Airplane

Constructors

Constructor

Description

Airplane()

Members

Member

Description

acceleration

accelerationThrottleDown

accelerationThrottleUp

airbrake

altitude

autoPitchTorqueGain

avoidanceRadius

The radius of the vehicle’s specified avoidance size

baseLift

canSeePlayer

Returns true if there is a line of sight between the vehicle’s lock on point and the player camera

controlWhenBurning

controlVsAngleOfAttack

driver

engine

flightAltitudeMultiplier

gameObject

gearsRetracted

hasCountermeasures

hasDriver

health

isAirborne

isAirplane

Returns true if this vehicle is an Airplane.

isBeingLocked

True while one or more target tracking weapons are locking onto this vehicle

isBoat

Returns true if this vehicle is a Boat.

isBurning

isCar

Returns true if this vehicle is a Car.

isDead

isEmpty

isFull

isHelicopter

Returns true if this vehicle is a Helicopter.

isInWater

isTrackedByMissile

True while one or more missiles are tracking this vehicle

isTransportVehicle

Returns true if AIType is set to transport

isTurret

Returns true if vehicle is marked as a Turret.

landingGearActivationObjects

liftGainTime

liftVsAngleOfAttack

maxHealth

minimapBlip

name

perpendicularDrag

pitchSensitivity

playerDistance

playerIsInside

rigidbody

rollSensitivity

seats

spotChanceMultiplier

team

throttleEngineAudioPitchControl

thruster

transform

yawSensitivity

Events

Event

Description

onClaimDropped

Invoked whenever a squad drops their claim over this vehicle

onClaimedBySquad

Invoked whenever a squad claims this vehicle

Methods

Method

Description

Damage(source, amount)

GetEmptySeat(allowDriverSeat)

Get the first available empty seat in the vehicle.

GetTrackingMissiles()

Returns all missile projectiles that are currently tracking this vehicle.

IsAirborne()

Repair(amount)

Repairs the vehicle by the specified health amount.

StartBurning(info)

ToString()

Details

class Airplane
Airplane Airplane()
float acceleration
float accelerationThrottleDown
float accelerationThrottleUp
bool airbrake
float altitude
float autoPitchTorqueGain
const float avoidanceRadius

The radius of the vehicle’s specified avoidance size

float baseLift
const bool canSeePlayer

Returns true if there is a line of sight between the vehicle’s lock on point and the player camera

float controlWhenBurning
AnimationCurve controlVsAngleOfAttack
const Actor driver
const Engine engine
float flightAltitudeMultiplier
const GameObject gameObject
bool gearsRetracted
const bool hasCountermeasures
const bool hasDriver
float health
bool isAirborne
const bool isAirplane

Returns true if this vehicle is an Airplane. If true, you can safely access fields via the Airplane class API.

const bool isBeingLocked

True while one or more target tracking weapons are locking onto this vehicle

const bool isBoat

Returns true if this vehicle is a Boat. If true, you can safely access fields via the Boat class API.

const bool isBurning
const bool isCar

Returns true if this vehicle is a Car. If true, you can safely access fields via the Car class API.

const bool isDead
const bool isEmpty
const bool isFull
const bool isHelicopter

Returns true if this vehicle is a Helicopter. If true, you can safely access fields via the Helicopter class API.

const bool isInWater
const bool isTrackedByMissile

True while one or more missiles are tracking this vehicle

const bool isTransportVehicle

Returns true if AIType is set to transport

const bool isTurret

Returns true if vehicle is marked as a Turret.

array<GameObject> landingGearActivationObjects
float liftGainTime
AnimationCurve liftVsAngleOfAttack
float maxHealth
const Texture minimapBlip
const string name
float perpendicularDrag
float pitchSensitivity
const float playerDistance
const bool playerIsInside
const Rigidbody rigidbody
float rollSensitivity
const array<Seat> seats
float spotChanceMultiplier
const int team
float throttleEngineAudioPitchControl
Transform thruster
const Transform transform
float yawSensitivity
const ScriptEvent onClaimDropped

Callback Signature:

void callback()

Invoked whenever a squad drops their claim over this vehicle

const ScriptEvent onClaimedBySquad

Callback Signature:

void callback()

Invoked whenever a squad claims this vehicle

void Damage(Actor source, float amount)
Seat GetEmptySeat(bool allowDriverSeat)

Get the first available empty seat in the vehicle.

array<TargetSeekingMissileProjectile> GetTrackingMissiles()

Returns all missile projectiles that are currently tracking this vehicle.

bool IsAirborne()
bool Repair(float amount)

Repairs the vehicle by the specified health amount. Returns true if the vehicle was healed (that is, if it was not already at max health.)

void StartBurning(DamageInfo info)
string ToString()