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Gameplay.Tank

Extends
TreadVehicle
Modifiers
placeable native

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Gameplay.Rook
         |   
         +-- Gameplay.Vehicle
            |   
            +-- Gameplay.Car
               |   
               +-- Gameplay.TreadVehicle
                  |   
                  +-- Gameplay.Tank

Constants Summary
DRIVER_INDEX=0
GUNNER_INDEX=1
Inherited Contants from Gameplay.TreadVehicle
TV_ANGULAR_VELOCITY_ACCURACY_FACTOR, TV_ANGULAR_VELOCITY_INVERSE_ACCURACY_FACTOR, TV_LINEAR_VELOCITY_ACCURACY_FACTOR, TV_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR

Variables Summary
boolbCanHitTarget
floatboostAvailableTime
intboostChannel
floatboostCloseTime
boolboostEventSignal
boolboostInProgress
floatboostOpenAnimationLength
floatboostSecondStageTime
rotatorcannonDisplayVehicleSpaceRotation
vectorcannonOffset
rotatorcannonTargetRotation
rotatorcannonVehicleSpaceRotation
rotatorcannonWorldSpaceNoRollRotation
boolcloseAnimationPlayed
rotatorcurrentViewRotation
namegripAnimation
intgripAnimationChannel
boolgripping
intlandingChannel
floatlastTreadContactTime
boollocalBoostEventSignal
boolopenAnimationPlayed
intthrottleForwardAndGroundContactIndex
VehicleMountedTurretturret
nameturretBone
class<VehicleMountedTurret>turretClass
vectorturretOffset
Tank
floatboostAngle
floatboostEffectDuration
floatboostStrength
floatboostUpDuration
floatboostUpStrength
floatcannonAITurnRate
floatcannonClientTurnRate
floatcannonMaximumPitch
floatcannonMinimumPitch
floatgripAnimationBlendTime
floatgunnerAITurnRate
vectorgunnerCameraOffset
floatgunnerClientTurnRate
floatgunnerMaximumPitch
floatgunnerMinimumPitch
class<Weapon>gunnerWeaponClass
vectorgunnerWeaponOffset
floatlandingEffectAirTime
floattimeBetweenBoosts
Inherited Variables from Gameplay.TreadVehicle
animationRateToTexturePanRate, centreOfMassHeightOffset, forceApplicationHeightOffset, leftForwardTreadAnimation, leftReverseTreadAnimation, leftTreadChannel, leftTreadContact, leftTreadMaterialIndex, leftTreadShader, leftTreadSpinSpeed, leftTreadTexPanner, lowFriction, maximumTreadVelocityDelta, oldReplicationTreadVehicleState, replicationTreadVehicleState, rightForwardTreadAnimation, rightReverseTreadAnimation, rightTreadChannel, rightTreadContact, rightTreadMaterialIndex, rightTreadShader, rightTreadSpinSpeed, rightTreadTexPanner, softThrottleSteering, softThrottleSteeringScale, softThrottleSteeringStayOnPeriod, spinSpeedToAnimationRate, steerToVelocityFactor, switchOffSoftThrottleSteeringTime, throttleSteerToVelocityScaleFactor, throttleToVelocityFactor, treadGainFactor, treadGainFactorStopping, treadLength, treadPositionOffset, treadRadius, treadVehicleGravityScale, treadVehiclePadding[1]
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.TreadVehicle
TreadVehicleReplicationState

Functions Summary
function applyOutput ()))
event destroyed ()))
functionrotator getAimAdjustedViewRotation (PlayerController pc, Vector fireLocation, int positionIndex))
functionvector getProjectileSpawnLocation ()))
functionMaterial getTeamSkin ()))
function getThirdPersonEquippableAttachment (Equippable subject, out Rook attachTo, out name boneName))
functionrotator getViewRotation ()))
function initialiseEffects ()))
functionbool isEffectCauserActive (int effectCauserIndex))
function playerMoveProcessing (float deltaTime))
event PostNetBeginPlay ()))
function PostNetReceive ()))
function setGripping (bool grippingEnabled)
function setViewRotation (Rotator r))
eventbool ShouldProjectileHit (Actor projInstigator))
function tick (float deltaSeconds))
eventVector unifiedGetNaturalCOMPosition ()))
Inherited Functions from Gameplay.TreadVehicle
needToPushStateToClient, PostNetBeginPlay, processInput, pushStateToClient, tick, vehicleStateReceived
Inherited Functions from Gameplay.Car
applyOutput, Destroyed, PostNetBeginPlay, ProcessInput, tick, updateGear


Constants Detail

DRIVER_INDEX Source code

const DRIVER_INDEX = 0;

GUNNER_INDEX Source code

const GUNNER_INDEX = 1;


Variables Detail

bCanHitTarget Source code

var bool bCanHitTarget;

boostAvailableTime Source code

var float boostAvailableTime;

boostChannel Source code

var int boostChannel;

boostCloseTime Source code

var float boostCloseTime;

boostEventSignal Source code

var bool boostEventSignal;

boostInProgress Source code

var bool boostInProgress;

boostOpenAnimationLength Source code

var float boostOpenAnimationLength;

boostSecondStageTime Source code

var float boostSecondStageTime;

cannonDisplayVehicleSpaceRotation Source code

var rotator cannonDisplayVehicleSpaceRotation;

cannonOffset Source code

var vector cannonOffset;

cannonTargetRotation Source code

var rotator cannonTargetRotation;

cannonVehicleSpaceRotation Source code

var rotator cannonVehicleSpaceRotation;

cannonWorldSpaceNoRollRotation Source code

var rotator cannonWorldSpaceNoRollRotation;

closeAnimationPlayed Source code

var bool closeAnimationPlayed;

currentViewRotation Source code

var rotator currentViewRotation;

gripAnimation Source code

var name gripAnimation;

gripAnimationChannel Source code

var int gripAnimationChannel;

gripping Source code

var const bool gripping;

landingChannel Source code

var int landingChannel;

lastTreadContactTime Source code

var float lastTreadContactTime;

localBoostEventSignal Source code

var bool localBoostEventSignal;

openAnimationPlayed Source code

var bool openAnimationPlayed;

throttleForwardAndGroundContactIndex Source code

var int throttleForwardAndGroundContactIndex;

turret Source code

var VehicleMountedTurret turret;

turretBone Source code

var name turretBone;

turretClass Source code

var class<VehicleMountedTurret> turretClass;

turretOffset Source code

var vector turretOffset;

Tank

boostAngle Source code

var(Tank) float boostAngle;

boostEffectDuration Source code

var(Tank) float boostEffectDuration;

boostStrength Source code

var(Tank) float boostStrength;

boostUpDuration Source code

var(Tank) float boostUpDuration;

boostUpStrength Source code

var(Tank) float boostUpStrength;

cannonAITurnRate Source code

var(Tank) float cannonAITurnRate;

cannonClientTurnRate Source code

var(Tank) float cannonClientTurnRate;

cannonMaximumPitch Source code

var(Tank) float cannonMaximumPitch;

cannonMinimumPitch Source code

var(Tank) float cannonMinimumPitch;

gripAnimationBlendTime Source code

var(Tank) float gripAnimationBlendTime;

gunnerAITurnRate Source code

var(Tank) float gunnerAITurnRate;

gunnerCameraOffset Source code

var(Tank) vector gunnerCameraOffset;

gunnerClientTurnRate Source code

var(Tank) float gunnerClientTurnRate;

gunnerMaximumPitch Source code

var(Tank) float gunnerMaximumPitch;

gunnerMinimumPitch Source code

var(Tank) float gunnerMinimumPitch;

gunnerWeaponClass Source code

var(Tank) class<Weapon> gunnerWeaponClass;

gunnerWeaponOffset Source code

var(Tank) vector gunnerWeaponOffset;

landingEffectAirTime Source code

var(Tank) float landingEffectAirTime;

timeBetweenBoosts Source code

var(Tank) float timeBetweenBoosts;


Functions Detail

applyOutput Source code

simulated function applyOutput ( ) )

destroyed Source code

simulated event destroyed ( ) )

getAimAdjustedViewRotation Source code

simulated function rotator getAimAdjustedViewRotation ( PlayerController pc, Vector fireLocation, int positionIndex) )

getProjectileSpawnLocation Source code

function vector getProjectileSpawnLocation ( ) )

getTeamSkin Source code

simulated function Material getTeamSkin ( ) )

getThirdPersonEquippableAttachment Source code

simulated function getThirdPersonEquippableAttachment ( Equippable subject, out Rook attachTo, out name boneName) )

getViewRotation Source code

simulated function rotator getViewRotation ( ) )

initialiseEffects Source code

simulated function initialiseEffects ( ) )

isEffectCauserActive Source code

simulated function bool isEffectCauserActive ( int effectCauserIndex) )

playerMoveProcessing Source code

simulated function playerMoveProcessing ( float deltaTime) )

PostNetBeginPlay Source code

simulated event PostNetBeginPlay ( ) )

PostNetReceive Source code

simulated function PostNetReceive ( ) )

setGripping Source code

simulated native function setGripping ( bool grippingEnabled )

setViewRotation Source code

function setViewRotation ( Rotator r) )

ShouldProjectileHit Source code

simulated event bool ShouldProjectileHit ( Actor projInstigator) )

tick Source code

simulated function tick ( float deltaSeconds) )

unifiedGetNaturalCOMPosition Source code

simulated event Vector unifiedGetNaturalCOMPosition ( ) )


Defaultproperties

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


	HavokDataClass = class'TankHavokData'


	positions(0)=(type=VP_DRIVER,hideOccupant=true,occupantControllerState=TribesPlayerDriving,thirdPersonCamera=true,lookAtInheritPitch=false)
	positions(1)=(type=VP_GUNNER,hideOccupant=true,occupantControllerState=PlayerVehicleTurreting,thirdPersonCamera=false)


	driverWeaponClass=class'TankWeapon'


	timeBetweenBoosts = 2


	stayUprightEnabled = true
	stayUprightDamping = 0.9
	stayUprightStrength = 30


	boostAngle = 0.785
	boostStrength = 5000000
	boostUpStrength = 9000000
	boostUpDuration = 1


	cannonMaximumPitch = 10000
	cannonMinimumPitch = -3000


	turretBone = gunner


	gunnerMaximumPitch = 10000
	gunnerMinimumPitch = -3000
	gunnerClientTurnRate = 30000


	turretClass = class'TankMountedTurret'


	gunnerWeaponClass = class'TankGunnerWeapon'


	bCollisionDamageEnabled = false


	gripping = false


	gunnerAITurnRate = 12000


	motorClass = class'TankMotor'


	gunnerCameraOffset = (X=0,Y=0,Z=50)
	gunnerWeaponOffset = (X=0,Y=0,Z=25)


	maximumYawChange = 450


	cannonAITurnRate = 12000
	cannonClientTurnRate = 24000


	stopForEnemies = false


	driveYawCoefficient = 0.1


	cornerSlowDownSpeedCoefficient = 1000000


	boostChannel = 2


	boostEffectDuration = 0.5


	closeAnimationPlayed = true


	gripAnimationChannel = 4
	gripAnimation = ski
	gripAnimationBlendTime = 0.5


	driveThrottleCoefficient = 0.13


	minimumNavigationThrottle = 0.5


	localizedName = "jump tank"


	landingChannel = 0
	landingEffectAirTime = 1


	retriggerEffectEvents = true


	bVehicleCameraTrace = true


	inverseCosUprightAngle = 0.85
}

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Creation time: st 23.5.2018 00:10:35.206 - Created with UnCodeX