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Gameplay.Buggy

Extends
HavokCar
Modifiers
implements InventoryStationAccessControl dependsOn ( InventoryStationAccess ) native

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Gameplay.Rook
         |   
         +-- Gameplay.Vehicle
            |   
            +-- Gameplay.Car
               |   
               +-- Gameplay.HavokCar
                  |   
                  +-- Gameplay.Buggy

Constants Summary
DRIVER_INDEX=0
FORCE_DEACTIVATE_DISTANCE=5
FORCE_DEACTIVATE_TIME=4
GUNNER_INDEX=1
Inherited Contants from Gameplay.HavokCar
HC_ANGULAR_VELOCITY_ACCURACY_FACTOR, HC_ANGULAR_VELOCITY_INVERSE_ACCURACY_FACTOR, HC_LINEAR_VELOCITY_ACCURACY_FACTOR, HC_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR

Variables Summary
vectorforceDeactivatePosition
floatforceDeactivateTime
array<InventoryStationAccess>inventoryStationAccess
boolisRegisteredRespawnVehicle
intmaximumNumberInventoryStationPositions
VehicleMountedTurretturret
class<VehicleMountedTurret>turretClass
Boost
class<Buggy>boostClass
class<HavokCarWheel>frontBoostWheelClass
class<HavokCarWheel>rearBoostWheelClass
Buggy
floatgunnerAITurnRate
vectorgunnerCameraOffset
floatgunnerClientTurnRate
floatgunnerMaximumPitch
floatgunnerMinimumPitch
class<Weapon>gunnerWeaponClass
vectorgunnerWeaponOffset
class<InventoryStationAccess>inventoryStationAccessClass
vectorinventoryStationOffset
intnumberInventoryStationPositions
array<class<Weapon>>spawnDefaultWeapons
nameturretBone
Inherited Variables from Gameplay.HavokCar
AerodynamicsAirDensity, AerodynamicsDragCoeff, AerodynamicsFrontalArea, AerodynamicsLiftCoeff, applyHandbrakeSpeed, ChassisMass, ChassisUnitInertiaPitch, ChassisUnitInertiaRoll, ChassisUnitInertiaYaw, CollisionSpinDamping, CollisionThreshold, commonSuspensionDampingCompression, commonSuspensionDampingRelaxation, commonSuspensionStrength, commonSuspensionTravel, commonWheelFriction, commonWheelMass, commonWheelViscosityFriction, EngineMaxRPM, EngineMinRPM, EngineOptRPM, EngineResistanceFactorAtMaxRPM, EngineResistanceFactorAtMinRPM, EngineResistanceFactorAtOptRPM, EngineTorque, EngineTorqueFactorAtMaxRPM, EngineTorqueFactorAtMinRPM, ExtraGravity, FrictionEqualizer, GearClutchDelayTime, GearDownshiftRPM, GearRatios, GearReverseRatio, GearUpshiftRPM, havokCarWheelClasses, hkVehicleDataPtr, leftFrontSkiddingEffectIndex, leftFrontWheelIndex, leftRearSkiddingEffectIndex, leftRearWheelIndex, MaxSpeedFullSteeringAngle, occupiedApplyHandbrakeSpeed, OldReplicationCarState, ReplicationCarState, rightFrontSkiddingEffectIndex, rightFrontWheelIndex, rightRearSkiddingEffectIndex, rightRearWheelIndex, skidEffectEnergyThreshold, SpinDamping, systemHandbrake, TorqueExtraFactor, TorquePitchFactor, TorqueRollFactor, TorqueYawFactor, wheelClasses, Wheels, wheelsOutput
Inherited Variables from Gameplay.Car
carSteer, driveThrottleCoefficient, effectAccelerating, effectDeccelerating, Gear, maximumYawChange, minimumNavigationThrottle, outputCarDirection, SteeringMaxAngle, stopSteeringSize, StopThreshold, stopVelocitySize, strafeSteerAngleOffset, upsideDownDamagePerSecond

Structures Summary
Inherited Structures from Gameplay.HavokCar
HavokCarReplicationState, WheelOutput

Functions Summary
function aboutToDie ()))
function aboutToSettleUpsideDown ()))
function accessFinished (Character user, bool returnToUsualMovment))
function accessNoLongerRequired (Character accessor))
function accessRequired (Character accessor, InventoryStationAccess access, int armorIndex))
functionbool canCharacterRespawnAt ()))
function changeApplied (InventoryStationAccess access))
event Destroyed ()))
functionbool directUsage ()))
functionbool driverLeave (bool bForceLeave, int positionIndex))
functionint getAccessIndex (int positionIndex))
functionbool getCurrentLoadoutWeapons (out InventoryStationAccess.InventoryStationLoadout weaponLoadout, Character user))
functionint getMinorPositionEntryIndex (int positionIndex))
functionMaterial getTeamSkin ()))
functionInventoryStationAccess getUnusedInventoryStation ()))
functionbool InventoryCalcView (out actor viewActor, out vector cameraLocation, out rotator cameraRotation))
function inventoryStationEnterProcessing (Character occupant, int positionIndex))
functionbool isAccessible (Character accessor))
functionbool isFunctional ()))
functionbool isOnCharactersTeam (Character testCharacter))
function kickInventoryStationUsers ()))
function occupantEnter (Character occupant, int positionIndex))
function occupantSwitchPosition (Character occupant, int targetPositionIndex))
event PostNetBeginPlay ()))
function postNetReceive ()))
function settledUpsideDownChanged ()))
eventbool ShouldProjectileHit (Actor projInstigator))
function spawnCharacter (Character character))
function tick (float deltaSeconds))
function updateRespawnState ()))
event vehicleUpdateParams ()))
Inherited Functions from Gameplay.HavokCar
EncroachedBy, FaceRotation, havokCarSwitchClass, HavokVehicleHasChanged, initialiseEffects, isEffectCauserActive, isSettledUpsideDown, needToPushStateToClient, PostNetBeginPlay, PreBeginPlay, pushStateToClient, RemakeVehicle, switchClass, switchWheelClasses, tick, updateDynamicEffectStates, updateSkidEffect, UpdateVehicle, vehicleStateReceived
Inherited Functions from Gameplay.Car
applyOutput, Destroyed, PostNetBeginPlay, ProcessInput, tick, updateGear


Constants Detail

DRIVER_INDEX Source code

const DRIVER_INDEX = 0;

FORCE_DEACTIVATE_DISTANCE Source code

const FORCE_DEACTIVATE_DISTANCE = 5;

FORCE_DEACTIVATE_TIME Source code

const FORCE_DEACTIVATE_TIME = 4;

GUNNER_INDEX Source code

const GUNNER_INDEX = 1;


Variables Detail

forceDeactivatePosition Source code

var vector forceDeactivatePosition;

forceDeactivateTime Source code

var float forceDeactivateTime;

inventoryStationAccess Source code

var array<InventoryStationAccess> inventoryStationAccess;

isRegisteredRespawnVehicle Source code

var bool isRegisteredRespawnVehicle;

maximumNumberInventoryStationPositions Source code

var int maximumNumberInventoryStationPositions;

turret Source code

var VehicleMountedTurret turret;

turretClass Source code

var class<VehicleMountedTurret> turretClass;

Boost

boostClass Source code

var(Boost) class<Buggy> boostClass;

frontBoostWheelClass Source code

var(Boost) class<HavokCarWheel> frontBoostWheelClass;

rearBoostWheelClass Source code

var(Boost) class<HavokCarWheel> rearBoostWheelClass;

Buggy

gunnerAITurnRate Source code

var(Buggy) float gunnerAITurnRate;

gunnerCameraOffset Source code

var(Buggy) vector gunnerCameraOffset;

gunnerClientTurnRate Source code

var(Buggy) float gunnerClientTurnRate;

gunnerMaximumPitch Source code

var(Buggy) float gunnerMaximumPitch;

gunnerMinimumPitch Source code

var(Buggy) float gunnerMinimumPitch;

gunnerWeaponClass Source code

var(Buggy) class<Weapon> gunnerWeaponClass;

gunnerWeaponOffset Source code

var(Buggy) vector gunnerWeaponOffset;

inventoryStationAccessClass Source code

var(Buggy) class<InventoryStationAccess> inventoryStationAccessClass;

inventoryStationOffset Source code

var(Buggy) vector inventoryStationOffset;

numberInventoryStationPositions Source code

var(Buggy) int numberInventoryStationPositions;

spawnDefaultWeapons Source code

var(Buggy) array<class<Weapon>> spawnDefaultWeapons;

turretBone Source code

var(Buggy) name turretBone;


Functions Detail

aboutToDie Source code

function aboutToDie ( ) )

aboutToSettleUpsideDown Source code

function aboutToSettleUpsideDown ( ) )

accessFinished Source code

function accessFinished ( Character user, bool returnToUsualMovment) )

accessNoLongerRequired Source code

function accessNoLongerRequired ( Character accessor) )

accessRequired Source code

function accessRequired ( Character accessor, InventoryStationAccess access, int armorIndex) )

canCharacterRespawnAt Source code

simulated function bool canCharacterRespawnAt ( ) )

changeApplied Source code

function changeApplied ( InventoryStationAccess access) )

Destroyed Source code

simulated event Destroyed ( ) )

directUsage Source code

function bool directUsage ( ) )

driverLeave Source code

function bool driverLeave ( bool bForceLeave, int positionIndex) )

getAccessIndex Source code

function int getAccessIndex ( int positionIndex) )

getCurrentLoadoutWeapons Source code

simulated function bool getCurrentLoadoutWeapons ( out InventoryStationAccess.InventoryStationLoadout weaponLoadout, Character user) )

getMinorPositionEntryIndex Source code

function int getMinorPositionEntryIndex ( int positionIndex) )

getTeamSkin Source code

simulated function Material getTeamSkin ( ) )

getUnusedInventoryStation Source code

function InventoryStationAccess getUnusedInventoryStation ( ) )

InventoryCalcView Source code

simulated function bool InventoryCalcView ( out actor viewActor, out vector cameraLocation, out rotator cameraRotation) )

inventoryStationEnterProcessing Source code

function inventoryStationEnterProcessing ( Character occupant, int positionIndex) )

isAccessible Source code

function bool isAccessible ( Character accessor) )

isFunctional Source code

function bool isFunctional ( ) )

isOnCharactersTeam Source code

function bool isOnCharactersTeam ( Character testCharacter) )

kickInventoryStationUsers Source code

function kickInventoryStationUsers ( ) )

occupantEnter Source code

function occupantEnter ( Character occupant, int positionIndex) )

occupantSwitchPosition Source code

function occupantSwitchPosition ( Character occupant, int targetPositionIndex) )

PostNetBeginPlay Source code

simulated event PostNetBeginPlay ( ) )

postNetReceive Source code

simulated function postNetReceive ( ) )

settledUpsideDownChanged Source code

function settledUpsideDownChanged ( ) )

ShouldProjectileHit Source code

simulated event bool ShouldProjectileHit ( Actor projInstigator) )

spawnCharacter Source code

function spawnCharacter ( Character character) )

tick Source code

simulated function tick ( float deltaSeconds) )

updateRespawnState Source code

function updateRespawnState ( ) )

vehicleUpdateParams Source code

simulated event vehicleUpdateParams ( ) )


Defaultproperties

defaultproperties
{
	DrawType=DT_Mesh
	Mesh=SkeletalMesh'Vehicles.Buggy'


	DrawScale=1.0


	Gear=1
	StopThreshold=40


	ChassisMass=750


	AirSpeed = 5000


	Health=800


	bDrawDriverInTP = true


	rootBone=Buggy


	inventoryStationAccessClass = class'Gameplay.InventoryStationAccess'
	inventoryStationOffset = (X=-250,Y=0,Z=150)


	
	positions(0)=(type=VP_DRIVER,hideOccupant=false,occupantControllerState=TribesPlayerDriving,thirdPersonCamera=true,occupantAnimation=Buggy_Stand,occupantConnection=character,enterAnimation=HatchClosing,occupiedAnimation=HatchClosed,unoccupiedAnimation=HatchOpen,exitAnimation=HatchOpening,ManifestXPosition=50,ManifestYPosition=20)
	positions(1)=(type=VP_GUNNER,hideOccupant=true,occupantControllerState=PlayerVehicleTurreting,thirdPersonCamera=false,ManifestXPosition=30,ManifestYPosition=20)
	positions(2)=(type=VP_INVENTORY_STATION_ONE,hideOccupant=true,thirdPersonCamera=false,ManifestXPosition=33,ManifestYPosition=53,bNotLabelledInManifest=true)
	positions(3)=(type=VP_INVENTORY_STATION_TWO,hideOccupant=true,thirdPersonCamera=false,ManifestXPosition=33,ManifestYPosition=67,bNotLabelledInManifest=true)
	positions(4)=(type=VP_INVENTORY_STATION_THREE,hideOccupant=true,thirdPersonCamera=false,ManifestXPosition=47,ManifestYPosition=53,bNotLabelledInManifest=true)
	positions(5)=(type=VP_INVENTORY_STATION_FOUR,hideOccupant=true,thirdPersonCamera=false,ManifestXPosition=47,ManifestYPosition=67,bNotLabelledInManifest=true)


	turretClass = class'Gameplay.BuggyMountedTurret'
	gunnerWeaponClass = class'Gameplay.AntiAircraftWeapon'
	turretBone = turret
	gunnerCameraOffset = (X=0,Y=0,Z=50)
	gunnerWeaponOffset = (X=0,Y=0,Z=25)
	gunnerMaximumPitch = 10000
	gunnerMinimumPitch = -3000


	motorClass = class'BuggyMotor'


	HavokDataClass = class'BuggyHavokData'


	numberInventoryStationPositions = 4
	maximumNumberInventoryStationPositions = 4


	gunnerClientTurnRate = 30000


	flipTriggers(0)=(radius=400,height=400,offset=(X=0,Y=0,Z=0))


	collisionDamageMagnitudeScale = 0.00075


	gunnerAITurnRate = 12000


	ManifestLayoutMaterial = Texture'HUD.RoverSchematic';


	driveYawCoefficient = 0.1


	bEnableHavokBackstep = true


	localizedName = "rover"


	bVehicleCameraTrace = true


	vehicleCameraTraceExtents = (X=10,Y=10,Z=10)
}

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Creation time: st 23.5.2018 00:10:28.589 - Created with UnCodeX