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UTGameContent.UTVehicle_Fury_Content

Extends
UTVehicle_Fury

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- Engine.SVehicle
            |   
            +-- UTGame.UTVehicleBase
               |   
               +-- UTGame.UTVehicle
                  |   
                  +-- UTGame.UTHoverVehicle
                     |   
                     +-- UTGame.UTAirVehicle
                        |   
                        +-- UTGame.UTVehicle_Fury
                           |   
                           +-- UTGameContent.UTVehicle_Fury_Content

Variables Summary
UTFuryBeamLightBeamLight
Inherited Variables from UTGame.UTVehicle_Fury
AfterburnerSound, AnimPlayer, ArmBlendNodes[4], BeamAmbientSound, BeamEmitter[4], BeamFireSound, BeamLockedInfo, BeamSockets[4], BeamStartSound, BeamStopSound, BeamTemplate, BlendNode, BoostAirSpeed, BoostAttempt, BoostCameraShake, BoostChargeRate, BoostComponent, BoostDisabledTimer, BoostEndTime, BoosterForceMagnitude[4], BoosterFOVAngle, BoosterNames[3], BoostInterval, BoostPowerSpeed, BoostRampDownTime, BoostRampUpTime, BoostStatus, bSteeringLimited, CustomEntryRadius, EffectEmitter, EndPointNormalLength, EndPointNormalParamName, EndPointParamName, JetSFX[3], LandingEventHeight, MaxBoostDuration[4], MinTurnRiseForce, MinTurnStrafeForce, MinTurnThrustForce, StrafeSound, TailFoldControl, TakeOffRate, UprightMaxModifier, UprightRollMaxThreshold, UprightRollMinThreshold
Inherited Variables from UTGame.UTAirVehicle
bAutoLand, ContrailColorParameterName, ContrailEffectIndices, LastRadarLockWarnTime, PushForce, RadarLockMessage

Enumerations Summary
Inherited Enumerations from UTGame.UTVehicle_Fury
EBoostDir

Structures Summary
Inherited Structures from UTGame.UTVehicle_Fury
BeamLockData, JetSFXInfo

Functions Summary
event Destroyed ()))
function KillBeamEmitter ()))
event OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime))
event PlayLanding ()))
event PlayTakeOff ()))
function PostBeginPlay ()))
function SetBeamEmitterHidden (bool bHide))
function VehicleWeaponFired (bool bViaReplication, vector HitLocation, int SeatIndex ))
Inherited Functions from UTGame.UTVehicle_Fury
ActivateRocketBoosters, AddBeamEmitter, BeamLockOn, Boost, BoostTo, DeactivateRocketBoosters, Destroyed, Dodge, EnableFullSteering, GetSVehicleDebug, InCustomEntryRadius, KillBeamEmitter, LowerSteering, OnTouchForcedDirVolume, OverrideBeginFire, OverrideEndFire, PlayLanding, PlayTakeOff, PostBeginPlay, PostInitAnimTree, RecommendLongRangedAttack, ReplicatedEvent, ServerBoost, SetBeamEmitterHidden, ShouldClamp, SpawnImpactEmitter, TouchingForcedDirVolume, VehicleWeaponFired, VehicleWeaponStoppedFiring
Inherited Functions from UTGame.UTAirVehicle
Died, Dodge, FastVehicle, GetGravityZ, JumpOutCheck, LockOnWarning, RecommendLongRangedAttack, SetDriving, Tick


Variables Detail

BeamLight Source code

var UTFuryBeamLight BeamLight;
dynamic light which moves around following primary fire beam impact point


Functions Detail

Destroyed Source code

simulated event Destroyed ( ) )

KillBeamEmitter Source code

simulated function KillBeamEmitter ( ) )

OnAnimEnd Source code

event OnAnimEnd ( AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime) )

PlayLanding Source code

simulated event PlayLanding ( ) )

PlayTakeOff Source code

simulated event PlayTakeOff ( ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

SetBeamEmitterHidden Source code

simulated function SetBeamEmitterHidden ( bool bHide) )

VehicleWeaponFired Source code

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


Defaultproperties

defaultproperties
{
   BoostCameraShake=CameraAnim'Camera_FX.VH_Fury.C_VH_Fury_Boost'
   BeamTemplate=ParticleSystem'VH_Fury.Effects.P_VH_Fury_AltBeam'
   BeamSockets(0)="ArmSocket0"
   BeamSockets(1)="ArmSocket1"
   BeamSockets(2)="ArmSocket2"
   BeamSockets(3)="ArmSocket3"
   EndPointParamName="LinkBeamEnd"
   EndPointNormalParamName="FuryBeamTargetTangent"
   EndPointNormalLength=-200.000000
   BeamFireSound=SoundCue'A_Vehicle_Fury.Cue.A_Vehicle_Fury_AltBeamCue'
   AfterburnerSound=SoundCue'A_Vehicle_Fury.Cue.A_Vehicle_Fury_ThrustCue'
   StrafeSound=SoundCue'A_Vehicle_Fury.Cue.A_Vehicle_Fury_StrafeCue'
   Begin Object Class=AudioComponent Name=BeamAmbientSoundComponent ObjName=BeamAmbientSoundComponent Archetype=AudioComponent'Engine.Default__AudioComponent'
      bStopWhenOwnerDestroyed=True
      bShouldRemainActiveIfDropped=True
      Name="BeamAmbientSoundComponent"
      ObjectArchetype=AudioComponent'Engine.Default__AudioComponent'
   End Object
   BeamAmbientSound=BeamAmbientSoundComponent
   BeamStartSound=SoundCue'A_Vehicle_Fury.Cue.A_Vehicle_Fury_AltBeamStartCue'
   BeamStopSound=SoundCue'A_Vehicle_Fury.Cue.A_Vehicle_Fury_AltBeamStopCue'
   Begin Object Class=AudioComponent Name=BoostAmbientSoundComponent ObjName=BoostAmbientSoundComponent Archetype=AudioComponent'Engine.Default__AudioComponent'
      bStopWhenOwnerDestroyed=True
      bShouldRemainActiveIfDropped=True
      Name="BoostAmbientSoundComponent"
      ObjectArchetype=AudioComponent'Engine.Default__AudioComponent'
   End Object
   BoostComponent=BoostAmbientSoundComponent
   JetSFX(0)=(ExhaustTag="MainThrusters")
   JetSFX(1)=(ExhaustTag="LeftThrusters")
   JetSFX(2)=(ExhaustTag="RightThrusters")
   BoosterNames(0)="MainThrustersBoost"
   BoosterNames(1)="LeftThrustersBoost"
   BoosterNames(2)="RightThrustersBoost"
   bHasEnemyVehicleSound=True
   Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle_Fury:MyLightEnvironment'
      ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle_Fury:MyLightEnvironment'
   End Object
   LightEnvironment=MyLightEnvironment
   Seats(0)=(GunClass=Class'UTGameContent.UTVWeap_FuryGun',GunSocket=("LeftCannonA","RightCannonA","LeftCannonB","RightCannonB","LeftCannonC","RightCannonC"),GunPivotPoints=("LeftCannon","RightCannon"),WeaponEffects=((SocketName="ArmSocket0",Scale3D=(X=5.000000,Y=8.000000,Z=8.000000)),(SocketName="ArmSocket1",Scale3D=(X=5.000000,Y=8.000000,Z=8.000000)),(SocketName="ArmSocket2",Scale3D=(X=5.000000,Y=8.000000,Z=8.000000)),(SocketName="ArmSocket3",Scale3D=(X=5.000000,Y=8.000000,Z=8.000000))),TurretControls=("LeftTurretConstraint","RightTurretConstraint","LeftTentacleTurretConstraint","RightTentacleTurretConstraint"),CameraBaseOffset=(X=0.000000,Y=0.000000,Z=100.000000),CameraOffset=-400.000000,SeatIconPOS=(X=0.480000,Y=0.500000))
   VehicleEffects(0)=(EffectStartTag="EngineStart",EffectEndTag="EngineStop",bRestartRunning=True,EffectTemplate=ParticleSystem'VH_Fury.Effects.P_VH_Fury_Exhaust',EffectTemplate_Blue=ParticleSystem'VH_Fury.Effects.P_VH_Fury_Exhaust_Blue',EffectSocket="ExhaustSocket")
   VehicleEffects(1)=(EffectStartTag="DamageSmoke",EffectEndTag="NoDamageSmoke",EffectTemplate=ParticleSystem'Envy_Effects.Vehicle_Damage.P_Vehicle_Damage_1_Fury',EffectSocket="DamageSmoke_01")
   DamageParamScaleLevels(0)=(DamageParamName="Damage1",Scale=3.000000)
   DamageParamScaleLevels(1)=(DamageParamName="Damage2",Scale=3.000000)
   DamageParamScaleLevels(2)=(DamageParamName="Damage3",Scale=3.000000)
   DamageMorphTargets(0)=(MorphNodeName="MorphNodeW_Bottom",InfluenceBone="Tail_Damage1",Health=100,DamagePropNames=("Damage2"))
   DamageMorphTargets(1)=(MorphNodeName="MorphNodeW_Left",InfluenceBone="Lt_Wing_Damage1",Health=100,DamagePropNames=("Damage1"))
   DamageMorphTargets(2)=(MorphNodeName="MorphNodeW_Left",InfluenceBone="Lt_Wing_Damage2",Health=100,DamagePropNames=("Damage1"))
   DamageMorphTargets(3)=(MorphNodeName="MorphNodeW_Right",InfluenceBone="Rt_Wing_Damage1",Health=100,DamagePropNames=("Damage1"))
   DamageMorphTargets(4)=(MorphNodeName="MorphNodeW_Right",InfluenceBone="Rt_Wing_Damage2",Health=100,DamagePropNames=("Damage1"))
   DamageMorphTargets(5)=(InfluenceBone="Base_Animated",Health=100,DamagePropNames=("Damage3"))
   TeamMaterials(0)=MaterialInstanceConstant'VH_Fury.Materials.MI_VH_Fury_Red'
   TeamMaterials(1)=MaterialInstanceConstant'VH_Fury.Materials.MI_VH_Fury_Blue'
   BigExplosionTemplates(0)=(Template=ParticleSystem'Envy_Effects.VH_Deaths.P_VH_Death_SMALL_Far',MinDistance=350.000000)
   BigExplosionTemplates(1)=(Template=ParticleSystem'Envy_Effects.VH_Deaths.P_VH_Death_SMALL_Near')
   BigExplosionSocket="VH_Death"
   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
   SpawnInSound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleFadeInNecris01Cue'
   SpawnOutSound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleFadeOutNecris01Cue'
   IconCoords=(U=858.000000,V=73.000000,UL=51.000000,VL=20.000000)
   SpawnMaterialLists(0)=(Materials=(MaterialInstanceConstant'VH_Fury.Materials.MI_VH_Fury_Spawn_Red'))
   SpawnMaterialLists(1)=(Materials=(MaterialInstanceConstant'VH_Fury.Materials.MI_VH_Fury_Spawn_Blue'))
   BurnOutMaterial(0)=MaterialInstanceTimeVarying'VH_Fury.Materials.MITV_VH_Fury_Red_BO'
   BurnOutMaterial(1)=MaterialInstanceTimeVarying'VH_Fury.Materials.MITV_VH_Fury_Blue_BO'
   HoverBoardAttachSockets(0)="HoverAttach00"
   HoverBoardAttachSockets(1)="HoverAttach01"
   ReferenceMovementMesh=StaticMesh'Envy_Effects.Mesh.S_Air_Wind_Ball'
   EnemyVehicleSound(0)=SoundNodeWave'A_Character_IGMale.BotStatus.A_BotStatus_IGMale_EnemyFury'
   EnemyVehicleSound(1)=SoundNodeWave'A_Character_Jester.BotStatus.A_BotStatus_Jester_EnemyFury'
   EnemyVehicleSound(2)=SoundNodeWave'A_Character_Othello.BotStatus.A_BotStatus_Othello_EnemyFury'
   HudCoords=(U=543.000000,UL=-147.000000,VL=103.000000)
   Begin Object Class=UTVehicleSimChopper Name=SimObject ObjName=SimObject Archetype=UTVehicleSimChopper'UTGame.Default__UTVehicle_Fury:SimObject'
      ObjectArchetype=UTVehicleSimChopper'UTGame.Default__UTVehicle_Fury:SimObject'
   End Object
   SimObj=SimObject
   Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup_1 ObjName=MyStayUprightSetup_1 Archetype=RB_StayUprightSetup'UTGame.Default__UTVehicle_Fury:MyStayUprightSetup_1'
      ObjectArchetype=RB_StayUprightSetup'UTGame.Default__UTVehicle_Fury:MyStayUprightSetup_1'
   End Object
   StayUprightConstraintSetup=RB_StayUprightSetup'UTGameContent.Default__UTVehicle_Fury_Content:MyStayUprightSetup_1'
   Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance_1 ObjName=MyStayUprightConstraintInstance_1 Archetype=RB_ConstraintInstance'UTGame.Default__UTVehicle_Fury:MyStayUprightConstraintInstance_1'
      ObjectArchetype=RB_ConstraintInstance'UTGame.Default__UTVehicle_Fury:MyStayUprightConstraintInstance_1'
   End Object
   StayUprightConstraintInstance=RB_ConstraintInstance'UTGameContent.Default__UTVehicle_Fury_Content:MyStayUprightConstraintInstance_1'
   Begin Object Class=AudioComponent Name=FuryEngineSound ObjName=FuryEngineSound Archetype=AudioComponent'Engine.Default__AudioComponent'
      SoundCue=SoundCue'A_Vehicle_Fury.Cue.A_Vehicle_Fury_EngineLoopCue'
      Name="FuryEngineSound"
      ObjectArchetype=AudioComponent'Engine.Default__AudioComponent'
   End Object
   EngineSound=FuryEngineSound
   CollisionSound=SoundCue'A_Vehicle_Fury.Cue.A_Vehicle_Fury_Collide'
   EnterVehicleSound=SoundCue'A_Vehicle_Fury.Cue.A_Vehicle_Fury_StartCue'
   ExitVehicleSound=SoundCue'A_Vehicle_Fury.Cue.A_Vehicle_Fury_StopCue'
   Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTVehicle_Fury:SVehicleMesh'
      SkeletalMesh=SkeletalMesh'VH_Fury.Mesh.SK_VH_Fury'
      AnimTreeTemplate=AnimTree'VH_Fury.Anims.AT_VH_Fury'
      PhysicsAsset=PhysicsAsset'VH_Fury.Mesh.SK_VH_Fury_Physics'
      AnimSets(0)=AnimSet'VH_Fury.Anims.K_VH_Fury'
      MorphSets(0)=MorphTargetSet'VH_Fury.Mesh.SK_VH_Fury_MorphTargets'
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTVehicle_Fury:SVehicleMesh'
   End Object
   Mesh=SVehicleMesh
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTVehicle_Fury:CollisionCylinder'
      ObjectArchetype=CylinderComponent'UTGame.Default__UTVehicle_Fury:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   Components(1)=SVehicleMesh
   Components(2)=MyLightEnvironment
   Components(3)=SimObject
   Components(4)=FuryEngineSound
   Components(5)=BaseScrapeSound
   Components(6)=BeamAmbientSoundComponent
   Components(7)=BoostAmbientSoundComponent
   DrawScale=1.300000
   CollisionComponent=SVehicleMesh
   Name="Default__UTVehicle_Fury_Content"
   ObjectArchetype=UTVehicle_Fury'UTGame.Default__UTVehicle_Fury'
}

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Creation time: sk 18-3-2018 10:01:00.698 - Created with UnCodeX