Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Vehicles.Bulldog


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
00284
00285
00286
00287
00288
00289
00290
00291
00292
00293
00294
00295
00296
00297
00298
00299
00300
00301
00302
00303
00304
00305
00306
00307
00308
00309
00310
00311
00312
00313
00314
00315
00316
00317
00318
00319
00320
00321
00322
00323
00324
00325
00326
00327
00328
00329
00330
00331
00332
00333
00334
00335
00336
00337
00338
00339
00340
00341
00342
00343
00344
00345
00346
00347
00348
00349
00350
00351
00352
00353
00354
00355
00356
00357
00358
00359
00360
00361
00362
00363
00364
00365
00366
00367
00368
00369
00370
00371
00372
00373
00374
00375
00376
00377
00378
00379
00380
00381
00382
00383
00384
00385
00386
00387
00388
00389
00390
00391
00392
00393
00394
00395
00396
00397
00398
00399
00400
00401
00402
00403
00404
00405
00406
00407
00408
00409
00410
00411
00412
00413
00414
00415
00416
00417
00418
00419
00420
00421
00422
00423
00424
00425
00426
00427
00428
00429
00430
00431
00432
00433
00434
00435
00436
00437
00438
00439
00440
00441
00442
00443
00444
00445
00446
00447
00448
00449
00450
00451
00452
00453
00454
00455
00456
00457
00458
00459
00460
00461
00462
00463
00464
00465
00466
00467
00468
00469
00470
00471
00472
00473
00474
00475
00476
00477
00478
00479
00480
00481
00482
00483
00484
00485
00486
00487
00488
00489
00490
00491
00492
00493
00494
00495
00496
00497
00498
00499
00500
00501
00502
00503
00504
00505
00506
00507
00508
00509
00510
00511
00512
00513
00514
00515
00516
00517
00518
00519
00520
00521
00522
00523
00524
00525
00526
00527
00528
00529
00530
00531
00532
00533
00534
00535
00536
00537
00538
00539
00540
00541
00542
00543
00544
00545
00546
00547
00548
00549
00550
00551
00552
00553
00554
00555
00556
00557
00558
00559
00560
00561
00562
00563
00564
00565
00566
00567
00568
00569
00570
00571
00572
00573
00574
00575
00576
00577
00578
00579
00580
00581
00582
00583
00584
00585
00586
00587
00588
00589
00590
00591
00592
00593
00594
00595
00596
00597
00598
00599
00600
00601
00602
00603
00604
00605
00606
00607
00608
00609
00610
00611
00612
00613
00614
00615
00616
00617
00618
00619
00620
00621
00622
00623
00624
00625
00626
00627
00628
00629
00630
00631
00632
00633
00634
00635
00636
00637
00638
00639
00640
00641
00642
00643
00644
00645
00646
00647
00648
00649
00650
00651
00652
00653
00654
00655
00656
00657
00658
00659
00660
00661
00662
00663
00664
00665
00666
00667
00668
00669
00670
00671
00672
00673
00674
00675
00676
00677
00678
00679
00680
00681
00682
00683
00684
00685
00686
00687
00688
00689
00690
00691
00692
00693
00694
00695
00696
00697
00698
00699
00700
00701
#exec OBJ LOAD FILE=..\staticmeshes\BulldogMeshes.usx
#exec OBJ LOAD FILE=..\sounds\WeaponSounds.uax
#exec OBJ LOAD FILE=..\textures\VehicleFX.utx

class Bulldog extends KCar
    placeable
	CacheExempt;

// triggers used to get into the Bulldog
var const vector	FrontTriggerOffset;
var BulldogTrigger	FLTrigger, FRTrigger, FlipTrigger;


// headlight projector
var const vector		HeadlightOffset;
var BulldogHeadlight	Headlight;
var bool				HeadlightOn;

// Light materials
var Material			ReverseMaterial;
var Material			BrakeMaterial;
var Material			TailOffMaterial;

var Material			HeadlightOnMaterial;
var Material			HeadlightOffMaterial;

var BulldogHeadlightCorona HeadlightCorona[8];
var (Bulldog) vector	HeadlightCoronaOffset[8];

// Used to prevent triggering sounds continuously
var float			UntilNextImpact;

// Wheel dirt emitter
var BulldogDust		Dust[4]; // FL, FR, RL, RR

// Distance below centre of tire to place dust.
var float			DustDrop;

// Ratio between dust kicked up and amount wheels are slipping
var (Bulldog) float	DustSlipRate;
var (Bulldog) float DustSlipThresh;

// Maximum speed at which you can get in the vehicle.
var (Bulldog) float	TriggerSpeedThresh;
var bool			TriggerState; // true for on, false for off.
var bool			FlipTriggerState;

// Destroyed Buggy
var (Bulldog) class<Actor>	DestroyedEffect;
var (Bulldog) sound			DestroyedSound;

// Weapon
var			  float	FireCountdown;
var			  float SinceLastTargetting;
var			  Pawn  CurrentTarget;

var (Bulldog) float		FireInterval;
var (Bulldog) float		TargettingInterval;
var (Bulldog) vector	RocketFireOffset; // Position (car ref frame) that rockets are launched from
var (Bulldog) float     TargettingRange;
var (Bulldog) Material	TargetMaterial;


// Bulldog sound things
var (Bulldog) float	EnginePitchScale;
var (Bulldog) sound	BulldogStartSound;
var (Bulldog) sound	BulldogIdleSound;
var (Bulldog) float	HitSoundThreshold;
var (Bulldog) sound	BulldogSquealSound;
var (Bulldog) float	SquealVelThresh;
var (Bulldog) sound	BulldogHitSound;

var (Bulldog) String BulldogStartForce;
var (Bulldog) String BulldogIdleForce;
var (Bulldog) String BulldogSquealForce;
var (Bulldog) String BulldogHitForce;

replication
{
	reliable if(Role == ROLE_Authority)
		HeadlightOn, CurrentTarget;
}

function PreBeginPlay()
{
	Super.PreBeginPlay();
	if ( Level.IsDemoBuild() )
		Destroy();
}

simulated function PostNetBeginPlay()
{
	local vector RotX, RotY, RotZ;
	local int i;

    Super.PostNetBeginPlay();

    GetAxes(Rotation,RotX,RotY,RotZ);

	// Only have triggers on server
	if(Level.NetMode != NM_Client)
	{
		// Create triggers for gettting into the Bulldog
		FLTrigger = spawn(class'BulldogTrigger', self,, Location + FrontTriggerOffset.X * RotX + FrontTriggerOffset.Y * RotY + FrontTriggerOffset.Z * RotZ);
		FLTrigger.SetBase(self);
		FLTrigger.SetCollision(true, false, false);

		FRTrigger = spawn(class'BulldogTrigger', self,, Location + FrontTriggerOffset.X * RotX - FrontTriggerOffset.Y * RotY + FrontTriggerOffset.Z * RotZ);
		FRTrigger.SetBase(self);
		FRTrigger.SetCollision(true, false, false);

		TriggerState = true;

		// Create trigger for flipping the bulldog back over.
		FlipTrigger = spawn(class'BulldogTrigger', self,, Location);
		Fliptrigger.bCarFlipTrigger = true;
		FlipTrigger.SetBase(self);
		FlipTrigger.SetCollisionSize(350, 200);
		FlipTrigger.SetCollision(false, false, false);

		FlipTriggerState = false;
	}

	// Dont bother making emitters etc. on dedicated server
	if(Level.NetMode != NM_DedicatedServer)
	{
		// Create headlight projector. We make sure it doesn't project on the vehicle itself.
		Headlight = spawn(class'BulldogHeadlight', self,, Location + HeadlightOffset.X * RotX + HeadlightOffset.Y * RotY + HeadlightOffset.Z * RotZ);
		Headlight.SetBase(self);
		Headlight.SetRelativeRotation(rot(-2000, 32768, 0));

		// Create wheel dust emitters.
		Dust[0] = spawn(class'BulldogDust', self,, Location + WheelFrontAlong*RotX + WheelFrontAcross*RotY + (WheelVert-DustDrop)*RotZ);
		Dust[0].SetBase(self);

		Dust[1] = spawn(class'BulldogDust', self,, Location + WheelFrontAlong*RotX - WheelFrontAcross*RotY + (WheelVert-DustDrop)*RotZ);
		Dust[1].SetBase(self);

		Dust[2] = spawn(class'BulldogDust', self,, Location + WheelRearAlong*RotX + WheelRearAcross*RotY + (WheelVert-DustDrop)*RotZ);
		Dust[2].SetBase(self);

		Dust[3] = spawn(class'BulldogDust', self,, Location + WheelRearAlong*RotX - WheelRearAcross*RotY + (WheelVert-DustDrop)*RotZ);
		Dust[3].SetBase(self);

		// Set light materials
		Skins[1]=BrakeMaterial;
		Skins[2]=HeadlightOffMaterial;

		// Spawn headlight coronas
		for(i=0; i<8; i++)
		{
			HeadlightCorona[i] = spawn(class'BulldogHeadlightCorona', self,, Location + (HeadlightCoronaOffset[i] >> Rotation) );
			HeadlightCorona[i].SetBase(self);
		}
	}

    // For KImpact event
    KSetImpactThreshold(HitSoundThreshold);

	// If this is not 'authority' version - don't destroy it if there is a problem.
	// The network should sort things out.
	if(Role != ROLE_Authority)
	{
		KarmaParams(KParams).bDestroyOnSimError = False;
		KarmaParams(frontLeft.KParams).bDestroyOnSimError = False;
		KarmaParams(frontRight.KParams).bDestroyOnSimError = False;
		KarmaParams(rearLeft.KParams).bDestroyOnSimError = False;
		KarmaParams(rearRight.KParams).bDestroyOnSimError = False;
	}
}

simulated event Destroyed()
{
	local int i;

	//Log("Bulldog Destroyed");

	// Clean up random stuff attached to the car
	if(Level.NetMode != NM_Client)
	{

		FLTrigger.Destroy();
		FRTrigger.Destroy();
		FlipTrigger.Destroy();
	}

	if(Level.NetMode != NM_DedicatedServer)
	{
		Headlight.Destroy();

		for(i=0; i<4; i++)
			Dust[i].Destroy();

		for(i=0; i<8; i++)
			HeadlightCorona[i].Destroy();
	}

	// This will destroy wheels & joints
	Super.Destroyed();

	// Trigger destroyed sound and effect
	if(Level.NetMode != NM_DedicatedServer)
	{
		spawn(DestroyedEffect, self, , Location );
		PlaySound(DestroyedSound);
	}
}

function KImpact(actor other, vector pos, vector impactVel, vector impactNorm)
{
    /* Only make noises for Bulldog-world impacts */
    if(other != None)
        return;

    if(UntilNextImpact < 0)
    {
        //PlaySound(BulldogHitSound);

        // hack to stop the sound repeating rapidly on impacts
        //UntilNextImpact = GetSoundDuration(BulldogHitSound);


    }
}

simulated function ClientKDriverEnter(PlayerController pc)
{
	//Log("Bulldog ClientKDriverEnter");

	Super.ClientKDriverEnter(pc);
}

function KDriverEnter(Pawn p)
{
	//Log("Bulldog KDriverEnter");

	Super.KDriverEnter(p);

	//PlaySound(BulldogStartSound);

	//AmbientSound=BulldogIdleSound;

	p.bHidden = True;
	ReceiveLocalizedMessage(class'Vehicles.BulldogMessage', 1);
}

simulated function ClientKDriverLeave(PlayerController pc)
{
	//Log("Bulldog ClientKDriverLeave");

	Super.ClientKDriverLeave(pc);
}

function bool KDriverLeave(bool bForceLeave)
{
	local Pawn OldDriver;

	//Log("Bulldog KDriverLeave");

	OldDriver = Driver;

	// If we succesfully got out of the car, make driver visible again.
	if( Super.KDriverLeave(bForceLeave) )
	{
		OldDriver.bHidden = false;
		AmbientSound = None;
		return true;
	}
	else
		return false;
}

function LaunchRocket(bool bWasAltFire)
{
	local vector RotX, RotY, RotZ, FireLocation;
	local BulldogRocket R;
	local PlayerController PC;

	// Client can't do firing
	if(Role != ROLE_Authority)
		return;

	// Fire as many rockets as we have time to.
	GetAxes(Rotation, RotX, RotY, RotZ);
	FireLocation = Location + (RocketFireOffset >> Rotation);

	while(FireCountdown <= 0)
	{
		if(!bWasAltFire)
		{
			// Fire a rocket at the current target (starts flying forward and up a bit)

			R = spawn(class'Vehicles.BulldogRocket', self, , FireLocation, rotator(-1 * RotX + 0.2 * RotZ));
			R.Seeking = CurrentTarget;

			// Play firing noise
			PlaySound(Sound'WeaponSounds.RocketLauncher.RocketLauncherFire', SLOT_None,,,,, false);
			PC = PlayerController(Controller);
			if (PC != None && PC.bEnableWeaponForceFeedback)
				PC.ClientPlayForceFeedback("RocketLauncherFire");
		}
		else
		{
			//Log("Would AltFire At:"$CurrentTarget);
		}

		FireCountdown += FireInterval;
	}
}

// Fire a rocket (if we've had time to reload!)
function VehicleFire(bool bWasAltFire)
{
	Super.VehicleFire(bWasAltFire);

	if(FireCountdown < 0)
	{
		FireCountdown = 0;
		LaunchRocket(bWasAltFire);
	}
}

// For drawing targetting reticule
simulated function DrawHud(Canvas C)
{
	local int XPos, YPos;
	local vector ScreenPos;
	local float RatioX, RatioY;
	local float tileX, tileY;
	local float SizeX, SizeY, PosDotDir;
	local vector CameraLocation, CamDir;
	local rotator CameraRotation;

	if(CurrentTarget == None)
		return;

	SizeX = 64.0;
	SizeY = 64.0;

	ScreenPos = C.WorldToScreen( CurrentTarget.Location );

	// Dont draw reticule if target is behind camera
	C.GetCameraLocation( CameraLocation, CameraRotation );
	CamDir = vector(CameraRotation);
	PosDotDir = (CurrentTarget.Location - CameraLocation) Dot CamDir;
	if( PosDotDir < 0)
		return;

	RatioX = C.SizeX / 640.0;
	RatioY = C.SizeY / 480.0;

	tileX = sizeX * RatioX;
	tileY = sizeY * RatioX;

	XPos = ScreenPos.X;
	YPos = ScreenPos.Y;
	C.Style = ERenderStyle.STY_Additive;
	C.DrawColor.R = 255;
	C.DrawColor.G = 255;
	C.DrawColor.B = 255;
	C.DrawColor.A = 255;
	C.SetPos(XPos - tileX*0.5, YPos - tileY*0.5);
	C.DrawTile( TargetMaterial, tileX, tileY, 0.0, 0.0, 256, 256); //--- TODO : Fix HARDCODED USIZE
}

simulated function Tick(float Delta)
{
    Local float BestAim, BestDist, TotalSlip, EnginePitch, VMag;
	Local vector RotX, RotY, RotZ, FireLocation;
	local pawn NewTarget;
	local int i;

    Super.Tick(Delta);

	// Weapons (run on server and replicated to client)
	if(Role == ROLE_Authority)
	{
		// Only put headlights on when driver is in. Save batteries!
		if(Driver != None)
			HeadlightOn=true;
		else
			HeadlightOn=false;

		// Do targetting (do nothing if no controller)
		SinceLastTargetting += Delta;
		if(Controller != None && SinceLastTargetting > TargettingInterval)
		{
			GetAxes(Rotation, RotX, RotY, RotZ);

			FireLocation = Location + (RocketFireOffset >> Rotation);

			// BestAim is zero - so we will only target things in front of the buggy
			BestAim = 0;
			NewTarget = Controller.PickTarget(BestAim, BestDist, -1.0 * RotX, FireLocation, TargettingRange);

			// If this is a new lock - play lock-on noise
			if(NewTarget != CurrentTarget)
			{
				if(NewTarget == None)
					PlayerController(Controller).ClientPlaySound(Sound'WeaponSounds.SeekLost');
				else
					PlayerController(Controller).ClientPlaySound(Sound'WeaponSounds.LockOn');
			}

			CurrentTarget = NewTarget;
			SinceLastTargetting = 0;
		}

		// Countdown to next shot
		FireCountdown -= Delta;

		// This is for sustained barrages.
		// Primary fire takes priority
		if(bVehicleIsFiring)
			LaunchRocket(false);
		else if(bVehicleIsAltFiring)
			LaunchRocket(true);
	}

	// Dont bother doing effects on dedicated server.
	if(Level.NetMode != NM_DedicatedServer)
	{
		// Update brake light colors.
		if(Gear == -1 && OutputBrake == false)
		{
			// REVERSE
			Skins[1] = ReverseMaterial;
		}
		else if(Gear == 0 && OutputBrake == true)
		{
			// BRAKE
			Skins[1] = BrakeMaterial;
		}
		else
		{
			// OFF
			Skins[1] = TailOffMaterial;
		}

		// Set headlight projector state.
		Headlight.DetachProjector();
		if(HeadlightOn)
		{
			Headlight.AttachProjector();
			Skins[2] = HeadlightOnMaterial;
			for(i=0; i<8; i++)
				HeadlightCorona[i].bHidden = false;
		}
		else
		{
			Skins[2] = HeadlightOffMaterial;
			for(i=0; i<8; i++)
				HeadlightCorona[i].bHidden = true;
		}

		// Update dust kicked up by wheels.
		Dust[0].UpdateDust(frontLeft, DustSlipRate, DustSlipThresh);
		Dust[1].UpdateDust(frontRight, DustSlipRate, DustSlipThresh);
		Dust[2].UpdateDust(rearLeft, DustSlipRate, DustSlipThresh);
		Dust[3].UpdateDust(rearRight, DustSlipRate, DustSlipThresh);
	}

    UntilNextImpact -= Delta;

	// This assume the sound is an idle-ing sound, and increases with pitch
	// as wheels speed up.
	EnginePitch = 64 + ((WheelSpinSpeed/EnginePitchScale) * (255-64));
    SoundPitch = FClamp(EnginePitch, 0, 254);
	//Log("Engine Pitch:"$SoundPitch);
    //SoundVolume = 255;

    // Currently, just use rear wheels for slipping noise
    TotalSlip = rearLeft.GroundSlipVel + rearRight.GroundSlipVel;
    //log("TotalSlip:"$TotalSlip);
	if(TotalSlip > SquealVelThresh)
	{
		rearLeft.AmbientSound = BulldogSquealSound;
	}
	else
	{
		rearLeft.AmbientSound = None;
	}

	// Dont have triggers on network clients.
	if(Level.NetMode != NM_Client)
	{
		// If vehicle is moving, disable collision for trigger.
		VMag = VSize(Velocity);

		if(!bIsInverted && VMag < TriggerSpeedThresh && TriggerState == false)
		{
			FLTrigger.SetCollision(true, false, false);
			FRTrigger.SetCollision(true, false, false);
			TriggerState = true;
		}
		else if((bIsInverted || VMag > TriggerSpeedThresh) && TriggerState == true)
		{
			FLTrigger.SetCollision(false, false, false);
			FRTrigger.SetCollision(false, false, false);
			TriggerState = false;
		}

		// If vehicle is inverted, and slow, turn on big 'flip vehicle' trigger.
		if(bIsInverted && VMag < TriggerSpeedThresh && FlipTriggerState == false)
		{
			FlipTrigger.SetCollision(true, false, false);
			FlipTriggerState = true;
		}
		else if((!bIsInverted || VMag > TriggerSpeedThresh) && FlipTriggerState == true)
		{
			FlipTrigger.SetCollision(false, false, false);
			FlipTriggerState = false;
		}
	}
}

// Really simple at the moment!
function TakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation,
						Vector momentum, class<DamageType> damageType)
{
	// Avoid damage healing the car!
	if(Damage < 0)
		return;

	if(damageType == class'DamTypeSuperShockBeam')
		Health -= 100; // Instagib doesn't work on vehicles
	else
		Health -= 0.5 * Damage; // Weapons do less damage

	// The vehicle is dead!
	if(Health <= 0)
	{
		if ( Controller != None )
		{
			if( Controller.bIsPlayer )
			{
				ClientKDriverLeave(PlayerController(Controller)); // Just to reset HUD etc.
				Controller.PawnDied(self); // This should unpossess the controller and let the player respawn
			}
			else
				Controller.Destroy();
		}

		Destroy(); // Destroy the vehicle itself (see Destroyed below)
	}

    //KAddImpulse(momentum, hitlocation);
}

// AI Related code
function Actor GetBestEntry(Pawn P)
{
	if ( FlipTriggerState )
		return FlipTrigger;

	if ( VSize(P.Location - FLTrigger.Location) < VSize(P.Location - FRTrigger.Location) )
		return FLTrigger;
	return FRTrigger;
}

defaultproperties
{
	DrawType=DT_StaticMesh
	StaticMesh=StaticMesh'BulldogMeshes.Simple.S_Chassis'

    Begin Object Class=KarmaParamsRBFull Name=KParams0
        KInertiaTensor(0)=20
        KInertiaTensor(1)=0
        KInertiaTensor(2)=0
        KInertiaTensor(3)=30
        KInertiaTensor(4)=0
        KInertiaTensor(5)=48
		KCOMOffset=(X=0.8,Y=0.0,Z=-0.7)
		KStartEnabled=True
		KFriction=1.6
		KLinearDamping=0
		KAngularDamping=0
		bKNonSphericalInertia=False
        bHighDetailOnly=False
        bClientOnly=False
		bKDoubleTickRate=True
        Name="KParams0"
    End Object
    KParams=KarmaParams'KParams0'

	DrawScale=0.4

	FrontTireClass=class'BulldogTire'
	RearTireClass=class'BulldogTire'

	WheelFrontAlong=-100
	WheelFrontAcross=110
	WheelRearAlong=115
	WheelRearAcross=110
	WheelVert=-15

	DestroyedEffect=class'XEffects.RocketExplosion'
	DestroyedSound=sound'WeaponSounds.P1RocketLauncherAltFire'


	//FrontTriggerOffset=(X=174,Y=0,Z=20)
	FrontTriggerOffset=(X=0,Y=165,Z=10)

	TriggerSpeedThresh=40

	HeadlightOffset=(X=-200,Y=0,Z=50)
	HeadlightOn=false

	// Light materials
	ReverseMaterial=Material'VehicleFX.BDReverseLight_ON'
	BrakeMaterial=Material'VehicleFX.BDTaiLight_ON'
	TailOffMaterial=Material'VehicleFX.BDTailOff'

	HeadlightOnMaterial=Material'VehicleFX.BDHeadlights_ON'
	HeadlightOffMaterial=Material'VehicleFX.BDHeadlights'

	HeadlightCoronaOffset(0)=(X=-199,Y=51,Z=57)
	HeadlightCoronaOffset(1)=(X=-199,Y=-51,Z=57)
	HeadlightCoronaOffset(2)=(X=-128,Y=38,Z=125)
	HeadlightCoronaOffset(3)=(X=-189,Y=93,Z=28)
	HeadlightCoronaOffset(4)=(X=-183,Y=-93,Z=26)
	HeadlightCoronaOffset(5)=(X=-190,Y=-51,Z=77)
	HeadlightCoronaOffset(6)=(X=-128,Y=63,Z=123)
	HeadlightCoronaOffset(7)=(X=-185,Y=85,Z=10)

	// Sounds
	EnginePitchScale=655350
	HitSoundThreshold=30
	SquealVelThresh=15

	DustSlipRate=2.8
	DustSlipThresh=0.1
	DustDrop=30

	// Weaponary
	bSpecialHUD=true
	FireInterval=0.9
	TargettingInterval=0.5
	RocketFireOffset=(X=0,Y=0,Z=180)
	TargettingRange=5000
    TargetMaterial=Material'InterfaceContent.Hud.fbBombFocus'


	// Driver positions

	ExitPositions(0)=(X=0,Y=200,Z=100)
	ExitPositions(1)=(X=0,Y=-200,Z=100)
	ExitPositions(2)=(X=350,Y=0,Z=100)
	ExitPositions(3)=(X=-350,Y=0,Z=100)

	DrivePos=(X=-165,Y=0,Z=-100)

    OutputBrake=1
    Steering=0
    Throttle=0
    Gear=1
	StopThreshold=40

    MaxSteerAngle=3400
    MaxBrakeTorque=55

	TorqueCurve=(Points=((InVal=0,OutVal=270),(InVal=200000,OutVal=270),(InVal=300000,OutVal=0)))
    TorqueSplit=1.0
    SteerPropGap=500
    SteerTorque=15000
    SteerSpeed=20000

    TireMass=0.5
    ChassisMass=8

    TireRollFriction=1.5
    TireLateralFriction=1.5
    TireRollSlip=0.06
    TireLateralSlip=0.04
    TireMinSlip=0.001
    TireSlipRate=0.007
    TireSoftness=0.0
    TireAdhesion=0
    TireRestitution=0

	HandbrakeThresh=1000
	TireHandbrakeSlip=0.2
	TireHandbrakeFriction=-1.2

    SuspStiffness=150
    SuspDamping=14.5
    SuspHighLimit=0.5
    SuspLowLimit=-0.5
    SuspRef=0

	AirSpeed = 5000

	Health=800
	HealthMax=800

    // sound
    SoundRadius=255

    UntilNextImpact=500
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: Di 5.9.2006 22:36:14.000 - Creation time: Do 14.8.2014 09:58:35.691 - Created with UnCodeX