🚙 VehicleWheeled
载具是角色可以拥有并驾驶的轮式实体。

💂Authority
This class can only be spawned on 🟦 Server side.
🔁Network Authority Distribution
This class have the Network Authority distribution enabled and automatically handled by the server. You can override the Network Authority or disable it from automatically distributing.
👪Inheritance
This class shares methods and events from Base Entity, Base Actor, Base Paintable, Base Damageable, Base Vehicle.
🧑💻API Source
This page is auto-generated! The Functions, Properties and Events described here are defined in our GitHub's API Repository! Feel free to commit suggestions and changes to the source .json API files!
Any Skeletal Mesh can be used to create a Vehicle, although only Skeletal Meshes with Wheels bones can use the built-in feature of animated Wheels.
🎒 示例
Server/Index.lua
-- Spawns a Pickup Vehicle
local vehicle = VehicleWheeled(location or Vector(), rotation or Rotator(), "nanos-world::SK_Pickup", CollisionType.Normal, true, false, true, "nanos-world::A_Vehicle_Engine_10")
-- Configure it's Engine power and Aerodynamics
vehicle:SetEngineSetup(700, 5000)
vehicle:SetAerodynamicsSetup(2500)
-- Configure it's Steering Wheel and Headlights location
vehicle:SetSteeringWheelSetup(Vector(0, 27, 120), 24)
vehicle:SetHeadlightsSetup(Vector(270, 0, 70))
-- Configures each Wheel
vehicle:SetWheel(0, "Wheel_Front_Left", 27, 18, 45, Vector(), true, true, false, false, false, 1500, 3000, 1000, 1, 3, 20, 20, 250, 50, 10, 10, 0, 0.5, 0.5)
vehicle:SetWheel(1, "Wheel_Front_Right", 27, 18, 45, Vector(), true, true, false, false, false, 1500, 3000, 1000, 1, 3, 20, 20, 250, 50, 10, 10, 0, 0.5, 0.5)
vehicle:SetWheel(2, "Wheel_Rear_Left", 27, 18, 0, Vector(), false, true, true, false, false, 1500, 3000, 1000, 1, 4, 20, 20, 250, 50, 10, 10, 0, 0.5, 0.5)
vehicle:SetWheel(3, "Wheel_Rear_Right", 27, 18, 0, Vector(), false, true, true, false, false, 1500, 3000, 1000, 1, 4, 20, 20, 250, 50, 10, 10, 0, 0.5, 0.5)
-- Adds 6 Doors/Seats
vehicle:SetDoor(0, Vector( 50, -75, 105), Vector( 8, -32.5, 95), Rotator(0, 0, 10), 70, -150)
vehicle:SetDoor(1, Vector( 50, 75, 105), Vector( 25, 50, 90), Rotator(0, 0, 0), 70, 150)
vehicle:SetDoor(2, Vector( -90, -75, 130), Vector( -90, -115, 155), Rotator(0, 90, 20), 60, -150)
vehicle:SetDoor(3, Vector( -90, 75, 130), Vector( -90, 115, 155), Rotator(0, -90, 20), 60, 150)
vehicle:SetDoor(4, Vector(-195, -75, 130), Vector(-195, -115, 155), Rotator(0, 90, 20), 60, -150)
vehicle:SetDoor(5, Vector(-195, 75, 130), Vector(-195, 115, 155), Rotator(0, -90, 20), 60, 150)
-- Make it ready (so clients only create Physics once and not for each function call above)
vehicle:RecreatePhysics()
🛠 构造函数
Default Constructor
No description provided
local my_vehiclewheeled = VehicleWheeled(location, rotation, asset, collision_type?, gravity_enabled?, auto_unflip?, engine_sound?, horn_sound?, brake_sound?, engine_start_sound?, vehicle_door_sound?, auto_start_engine?, custom_animation_blueprint?, defer_spawn?)
Parameters
| Type | Name | Default | Description |
|---|---|---|---|
| Vector | location | Required parameter | No description provided |
| Rotator | rotation | Required parameter | No description provided |
| SkeletalMesh Reference | asset | Required parameter | No description provided |
| CollisionType | collision_type | CollisionType.Auto | No description provided |
| boolean | gravity_enabled | true | No description provided |
| boolean | auto_unflip | true | 如果载具翻车,自动将其翻正 |
| Sound Reference | engine_sound | nanos-world::A_Vehicle_Engine_01 | No description provided |
| Sound Reference | horn_sound | nanos-world::A_Vehicle_Horn_Toyota | No description provided |
| Sound Reference | brake_sound | nanos-world::A_Vehicle_Brake | No description provided |
| Sound Reference | engine_start_sound | nanos-world::A_Car_Engine_Start | No description provided |
| Sound Reference | vehicle_door_sound | nanos-world::A_Vehicle_Door | No description provided |
| boolean | auto_start_engine | true | No description provided |
| Blueprint Reference | custom_animation_blueprint | | No description provided |
| boolean | defer_spawn | false | 传入 true 以避免立即将该实体发送给客户端,从而在你想要通过设置多个配置来调整它时提高性能。最后必须调用 FinishSpawn() |
提示
Please take a look at our Default's Vehicle package with all built-in Vehicles already properly configured and ready to use.
更多相关示例:
Monster Truckgetting-started/tutorials-and-examples/monster-truck🗿 静态函数
Inherited Entity Static Functions
VehicleWheeled inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/entity
Base Entityscripting-reference/classes/base-classes/entity
| Returns | Name | Description | |
|---|---|---|---|
| table of Base Entity | GetAll | 返回一个包含调用此方法的类中所有实体的表 | |
| Base Entity | GetByIndex | 返回该类中指定索引处的特定实体 | |
| integer | GetCount | 返回该类当前存在的实体数量 | |
| table of table | GetInheritedClasses | 获取使用 继承系统 创建的、直接继承自该类的所有子类列表 | |
| iterator | GetPairs | 返回一个包含该类所有实体的迭代器,用于 pairs() 循环 | |
| table or nil | GetParentClass | 如果该类是使用 继承系统 创建的,则获取其父类 | |
| table | Inherit | 使用 继承系统 继承此类 | |
| boolean | IsChildOf | 如果该类是使用 继承系统 创建的,检查此类是否为另一个类的子类 | |
| function | Subscribe | 为该类的所有实体订阅一个 事件 | |
| function | SubscribeRemote | 订阅从服务器调用的自定义远程事件 | |
Unsubscribe | 退订此包内该类中此 事件 的所有回调,或者仅取消传入的特定回调 |
This class doesn't have own static functions.
🦠 函数
Inherited Entity Functions
VehicleWheeled inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/entity
Base Entityscripting-reference/classes/base-classes/entity
| Returns | Name | Description | |
|---|---|---|---|
BroadcastRemoteEvent | 直接在此实体上向所有玩家调用自定义远程事件 | ||
BroadcastRemoteInRadiusEvent | 直接针对此实体调用自定义远程事件,并将该事件传递给半径范围内的所有玩家 | ||
CallRemoteEvent | 直接在此实体上向特定玩家调用自定义远程事件 | ||
CallRemoteEvent | 直接在此实体上调用自定义远程事件 | ||
CallRemotePlayersEvent | 直接在此实体上调用自定义远程事件,并将事件传递给玩家列表 | ||
Destroy | 销毁该实体 | ||
FinishSpawn | 完成生成过程,如果实体是通过 defer_spawn 生成的,则将实体发送给客户端 | ||
| table of string | GetAllValuesKeys | 获取所有值键的列表 | |
| table | GetClass | 获取该实体的类 | |
| integer | GetID | 获取该实体的全网通用网络 ID(在客户端和服务器上相同) | |
| any | GetValue | 获取此实体上存储在给定键处的 值 | |
| boolean | HasAuthority | 获取该实体是否由客户端生成 | |
| boolean | IsA | 递归检查此实体是否继承自某个类 | |
| boolean | IsBeingDestroyed | 如果该实体正在被销毁,则返回 true | |
| boolean | IsValid | 如果该实体有效(即未被销毁且指向一个有效的实体),则返回 true | |
SetValue | 在此实体中设置一个值 | ||
| function | Subscribe | 在这个特定实体上订阅一个事件 | |
| function | SubscribeRemote | 在这个特定实体上订阅一个从服务器调用的自定义远程事件 | |
Unsubscribe | 退订此包内该实体中此 事件 的所有回调,或者仅取消传入的特定回调 |
Inherited Actor Functions
VehicleWheeled inherits from Base Actor Class, sharing it's methods and functions:
Base Actorscripting-reference/classes/base-classes/actor
Base Actorscripting-reference/classes/base-classes/actor
| Returns | Name | Description | |
|---|---|---|---|
AddActorTag | 向该 Actor 添加一个虚幻 Actor 标签 | ||
AddAngularImpulse | 向该 Actor 添加角冲量。适用于单次瞬间爆发 | ||
AddImpulse | 向该 Actor 添加冲量。适用于单次瞬间爆发 | ||
| boolean | AttachTo | 将该 Actor 附加到任何其他 Actor 上,可选择附加在特定骨骼处 | |
Detach | 将该 Actor 从其附加的 Actor 上分离 | ||
| table of string | GetActorTags | 获取该 Actor 上的所有虚幻 Actor 标签 | |
| Vector | GetAngularForce | 获取该 Actor 的角外力(由 SetAngularForce() 设置) | |
| table of Base Actor | GetAttachedEntities | 获取附加到该 Actor 的所有 Actor | |
| Base Actor or nil | GetAttachedTo | 获取该 Actor 所附加到的父级 Actor | |
| table | GetBounds | 获取该 Actor 的边界范围 | |
| CollisionType | GetCollision | 获取该 Actor 的碰撞类型 | |
| integer | GetDimension | 获取该 Actor 的维度 | |
| float | GetDistanceFromCamera | 获取该 Actor 距离相机的距离 | |
| Vector | GetForce | 获取该 Actor 的持续外力(由 SetForce() 设置) | |
| Vector | GetLocation | 获取该 Actor 在游戏世界中的位置 | |
| Player or nil | GetNetworkAuthority | 获取该 Actor 的网络主控玩家 | |
| Vector | GetRelativeLocation | 如果该 Actor 已附加,获取其相对位置 | |
| Rotator | GetRelativeRotation | 如果该 Actor 已附加,获取其相对旋转 | |
| Rotator | GetRotation | 获取该 Actor 在游戏世界中的角度值 | |
| Vector | GetScale | 获取该 Actor 的缩放比例 | |
| float | GetScreenPercentage | 获取该 Actor 在屏幕中所占尺寸的百分比 | |
| table | GetSocketTransform | 在给定骨骼或插槽名称的情况下,获取世界空间中的插槽变换 | |
| Vector | GetVelocity | 获取该 Actor 当前的速度 | |
| boolean | HasNetworkAuthority | 如果本地玩家当前是该 Actor 的网络主控(Network Authority),则返回 true | |
| boolean | IsGravityEnabled | 如果该 Actor 启用了重力,则返回 true | |
| boolean | IsInWater | 如果该 Actor 处于水中,则返回 true | |
| boolean | IsNetworkDistributed | 如果该 Actor 当前处于网络分配状态,则返回 true | |
| boolean | IsVisible | 如果该 Actor 可见,则返回 true | |
RemoveActorTag | 从该 Actor 中移除一个虚幻 Actor 标签 | ||
RotateTo | 在一定时间内平滑旋转该 Actor 到指定角度 | ||
SetAngularForce | 向该 Actor 添加一个永久的角外力,设为 Vector(0, 0, 0) 可以取消 | ||
SetCastShadow | 设置该 Actor 是否投射阴影 | ||
SetCollision | 设置该 Actor 的碰撞类型 | ||
SetDimension | 设置该 Actor 的维度 | ||
SetForce | 向该 Actor 添加一个永久的外力,设为 Vector(0, 0, 0) 可以取消 | ||
SetGravityEnabled | 设置该 Actor 是否启用重力 | ||
SetHighlightEnabled | 设置该 Actor 是否启用高亮显示,以及使用哪个高亮索引值 | ||
SetLifeSpan | 设置该 Actor 被销毁前的生存时间(秒)。经过这段时间后,Actor 将被自动销毁。 | ||
SetLocation | 设置该 Actor 在游戏世界中的位置 | ||
SetNetworkAuthority | 设置某个玩家拥有此 Actor 的网络主控 | ||
SetNetworkAuthorityAutoDistributed | 设置该 Actor 是否在玩家之间自动分配网络主控 | ||
SetOutlineEnabled | 设置该 Actor 是否启用轮廓线描边,以及使用哪个轮廓线索引值 | ||
SetRelativeLocation | 在本地空间中设置该 Actor 的相对位置(仅在此 Actor 已附加时生效) | ||
SetRelativeRotation | 在本地空间中设置该 Actor 的相对旋转(仅在此 Actor 已附加时生效) | ||
SetRenderCullDistance | 设置该 Actor 的渲染剔除距离 | ||
SetRotation | 设置该 Actor 在游戏世界中的旋转 | ||
SetScale | 设置该 Actor 的缩放比例 | ||
SetVisibility | 设置该 Actor 是否可见 | ||
TranslateTo | 在一定时间内平滑地将该 Actor 移动到某个位置 | ||
| boolean | WasRecentlyRendered | 获取该 Actor 最近是否在屏幕上被渲染过 |
Inherited Paintable Functions
VehicleWheeled inherits from Base Paintable Class, sharing it's methods and functions:
Base Paintablescripting-reference/classes/base-classes/paintable
Base Paintablescripting-reference/classes/base-classes/paintable
| Returns | Name | Description | |
|---|---|---|---|
| Color | GetMaterialColorParameter | 从该 Actor 的材质中获取 Color 参数 | |
| float | GetMaterialScalarParameter | 从该 Actor 的材质中获取 Scalar 参数 | |
| string | GetMaterialTextureParameter | 从该 Actor 的材质中获取 Texture 参数 | |
| Vector | GetMaterialVectorParameter | 从该 Actor 的材质中获取 Vector 参数 | |
ResetMaterial | 将指定索引处的材质重置为原始材质 | ||
SetMaterial | 设置该 Actor 指定索引处的材质 | ||
SetMaterialColorParameter | 设置该 Actor 材质中的 Color 参数 | ||
SetMaterialFromCanvas | 将该 Actor 指定索引处的材质设为 Canvas 对象 | ||
SetMaterialFromSceneCapture | 将该 Actor 指定索引处的材质设为 SceneCapture 对象 | ||
SetMaterialFromWebUI | 将该 Actor 指定索引处的材质设为 WebUI 对象 | ||
SetMaterialScalarParameter | 设置该 Actor 材质中的 Scalar 参数 | ||
SetMaterialTextureParameter | 将该 Actor 材质中的纹理参数设为一张图像 | ||
SetMaterialVectorParameter | 设置该 Actor 材质中的 Vector 参数 | ||
SetPhysicalMaterial | 使用新的物理材质覆盖该 Actor 的物理材质 |
Inherited Damageable Functions
VehicleWheeled inherits from Base Damageable Class, sharing it's methods and functions:
Base Damageablescripting-reference/classes/base-classes/damageable
Base Damageablescripting-reference/classes/base-classes/damageable
| Returns | Name | Description | |
|---|---|---|---|
| integer | ApplyDamage | 对该实体造成伤害 | |
| float | GetDamageMultiplier | 获取特定骨骼的伤害系数 | |
| integer | GetHealth | 获取当前生命值 | |
| integer | GetMaxHealth | 获取最大生命值 | |
| boolean | IsDead | 返回该实体是否已死亡 | |
Respawn | 重生该实体,恢复其全额生命值并将其移动到初始位置 | ||
SetDamageMultiplier | 更改该实体在特定骨骼上受到的伤害大小 | ||
SetHealth | 设置该实体的生命值 | ||
SetMaxHealth | 设置该实体的最大生命值 |
Inherited Vehicle Functions
VehicleWheeled inherits from Base Vehicle Class, sharing it's methods and functions:
Base Vehiclescripting-reference/classes/base-classes/vehicle
Base Vehiclescripting-reference/classes/base-classes/vehicle
| Returns | Name | Description | |
|---|---|---|---|
AddSkeletalMeshAttached | 附加一个骨骼网格体作为该实体的骨骼主姿态 | ||
AddStaticMeshAttached | 附加一个静态网格体到此实体 | ||
| table of string | GetAllSkeletalMeshAttached | 获取附加到此实体的所有骨骼网格体 | |
| table of string | GetAllStaticMeshAttached | 获取附加到此实体的所有静态网格体 | |
| table | GetDoors | 获取所有配置的门 | |
| SkeletalMesh Reference | GetMesh | 获取资产名称 | |
| Character | GetPassenger | 获取指定座位上的乘客 | |
| table of Character | GetPassengers | 获取所有乘客 | |
PlayAnimation | 在此载具上播放动画 | ||
RemoveAllSkeletalMeshesAttached | 移除所有已附加的骨骼网格体 | ||
RemoveAllStaticMeshesAttached | 移除所有已附加的静态网格体 | ||
RemoveSkeletalMeshAttached | 根据自定义 ID 移除此可拾取物上已存在的骨骼网格体(如果存在) | ||
RemoveStaticMeshAttached | 根据自定义 ID 移除此可拾取物上已存在的静态网格体(如果存在) | ||
SetDoor | 为载具添加一个车门 | ||
SetExplosionSettings | 配置当生命值归零时的爆炸设置 | ||
SetStaticMeshAttachedTransform | 设置已附加静态网格体的位置和旋转 |
| Returns | Name | Description | |
|---|---|---|---|
| integer | GetGear | 获取当前挡位 | |
| integer | GetRPM | 获取当前转速 RPM | |
Horn | 开启或停止载具喇叭 | ||
| boolean | IsInAir | 检查载具是否悬空(没有车轮接触地面) | |
SetAerodynamicsSetup | 配置载具空气动力学设置 | ||
SetAutoStartEngine | 设置当驾驶人进入载具时,引擎是否自动启动 | ||
SetCameraOffset | 设置载具相机偏移量 | ||
SetDifferentialSetup | 配置差速器类型 | ||
SetEngineSetup | 配置载具引擎(扭矩、转速、制动) | ||
SetEngineStarted | 设置引擎开启/关闭 | ||
SetHeadlightsSetup | 配置前大灯的偏移量和颜色。 | ||
SetHornSound | 设置载具喇叭使用的声音资产 | ||
SetSteeringSetup | 配置载具转向 | ||
SetSteeringWheelSetup | 配置方向盘的位置 | ||
SetTaillightsSetup | 配置尾灯偏移量。 | ||
SetTireFlat | 设置轮胎是否爆胎 | ||
SetTransmissionSetup | 配置载具变速箱 | ||
SetWheel | 配置载具车轮 |

GetGear
获取当前挡位
local gear = my_vehiclewheeled:GetGear()
Returns
| Type | Description |
|---|---|
| integer | gear |

GetRPM
获取当前转速 RPM
local rpm = my_vehiclewheeled:GetRPM()
Returns
| Type | Description |
|---|---|
| integer | rpm |

Horn
开启或停止载具喇叭
my_vehiclewheeled:Horn(enable_horn)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | enable_horn | Required parameter | No description provided |

IsInAir
检查载具是否悬空(没有车轮接触地面)
local is_in_air = my_vehiclewheeled:IsInAir()
Returns
| Type | Description |
|---|---|
| boolean | is_in_air |

SetAerodynamicsSetup
配置载具空气动力学设置
my_vehiclewheeled:SetAerodynamicsSetup(mass?, drag_coefficient?, vehicle_chassis_width?, vehicle_chassis_height?, vehicle_downforce_coefficient?, center_of_mass_override?)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| integer | mass? | 1500 | 载具底盘质量 |
| float | drag_coefficient? | 0.3 | 高速行驶时阻碍前进运动的力 |
| integer | vehicle_chassis_width? | 180 | 用于计算阻力的底盘宽度(厘米) |
| integer | vehicle_chassis_height? | 140 | 用于计算阻力的底盘高度(厘米) |
| float | vehicle_downforce_coefficient? | 0.3 | 高速行驶时将载具压向地面的力 |
| Vector | center_of_mass_override? | Vector(0, 0, 50) | 覆盖质心。适用于弯道稳定。理想情况下,Z 轴应与车轮半径相同 |

SetAutoStartEngine
设置当驾驶人进入载具时,引擎是否自动启动
my_vehiclewheeled:SetAutoStartEngine(auto_start)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | auto_start | Required parameter | No description provided |

SetCameraOffset
设置载具相机偏移量
my_vehiclewheeled:SetCameraOffset(offset)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Vector | offset | Required parameter | No description provided |

SetDifferentialSetup
配置差速器类型
my_vehiclewheeled:SetDifferentialSetup(differential_type, front_rear_split?)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| DifferentialType | differential_type | Required parameter | 差速器类型 |
| float | front_rear_split? | 0.5 | 前后扭矩分配比例(小于 0.5 意味着更多分配给前端,大于 0.5 意味着更多分配给后端,仅适用于四轮驱动类型) |

SetEngineSetup
配置载具引擎(扭矩、转速、制动)
my_vehiclewheeled:SetEngineSetup(max_torque?, max_rpm?, idle_rpm?, brake_effect?, rev_up_moi?, rev_down_rate?, torque_curve?)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| integer | max_torque? | 700 | 最大引擎扭矩(牛·米)乘以扭矩曲线 TorqueCurve |
| integer | max_rpm? | 5700 | 引擎每分钟最大转速 |
| integer | idle_rpm? | 1200 | 空挡/静止时的引擎怠速 |
| float | brake_effect? | 0.05 | 松油门时,来自引擎的制动效果 |
| integer | rev_up_moi? | 5 | 影响引擎转速上升的速度 |
| integer | rev_down_rate? | 600 | 影响引擎转速下降的速度 |
| table | torque_curve? | { 0: 0.0, max_rpm * 0.2: 0.9, max_rpm * 0.4: 1.0, max_rpm * 0.8: 0.8, max_rpm: 0.0 } | 定义给定转速下扭矩 [归一化 0..1] 的映射 with this format |

SetEngineStarted
设置引擎开启/关闭(这将影响灯光、声音和踩油门的能力)
my_vehiclewheeled:SetEngineStarted(started)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | started | Required parameter | No description provided |

SetHeadlightsSetup
配置前大灯的偏移量和颜色。
my_vehiclewheeled:SetHeadlightsSetup(location, color?)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Vector | location | Required parameter | No description provided |
| Color | color? | Color(1, 0.86, 0.5) | No description provided |

SetHornSound
设置载具喇叭使用的声音资产
my_vehiclewheeled:SetHornSound(sound_asset)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Sound Reference | sound_asset | Required parameter | No description provided |

SetSteeringSetup
配置载具转向
my_vehiclewheeled:SetSteeringSetup(steering_type, angle_ratio?, steering_curve?)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| SteeringType | steering_type | Required parameter | 要使用的转向类型。默认为 SteeringType.AngleRatio |
| float | angle_ratio? | 0.7 | 仅在选择 SteeringType.AngleRatio 时适用 |
| table | steering_curve? | { 0: 1.0, 20: 0.8, 60: 0.4, 120: 0.3 } | 最大转向与前进速度的对应关系(MPH) with this format |

SetSteeringWheelSetup
配置方向盘的位置,以便角色可以通过程序化正确地抓住它
my_vehiclewheeled:SetSteeringWheelSetup(relative_location, radius, rotation?)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Vector | relative_location | Required parameter | 方向盘相对于载具原点的相对位置 |
| integer | radius | Required parameter | 方向盘半径,用于正确对齐双手 |
| Rotator | rotation? | Rotator(0, 0, 0) | 方向盘旋转,用于正确对齐双手 |

SetTaillightsSetup
配置尾灯偏移量。
my_vehiclewheeled:SetTaillightsSetup(location)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Vector | location | Required parameter | No description provided |

SetTireFlat
设置轮胎是否爆胎
my_vehiclewheeled:SetTireFlat(wheel_index, is_flat)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| integer | wheel_index | Required parameter | No description provided |
| boolean | is_flat | Required parameter | No description provided |

SetTransmissionSetup
配置载具变速箱
my_vehiclewheeled:SetTransmissionSetup(transmission_final_ratio?, transmission_change_up_rpm?, transmission_change_down_rpm?, transmission_gear_change_time?, transmission_efficiency?, forward_gear_ratios?, reverse_gear_ratios?)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| float | transmission_final_ratio? | 3.08 | 主减速比,与变速箱各挡位传动比相乘 |
| integer | transmission_change_up_rpm? | 4500 | 触发升挡的引擎转速 |
| integer | transmission_change_down_rpm? | 2000 | 触发降挡的引擎转速 |
| float | transmission_gear_change_time? | 0.4 | 换挡所需时间(秒) |
| float | transmission_efficiency? | 0.9 | 机械摩擦损耗意味着变速箱可能在 0.94(94% 效率)下运行 |
| table of float | forward_gear_ratios? | { 2.85, 2.02, 1.35, 1.0 } | 前进挡传动比列表 |
| table of float | reverse_gear_ratios? | { 2.86 } | 倒挡传动比列表 |

SetWheel
车轮可以在运行时通过再次调用 SetWheel 来更新,例如,你可以改变悬挂高度,或者通过将 affected_by_engine 切换为 off 或将 radius 设为 0 来完全禁用某个车轮。
my_vehiclewheeled:SetWheel(index, bone_name, radius?, width?, max_steer_angle?, offset?, is_affected_by_engine?, is_affected_by_brake?, is_affected_by_handbrake?, has_abs_enabled?, has_traction_control_enabled?, max_brake_torque?, max_handbrake_torque?, cornering_stiffness?, side_slip_modifier?, friction_force_multiplier?, slip_threshold?, skid_threshold?, suspension_spring_rate?, suspension_spring_preload?, suspension_max_raise?, suspension_max_drop?, suspension_smoothing?, suspension_damping_ratio?, suspension_wheel_load_ratio?, suspension_axis?, suspension_force_offset?, suspension_sweep_shape?)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| integer | index | Required parameter | 车轮的索引(0-N)。请按升序设置 |
| string | bone_name | Required parameter | 绑定此车轮的骨骼名称 |
| integer | radius? | 32 | 车轮半径 |
| integer | width? | 20 | 车轮宽度 |
| integer | max_steer_angle? | 50 | 该车轮的最大转向角(角度) |
| Vector | offset? | Vector(0, 0, 0) | 如果指定了 bone_name,则相对于骨骼位置偏移车轮。否则,相对于载具原点偏移车轮 |
| boolean | is_affected_by_engine? | true | 引擎是否应该为该车轮提供动力 |
| boolean | is_affected_by_brake? | true | 制动是否应该影响该车轮 |
| boolean | is_affected_by_handbrake? | true | 手刹是否应该影响该车轮 |
| boolean | has_abs_enabled? | false | 是否启用高级制动系统 |
| boolean | has_traction_control_enabled? | false | 是否启用直线牵引力控制 |
| integer | max_brake_torque? | 1500 | 该车轮的最大制动扭矩(牛·米) |
| integer | max_handbrake_torque? | 3000 | 该车轮的最大手刹制动扭矩(牛·米)。手刹应当具有比普通制动更强的制动扭矩 |
| integer | cornering_stiffness? | 1000 | 轮胎转弯能力 |
| float | side_slip_modifier? | 1.0 | 车轮侧滑抓地力损失系数,数值越低侧滑时抓地力越小 |
| float | friction_force_multiplier? | 2.0 | 摩擦力乘数 |
| float | slip_threshold? | 20.0 | 车轮纵向滑移阈值 |
| float | skid_threshold? | 20.0 | 车轮侧向滑移阈值 |
| float | suspension_spring_rate? | 250.0 | 弹簧刚度(牛/米) |
| float | suspension_spring_preload? | 50.0 | 弹簧预紧力(牛/米) |
| float | suspension_max_raise? | 10.0 | 车轮可以升到高出静止位置多远的距离 |
| float | suspension_max_drop? | 10.0 | 车轮可以降到低于静止位置多远的距离 |
| float | suspension_smoothing? | 0.0 | 悬挂平滑度 [0-关闭,10-最大] - 警告:可能会导致车轮与物体/地形之间出现短暂的视觉穿模 |
| float | suspension_damping_ratio? | 0.5 | 悬挂阻尼,数值越大悬挂恢复静止越快 [范围 0 到 1] |
| float | suspension_wheel_load_ratio? | 0.5 | 车轮负荷对车轮摩擦力的影响程度。 - 在 0 时,车轮摩擦力完全独立于车轮上的负荷(这是人为设定的,因为它总是假设所有车轮之间受力平衡) - 在 1 时,车轮摩擦力基于将车轮压入地面的力。这更加真实。 - 较低的值可以解决松油门过度转向的问题,通常使载具在极端运动下更容易操控。 |
| Vector | suspension_axis? | Vector(0, 0, -1) | 施加悬挂力的车身局部方向(通常沿 -Z 轴) |
| Vector | suspension_force_offset? | Vector(0, 0, 0) | 施加悬挂力位置的垂直偏移量(沿 Z 轴) |
| SuspensionSweepShape | suspension_sweep_shape? | SuspensionSweepShape.Raycast | 车轮悬挂追踪类型,默认为射线追踪 |
🚀 事件
Inherited Entity Events
VehicleWheeled inherits from Base Entity Class, sharing it's events:
Base Entityscripting-reference/classes/base-classes/entity
Base Entityscripting-reference/classes/base-classes/entity
| Name | Description | |
|---|---|---|
ClassRegister | 当使用 继承系统 注册一个新类时触发 | |
Destroy | 当实体被销毁时触发 | |
Spawn | 当实体被生成/创建时触发 | |
ValueChange | 当实体通过 :SetValue() 改变了值时触发 |
Inherited Actor Events
VehicleWheeled inherits from Base Actor Class, sharing it's events:
Base Actorscripting-reference/classes/base-classes/actor
Base Actorscripting-reference/classes/base-classes/actor
| Name | Description | |
|---|---|---|
DimensionChange | 当 Actor 改变其维度时触发 |
Inherited Damageable Events
VehicleWheeled inherits from Base Damageable Class, sharing it's events:
Base Damageablescripting-reference/classes/base-classes/damageable
Base Damageablescripting-reference/classes/base-classes/damageable
| Name | Description | |
|---|---|---|
Death | 当实体死亡时 | |
HealthChange | 当实体的生命值发生改变时,无论是由于受到伤害,还是通过脚本或重生进行手动设置 | |
Respawn | 当实体重生时 | |
TakeDamage | 当此实体受到伤害时触发 |
Inherited Vehicle Events
VehicleWheeled inherits from Base Vehicle Class, sharing it's events:
Base Vehiclescripting-reference/classes/base-classes/vehicle
Base Vehiclescripting-reference/classes/base-classes/vehicle
| Name | Description | |
|---|---|---|
CharacterAttemptEnter | 当角色尝试进入载具时触发 | |
CharacterAttemptLeave | 当角色尝试离开载具时触发 | |
CharacterEnter | 当角色完全进入载具时触发 | |
CharacterLeave | 当角色完全离开载具时触发 | |
Hit | 当载具撞击到某物时触发 | |
TakeDamage | 当此载具受到伤害时触发 |
| Name | Description | |
|---|---|---|
Horn | 当载具鸣笛时触发 |

Horn
当载具鸣笛时触发
VehicleWheeled.Subscribe("Horn", function(self, is_honking)
-- Horn was called
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| VehicleWheeled | self | No description provided |
| boolean | is_honking | No description provided |