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Game.Vehicles.HelicopterType

Assembly:
Assembly-CSharp

Namespace:
Game.Vehicles

Type:
enum (byte)

Base:
System.Enum (underlying type: System.Byte)

Summary:
Represents the category/type of a vertical takeoff vehicle used by the game (e.g., standard helicopters and rocket-like vehicles). The enum uses a byte as its underlying type, which keeps storage compact for serialization and in-game data structures. Mods can use this enum to branch logic for different vehicle behavior, visuals, or spawning rules.


Fields

  • Helicopter
    Value: 0 — Standard helicopter-type vehicle. Use this for conventional helicopter behaviors (hover, rescue, transport within city bounds).

  • Rocket
    Value: 1 — Rocket-like vertical vehicle. Use this for behaviors or assets that correspond to rockets or shuttle-style vehicles (different animations, flight path logic, or special effects).

Properties

  • This enum has no properties.

Constructors

  • This enum has no constructors (enum values are compiled constants).

Methods

  • This enum declares no methods.

Usage Example

using Game.Vehicles;

public void SpawnVehicle(HelicopterType type)
{
    switch (type)
    {
        case HelicopterType.Helicopter:
            // spawn helicopter prefab / apply helicopter AI
            SpawnPrefab("HelicopterPrefab");
            break;
        case HelicopterType.Rocket:
            // spawn rocket prefab / apply rocket-specific AI or effects
            SpawnPrefab("RocketPrefab");
            break;
    }
}

// Example of checking an existing vehicle's type
HelicopterType type = GetVehicleType(myVehicleId);
if (type == HelicopterType.Rocket)
{
    // give special handling for rockets
    EnableRocketTrail(myVehicleId);
}

Additional notes: - Because the underlying type is byte, values are compact and suitable for network or save serialization.
- If extending or interpreting this enum in mods, ensure compatibility with game code that consumes these values — adding custom values that the base game doesn't recognize will require handling in your mod logic and may not be understood by unmodified game systems.