- Extends
- TreadVehicle
- Modifiers
- placeable native
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Pawn
|
+-- Gameplay.Rook
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+-- Gameplay.Vehicle
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+-- Gameplay.Car
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+-- Gameplay.TreadVehicle
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+-- Gameplay.Tank
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 |
const DRIVER_INDEX = 0;
const GUNNER_INDEX = 1;
var bool bCanHitTarget;
var float boostAvailableTime;
var int boostChannel;
var float boostCloseTime;
var bool boostEventSignal;
var bool boostInProgress;
boostOpenAnimationLength Source code
var float boostOpenAnimationLength;
var float boostSecondStageTime;
cannonDisplayVehicleSpaceRotation Source code
var
rotator cannonDisplayVehicleSpaceRotation;
cannonVehicleSpaceRotation Source code
var
rotator cannonVehicleSpaceRotation;
cannonWorldSpaceNoRollRotation Source code
var
rotator cannonWorldSpaceNoRollRotation;
var bool closeAnimationPlayed;
var name gripAnimation;
var int gripAnimationChannel;
var const bool gripping;
var int landingChannel;
var float lastTreadContactTime;
var bool localBoostEventSignal;
var bool openAnimationPlayed;
throttleForwardAndGroundContactIndex Source code
var int throttleForwardAndGroundContactIndex;
var name turretBone;
Tank
var(
Tank)
float boostAngle;
var(
Tank)
float boostEffectDuration;
var(
Tank)
float boostStrength;
var(
Tank)
float boostUpDuration;
var(
Tank)
float boostUpStrength;
var(
Tank)
float cannonAITurnRate;
var(
Tank)
float cannonClientTurnRate;
var(
Tank)
float cannonMaximumPitch;
var(
Tank)
float cannonMinimumPitch;
gripAnimationBlendTime Source code
var(
Tank)
float gripAnimationBlendTime;
var(
Tank)
float gunnerAITurnRate;
var(
Tank)
float gunnerClientTurnRate;
var(
Tank)
float gunnerMaximumPitch;
var(
Tank)
float gunnerMinimumPitch;
var(
Tank)
float landingEffectAirTime;
var(
Tank)
float timeBetweenBoosts;
simulated function applyOutput ( ) )
simulated event destroyed ( ) )
getAimAdjustedViewRotation Source code
getProjectileSpawnLocation Source code
function vector getProjectileSpawnLocation ( ) )
simulated
function Material getTeamSkin ( ) )
getThirdPersonEquippableAttachment Source code
simulated
function getThirdPersonEquippableAttachment (
Equippable subject, out
Rook attachTo, out
name boneName) )
simulated
function rotator getViewRotation ( ) )
simulated function initialiseEffects ( ) )
simulated function bool isEffectCauserActive ( int effectCauserIndex) )
simulated function playerMoveProcessing ( float deltaTime) )
simulated event PostNetBeginPlay ( ) )
simulated function PostNetReceive ( ) )
simulated native function setGripping ( bool grippingEnabled )
function setViewRotation (
Rotator r) )
simulated event
bool ShouldProjectileHit (
Actor projInstigator) )
simulated function tick ( float deltaSeconds) )
unifiedGetNaturalCOMPosition Source code
simulated event
Vector unifiedGetNaturalCOMPosition ( ) )
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
} |
Creation time: st 23.5.2018 00:10:35.206 - Created with
UnCodeX