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# Gameplay.TreadVehicle

Extends
  Car
Modifiers
  native

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Engine.Pawn
          |
          +-- Gameplay.Rook
             |
             +-- Gameplay.Vehicle
                |
                +-- Gameplay.Car
                   |
                   +-- Gameplay.TreadVehicle

#### Direct Known Subclasses:

> Tank

Constants Summary
TV_ANGULAR_VELOCITY_ACCURACY_FACTOR | = | 1
TV_ANGULAR_VELOCITY_INVERSE_ACCURACY_FACTOR | = | 1
TV_LINEAR_VELOCITY_ACCURACY_FACTOR | = | 100
TV_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR | = | 0.01

Inherited Contants from Gameplay.Vehicle
CANNOT_STEAL_VEHICLE_PROMPT_INDEX, DRIVER_PROMPT_INDEX, ENEMY_INVENTORY_STATION_PROMPT_INDEX, ENEMY_OCCUPIED_VEHICLE_PROMPT_INDEX, FLIP_PROMPT_INDEX, FULL_VEHICLE_PROMPT_INDEX, GUNNER_PROMPT_INDEX, HEAVY_ATTEMPT_TO_PILOT, INVENTORY_STATION_PROMPT_INDEX, LEFT_GUNNER_PROMPT_INDEX, MAXIMUM_NUMBER_POSITIONS, NUMBER_MINOR_ENTRY_SIGNALS, RIGHT_GUNNER_PROMPT_INDEX, VEHICLE_PROHIBITED_OBJECT_PROMPT_INDEX

Variables Summary
int | leftTreadChannel
bool | leftTreadContact
Shader | leftTreadShader
float | leftTreadSpinSpeed
TexMatrix | leftTreadTexPanner
TreadVehicleReplicationState | oldReplicationTreadVehicleState
TreadVehicleReplicationState | replicationTreadVehicleState
int | rightTreadChannel
bool | rightTreadContact
Shader | rightTreadShader
float | rightTreadSpinSpeed
TexMatrix | rightTreadTexPanner
bool | softThrottleSteering
float | switchOffSoftThrottleSteeringTime
int | treadVehiclePadding[1]
TreadVehicle
float | animationRateToTexturePanRate
float | centreOfMassHeightOffset
float | forceApplicationHeightOffset
name | leftForwardTreadAnimation
name | leftReverseTreadAnimation
int | leftTreadMaterialIndex
float | lowFriction
float | maximumTreadVelocityDelta
name | rightForwardTreadAnimation
name | rightReverseTreadAnimation
int | rightTreadMaterialIndex
float | softThrottleSteeringScale
float | softThrottleSteeringStayOnPeriod
float | spinSpeedToAnimationRate
float | steerToVelocityFactor
float | throttleSteerToVelocityScaleFactor
float | throttleToVelocityFactor
float | treadGainFactor
float | treadGainFactorStopping
float | treadLength
vector | treadPositionOffset
float | treadRadius
float | treadVehicleGravityScale

Inherited Variables from Gameplay.Car
carSteer, driveThrottleCoefficient, effectAccelerating, effectDeccelerating, Gear, maximumYawChange, minimumNavigationThrottle, outputCarDirection, SteeringMaxAngle, stopSteeringSize, StopThreshold, stopVelocitySize, strafeSteerAngleOffset, upsideDownDamagePerSecond

Inherited Variables from Gameplay.Vehicle
abandonmentDestruction, abandonmentDestructionPeriod, animationFinishThenLoop, bCanBeStolen, bCollisionDamageEnabled, bDisablePositionSwitching, bDrawDriverInTP, bFlipping, bGodMode, bHasBeenOccupied, bInvincible, bSettledUpsideDown, bShowPhysicsDebug, bVehicleCameraTrace, cachedCameraLocation, cameraDistance, cannotStealPrompt, clientInterpolationHard, clientInterpolationPeriod, clientInterpolationSnapDistance, clientPositions[MAXIMUM_NUMBER_POSITIONS], collisionDamageMagnitudeScale, cornerSlowDownDistance, cornerSlowDownMinimumCosAngle, cornerSlowDownSpeedCoefficient, CrushingDamageTypeClass, currentAbandonmentDuration, currentDesiredHavokState, currentSwitchClass, customInertiaTensor, customInertiaTensorDiagonal, dampingPlusEnabled, dampingPlusNegativeZ, dampingPlusPositiveZ, dampingPlusXY, destroyedExplosionClass, destructionObjectClass, distanceToMaximumDurationScale, DiveInput, doNotEjectOnFlip, drivePitchCoefficient, driverIndex, driverMaximumPitch, driverMinimumPitch, driverPrompt, driverWeapon, driverWeaponClass, driveYawCoefficient, effects, enemyInventoryStationPrompt, enemyOccupiedPrompt, engineIdlingEffectIndex, entries, exits, flipMaximumRotationDuration, flipPrompt, flipPushUpDuration, flipPushUpImpulse, flipRotateTime, flipRotationDamping, flipRotationStrength, flipRotationTimeOut, flipTriggers, fullVehiclePrompt, gunnerPrompt, healthModifier, heavyAttemptedToPilot, heavyAttemptedToPilotSwitchPromptDuration, initialInvincibilityDuration, inventoryStationPrompt, inverseCosUprightAngle, invicibilityMaterial, lastOccupantTeam, lastStateReceiveTime, leftGunnerPrompt, localClientPositions[MAXIMUM_NUMBER_POSITIONS], localizedName, localMoveDestination, localTeam, loseInitialInvincibilityTime, ManifestLayoutMaterial, maximumNetUpdateInterval, maximumNextNetUpdateTime, minimumCollisionDamageMagnitude, minimumObstacleLookAhead, minorPositionEntrySignals[NUMBER_MINOR_ENTRY_SIGNALS], motor, motorClass, obstacleLookAheadVeloocityScale, padding[8], positions, retriggerEffectEvents, rightGunnerPrompt, rootBone, RotationInput, settledUpsideDownCosAngle, settledUpsideDownSpeed, spawning, stayUprightDamping, stayUprightEnabled, stayUprightStrength, stopForEnemies, StrafeInput, strafeLeftEffectIndex, strafeLeftOrThrustEffectIndex, strafeRightEffectIndex, strafeRightOrThrustEffectIndex, throttleBackEffectIndex, throttleForwardEffectIndex, throttleForwardOrThrustEffectIndex, ThrottleInput, thrustingEffectIndex, ThrustInput, TopSpeed, TPCameraDistance, TPCameraLookAt, vehicleCameraTraceExtents, vehicleEntries, vehicleFlipTriggers, vehicleProhibitedObjectPrompt, velocityInheritOnExitScale, waterDamagePerSecond

Enumerations Summary

Inherited Enumerations from Gameplay.Vehicle
VehiclePositionType

Structures Summary
TreadVehicleReplicationState Position, rotation, LinVel, AngVel, digitalThrottleInput, digitalStrafeInput, ServerSteering[2], ServerGripping, softThrottleSteering

Inherited Structures from Gameplay.Vehicle
ClientOccupantEnterData, ClientPositionData, DesiredHavokState, ExitData, VehicleEffect, VehicleEntryData, VehicleFlipTriggerData, VehiclePosition

Functions Summary
| bool | needToPushStateToClient ()))
|  | PostNetBeginPlay ()))
|  | processInput ()))
|  | pushStateToClient ()))
|  | tick (float deltaSeconds))
|  | vehicleStateReceived ()))

Inherited Functions from Gameplay.Car
applyOutput, Destroyed, PostNetBeginPlay, ProcessInput, tick, updateGear

Inherited Functions from Gameplay.Vehicle
aboutToDie, aboutToSettleUpsideDown, addEffect, aimAdjustViewRotation, altFire, applyOutput, attachToVehicle, BaseChange, BeginState, cameraTrace, canArmorOccupy, canArmourBeDriver, canArmourBePassenger, canBeRepairedBy, canCharacterRespawnAt, canOccupy, canSwitchPosition, canTargetPoint, cleanupAI, clientDriverLeave, clientOccupantEnter, collisionDamage, copyVehicleAIValuesToTurret, customFiredEffectProcessing, Destroyed, DisplayDebug, displayWorldSpaceDebug, doCustomFiredEffectProcessing, drawActorCollision, driverLeave, enableAbandonmentDestruction, EncroachedBy, EncroachingOn, EyePosition, FaceRotation, finishedSpawnFromVehicleSpawnPoint, fire, firingMotor, flip, forceNetDirty, generateAIDeathSpeechEvents, getAimLocation, getAlternateAimAdjustStart, getAngle, getAvailablePositionIndex, getCameraLookAt, getControllingCharacter, getCorrespondingInventoryStation, getDriver, getEffectsBaseActor, getEnergy, getFirstPersonEquippableLocation, getFirstPersonEquippableRotation, getHighByte, GetHumanReadableName, getLowByte, getMinorPositionEntryIndex, getOccupantPositionIndex, getOccupantTeam, getOut, GetOverlayMaterial, getPhysicalAttachment, getPositionIndex, getPositionPromptIndex, getProjectileSpawnLocation, getPrompt, getTargetPositionIndex, getTeamDamagePercentage, getTeamSkin, getThirdPersonEquippableAttachment, getUnusedInventoryStation, getVehicleUseablePoint, getViewRotationFromMotor, getWeapon, GraphData, InGodMode, initDriverAI, initGunnerAI, initialiseEffects, initVehicleAI, interpolateRotation, isEffectCauserActive, isHavokCompletelyInitialised, isInventoryPosition, isMajorPosition, isOccupant, isOccupied, isSettledUpsideDown, isUpright, needToPushStateToClient, occupantEnter, occupantEnterAnimationProcessing, occupantLeaveAnimationProcessing, occupantSwitchPosition, onShotFiredNotification, otherClientOccupantEnter, otherClientOccupantLeave, packPitchAndYaw, performFlip, PlayDying, playerMoveProcessing, PostBeginPlay, PostLoadGame, PostNetBeginPlay, postNetReceive, PostTakeDamage, PrecacheVehicleMeshes, processInput, pushStateToClient, releaseAltFire, releaseFire, rematchGoals, setFirePressed, setSkin, setTeam, settledUpsideDownChanged, shouldFire, ShouldProjectileHit, showPhysicsDebug, spawnCharacter, specialCalcView, specialCalcViewProcessing, startedSpawnFromVehicleSpawnPoint, switchClass, switchPosition, tick, Timer, toggleShowPhysicsDebug, tryToDrive, tryToOccupy, unpackPitchAndYaw, UnPossessed, updateDynamicEffectStates, updateEffectsStates, UpdatePrecacheRenderData, updateTeamSkin, useEnergy, vehicleCeaseFire, vehicleFire, VehicleStateReceived, vehicleTrace, vehicleTransitionTrace, VehicleUpdateParams

Constants Detail

#### TV_ANGULAR_VELOCITY_ACCURACY_FACTOR Source code

const TV_ANGULAR_VELOCITY_ACCURACY_FACTOR = 1;

#### TV_ANGULAR_VELOCITY_INVERSE_ACCURACY_FACTOR Source code

const TV_ANGULAR_VELOCITY_INVERSE_ACCURACY_FACTOR = 1;

#### TV_LINEAR_VELOCITY_ACCURACY_FACTOR Source code

const TV_LINEAR_VELOCITY_ACCURACY_FACTOR = 100;

#### TV_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR Source code

const TV_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR = 0.01;

Variables Detail

#### leftTreadChannel Source code

var int leftTreadChannel;

#### leftTreadContact Source code

var bool leftTreadContact;

#### leftTreadShader Source code

var Shader leftTreadShader;

#### leftTreadSpinSpeed Source code

var float leftTreadSpinSpeed;

#### leftTreadTexPanner Source code

var TexMatrix leftTreadTexPanner;

#### oldReplicationTreadVehicleState Source code

var TreadVehicleReplicationState oldReplicationTreadVehicleState;

#### replicationTreadVehicleState Source code

var TreadVehicleReplicationState replicationTreadVehicleState;

#### rightTreadChannel Source code

var int rightTreadChannel;

#### rightTreadContact Source code

var bool rightTreadContact;

#### rightTreadShader Source code

var Shader rightTreadShader;

#### rightTreadSpinSpeed Source code

var float rightTreadSpinSpeed;

#### rightTreadTexPanner Source code

var TexMatrix rightTreadTexPanner;

#### softThrottleSteering Source code

var bool softThrottleSteering;

#### switchOffSoftThrottleSteeringTime Source code

var float switchOffSoftThrottleSteeringTime;

#### treadVehiclePadding[1] Source code

var transient noexport private const int treadVehiclePadding[1];

### TreadVehicle

#### animationRateToTexturePanRate Source code

var(TreadVehicle) float animationRateToTexturePanRate;

#### centreOfMassHeightOffset Source code

var(TreadVehicle) float centreOfMassHeightOffset;

#### forceApplicationHeightOffset Source code

var(TreadVehicle) float forceApplicationHeightOffset;

#### leftForwardTreadAnimation Source code

var(TreadVehicle) name leftForwardTreadAnimation;

#### leftReverseTreadAnimation Source code

var(TreadVehicle) name leftReverseTreadAnimation;

#### leftTreadMaterialIndex Source code

var(TreadVehicle) int leftTreadMaterialIndex;

#### lowFriction Source code

var(TreadVehicle) float lowFriction;

#### maximumTreadVelocityDelta Source code

var(TreadVehicle) float maximumTreadVelocityDelta;

#### rightForwardTreadAnimation Source code

var(TreadVehicle) name rightForwardTreadAnimation;

#### rightReverseTreadAnimation Source code

var(TreadVehicle) name rightReverseTreadAnimation;

#### rightTreadMaterialIndex Source code

var(TreadVehicle) int rightTreadMaterialIndex;

#### softThrottleSteeringScale Source code

var(TreadVehicle) float softThrottleSteeringScale;

#### softThrottleSteeringStayOnPeriod Source code

var(TreadVehicle) float softThrottleSteeringStayOnPeriod;

#### spinSpeedToAnimationRate Source code

var(TreadVehicle) float spinSpeedToAnimationRate;

#### steerToVelocityFactor Source code

var(TreadVehicle) float steerToVelocityFactor;

#### throttleSteerToVelocityScaleFactor Source code

var(TreadVehicle) float throttleSteerToVelocityScaleFactor;

#### throttleToVelocityFactor Source code

var(TreadVehicle) float throttleToVelocityFactor;

#### treadGainFactor Source code

var(TreadVehicle) float treadGainFactor;

#### treadGainFactorStopping Source code

var(TreadVehicle) float treadGainFactorStopping;

#### treadLength Source code

var(TreadVehicle) float treadLength;

#### treadPositionOffset Source code

var(TreadVehicle) vector treadPositionOffset;

#### treadRadius Source code

var(TreadVehicle) float treadRadius;

#### treadVehicleGravityScale Source code

var(TreadVehicle) float treadVehicleGravityScale;

Structures Detail

#### TreadVehicleReplicationState Source code

struct TreadVehicleReplicationState
{

> var vector AngVel;
> var PlayerCharacterController.EDigitalAxisInput digitalStrafeInput;
> var PlayerCharacterController.EDigitalAxisInput digitalThrottleInput;
> var vector LinVel;
> var vector Position;
> var quat rotation;
> var bool ServerGripping;
> var byte ServerSteering[2];
> var bool softThrottleSteering;

};

Functions Detail

#### needToPushStateToClient Source code

function bool needToPushStateToClient ( ) )

#### PostNetBeginPlay Source code

simulated event PostNetBeginPlay ( ) )

#### processInput Source code

function processInput ( ) )

#### pushStateToClient Source code

function pushStateToClient ( ) )

#### tick Source code

simulated function tick ( float deltaSeconds) )

#### vehicleStateReceived Source code

simulated event vehicleStateReceived ( ) )

Defaultproperties

    defaultproperties
    {
    	treadPositionOffset = (X=-200,Y=200,Z=60)
    	treadLength = 400
    	treadRadius = 100

    	throttleToVelocityFactor = 6
    	throttleSteerToVelocityScaleFactor = 1.5
    	steerToVelocityFactor = 4
    	treadGainFactor = 0.05

    	leftTreadChannel = 1
    	leftForwardTreadAnimation = leftforward
    	leftReverseTreadAnimation = leftbackward
    	rightTreadChannel = 3
    	rightForwardTreadAnimation = rightforward
    	rightReverseTreadAnimation = rightbackward

    	spinSpeedToAnimationRate = 0.15
    	animationRateToTexturePanRate = 3.1

    	leftTreadMaterialIndex = 3
    	rightTreadMaterialIndex = 2

    	maximumTreadVelocityDelta = 0.3

    	treadVehicleGravityScale = 8

    	lowFriction = 0.001

    	treadGainFactorStopping = 0.3

    	softThrottleSteeringStayOnPeriod = 0.75
    	softThrottleSteeringScale = 0.75

    	centreOfMassHeightOffset = -100
    	forceApplicationHeightOffset = -100

    	clientInterpolationPeriod = 0.125
    }

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Creation time: st 23.5.2018 00:10:35.806 - Created with UnCodeX