Red Orchestra 2 Vehicle Setup
Basic
ROVehicle is heavily based on UT3's vehicle classes. Most basic setup instructions from UDK still apply (wheels, seats, sockets). See UDN links below for details.
Intermediate
Hit Zones & Armor
Hit detection zones for RO vehicles are manually added to the Physics Asset for high fidelity hit detection. The T34 and PanzerIV have extremely detailed hit zones, but it's recommended for new vehicles to start very simple. See VehHitZones and ArmorHitZones in script for examples.
Entering & Leaving
ROPlayerController has removed this functionality, but it can be easily implemented for new custom vehicles. When prototyping use cheat commands to call DriverEnter().
See PlayerController.uc - ServerUse() and FindVehicleToDrive()
Vehicle Crew
In RO2 stock vehicles seats are manned by crew members who are always visible and working whether or not they are being controlled by a player. These actors are VehicleCrewProxy (or ROPawn's when player controlled).
Interior vs. Exterior
The T34 and PanzerIV are setup using separate interior and exterior versions. To set up a vehicle this way LOD 0 must be the interior and LOD 1+ are exterior LODs. Then SetVehicleDepthToForeground() and SetVehicleDepthToWorld() switch between the two. This setup is not required for all new vehicles.
Advanced
AI
Tank AI is controlled by CCSController. Currently, the AI systems make some assumptions for the T34 and PanzerIV and would take some extra work to support more vehicle types.
Spawning
See ROGameInfo.SpawnTankAndCrew(), ROGameInfo.SpawnPlayerInTransport(), and RORoleInfo.bCanBeTankCrew