AnimationDrivenVehicle

Constructors

Constructor

Description

AnimationDrivenVehicle()

Members

Member

Description

avoidanceRadius

The radius of the vehicle’s specified avoidance size

canSeePlayer

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

driver

engine

gameObject

hasCountermeasures

hasDriver

health

inputSmoothness

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.

maxHealth

minimapBlip

name

planeInput

playerDistance

playerIsInside

rigidbody

seats

spotChanceMultiplier

team

transform

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

AngularVelocity()

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.

Repair(amount)

Repairs the vehicle by the specified health amount.

ToString()

Velocity()

Details

class AnimationDrivenVehicle
AnimationDrivenVehicle AnimationDrivenVehicle()
const float avoidanceRadius

The radius of the vehicle’s specified avoidance size

const bool canSeePlayer

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

const Actor driver
const Engine engine
const GameObject gameObject
const bool hasCountermeasures
const bool hasDriver
float health
int inputSmoothness
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.

float maxHealth
const Texture minimapBlip
const string name
bool planeInput
const float playerDistance
const bool playerIsInside
const Rigidbody rigidbody
const array<Seat> seats
float spotChanceMultiplier
const int team
const Transform transform
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

Vector3 AngularVelocity()
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 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.)

string ToString()
Vector3 Velocity()