Wearable |
Sosig Wearable reference, auto assigned if on the same GameObject as the Sosig Wearable Component |
Vehicle Center |
The aim location for enemy sosigs |
Wheels |
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Wheel Radius |
How large the wheels are, used for wheel animation and visual suspension |
Wheel Collision |
What can the wheels collide with Defaults: Default, Environment |
Wheels Spin |
If ticked, wheels spin when the vehicle is in motion (Calculated by Wheel Radius) |
Wheels |
Collection of wheels that will be affected, not limited |
> Wheel |
The Wheels Bone (Wheel mesh renderer should be the gameobject or child gameobject) |
> Type |
Visual Only: Turns - From steering wheels, Inverse Turns - Back steering wheels, Straight - Only moves forwards and backwards |
> Max Turn Angle |
How much in degrees can the wheel turn to when the vehicle is in a turning state |
> Surface Angle Calculation |
Is the wheel location included in the vehicles overall surface angle calculation (What tilts the vehicle up and down hills), generally used on the 4 corners of the vehicle |
Agent |
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Agent Radius |
How much Nav Agent space the vehicle takes up, should be slightly wider than the vehicles width but smaller than the depth, nearby sosigs are affected by this radius |
Agent Height |
How tall the agent is, currently unused but in theory could be used to stop vehicles going into low roof areas, worth setting up for future proofing, should be just shallow or level with the roof of the vehicle |
Agent Acceleration |
Rate which the vehicle gains speed |
Agent Stopping Distance |
How far the vehicle will stop from its destination, should be approximately double the agents radius to stop them getting too close to the player |
Movement |
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Turn Speed Min |
Lowest turn speed when the vehicle is stationary and the main body is matching the sosig agents direction, leave at 0 for minimal shift with wheeled vehicles, give it a lower number for vehicles such as tanks |
Turn Speed Max |
The fastest rate the main body can turn at full velocity |
Angle Turn Rate |
How fast the vehicle adjusts for the terrain underneath it, lower number means smoother slower adjustments to the terrain, higher means faster and snappier reaction to terrain changes |
Turret |
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Turret Base |
The "Head" of the turret, which pivots left and right for aiming |
Turret Barrel |
The "Barrel" of the turret, which aims directly at its target (This is done for accurate aiming) |
Turret Muzzle |
The location on the barrel the invisible sosig weapon is mounted and where the projectiles come out of, there are special requirements for its angle |
Aim Speed |
How quickly the turret will turn in degrees a second to face its current target |
Hide Sosig Weapon |
Hides the sosigs first slot weapon thats used as the turrets main weapon |
Vehicle Aligns to Surface |
If ticked the vehicle will be affected by the angle of the terrain underneath it |
Sosig |
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Sosig Icons Point |
The sosigs reaction icons, place above the 'head' of the vehicle or the center top |
Sosig Vision |
How the vehicle can see, place above top center of the turret to give the best viewing angle for the vehicle |
Visuals |
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Body Animator |
For vehicles that want to use Animators, currently untested and unused, outputs "Movement" Vector2 for when the vehicle is in motion |
Turret Animator |
Current not implemented |
Alive Objects |
Game Objects that are enabled while the vehicle is in its alive state |
Death Objects |
Game Objects that are enabled when the vehicle is killed or destroyed |
Damaged Objects |
Game Objects that are enabled after being damaged |
Damage Mustard Amount |
How much damage from 0-100% (0.0-1.0) needs to be dealt before the Damaged Objects is enabled |