News

Introduction

Using Drivables

Creating drivables
in the editor

Bot support in maps

Including support
for drivables in
your own MOD

Coding Bot support

Creating your
own vehicle types

Understanding
drivables

Bugs and known issues

Downloads

Contact

the planet

How to use Drivables

Three things are needed to play with drivables:
  1. You need to select a player type that supports drivables. In Unreal (1), under player setup, you can select the 'Male 1 Driver'. In Unreal Tournament, you can select the 'Male Driver' in your player setup.

  2. Mods may include their own driver class.
  3. You need to play a game type that allows drivers. Both under Unreal, and under Unreal Tournament, this is already taken care of, but if you play a mod, the game type must allow 'drivers', or replace them with its own version. For example, Infiltration (currently) replaces any player type it does not know, with one of its own player types. This includes the driver classes.
  4. You need a map that actually contains drivables...

How to activate/deactivate drivables

Basically, 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.
 

Controlling

There 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.
Basically, the standard drivable types are trying to mimic ordinary player movement control, i.e. if the vehicle would be capable of strafing (such as the helicopter), it will strafe.

Guns are fired by the fire/alt fire buttons, just like ordinary weapons.

Standard movement mappings
 

Drivable type Forward/backward Strafe left/right Aim Up/Down Aim Left/right Jump/Duck
Tank Speed Turns the tank - - -
Boat Speed Turns the boat (note rate of turn depends on speed) - - -
Car Speed Turns the car (note rate of turn depends on speed) - - -
Helicopter Pitch (as a result: speed) Banks the helicopter, resulting in strafing while hovering, turning at speed. - If enabled in the map, allows turning the helicopter in a hover, using the tail rotor. Collective setting, i.e. the lift the main rotor generates. Increasing this will allow you to travel faster by pitching the nose further down, without losing altitude.
Hovercraft Speed - note that a hovercraft has inertia Turns the hovercraft - - -
Plane Pitch Roll (indirectly turns the aircraft) - If enabled, rudder. Speed
Turret - - Aim Up/Down Aim Left/Right -

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.