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KAI_Headlight
Parent class: DynamicLight
Note: Technically this shouldn't be under KAI_BaseVehicle on the sidebar, since it's not a child class of it. But it's only purpose is to be used by vehicles so.
The class used for the headlights of vehicles. It's mostly a normal dynamic light actor with some added code to keep it attached to its' vehicle, which is stored in its' Target pointer. Headlights are white by default.
Type: Boolean
Marks the headlight as active when the Activate() and Deactivate() virtuals are called on it by the headlight control functions. Required because FDynamicLight's m_Active variable is not exposed to ZScript.
Type: Vector3
The offsets of the dynamic light itself, relative to the KAI_Headlight dynamic light. Unlike m_Active above, the function that allows for this IS exposed to ZScript.
Type: Boolean
Marks the headlight as being a backlight for the vehicle, if that's the case, then the headlights' angle is rotated 180 degrees.
Type: Boolean
Makes the headlight additionally take its targets' SpriteRotation into account when warping to it.
Type: Boolean
Snaps the headlights' angle to the nearest sprite angle out of 8 cardinal angles. So that the headlights take the limited amount of visual rotations into account.
Type: Boolean
Used in conjunction with UseCardinalAngles to snap to the nearest of 16 cardinal angles instead of 8. Used for 16 angle sprites, like the ones that could be ideal for large vehicles like tanks.
- Headlight functions (TODO: Add links to the headlight functions heading in Vehicle functions)
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