| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||
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 |
| Variables Summary | |
|---|---|
| vector | forceDeactivatePosition |
| float | forceDeactivateTime |
| array<InventoryStationAccess> | inventoryStationAccess |
| bool | isRegisteredRespawnVehicle |
| int | maximumNumberInventoryStationPositions |
| VehicleMountedTurret | turret |
| class<VehicleMountedTurret> | turretClass |
| Boost | |
| class<Buggy> | boostClass |
| class<HavokCarWheel> | frontBoostWheelClass |
| class<HavokCarWheel> | rearBoostWheelClass |
| Buggy | |
| float | gunnerAITurnRate |
| vector | gunnerCameraOffset |
| float | gunnerClientTurnRate |
| float | gunnerMaximumPitch |
| float | gunnerMinimumPitch |
| class<Weapon> | gunnerWeaponClass |
| vector | gunnerWeaponOffset |
| class<InventoryStationAccess> | inventoryStationAccessClass |
| vector | inventoryStationOffset |
| int | numberInventoryStationPositions |
| array<class<Weapon>> | spawnDefaultWeapons |
| name | turretBone |
| Structures Summary |
|---|
| Inherited Structures from Gameplay.HavokCar |
|---|
| HavokCarReplicationState, WheelOutput |
| Inherited Functions from Gameplay.Car |
|---|
| applyOutput, Destroyed, PostNetBeginPlay, ProcessInput, tick, updateGear |
| Constants Detail |
|---|
| Variables Detail |
|---|
| Functions Detail |
|---|
aboutToDie Source code
aboutToSettleUpsideDown Source code
accessFinished Source code
accessNoLongerRequired Source code
accessRequired Source code
canCharacterRespawnAt Source code
changeApplied Source code
Destroyed Source code
directUsage Source code
driverLeave Source code
getAccessIndex Source code
getCurrentLoadoutWeapons Source code
getMinorPositionEntryIndex Source code
getTeamSkin Source code
getUnusedInventoryStation Source code
InventoryCalcView Source code
inventoryStationEnterProcessing Source code
isAccessible Source code
isFunctional Source code
isOnCharactersTeam Source code
kickInventoryStationUsers Source code
occupantEnter Source code
occupantSwitchPosition Source code
PostNetBeginPlay Source code
postNetReceive Source code
settledUpsideDownChanged Source code
ShouldProjectileHit Source code
spawnCharacter Source code
tick Source code
updateRespawnState Source code
vehicleUpdateParams Source code| 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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