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HoverVehicleData Class Reference
[Vehicles]

Defines the properties of a HoverVehicle. More...

Inheritance diagram for HoverVehicleData:
Inheritance graph
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List of all members.

Public Attributes

float brakingActivationSpeed
 Maximum speed below which a braking force is applied.
float brakingForce
 Force generated by braking.
float dragForce
 Drag force factor that acts opposite to the vehicle velocity.
ParticleEmitterData dustTrailEmitter
 Emitter to generate particles for the vehicle's dust trail.
float dustTrailFreqMod
 Number of dust trail particles to generate based on vehicle speed.
Point3F dustTrailOffset
 "X Y Z" offset from the vehicle's origin from which to generate dust trail particles.
SFXProfile engineSound
 Looping engine sound.
float floatingGravMag
 Scale factor applied to the vehicle gravitational force when the vehicle is floating.
float floatingThrustFactor
 Scalar applied to the vehicle's thrust force when the vehicle is floating.
SFXProfile floatSound
 Looping sound played while the vehicle is floating.
ParticleEmitterData forwardJetEmitter
 Emitter to generate particles for forward jet thrust.
float gyroDrag
 Damping torque that acts against the vehicle's current angular momentum.
SFXProfile jetSound
 Looping sound played when the vehicle is jetting.
float mainThrustForce
 Force generated by thrusting the vehicle forward.
float normalForce
 Force generated in the ground normal direction when the vehicle is not floating (within stabalizer length from the ground).
float pitchForce
 Pitch (rotation about the X-axis) force applied when steering in the y-axis direction.
float restorativeForce
 Force generated to stabalize the vehicle (return it to neutral pitch/roll) when the vehicle is floating (more than stabalizer length from the ground.
float reverseThrustForce
 Force generated by thrusting the vehicle backward.
float rollForce
 Roll (rotation about the Y-axis) force applied when steering in the x-axis direction.
float stabDampingConstant
 Damping spring force acting against changes in the stabalizer length.
float stabLenMax
 Length of the base stabalizer when travelling at maximum speed (maxThrustSpeed).
float stabLenMin
 Length of the base stabalizer when travelling at minimum speed (0).
float stabSpringConstant
 Value used to generate stabalizer spring force. The force generated depends on stabilizer compression, that is how close the vehicle is to the ground proportional to current stabalizer length.
float steeringForce
 Yaw (rotation about the Z-axis) force applied when steering in the x-axis direction.about the vehicle's Z-axis).
float strafeThrustForce
 Force generated by thrusting the vehicle to one side.
float triggerTrailHeight
 Maximum height above surface to emit dust trail particles.
float turboFactor
 Scale factor applied to the vehicle's thrust force when jetting.
float vertFactor
 Scalar applied to the vertical portion of the velocity drag acting on the vehicle.

Detailed Description

Defines the properties of a HoverVehicle.


Member Data Documentation

Maximum speed below which a braking force is applied.

See also:
brakingForce

Force generated by braking.

The vehicle is considered to be braking if it is moving, but the throttle is off, and no left or right thrust is being applied. This force is only applied when the vehicle's velocity is less than brakingActivationSpeed.

Drag force factor that acts opposite to the vehicle velocity.

Also used to determnine the vehicle's maxThrustSpeed.

See also:
mainThrustForce

Emitter to generate particles for the vehicle's dust trail.

The trail of dust particles is generated only while the vehicle is moving.

Number of dust trail particles to generate based on vehicle speed.

The vehicle's speed is divided by this value to determine how many particles to generate each frame. Lower values give a more dense trail, higher values a more sparse trail.

"X Y Z" offset from the vehicle's origin from which to generate dust trail particles.

By default particles are emitted directly beneath the origin of the vehicle model.

Looping engine sound.

The volume is dynamically adjusted based on the current thrust level.

Scale factor applied to the vehicle gravitational force when the vehicle is floating.

See also:
stabLenMin

Scalar applied to the vehicle's thrust force when the vehicle is floating.

Note:
The floatingThrustFactor must be between 0.0 and 1.0 (inclusive).

Looping sound played while the vehicle is floating.

See also:
stabMinLen

Emitter to generate particles for forward jet thrust.

Forward jet thrust particles are emitted from model nodes JetNozzle0 and JetNozzle1.

Damping torque that acts against the vehicle's current angular momentum.

Looping sound played when the vehicle is jetting.

Force generated by thrusting the vehicle forward.

Also used to determine the maxThrustSpeed:

Example:

Force generated in the ground normal direction when the vehicle is not floating (within stabalizer length from the ground).

See also:
stabLenMin

Pitch (rotation about the X-axis) force applied when steering in the y-axis direction.

Force generated to stabalize the vehicle (return it to neutral pitch/roll) when the vehicle is floating (more than stabalizer length from the ground.

See also:
stabLenMin

Force generated by thrusting the vehicle backward.

Roll (rotation about the Y-axis) force applied when steering in the x-axis direction.

Damping spring force acting against changes in the stabalizer length.

See also:
stabLenMin

Length of the base stabalizer when travelling at maximum speed (maxThrustSpeed).

See also:
stabLenMin
mainThrustForce

Length of the base stabalizer when travelling at minimum speed (0).

Each tick, the vehicle performs 2 raycasts (from the center back and center front of the vehicle) to check for contact with the ground. The base stabalizer length determines the length of that raycast; if neither raycast hit the ground, the vehicle is floating, stabalizer spring and ground normal forces are not applied.

hoverVehicle_forces.png
See also:
stabSpringConstant

Value used to generate stabalizer spring force. The force generated depends on stabilizer compression, that is how close the vehicle is to the ground proportional to current stabalizer length.

See also:
stabLenMin

Yaw (rotation about the Z-axis) force applied when steering in the x-axis direction.about the vehicle's Z-axis).

Force generated by thrusting the vehicle to one side.

Also used to determine the vehicle's maxThrustSpeed.

See also:
mainThrustForce

Maximum height above surface to emit dust trail particles.

If the vehicle is less than triggerTrailHeight above a static surface with a material that has 'showDust' set to true, the vehicle will emit particles from the dustTrailEmitter.

Scale factor applied to the vehicle's thrust force when jetting.

Scalar applied to the vertical portion of the velocity drag acting on the vehicle.

For the horizontal (X and Y) components of velocity drag, a factor of 0.25 is applied when the vehicle is floating, and a factor of 1.0 is applied when the vehicle is not floating. This velocity drag is multiplied by the vehicle's dragForce, as defined above, and the result is subtracted from it's movement force.

Note:
The vertFactor must be between 0.0 and 1.0 (inclusive).


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