Helicopter

Constructors

Constructor

Description

Helicopter()

Members

Member

Description

aerodynamicLift

altitude

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

controlWhenBurning

driver

engine

extraForceWhenStopping

flightAltitudeMultiplier

gameObject

groundEffectAcceleration

hasCountermeasures

hasDriver

health

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

isTurret

Returns true if vehicle is marked as a Turret.

manouverability

maxHealth

minimapBlip

name

playerDistance

playerIsInside

rigidbody

rotorForce

seats

spotChanceMultiplier

team

transform

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.

Repair(amount)

Repairs the vehicle by the specified health amount.

StartBurning(info)

ToString()

Details

class Helicopter
Helicopter Helicopter()
float aerodynamicLift
float altitude
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

float controlWhenBurning
const Actor driver
const Engine engine
float extraForceWhenStopping
float flightAltitudeMultiplier
const GameObject gameObject
float groundEffectAcceleration
const bool hasCountermeasures
const bool hasDriver
float health
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 isTurret

Returns true if vehicle is marked as a Turret.

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

void StartBurning(DamageInfo info)
string ToString()