Car

Constructors

Constructor

Description

Car()

Members

Member

Description

acceleration

accelerationTipAmount

airAngularDrag

airDrag

avoidanceRadius

The radius of the vehicle’s specified avoidance size

baseTurnTorque

brakeAccelerationTriggerSpeed

brakeDrag

brakeDriftMinSpeed

brakeSounds

canSeePlayer

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

downforcePerSpeed

driftByAcceleration

driftByBrake

driftDuration

driftingSlip

driver

engine

extraStability

frictionTipAmount

gameObject

groundAngularDrag

groundDrag

groundSteeringDrag

hasCountermeasures

hasDriver

health

inReverseGear

isAirplane

Returns true if this vehicle is an Airplane.

isAmphibious

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

playerDistance

playerIsInside

reverseAcceleration

rigidbody

seats

slideDrag

speedTurnTorque

spotChanceMultiplier

suspensionShiftSounds

tankTurning

team

topSpeed

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

Damage(source, amount)

FlipUpright(fromDirection)

GetEmptySeat(allowDriverSeat)

Get the first available empty seat in the vehicle.

GetTrackingMissiles()

Returns all missile projectiles that are currently tracking this vehicle.

IsChangingGears()

Repair(amount)

Repairs the vehicle by the specified health amount.

ToString()

Details

class Car
Car Car()
float acceleration
float accelerationTipAmount
float airAngularDrag
float airDrag
const float avoidanceRadius

The radius of the vehicle’s specified avoidance size

float baseTurnTorque
float brakeAccelerationTriggerSpeed
float brakeDrag
float brakeDriftMinSpeed
SoundBank brakeSounds
const bool canSeePlayer

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

float downforcePerSpeed
bool driftByAcceleration
bool driftByBrake
float driftDuration
float driftingSlip
const Actor driver
const Engine engine
float extraStability
float frictionTipAmount
const GameObject gameObject
float groundAngularDrag
float groundDrag
float groundSteeringDrag
const bool hasCountermeasures
const bool hasDriver
float health
bool inReverseGear
const bool isAirplane

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

bool isAmphibious
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
const float playerDistance
const bool playerIsInside
float reverseAcceleration
const Rigidbody rigidbody
const array<Seat> seats
float slideDrag
float speedTurnTorque
float spotChanceMultiplier
SoundBank suspensionShiftSounds
bool tankTurning
const int team
float topSpeed
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

void Damage(Actor source, float amount)
void FlipUpright(Vector3 fromDirection)
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 IsChangingGears()
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()