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class HavokVehicle extends Pawn native; cpptext { #ifdef UNREAL_HAVOK // Actor interface. virtual bool HavokInitActor(); virtual void HavokQuitActor(); virtual void PostNetReceive(); virtual void PostEditChange(); virtual void setPhysics(BYTE NewPhysics, AActor *NewFloor, FVector NewFloorV); virtual void TickSimulated( FLOAT DeltaSeconds ); virtual void TickAuthoritative( FLOAT DeltaSeconds ); virtual void HavokPreStepCallback(FLOAT DeltaTime); virtual void RemakeVehicle(); // updates the internal Havok Raycast vehicle. Called by default in VehicleUpdateParams event, but you can call it whenever you change suspension params etc. No need to call this if you just chaneg steering + throtle in the UpdateVehicle event. virtual void BuildVehicle(); // constructs the vehicle, internal call from PostBeginPlay virtual void syncVehicleToBones(); #endif } var const transient int hkVehicleDataPtr; //the HavokVehicleData pointer for this vehicle (stores the couple of Havok ptrs required to interface with the Havok SDK) var (HavokVehicle) editinline array<HavokVehicleWheel> Wheels; // Wheel data var (HavokVehicle) editinline array<float> GearRatios; //1 per gear, just add another value to get more gears. Gear ratios (3 == low speed, 0.5 == high speed) // generic controls (set by controller, used by concrete derived classes) var (HavokVehicle) float Steering; // between -1 and 1 var (HavokVehicle) float Throttle; // between -1 and 1 var (HavokVehicle) float Rise; // between -1 and 1 var Pawn Driver; var (HavokVehicle) array<vector> ExitPositions; // Positions (rel to vehicle) to try putting the player when exiting. var (HavokVehicle) array<vector> EntryPositions; // Positions (rel to vehicle) to create triggers for entry. var (HavokVehicle) vector DrivePos; // Position (rel to vehicle) to put player while driving. var (HavokVehicle) rotator DriveRot; // Rotation (rel to vehicle) to put driver while driving. var (HavokVehicle) name DriveAnim; // Animation to play while driving. //// CAMERAS //// var (HavokVehicle) bool bDrawMeshInFP; // Whether to draw the vehicle mesh when in 1st person mode. var (HavokVehicle) bool bDrawDriverInTP; // Whether to draw the driver when in 3rd person mode. var (HavokVehicle) bool bZeroPCRotOnEntry; // If true, set camera rotation to zero on entering vehicle. If false, set it to the vehicle rotation. var (HavokVehicle) vector FPCamPos; // Position of camera when driving first person. var (HavokVehicle) vector TPCamLookat; var (HavokVehicle) float TPCamDistance; var (HavokVehicle) int MaxViewYaw; // Maximum amount you can look left and right var (HavokVehicle) int MaxViewPitch; // Maximum amount you can look up and down //// PHYSICS //// var (HavokVehicleGeneral) float ChassisMass; //kg, 750; var (HavokVehicleGeneral) float SteeringMaxAngle; //~3000 Unreal units, (in Havok it hkMath::HK_REAL_PI / 10.0f); var (HavokVehicleGeneral) float MaxSpeedFullSteeringAngle; //kph (130.0f * (1.605f / 3.6f)) by default; var (HavokVehicleGeneral) float FrictionEqualizer; //0.5f; var (HavokVehicleGeneral) float TorqueRollFactor; //0.25f; var (HavokVehicleGeneral) float TorquePitchFactor; // 0.5f; var (HavokVehicleGeneral) float TorqueYawFactor; //0.35f; var (HavokVehicleGeneral) float TorqueExtraFactor; //-0.5f; var (HavokVehicleGeneral) float ChassisUnitInertiaYaw; //1.0f; var (HavokVehicleGeneral) float ChassisUnitInertiaRoll; //0.4f; var (HavokVehicleGeneral) float ChassisUnitInertiaPitch; //1.0f; // Engine Performance var (HavokVehicleEngine) float EngineTorque; //500.0f; var (HavokVehicleEngine) float EngineMinRPM; //1000.0f; var (HavokVehicleEngine) float EngineOptRPM; // 5500.0f; var (HavokVehicleEngine) float EngineMaxRPM; //7500.0f; var (HavokVehicleEngine) float EngineTorqueFactorAtMinRPM; // 0.8f; var (HavokVehicleEngine) float EngineTorqueFactorAtMaxRPM; // 0.8f; var (HavokVehicleEngine) float EngineResistanceFactorAtMinRPM; // 0.05f; var (HavokVehicleEngine) float EngineResistanceFactorAtOptRPM; // 0.1f; var (HavokVehicleEngine) float EngineResistanceFactorAtMaxRPM; // 0.3f; var (HavokVehicleEngine) float GearDownshiftRPM; //3500.0f; var (HavokVehicleEngine) float GearUpshiftRPM; // 6500.0f; var (HavokVehicleEngine) float GearClutchDelayTime; //0.0f; var (HavokVehicleEngine) float GearReverseRatio; //1.0f; var (HavokVehicleEngine) float TopSpeed; // 130 // Aerodynamics var (HavokVehicleAerodynamics) float AerodynamicsAirDensity; // 1.3f var (HavokVehicleAerodynamics) float AerodynamicsFrontalArea; // 1 (m^2) var (HavokVehicleAerodynamics) float AerodynamicsDragCoeff; //0.7f; var (HavokVehicleAerodynamics) float AerodynamicsLiftCoeff; //-0.3f; var (HavokVehicleAerodynamics) vector ExtraGravity; // 0,0,-5 var (HavokVehicleAerodynamics) float SpinDamping; //1.0f; var (HavokVehicleAerodynamics) float CollisionSpinDamping; // 0.0f; var (HavokVehicleAerodynamics) float CollisionThreshold; //4.0f; //// EFFECTS //// // Effect spawned when vehicle is destroyed var (HavokVehicle) class<Actor> DestroyEffectClass; // Created in PostNetBeginPlay and destroyed when vehicle is. #if !IG_TRIBES3 // rowan: don't support HavokVehicleTrigger, as they are based of old AIScript class var array<HavokVehicleTrigger> EntryTriggers; #endif var bool bGetOut; // The factory that created this vehicle. var HavokVehicleFactory ParentFactory; // Shadow projector var ShadowProjector VehicleShadow; struct native HavokCarState { var HavokRigidBodyState ChassisState; var float ServerHandbrake; var float ServerBrake; var float ServerGas; var int ServerGear; var float ServerSteering; var int bNewState; // bools inside structs == scary! }; var HavokCarState CarState; var bool bNewCarState; replication { reliable if(Role==ROLE_Authority) ClientDriverEnter, ClientDriverLeave; unreliable if(Role == ROLE_Authority) CarState; } // Useful function for plotting data to real-time graph on screen. native final function GraphData(string DataName, float DataValue); // Really simple at the moment! function PostTakeDamage(float Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional float projectileFactor) { local PlayerController pc; Health -= Damage; Log("Ouch! "$Health); // The vehicle is dead! if(Health <= 0) { if ( Controller != None ) { pc = PlayerController(Controller); if( Controller.bIsPlayer && pc != None ) { ClientDriverLeave(pc); // Just to reset HUD etc. // THIS WAS HOW IT WAS IN UT2003, DONT KNOW ABOUT WARFARE... // pc.PawnDied(self); // This should unpossess the controller and let the player respawn } else #if IG_TRIBES3 Controller.PawnDied(self); #else Controller.Destroy(); #endif } Destroy(); // Destroy the vehicle itself (see Destroyed below) } unifiedAddImpulseAtPosition(momentum, hitlocation); } // Vehicles dont get telefragged. event EncroachedBy( actor Other ) { Log("HavokVehicle("$self$") Encroached By: "$Other$"."); } simulated function FaceRotation( rotator NewRotation, float DeltaTime ) { // Vehicles ignore 'face rotation'. } // You got some new info from the server (ie. the CarState has some new info). event HavokVehicleStateReceived(); // Do script car model stuff here - in the UpdateVehicle you can change steering and throtle., if you change suspension sparams, number of wheels etc, call Remake simulated event UpdateVehicle( float DeltaTime ); // Redo the vehicle params.. all of them: native function RemakeVehicle(); // Do any general vehicle set-up when it gets spawned. simulated function PostNetBeginPlay() { local vector RotX, RotY, RotZ; #if !IG_TRIBES3 // rowan: don't support HavokVehicleTrigger, as they are based of old AIScript class local int i; local HavokVehicleTrigger NewTrigger; #endif Super.PostNetBeginPlay(); if(Level.NetMode != NM_Client) { GetAxes(Rotation,RotX,RotY,RotZ); #if !IG_TRIBES3 // rowan: don't support HavokVehicleTrigger, as they are based of old AIScript class EntryTriggers.Length = EntryPositions.Length; for(i=0; i<EntryPositions.Length; i++) { // Create triggers for gettting into the hoverbike - only on the server NewTrigger = spawn(class'HavokVehicleTrigger', self,, Location + EntryPositions[i].X * RotX + EntryPositions[i].Y * RotY + EntryPositions[i].Z * RotZ); NewTrigger.SetBase(self); NewTrigger.SetCollision(true, false, false); EntryTriggers[i] = NewTrigger; } #endif } // Make sure params are up to date? Should be anyway. // HavokVehicleHasChanged(); } // Called when a parameter of the overall articulated actor has changed (like PostEditChange) simulated event HavokVehicleHasChanged() { RemakeVehicle(); } /////////////////////////////////////////// /////////////// NETWORKING //////////////// /////////////////////////////////////////// simulated event bool HavokUpdateState(out HavokRigidBodyState newState) { // This should never get called on the server - but just in case! if(Role == ROLE_Authority || !bNewCarState) return false; newState = CarState.ChassisState; bNewCarState = false; return true; // Get Havok to update the chassis rb //return false; } // The pawn Driver has tried to take control of this vehicle function TryToDrive(Pawn p) { local Controller C; C = p.Controller; if ( (Driver == None) && (C != None) && C.bIsPlayer && !C.IsInState('PlayerDriving') && p.IsHumanControlled() ) { DriverEnter(p); } } // Events called on driver entering/leaving vehicle simulated function ClientDriverEnter(PlayerController pc) { log("Enter: "$pc.Pawn); //pc.myHUD.bCrosshairShow = false; //pc.myHUD.bShowWeaponInfo = false; //pc.myHUD.bShowPersonalInfo = false; //pc.myHUD.bShowPoints = false; pc.bBehindView = true; pc.bFixedCamera = false; pc.bFreeCamera = true; // Set rotation of camera when getting into vehicle based on bZeroPCRotOnEntry if( bZeroPCRotOnEntry ) pc.SetRotation( rot(0, 0, 0) ); else pc.SetRotation( rotator( vect(1, 0, 0) >> Rotation ) ); } function DriverEnter(Pawn p) { local PlayerController pc; local vector AttachPos; log("HavokVehicle DriverEnter"); // Set pawns current controller to control the vehicle pawn instead Driver = p; // Move the driver into position, and attach to car. Driver.SetCollision(false, false, false); Driver.bCollideWorld = false; Driver.bPhysicsAnimUpdate = false; Driver.Velocity = vect(0,0,0); // Driver.SetPhysics(PHYS_None); AttachPos = Location + (DrivePos >> Rotation); Driver.SetLocation(AttachPos); Driver.SetPhysics(PHYS_None); Driver.bHardAttach = true; Driver.SetBase(None); Driver.SetBase(self); Driver.SetRelativeRotation(DriveRot); Driver.SetPhysics(PHYS_None); pc = PlayerController(p.Controller); //pc.ClientSetBehindView(true); //pc.ClientSetFixedCamera(false); // Disconnect PlyaerController from Driver and connect to HavokVehicle. pc.Unpossess(); Driver.SetOwner(self); // This keeps the driver relevant. pc.Possess(self); pc.ClientSetViewTarget(self); // Set playercontroller to view the vehicle // Change controller state to driver pc.GotoState('PlayerDriving'); ClientDriverEnter(pc); } simulated function ClientDriverLeave(PlayerController pc) { //local vector exitLookDir; log("Leave: "$pc.Pawn); //pc.bBehindView = false; pc.bFixedCamera = true; pc.bFreeCamera = false; // Stop messing with bOwnerNoSee Driver.bOwnerNoSee = Driver.default.bOwnerNoSee; // This removes any 'roll' from the look direction. //exitLookDir = Vector(pc.Rotation); //pc.SetRotation(Rotator(exitLookDir)); //pc.myHUD.bCrosshairShow = pc.myHUD.default.bCrosshairShow; //pc.myHUD.bShowWeaponInfo = pc.myHUD.default.bShowWeaponInfo; //pc.myHUD.bShowPersonalInfo = pc.myHUD.default.bShowPersonalInfo; //pc.myHUD.bShowPoints = pc.myHUD.default.bShowPoints; } // Called from the PlayerController when player wants to get out. function bool DriverLeave(bool bForceLeave) { local PlayerController pc; local int i; local bool havePlaced; local vector HitLocation, HitNormal, tryPlace; log("HavokVehicle DriverLeave"); // Do nothing if we're not being driven if(Driver == None) return false; // Before we can exit, we need to find a place to put the driver. // Iterate over array of possible exit locations. Driver.bHardAttach = false; Driver.bCollideWorld = true; Driver.SetCollision(true, true, true); havePlaced = false; for(i=0; i < ExitPositions.Length && havePlaced == false; i++) { //Log("Trying Exit:"$i); tryPlace = Location + (ExitPositions[i] >> Rotation); // First, do a line check (stops us passing through things on exit). if( Trace(HitLocation, HitNormal, tryPlace, Location, false) != None ) continue; // Then see if we can place the player there. if( !Driver.SetLocation(tryPlace) ) continue; havePlaced = true; //Log("SUCCESS!"); } // If we could not find a place to put the driver, leave driver inside as before. if(!havePlaced && !bForceLeave) { Log("Could not place driver."); Driver.bHardAttach = true; Driver.bCollideWorld = false; Driver.SetCollision(false, false, false); return false; } pc = PlayerController(Controller); ClientDriverLeave(pc); // Reconnect PlayerController to Driver. pc.Unpossess(); Driver.SetOwner(pc); pc.Possess(Driver); pc.ClientSetViewTarget(Driver); // Set playercontroller to view the persone that got out Controller = None; Driver.PlayWaiting(); Driver.bPhysicsAnimUpdate = Driver.Default.bPhysicsAnimUpdate; // Do stuff on client //pc.ClientSetBehindView(false); //pc.ClientSetFixedCamera(true); Driver.Acceleration = vect(0, 0, 24000); Driver.SetPhysics(PHYS_Falling); Driver.SetBase(None); // Car now has no driver Driver = None; // Put brakes on before you get out :) Throttle=0; Steering=0; Rise=0; return true; } simulated function Destroyed() { #if !IG_TRIBES3 local int i; #endif Log("HavokVehicle Destroyed"); // Destroy the triggers used for getting in. #if !IG_TRIBES3 // rowan: don't support HavokVehicleTrigger, as they are based of old AIScript class for(i=0; i<EntryTriggers.Length; i++) { if(EntryTriggers[i] != None) EntryTriggers[i].Destroy(); } #endif // If there was a driver in the vehicle, destroy him too if(Driver != None) Driver.Destroy(); // Decrease number of cars active out of parent factory if(ParentFactory != None) ParentFactory.VehicleCount--; // Trigger any effects for destruction if(DestroyEffectClass != None) spawn(DestroyEffectClass, , , Location, Rotation); // Destroy shadow projector if (VehicleShadow != None) VehicleShadow.Destroy(); Super.Destroyed(); } // Just to intercept 'getting out' request. simulated event Tick(float deltaSeconds) { local bool gotOut; if(bGetOut && ROLE==Role_Authority) { gotOut = DriverLeave(false); if(!gotOut ) { Log("Couldn't Leave - staying in!"); } } bGetOut = false; } // This will get called if we couldn't move a pawn out of the way. function bool EncroachingOn( actor Other ) { if ( Other == None ) return false; // If its a non-vehicle pawn, do lots of damage. if( Pawn(Other) != None && HavokVehicle(Other) == None ) { Other.TakeDamage(10000, None, Other.Location, vect(0,0,0), class'Crushed'); return false; } } // Glue a shadow projector on simulated function PostBeginPlay() { Super.PostBeginPlay(); if (Level.NetMode != NM_DedicatedServer) { VehicleShadow = Spawn(class'ShadowProjector', self, '', Location); VehicleShadow.ShadowActor = self; VehicleShadow.bBlobShadow = false; VehicleShadow.LightDirection = Normal(vect(1,1,6)); VehicleShadow.LightDistance = 1200; VehicleShadow.MaxTraceDistance = 350; VehicleShadow.InitShadow(); } } // Special calc-view for vehicles simulated function bool SpecialCalcView(out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) { local vector CamLookAt, HitLocation, HitNormal, OffsetVector; local PlayerController pc; local quat CarQuat, LookQuat, ResultQuat; pc = PlayerController(Controller); // Only do this mode we have a playercontroller viewing this vehicle if(pc == None || pc.ViewTarget != self) return false; if(pc.bBehindView) ///// THIRD PERSON /////// { ViewActor = self; CamLookAt = Location + (TPCamLookat >> Rotation); OffsetVector = vect(0, 0, 0); OffsetVector.X = -1.0 * TPCamDistance; CameraLocation = CamLookAt + (OffsetVector >> CameraRotation); if( Trace( HitLocation, HitNormal, CameraLocation, CamLookAt, false, vect(10, 10, 10) ) != None ) { CameraLocation = HitLocation; } bOwnerNoSee = false; if(bDrawDriverInTP) Driver.bOwnerNoSee = false; else Driver.bOwnerNoSee = true; } else ////// FIRST PERSON ////// { ViewActor = self; // Camera position is locked to car CameraLocation = Location + (FPCamPos >> Rotation); //Log(CameraRotation); CarQuat = QuatFromRotator(Rotation); // Limit where you can look while driving. Normalize(CameraRotation); // Puts each element between +/- 32767 if(CameraRotation.Yaw > MaxViewYaw) CameraRotation.Yaw = MaxViewYaw; else if(CameraRotation.Yaw < -MaxViewYaw) CameraRotation.Yaw = -MaxViewYaw; //if(CameraRotation.Pitch > MaxViewPitch) // CameraRotation.Pitch = MaxViewPitch; //else if(CameraRotation.Pitch < -MaxViewPitch) // CameraRotation.Pitch = -MaxViewPitch; //pc.DesiredRotation = CameraRotation; //pc.SetRotation(CameraRotation); LookQuat = QuatFromRotator(CameraRotation); ResultQuat = QuatProduct(LookQuat, CarQuat); CameraRotation = QuatToRotator(ResultQuat); if(bDrawMeshInFP) bOwnerNoSee = false; else bOwnerNoSee = true; Driver.bOwnerNoSee = true; // In first person, dont draw the driver } return true; } defaultproperties { Steering=0 Throttle=0 Rise=0 //ExitPositions(0)=(X=0,Y=0,Z=0) ExitPositions(0)=(Y=-315.000000,Z=100.000000) ExitPositions(1)=(Y=315.000000,Z=100.000000) ExitPositions(2)=(Y=0.000000,Z=-400.000000) ExitPositions(3)=(Y=0.000000,Z=400.000000) EntryPositions(0)=(Y=265.000000,Z=10.000000) EntryPositions(1)=(Y=-265.000000,Z=10.000000) bDrawDriverInTP=false bDrawMeshInFP=true DrivePos=(X=0,Y=0,Z=0) bZeroPCRotOnEntry=true TPCamLookat=(X=-100,Y=0,Z=100) TPCamDistance=600 MaxViewYaw=16000 MaxViewPitch=16000 Physics=PHYS_Havok bEdShouldSnap=True bStatic=False bShadowCast=False bCollideActors=True bCollideWorld=False bProjTarget=True bBlockActors=True bBlockNonZeroExtentTraces=True bBlockZeroExtentTraces=True bBlockPlayers=True bWorldGeometry=False bBlockKarma=False bBlockHavok=True CollisionHeight=+000001.000000 CollisionRadius=+000001.000000 bAcceptsProjectors=True bCanBeBaseForPawns=True bAlwaysRelevant=True RemoteRole=ROLE_SimulatedProxy bNetInitialRotation=True bSpecialCalcView=True //bSpecialHUD=true // Chassis ChassisMass=750 //kg, 750; SteeringMaxAngle=4000 // hkMath::HK_REAL_PI / 10.0f or so; MaxSpeedFullSteeringAngle=70 //kph (130.0f * (1.605f / 3.6f)) by default in a lot of Havok demos; FrictionEqualizer=0.5 TorqueRollFactor=0.25 TorquePitchFactor=0.5 TorqueYawFactor=0.35 TorqueExtraFactor=-0.5 ChassisUnitInertiaYaw=1.0 ChassisUnitInertiaRoll=0.4 ChassisUnitInertiaPitch=1.0 // Engine Performance EngineTorque=500 EngineMinRPM=1000 EngineOptRPM=5500 EngineMaxRPM=7500 EngineTorqueFactorAtMinRPM=0.8 EngineTorqueFactorAtMaxRPM=0.8 EngineResistanceFactorAtMinRPM=0.05 EngineResistanceFactorAtOptRPM=0.1 EngineResistanceFactorAtMaxRPM=0.3 GearDownshiftRPM=3500 GearUpshiftRPM=6500 GearClutchDelayTime=0 GearReverseRatio=1 TopSpeed=130 // Aerodynamics AerodynamicsAirDensity=1.3 AerodynamicsFrontalArea=1 AerodynamicsDragCoeff=0.7 AerodynamicsLiftCoeff=-0.3 ExtraGravity=(X=0,Y=0,Z=-5) SpinDamping=1 CollisionSpinDamping=0 CollisionThreshold=4 // At least one gear, straight ratio of 1 GearRatios(0)=1 Texture=Texture'Engine_res.Havok.S_HkVehicle' } |
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