Vehicle
ComponentsVehicle
Vehicle
Description
The base class of a carrier, the foundation for building a carrier
Usage
Add to the topmost level of a carrier object, with attached objects hanging down inside this object
Refer RFCreator Project
Comment
Variables
Name | Type | Description |
---|---|---|
aiType | enum | Type of vehicle use as determined by bot (Capture=capture position, Roam=move, Transport=transport) |
armorRating | enum | Armor strength (SmallArms=light weapons, HeavyArms=heavy weapons, AntiTank=armor piercing) |
aiUseStrategy | enum | Carrier use scenarios identified by bot (Default, OnlyFromFrontlineSpawn, FromAnySpawn) |
name | string | vehicle name |
seats | List<Seat> | Seats (first seat will be set as driver's seat) |
targetType | enum.Actor.TargetType | Target Type (the vehicle's own Type. Infantry=Infantry, InfantryGroup=Infantry Group, Unarmored=Unarmored, Armored=Armored, Air=Airborne, AirFastMover=High-speed airborne target) |
armorDamagedBy | enum.ArmorRating | What type of weapon the carrier can be attacked by (SmallArms=light weapons, HeavyArms=heavy weapons, AntiTank=armor piercing) |
smallArmsMultiplier | float | Light weapon damage multiplier |
heavyArmsMultiplier | float | Heavy weapon damage multiplier |
canBeRepairedAfterDeath | bool | Repairable on death |
maxHealth | float | Maximum health value |
crashDamageSpeedThrehshold | float | Threshold for the speed at which impacts cause damage |
crashDamageMultiplier | float | impact damage |
spotChanceMultiplier | float | Visibility multiplier |
burnTime | float | burn time |
crashSkipsBurn | bool | Crash and burn |
directJavelinPath | bool | Whether to guide the missile lock (without checking the box, it defaults to the origin, I think) |
canCapturePoints | bool | can occupiable captrue points |
canFireAtOwnVehicle | bool | Can damage the vehicle itself |
targetLockPoint | Transform | Missile lock point (guided missile lock must be enabled first) |
aiUseToDefendPoint | bool | Whether or not a bot can use a carrier to defend a stronghold |
minCrewCount | int | bot minimum occupancy (applicable to transport carriers) |
roamCompleteDistance | float | |
smokeParticles | ParticleSystem | fuming particle |
fireParticles | ParticleSystem | Ignition particle |
fireAlarmSound | AudioSource | flame warning |
deathParticles | ParticleSystem | death particle |
deathSound | AudioSource | Death sound effects |
impactAudio | AudioSource | Impact sound effects |
heavyDamageAudio | AudioSource | Sound effects when smoking |
blockSensor | Transform | |
blip | Texture | vehicle icons on the mini-map |
blipScale | float | Display size multiplier for vehicle icons on the mini-map |
avoidanceSize | Vector2 | Carrier generation avoidance size (the size of the volume that the AI considers in the patrolling system) |
pathingRadius | float | Minimum distance for bot to enter carrier |
ramSize | Vector3 | Impact area resizing |
ramOffset | Vector3 | Impact area repositioning |
disableOnDeath | GameObject[] | Objects hidden at the time of death |
activateOnDeath | GameObject[] | Objects displayed (enabled) on death |
teamColorMaterials | MaterialTarget[] | Camp color material (requires a material slot to be pre-assigned in Blender for displaying the material color) |
hasCountermeasures | bool | Whether or not to enable countermeasures |
countermeasuresActiveTime | float | Duration of countermeasures |
countermeasuresCooldown | float | countermeasures cooldown time |
countermeasureParticles | ParticleSystem | countermeasure particle |
countermeasureSpawnPrefab | GameObject | countermeasure generation prefab |
countermeasureAudio | AudioSource | countermeasure sound effect |
controlAudio | bool | Control audio (engine sounds) |
powerGainSpeed | float | Audio loudness boost speed (not quite sure if it is) |
pitchGainSpeed | float | Audio frequency boost speed |
throttleGainSpeed | float | Carrier Throttle Lift Speed |
throttleAudioSource | AudioSource | |
extraAudioSource | AudioSource | |
shiftForwardClip | AudioClip | |
shiftReverseClip | AudioClip | |
ignitionClip | AudioClip | Startup Sound |
shiftForwardClip | AudioClip | |
shiftReverseClip | AudioClip | |
ignitionClip | AudioClip |