Car
Constructors
Constructor |
Description |
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Members
Member |
Description |
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The radius of the vehicle’s specified avoidance size |
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Returns true if there is a line of sight between the vehicle’s lock on point and the player camera |
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Returns true if this vehicle is an Airplane. |
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True while one or more target tracking weapons are locking onto this vehicle |
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Returns true if this vehicle is a Boat. |
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Returns true if this vehicle is a Car. |
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Returns true if this vehicle is a Helicopter. |
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True while one or more missiles are tracking this vehicle |
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Returns true if AIType is set to transport |
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Returns true if vehicle is marked as a Turret. |
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Events
Event |
Description |
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Invoked whenever a squad drops their claim over this vehicle |
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Invoked whenever a squad claims this vehicle |
Methods
Method |
Description |
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Get the first available empty seat in the vehicle. |
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Returns all missile projectiles that are currently tracking this vehicle. |
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Repairs the vehicle by the specified health amount. |
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Details
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class Car
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float acceleration
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float accelerationTipAmount
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float airAngularDrag
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float airDrag
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const float avoidanceRadius
The radius of the vehicle’s specified avoidance size
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float baseTurnTorque
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float brakeAccelerationTriggerSpeed
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float brakeDrag
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float brakeDriftMinSpeed
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const bool canSeePlayer
Returns true if there is a line of sight between the vehicle’s lock on point and the player camera
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float downforcePerSpeed
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bool driftByAcceleration
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bool driftByBrake
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float driftDuration
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float driftingSlip
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float extraStability
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float frictionTipAmount
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const GameObject gameObject
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float groundAngularDrag
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float groundDrag
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float groundSteeringDrag
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const bool hasCountermeasures
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const bool hasDriver
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float health
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bool inReverseGear
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const bool isAirplane
Returns true if this vehicle is an Airplane. If true, you can safely access fields via the Airplane class API.
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bool isAmphibious
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const bool isBeingLocked
True while one or more target tracking weapons are locking onto this vehicle
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const bool isBoat
Returns true if this vehicle is a Boat. If true, you can safely access fields via the Boat class API.
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const bool isBurning
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const bool isCar
Returns true if this vehicle is a Car. If true, you can safely access fields via the Car class API.
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const bool isDead
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const bool isEmpty
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const bool isFull
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const bool isHelicopter
Returns true if this vehicle is a Helicopter. If true, you can safely access fields via the Helicopter class API.
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const bool isInWater
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const bool isTrackedByMissile
True while one or more missiles are tracking this vehicle
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const bool isTransportVehicle
Returns true if AIType is set to transport
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const bool isTurret
Returns true if vehicle is marked as a Turret.
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float maxHealth
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const string name
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const float playerDistance
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const bool playerIsInside
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float reverseAcceleration
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float slideDrag
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float speedTurnTorque
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float spotChanceMultiplier
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bool tankTurning
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const int team
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float topSpeed
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const ScriptEvent onClaimDropped
Callback Signature:
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void callback()
Invoked whenever a squad drops their claim over this vehicle
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void callback()
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const ScriptEvent onClaimedBySquad
Callback Signature:
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void callback()
Invoked whenever a squad claims this vehicle
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void callback()
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array<TargetSeekingMissileProjectile> GetTrackingMissiles()
Returns all missile projectiles that are currently tracking this vehicle.
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bool IsChangingGears()
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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.)
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string ToString()
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float acceleration