/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class UDKVehicleSimChopper extends SVehicleSimBase native; var() float MaxThrustForce; var() float MaxReverseForce; var() float LongDamping; var() float MaxStrafeForce; var() float LatDamping; var() float DirectionChangeForce; var() float MaxRiseForce; var() float UpDamping; var() float TurnTorqueFactor; var() float TurnTorqueMax; var() float TurnDamping; var() float MaxYawRate; var() float PitchTorqueFactor; var() float PitchTorqueMax; var() float PitchDamping; var() float RollTorqueTurnFactor; var() float RollTorqueStrafeFactor; var() float RollTorqueMax; var() float RollDamping; var() float StopThreshold; var() float MaxRandForce; var() float RandForceInterval; var() bool bAllowZThrust; /** If true, use full forward thrust force while changing directions, even for reverse or strafing */ var() bool bFullThrustOnDirectionChange; var() bool bShouldCutThrustMaxOnImpact; var bool bRecentlyHit; /** If true, strafing will increase the turn rate */ var bool bStrafeAffectsTurnDamping; var float StrafeTurnDamping; var float TargetHeading; var float TargetPitch; var float PitchViewCorrelation; var bool bHeadingInitialized; var vector RandForce; var vector RandTorque; var float AccumulatedTime; /** If bStabilizeStops=true, forces are applied to attempt to keep the vehicle from moving when it is stopped */ var() bool bStabilizeStops; /** Stabilization force multiplier when bStabilizeStops=true */ var() float StabilizationForceMultiplier; /** modified based on whether velocity is decreasing acceptably due to stabilization */ var float CurrentStabilizationMultiplier; /** OldVelocity saved to monitor stabilization */ var vector OldVelocity; /** When not driving, braking torque to apply to wheels. */ var float StoppedBrakeTorque; /** If non-zero, hard limits the speed of vehicle to AirSpeed times this number */ var float HardLimitAirSpeedScale; cpptext { virtual void ProcessCarInput(ASVehicle* Vehicle); virtual void UpdateVehicle(ASVehicle* Vehicle, FLOAT DeltaTime); virtual FVector StabilizationForce(ASVehicle* Vehicle, FLOAT DeltaTime, UBOOL bShouldStabilize); virtual FVector StabilizationTorque(ASVehicle* Vehicle, FLOAT DeltaTime, UBOOL bShouldStabilize); FLOAT GetEngineOutput(ASVehicle* Vehicle); virtual void GetRotationAxes(ASVehicle* Vehicle, FVector &DirX, FVector &DirY, FVector &DirZ); } defaultproperties { StabilizationForceMultiplier=1.0 CurrentStabilizationMultiplier=1.0 PitchViewCorrelation=0.0 StoppedBrakeTorque=5.0 }