apply when determining BoostDir

bPressingAltFire Source code

var bool bPressingAltFire;

bScriptedSelfDestruct Source code

var bool bScriptedSelfDestruct;
set when AI wants to self destruct or when forced by Kismet

bSelfDestructArmed Source code

var repnotify bool bSelfDestructArmed;
replicated property identifies that self destruct is engaged

bSelfDestructInProgress Source code

var bool bSelfDestructInProgress;
Whether or not the self destruct sequence is in progress

bSelfDestructReady Source code

var bool bSelfDestructReady;
flag for whether or not self destruct will go off if the vehicle is left

CurveSound Source code

var AudioComponent CurveSound;
sound played on sudden curves

DestructStartTime Source code

var float DestructStartTime;
when self destruct was engaged

DuckSound Source code

var soundcue DuckSound;

EjectSoundCue Source code

var SoundCue EjectSoundCue;

ExhaustIndex Source code

var int ExhaustIndex;
This is the index of the effect that controls the jet exhause

ExhaustParamName Source code

var name ExhaustParamName;

GlideBlend Source code

var AnimNodeBlend GlideBlend;
anim node that controls the gliding animation. Child 0 should be the normal anim, Child 1 the gliding anim.

GlideBlendTime Source code

var float GlideBlendTime;
how long it takes to switch between gliding animation states

IdleAnimNode Source code

var AnimNodeSequence IdleAnimNode;
anim node that plays the idling animation.

JumpCountdown Source code

var float JumpCountdown;

JumpSound Source code

var soundcue JumpSound;

MaxDestructDuration Source code

var float MaxDestructDuration;
how long self destruct lasts before blowing up if no targets found

SelfDestructDamageType Source code

var class<UTDamageType> SelfDestructDamageType;
Self destruct effect properties

SelfDestructEffect Source code

var ParticleSystemComponent SelfDestructEffect;
the actual effect, var-ed so we can end it more appropriately

SelfDestructEffectTemplate Source code

var ParticleSystem SelfDestructEffectTemplate;
effect played when self destructing

SelfDestructInstigator Source code

var Controller SelfDestructInstigator;
who gets credit for self destruct damage caused

SelfDestructReadySnd Source code

var SoundCue SelfDestructReadySnd;
sound to be played when Self Destruct is armed

SelfDestructSoundCue Source code

var SoundCue SelfDestructSoundCue;

SelfDestructSpinName Source code

var name SelfDestructSpinName;
name of skel control to perform the self destruct spin move

TimeToRiseForSelfDestruct Source code

var float TimeToRiseForSelfDestruct;
How long Rise must be > 0 to self destruct

ViperSelfDestructToolTipIcon Source code

var TextureCoordinates ViperSelfDestructToolTipIcon;
Texture coordinates for SelfDestruct tooltip

Movement

FallingNoseDownTorque Source code

var(Movement) float FallingNoseDownTorque;
When falling, apply this torque to gently tip the nose of the vehicle down.

GlideAirSpeed Source code

var(Movement) float GlideAirSpeed;

GlideSpeedReductionRate Source code

var(Movement) float GlideSpeedReductionRate;

GlidingGravity Source code

var(Movement) float GlidingGravity;
CustomGravityScaling setting when wings are extended

JumpCheckTraceDist Source code

var(Movement) float JumpCheckTraceDist;
How far down to trace to check if we can jump

JumpForceMag Source code

var(Movement) float JumpForceMag;

MaxJumpDuration Source code

var(Movement) float MaxJumpDuration;

MinJumpDuration Source code

var(Movement) float MinJumpDuration;

MinZJumpVel Source code

var(Movement) float MinZJumpVel;

NormalGravity Source code

var(Movement) float NormalGravity;
CustomGravityScaling setting when wings not extended


Functions Detail

ArmSelfDestruct Source code

simulated function ArmSelfDestruct ( ) )

BlowupVehicle Source code

simulated function BlowupVehicle ( ) )

CanBeBaseForPawn Source code

simulated function bool CanBeBaseForPawn ( Pawn APawn) )
Are we allowing this Pawn to be based on us?

ChooseFireMode Source code

function byte ChooseFireMode ( ) )

Died Source code

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

DisableVehicle Source code

simulated function bool DisableVehicle ( ) )
Self destruct immediately if activated and hit by EMP

DisplayHud Source code

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

Dodge Source code

function bool Dodge ( eDoubleClickDir DoubleClickMove) )

DriverEnter Source code

function bool DriverEnter ( Pawn P) )
DriverEnter() Make Pawn P the new driver of this vehicle

DriverLeave Source code

event bool DriverLeave ( bool bForceLeave) )

DriverLeft Source code

function DriverLeft ( ) )

DrivingStatusChanged Source code

simulated function DrivingStatusChanged ( ) )

EagleEyeTarget Source code

function bool EagleEyeTarget ( ) )

FastVehicle Source code

function bool FastVehicle ( ) )

FindAutoExit Source code

function bool FindAutoExit ( Pawn ExitingDriver) )
If exit while boosting, boost out of the vehicle Try to exit above

IncomingMissile Source code

function IncomingMissile ( Projectile P) )

OnSelfDestruct Source code

function OnSelfDestruct ( UTSeqAct_SelfDestruct Action) )

OverrideBeginFire Source code

simulated function bool OverrideBeginFire ( byte FireModeNum) )

OverrideEndFire Source code

simulated function bool OverrideEndFire ( byte FireModeNum) )

PlaySelfDestruct Source code

simulated function PlaySelfDestruct ( ) )

PossessedBy Source code

function PossessedBy ( Controller C, bool bVehicleTransition) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

RecommendCharge Source code

function bool RecommendCharge ( UTBot B, Pawn Enemy) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

RigidBodyCollision Source code

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

SelfDestruct Source code

event SelfDestruct ( Actor ImpactedActor) )

SetInputs Source code

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

SetVehicleEffectParms Source code

simulated function SetVehicleEffectParms ( name TriggerName, ParticleSystemComponent PSC) )

ShouldClamp Source code

simulated function bool ShouldClamp ( ) )

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) )

TooCloseToAttack Source code

function bool TooCloseToAttack ( Actor Other) )

TryToDrive Source code

function bool TryToDrive ( Pawn P) )

ViperJumpEffect Source code

simulated event ViperJumpEffect ( ) )


Defaultproperties

defaultproperties
{
   MaxJumpDuration=0.900000
   JumpForceMag=600.000000
   MinJumpDuration=0.500000
   MinZJumpVel=500.000000
   JumpCheckTraceDist=175.000000
   GlideAirSpeed=1.000000
   GlideSpeedReductionRate=1.000000
   NormalGravity=0.900000
   GlidingGravity=0.300000
   FallingNoseDownTorque=100.000000
   MaxDestructDuration=2.200000
   BoostForce=500.000000
   CustomGravityScaling=0.900000
   StallZGravityScaling=4.000000
   FullAirSpeed=1800.000000
   bEjectKilledBodies=True
   bLightArmor=True
   bHomingTarget=True
   bTakeWaterDamageWhileDriving=False
   bRagdollDriverOnDarkwalkerHorn=True
   bIsNecrisVehicle=True
   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
   HornIndex=2
   VehicleIndex=13
   VehiclePositionString="in a Viper"
   VehicleNameString="Viper"
   SpawnRadius=125.000000
   DefaultFOV=90.000000
   CameraLag=0.040000
   LookForwardDist=100.000000
   Begin Object Class=UTVehicleSimHover Name=SimObject ObjName=SimObject Archetype=UTVehicleSimHover'UTGame.Default__UTVehicleSimHover'
      MaxThrustForce=500.000000
      MaxReverseForce=300.000000
      LongDamping=0.300000
      MaxStrafeForce=300.000000
      LatDamping=0.300000
      TurnTorqueFactor=5000.000000
      TurnTorqueMax=1000.000000
      TurnDamping=0.500000
      MaxYawRate=100000.000000
      PitchTorqueMax=35.000000
      PitchDamping=0.250000
      RollTorqueTurnFactor=250.000000
      RollTorqueStrafeFactor=220.000000
      RollTorqueMax=220.000000
      RollDamping=0.250000
      MaxRandForce=3.000000
      RandForceInterval=0.750000
      StrafeTurnDamping=0.100000
      WheelSuspensionStiffness=45.000000
      WheelSuspensionDamping=6.000000
      WheelSuspensionBias=-0.500000
      Name="SimObject"
      ObjectArchetype=UTVehicleSimHover'UTGame.Default__UTVehicleSimHover'
   End Object
   SimObj=SimObject
   Begin Object Class=UTHoverWheel Name=RThruster ObjName=RThruster Archetype=UTHoverWheel'UTGame.Default__UTHoverWheel'
      bHoverWheel=True
      SteerFactor=1.000000
      BoneName="Base"
      BoneOffset=(X=-150.000000,Y=65.000000,Z=-140.000000)
      WheelRadius=30.000000
      SuspensionTravel=110.000000
      LongSlipFactor=0.000000
      LatSlipFactor=0.000000
      HandbrakeLongSlipFactor=0.000000
      HandbrakeLatSlipFactor=0.000000
      Name="RThruster"
      ObjectArchetype=UTHoverWheel'UTGame.Default__UTHoverWheel'
   End Object
   Wheels(0)=RThruster
   Begin Object Class=UTHoverWheel Name=LThruster ObjName=LThruster Archetype=UTHoverWheel'UTGame.Default__UTHoverWheel'
      bHoverWheel=True
      SteerFactor=1.000000
      BoneName="Base"
      BoneOffset=(X=-150.000000,Y=-65.000000,Z=-140.000000)
      WheelRadius=30.000000
      SuspensionTravel=110.000000
      LongSlipFactor=0.000000
      LatSlipFactor=0.000000
      HandbrakeLongSlipFactor=0.000000
      HandbrakeLatSlipFactor=0.000000
      Name="LThruster"
      ObjectArchetype=UTHoverWheel'UTGame.Default__UTHoverWheel'
   End Object
   Wheels(1)=LThruster
   Begin Object Class=UTHoverWheel Name=FThruster ObjName=FThruster Archetype=UTHoverWheel'UTGame.Default__UTHoverWheel'
      bHoverWheel=True
      SteerFactor=1.000000
      BoneName="Base"
      BoneOffset=(X=60.000000,Y=0.000000,Z=-140.000000)
      WheelRadius=38.000000
      SuspensionTravel=110.000000
      LongSlipFactor=0.000000
      LatSlipFactor=0.000000
      HandbrakeLongSlipFactor=0.000000
      HandbrakeLatSlipFactor=0.000000
      Name="FThruster"
      ObjectArchetype=UTHoverWheel'UTGame.Default__UTHoverWheel'
   End Object
   Wheels(2)=FThruster
   COMOffset=(X=-50.000000,Y=0.000000,Z=-70.000000)
   bStayUpright=True
   bCanFlip=True
   StayUprightRollResistAngle=35.000000
   StayUprightPitchResistAngle=30.000000
   StayUprightStiffness=800.000000
   StayUprightDamping=20.000000
   Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup_5 ObjName=MyStayUprightSetup_5 Archetype=RB_StayUprightSetup'UTGame.Default__UTHoverVehicle:MyStayUprightSetup'
      Name="MyStayUprightSetup_5"
      ObjectArchetype=RB_StayUprightSetup'UTGame.Default__UTHoverVehicle:MyStayUprightSetup'
   End Object
   StayUprightConstraintSetup=RB_StayUprightSetup'UTGame.Default__UTVehicle_Viper:MyStayUprightSetup_5'
   Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance_5 ObjName=MyStayUprightConstraintInstance_5 Archetype=RB_ConstraintInstance'UTGame.Default__UTHoverVehicle:MyStayUprightConstraintInstance'
      Name="MyStayUprightConstraintInstance_5"
      ObjectArchetype=RB_ConstraintInstance'UTGame.Default__UTHoverVehicle:MyStayUprightConstraintInstance'
   End Object
   StayUprightConstraintInstance=RB_ConstraintInstance'UTGame.Default__UTVehicle_Viper:MyStayUprightConstraintInstance_5'
   UprightLiftStrength=30.000000
   UprightTorqueStrength=30.000000
   bDriverIsVisible=True
   bTurnInPlace=True
   bFollowLookDir=True
   bScriptedRise=True
   ExitRadius=160.000000
   MomentumMult=3.200000
   bCanStrafe=True
   bCanBeBaseForPawns=True
   MeleeRange=-100.000000
   GroundSpeed=1500.000000
   AirSpeed=1800.000000
   BaseEyeHeight=40.000000
   EyeHeight=40.000000
   Health=200
   Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTHoverVehicle:SVehicleMesh'
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTHoverVehicle:SVehicleMesh'
   End Object
   Mesh=SVehicleMesh
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTHoverVehicle:CollisionCylinder'
      ObjectArchetype=CylinderComponent'UTGame.Default__UTHoverVehicle:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   Components(1)=SVehicleMesh
   Components(2)=MyLightEnvironment
   Components(3)=SimObject
   CollisionComponent=SVehicleMesh
   Name="Default__UTVehicle_Viper"
   ObjectArchetype=UTHoverVehicle'UTGame.Default__UTHoverVehicle'
}

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Creation time: sk 18-3-2018 10:01:01.425 - Created with UnCodeX