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Gameplay.TreadVehicle

Extends
Car
Modifiers
native

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

Direct Known Subclasses:

Tank

Constants Summary
TV_ANGULAR_VELOCITY_ACCURACY_FACTOR=1
TV_ANGULAR_VELOCITY_INVERSE_ACCURACY_FACTOR=1
TV_LINEAR_VELOCITY_ACCURACY_FACTOR=100
TV_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR=0.01
Inherited Contants from Gameplay.Vehicle
CANNOT_STEAL_VEHICLE_PROMPT_INDEX, DRIVER_PROMPT_INDEX, ENEMY_INVENTORY_STATION_PROMPT_INDEX, ENEMY_OCCUPIED_VEHICLE_PROMPT_INDEX, FLIP_PROMPT_INDEX, FULL_VEHICLE_PROMPT_INDEX, GUNNER_PROMPT_INDEX, HEAVY_ATTEMPT_TO_PILOT, INVENTORY_STATION_PROMPT_INDEX, LEFT_GUNNER_PROMPT_INDEX, MAXIMUM_NUMBER_POSITIONS, NUMBER_MINOR_ENTRY_SIGNALS, RIGHT_GUNNER_PROMPT_INDEX, VEHICLE_PROHIBITED_OBJECT_PROMPT_INDEX

Variables Summary
intleftTreadChannel
boolleftTreadContact
ShaderleftTreadShader
floatleftTreadSpinSpeed
TexMatrixleftTreadTexPanner
TreadVehicleReplicationStateoldReplicationTreadVehicleState
TreadVehicleReplicationStatereplicationTreadVehicleState
intrightTreadChannel
boolrightTreadContact
ShaderrightTreadShader
floatrightTreadSpinSpeed
TexMatrixrightTreadTexPanner
boolsoftThrottleSteering
floatswitchOffSoftThrottleSteeringTime
inttreadVehiclePadding[1]
TreadVehicle
floatanimationRateToTexturePanRate
floatcentreOfMassHeightOffset
floatforceApplicationHeightOffset
nameleftForwardTreadAnimation
nameleftReverseTreadAnimation
intleftTreadMaterialIndex
floatlowFriction
floatmaximumTreadVelocityDelta
namerightForwardTreadAnimation
namerightReverseTreadAnimation
intrightTreadMaterialIndex
floatsoftThrottleSteeringScale
floatsoftThrottleSteeringStayOnPeriod
floatspinSpeedToAnimationRate
floatsteerToVelocityFactor
floatthrottleSteerToVelocityScaleFactor
floatthrottleToVelocityFactor
floattreadGainFactor
floattreadGainFactorStopping
floattreadLength
vectortreadPositionOffset
floattreadRadius
floattreadVehicleGravityScale
Inherited Variables from Gameplay.Car
carSteer, driveThrottleCoefficient, effectAccelerating, effectDeccelerating, Gear, maximumYawChange, minimumNavigationThrottle, outputCarDirection, SteeringMaxAngle, stopSteeringSize, StopThreshold, stopVelocitySize, strafeSteerAngleOffset, upsideDownDamagePerSecond
Inherited Variables from Gameplay.Vehicle
abandonmentDestruction, abandonmentDestructionPeriod, animationFinishThenLoop, bCanBeStolen, bCollisionDamageEnabled, bDisablePositionSwitching, bDrawDriverInTP, bFlipping, bGodMode, bHasBeenOccupied, bInvincible, bSettledUpsideDown, bShowPhysicsDebug, bVehicleCameraTrace, cachedCameraLocation, cameraDistance, cannotStealPrompt, clientInterpolationHard, clientInterpolationPeriod, clientInterpolationSnapDistance, clientPositions[MAXIMUM_NUMBER_POSITIONS], collisionDamageMagnitudeScale, cornerSlowDownDistance, cornerSlowDownMinimumCosAngle, cornerSlowDownSpeedCoefficient, CrushingDamageTypeClass, currentAbandonmentDuration, currentDesiredHavokState, currentSwitchClass, customInertiaTensor, customInertiaTensorDiagonal, dampingPlusEnabled, dampingPlusNegativeZ, dampingPlusPositiveZ, dampingPlusXY, destroyedExplosionClass, destructionObjectClass, distanceToMaximumDurationScale, DiveInput, doNotEjectOnFlip, drivePitchCoefficient, driverIndex, driverMaximumPitch, driverMinimumPitch, driverPrompt, driverWeapon, driverWeaponClass, driveYawCoefficient, effects, enemyInventoryStationPrompt, enemyOccupiedPrompt, engineIdlingEffectIndex, entries, exits, flipMaximumRotationDuration, flipPrompt, flipPushUpDuration, flipPushUpImpulse, flipRotateTime, flipRotationDamping, flipRotationStrength, flipRotationTimeOut, flipTriggers, fullVehiclePrompt, gunnerPrompt, healthModifier, heavyAttemptedToPilot, heavyAttemptedToPilotSwitchPromptDuration, initialInvincibilityDuration, inventoryStationPrompt, inverseCosUprightAngle, invicibilityMaterial, lastOccupantTeam, lastStateReceiveTime, leftGunnerPrompt, localClientPositions[MAXIMUM_NUMBER_POSITIONS], localizedName, localMoveDestination, localTeam, loseInitialInvincibilityTime, ManifestLayoutMaterial, maximumNetUpdateInterval, maximumNextNetUpdateTime, minimumCollisionDamageMagnitude, minimumObstacleLookAhead, minorPositionEntrySignals[NUMBER_MINOR_ENTRY_SIGNALS], motor, motorClass, obstacleLookAheadVeloocityScale, padding[8], positions, retriggerEffectEvents, rightGunnerPrompt, rootBone, RotationInput, settledUpsideDownCosAngle, settledUpsideDownSpeed, spawning, stayUprightDamping, stayUprightEnabled, stayUprightStrength, stopForEnemies, StrafeInput, strafeLeftEffectIndex, strafeLeftOrThrustEffectIndex, strafeRightEffectIndex, strafeRightOrThrustEffectIndex, throttleBackEffectIndex, throttleForwardEffectIndex, throttleForwardOrThrustEffectIndex, ThrottleInput, thrustingEffectIndex, ThrustInput, TopSpeed, TPCameraDistance, TPCameraLookAt, vehicleCameraTraceExtents, vehicleEntries, vehicleFlipTriggers, vehicleProhibitedObjectPrompt, velocityInheritOnExitScale, waterDamagePerSecond

Enumerations Summary
Inherited Enumerations from Gameplay.Vehicle
VehiclePositionType

Structures Summary
TreadVehicleReplicationState
Position, rotation, LinVel, AngVel, digitalThrottleInput, digitalStrafeInput, ServerSteering[2], ServerGripping, softThrottleSteering
Inherited Structures from Gameplay.Vehicle
ClientOccupantEnterData, ClientPositionData, DesiredHavokState, ExitData, VehicleEffect, VehicleEntryData, VehicleFlipTriggerData, VehiclePosition

Functions Summary
functionbool needToPushStateToClient ()))
event PostNetBeginPlay ()))
function processInput ()))
function pushStateToClient ()))
function tick (float deltaSeconds))
event vehicleStateReceived ()))
Inherited Functions from Gameplay.Car
applyOutput, Destroyed, PostNetBeginPlay, ProcessInput, tick, updateGear
Inherited Functions from Gameplay.Vehicle
aboutToDie, aboutToSettleUpsideDown, addEffect, aimAdjustViewRotation, altFire, applyOutput, attachToVehicle, BaseChange, BeginState, cameraTrace, canArmorOccupy, canArmourBeDriver, canArmourBePassenger, canBeRepairedBy, canCharacterRespawnAt, canOccupy, canSwitchPosition, canTargetPoint, cleanupAI, clientDriverLeave, clientOccupantEnter, collisionDamage, copyVehicleAIValuesToTurret, customFiredEffectProcessing, Destroyed, DisplayDebug, displayWorldSpaceDebug, doCustomFiredEffectProcessing, drawActorCollision, driverLeave, enableAbandonmentDestruction, EncroachedBy, EncroachingOn, EyePosition, FaceRotation, finishedSpawnFromVehicleSpawnPoint, fire, firingMotor, flip, forceNetDirty, generateAIDeathSpeechEvents, getAimLocation, getAlternateAimAdjustStart, getAngle, getAvailablePositionIndex, getCameraLookAt, getControllingCharacter, getCorrespondingInventoryStation, getDriver, getEffectsBaseActor, getEnergy, getFirstPersonEquippableLocation, getFirstPersonEquippableRotation, getHighByte, GetHumanReadableName, getLowByte, getMinorPositionEntryIndex, getOccupantPositionIndex, getOccupantTeam, getOut, GetOverlayMaterial, getPhysicalAttachment, getPositionIndex, getPositionPromptIndex, getProjectileSpawnLocation, getPrompt, getTargetPositionIndex, getTeamDamagePercentage, getTeamSkin, getThirdPersonEquippableAttachment, getUnusedInventoryStation, getVehicleUseablePoint, getViewRotationFromMotor, getWeapon, GraphData, InGodMode, initDriverAI, initGunnerAI, initialiseEffects, initVehicleAI, interpolateRotation, isEffectCauserActive, isHavokCompletelyInitialised, isInventoryPosition, isMajorPosition, isOccupant, isOccupied, isSettledUpsideDown, isUpright, needToPushStateToClient, occupantEnter, occupantEnterAnimationProcessing, occupantLeaveAnimationProcessing, occupantSwitchPosition, onShotFiredNotification, otherClientOccupantEnter, otherClientOccupantLeave, packPitchAndYaw, performFlip, PlayDying, playerMoveProcessing, PostBeginPlay, PostLoadGame, PostNetBeginPlay, postNetReceive, PostTakeDamage, PrecacheVehicleMeshes, processInput, pushStateToClient, releaseAltFire, releaseFire, rematchGoals, setFirePressed, setSkin, setTeam, settledUpsideDownChanged, shouldFire, ShouldProjectileHit, showPhysicsDebug, spawnCharacter, specialCalcView, specialCalcViewProcessing, startedSpawnFromVehicleSpawnPoint, switchClass, switchPosition, tick, Timer, toggleShowPhysicsDebug, tryToDrive, tryToOccupy, unpackPitchAndYaw, UnPossessed, updateDynamicEffectStates, updateEffectsStates, UpdatePrecacheRenderData, updateTeamSkin, useEnergy, vehicleCeaseFire, vehicleFire, VehicleStateReceived, vehicleTrace, vehicleTransitionTrace, VehicleUpdateParams


Constants Detail

TV_ANGULAR_VELOCITY_ACCURACY_FACTOR Source code

const TV_ANGULAR_VELOCITY_ACCURACY_FACTOR = 1;

TV_ANGULAR_VELOCITY_INVERSE_ACCURACY_FACTOR Source code

const TV_ANGULAR_VELOCITY_INVERSE_ACCURACY_FACTOR = 1;

TV_LINEAR_VELOCITY_ACCURACY_FACTOR Source code

const TV_LINEAR_VELOCITY_ACCURACY_FACTOR = 100;

TV_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR Source code

const TV_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR = 0.01;


Variables Detail

leftTreadChannel Source code

var int leftTreadChannel;

leftTreadContact Source code

var bool leftTreadContact;

leftTreadShader Source code

var Shader leftTreadShader;

leftTreadSpinSpeed Source code

var float leftTreadSpinSpeed;

leftTreadTexPanner Source code

var TexMatrix leftTreadTexPanner;

oldReplicationTreadVehicleState Source code

var TreadVehicleReplicationState oldReplicationTreadVehicleState;

replicationTreadVehicleState Source code

var TreadVehicleReplicationState replicationTreadVehicleState;

rightTreadChannel Source code

var int rightTreadChannel;

rightTreadContact Source code

var bool rightTreadContact;

rightTreadShader Source code

var Shader rightTreadShader;

rightTreadSpinSpeed Source code

var float rightTreadSpinSpeed;

rightTreadTexPanner Source code

var TexMatrix rightTreadTexPanner;

softThrottleSteering Source code

var bool softThrottleSteering;

switchOffSoftThrottleSteeringTime Source code

var float switchOffSoftThrottleSteeringTime;

treadVehiclePadding[1] Source code

var transient noexport private const int treadVehiclePadding[1];

TreadVehicle

animationRateToTexturePanRate Source code

var(TreadVehicle) float animationRateToTexturePanRate;

centreOfMassHeightOffset Source code

var(TreadVehicle) float centreOfMassHeightOffset;

forceApplicationHeightOffset Source code

var(TreadVehicle) float forceApplicationHeightOffset;

leftForwardTreadAnimation Source code

var(TreadVehicle) name leftForwardTreadAnimation;

leftReverseTreadAnimation Source code

var(TreadVehicle) name leftReverseTreadAnimation;

leftTreadMaterialIndex Source code

var(TreadVehicle) int leftTreadMaterialIndex;

lowFriction Source code

var(TreadVehicle) float lowFriction;

maximumTreadVelocityDelta Source code

var(TreadVehicle) float maximumTreadVelocityDelta;

rightForwardTreadAnimation Source code

var(TreadVehicle) name rightForwardTreadAnimation;

rightReverseTreadAnimation Source code

var(TreadVehicle) name rightReverseTreadAnimation;

rightTreadMaterialIndex Source code

var(TreadVehicle) int rightTreadMaterialIndex;

softThrottleSteeringScale Source code

var(TreadVehicle) float softThrottleSteeringScale;

softThrottleSteeringStayOnPeriod Source code

var(TreadVehicle) float softThrottleSteeringStayOnPeriod;

spinSpeedToAnimationRate Source code

var(TreadVehicle) float spinSpeedToAnimationRate;

steerToVelocityFactor Source code

var(TreadVehicle) float steerToVelocityFactor;

throttleSteerToVelocityScaleFactor Source code

var(TreadVehicle) float throttleSteerToVelocityScaleFactor;

throttleToVelocityFactor Source code

var(TreadVehicle) float throttleToVelocityFactor;

treadGainFactor Source code

var(TreadVehicle) float treadGainFactor;

treadGainFactorStopping Source code

var(TreadVehicle) float treadGainFactorStopping;

treadLength Source code

var(TreadVehicle) float treadLength;

treadPositionOffset Source code

var(TreadVehicle) vector treadPositionOffset;

treadRadius Source code

var(TreadVehicle) float treadRadius;

treadVehicleGravityScale Source code

var(TreadVehicle) float treadVehicleGravityScale;


Structures Detail

TreadVehicleReplicationState Source code

struct TreadVehicleReplicationState
{
var vector AngVel;
var PlayerCharacterController.EDigitalAxisInput digitalStrafeInput;
var PlayerCharacterController.EDigitalAxisInput digitalThrottleInput;
var vector LinVel;
var vector Position;
var quat rotation;
var bool ServerGripping;
var byte ServerSteering[2];
var bool softThrottleSteering;
};



Functions Detail

needToPushStateToClient Source code

function bool needToPushStateToClient ( ) )

PostNetBeginPlay Source code

simulated event PostNetBeginPlay ( ) )

processInput Source code

function processInput ( ) )

pushStateToClient Source code

function pushStateToClient ( ) )

tick Source code

simulated function tick ( float deltaSeconds) )

vehicleStateReceived Source code

simulated event vehicleStateReceived ( ) )


Defaultproperties

defaultproperties
{
	treadPositionOffset = (X=-200,Y=200,Z=60)
	treadLength = 400
	treadRadius = 100


	throttleToVelocityFactor = 6
	throttleSteerToVelocityScaleFactor = 1.5
	steerToVelocityFactor = 4
	treadGainFactor = 0.05


	leftTreadChannel = 1
	leftForwardTreadAnimation = leftforward
	leftReverseTreadAnimation = leftbackward
	rightTreadChannel = 3
	rightForwardTreadAnimation = rightforward
	rightReverseTreadAnimation = rightbackward


	spinSpeedToAnimationRate = 0.15
	animationRateToTexturePanRate = 3.1


	leftTreadMaterialIndex = 3
	rightTreadMaterialIndex = 2


	maximumTreadVelocityDelta = 0.3


	treadVehicleGravityScale = 8


	lowFriction = 0.001


	treadGainFactorStopping = 0.3


	softThrottleSteeringStayOnPeriod = 0.75
	softThrottleSteeringScale = 0.75


	centreOfMassHeightOffset = -100
	forceApplicationHeightOffset = -100


	clientInterpolationPeriod = 0.125
}

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Creation time: st 23.5.2018 00:10:35.806 - Created with UnCodeX