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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