- Extends
- Car
- Modifiers
- native
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- Gameplay.Rook
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+-- Gameplay.Vehicle
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+-- Gameplay.Car
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+-- Gameplay.TreadVehicle
Direct Known Subclasses:
Tank
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 |
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 |
Structures Summary |
TreadVehicleReplicationState Position, rotation, LinVel, AngVel, digitalThrottleInput, digitalStrafeInput, ServerSteering[2], ServerGripping, softThrottleSteering |
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 |
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;
var int leftTreadChannel;
var bool leftTreadContact;
var float leftTreadSpinSpeed;
oldReplicationTreadVehicleState Source code
replicationTreadVehicleState Source code
var int rightTreadChannel;
var bool rightTreadContact;
var float rightTreadSpinSpeed;
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
centreOfMassHeightOffset Source code
forceApplicationHeightOffset Source code
leftForwardTreadAnimation Source code
leftReverseTreadAnimation Source code
leftTreadMaterialIndex Source code
maximumTreadVelocityDelta Source code
rightForwardTreadAnimation Source code
rightReverseTreadAnimation Source code
rightTreadMaterialIndex Source code
softThrottleSteeringScale Source code
softThrottleSteeringStayOnPeriod Source code
spinSpeedToAnimationRate Source code
throttleSteerToVelocityScaleFactor Source code
throttleToVelocityFactor Source code
treadGainFactorStopping Source code
treadVehicleGravityScale Source code
TreadVehicleReplicationState Source code
needToPushStateToClient Source code
function bool needToPushStateToClient ( ) )
simulated event PostNetBeginPlay ( ) )
function processInput ( ) )
function pushStateToClient ( ) )
simulated function tick ( float deltaSeconds) )
simulated event vehicleStateReceived ( ) )
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
} |
Creation time: st 23.5.2018 00:10:35.806 - Created with
UnCodeX