
Valuables · R.E.P.O. v0.4.0 · read from a local copy
The car and the plane you can carry
The car has a body, front and rear wheels, a driver with a body and arms, and a curve for each.
Two of the valuables in R.E.P.O. are working vehicles as well as loot: the car has wheels, a driver and its own sounds, and the plane takes off according to how fast it is going.
What the game establishes
- The car has a body, front and rear wheels, a driver with a body and arms, and a curve for each. (checked against the game's own files)
- It has sounds for the horn and for starting, stopping and running. (checked against the game's own files)
- It has colliders and two physical materials, one for standing still and one for moving. (checked against the game's own files)
- The plane has a body, a pilot, a propeller, wheels and a crank. (checked against the game's own files)
- It takes off according to speed, with a lift per unit of speed and a maximum lift force, and it has a cruising and a flight speed. (checked against the game's own files)
- It has starting, stopping and flying sounds along with a crank loop. (checked against the game's own files)
- Both are trap valuables, with the usual trigger states and a rarity level for triggering. (checked against the game's own files)
- Both have a centre transform and colliders of their own. (checked against the game's own files)
In play
Two of the valuables are vehicles rather than objects. A car and a plane can be picked up as loot, and both are built as working machines with parts of their own.
The car has everything a car needs. There is a body, front wheels and back wheels, a driver with a body and arms, and a curve for the body and one for the arms, so the driver moves with the car rather than sitting in it.
It sounds like a car. It has a horn, a start, a stop and a running loop of its own, which is how a valuable can announce itself from the other side of a level.
It carries two physical materials: one for standing still and one for moving. That pair is what lets the game give it grip while it is being driven and behave differently when it is being dragged.
The plane has a body, a pilot, a propeller, wheels and a crank. It is started by hand, and it has a crank loop alongside its starting and stopping sounds and a loop for when it is flying.
It takes off according to speed. There is a speed at which it leaves the ground, a lift per unit of speed and a maximum lift force, along with a cruising speed and a flight speed, which is why it can be taxied or flown rather than only driven.
Both are trap valuables. Disturbing one can set it off, and its rarity decides how likely that is, which is why a car sitting in a room is a decision rather than a free payday.
Both also have a centre transform and their own colliders, so the game knows where they are and what they can hit while they are moving.
What this entry does not tell you: what either vehicle is worth, how fast they go, or how much damage they do when they move. We have not verified those numbers, so we do not print them.
Related
ValuablesValuables with a behaviour of their ownThe milk carton is a valuable with its own physics: mass, gravity, a spring, friction and an angular influence.
ValuablesValuables that fight backSome valuables are built on a trap behaviour rather than being inert props.Version and sources
A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.