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Creating drivables
Including support
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How to use Drivables |
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Three
things are needed to play with drivables:
Mods may include their own driver class. How to activate/deactivate drivablesBasically, when you 'pick up' a drivable, you really pick up a controller. This may be a stationary controller, which you will drop when you move, or it may be a remote control, which you can carry with you.Unlike other inventory objects in Unreal Tournament, you can activate and deactivate a vehicle control. Under the standard key mappings, this is done using the Enter/Return key. You can shift through the inventory (again under the standard key mappings) using the '[' and ']' keys. Unfortunately, the standard HUD in Unreal Tournament does not show the selected inventory item. Unreal does. ControllingThere are a number of drivable types available, with their own control mappings.Additionally, for some of the drivable types, a map designer can choose which controls are to be used, so a full list can not be given.However, as a rule: the standard drivable types
are setup so that the forward/backward controls and the strafe controls
are used to control the vehicle, and the aiming controls are used for aiming
a turret - if available. Also, planes and helicopters use the jump/duck
controls to set the power.
Guns are fired by the fire/alt fire buttons, just like ordinary weapons. Standard movement mappings
As you can see from the table above, the map designer can choose to put a turret on a vehicle, that can be controlled by the same player who controls the vehicle. For example, the tank and its turret could be controlled by a single person, or a helicopter could be fitted with a turret for the pilot, provided that tail rotor control is disabled. |