Vehicles
Vehicles are supported by the newer custom editor and modkit.
This page covers the vehicle blueprints and settings documented so far. It will be expanded with the validated authoring procedure, required actors and data, runtime behavior, and packaging checks.
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This page is a current work in progress. |
Blueprints/Pawns
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All vehicles are located in the
/Vehiclefolder. Each folder has static and non-static blueprints. -
_Mockup includes Escape van/helicopter, and police vehicles.
Vehicle seeds
Use Set seed on vehicles to change their data. Values from -10000 to 10000 cover all vehicle types. Seeds change the aesthetics significantly; for example, sedans can change colour or turn into taxis.
Escape vehicles
Escape vehicles can open and close their doors via Door states per type, where you set each door and whether it is open or closed. You can also use the set door state Blueprint node. For the escape van, use the back doors to open it.
Traffic
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SBZTrafficVolumeis used to stop traffic. -
In
SBZWorldsettings, the traffic manager data asset controls which blueprints spawn in the heist, and how many. See World Settings. -
Use
SBZTrafficSpline, notSBZSpline, to control the movement of cars. Each vehicle has aSet and Drive *that controls how that pawn moves.