AITurretShapeData¶
object.
- Inherit:
- TurretShapeData
Description¶
Defines properties for an AITurretShape object.
Fields¶
-
float
AITurretShapeData::maxScanDistance¶ Maximum distance to scan. When combined with maxScanHeading and maxScanPitch this forms a 3D scanning wedge used to initially locate a target.
-
float
AITurretShapeData::maxScanHeading¶ Maximum number of degrees to scan left and right.
-
float
AITurretShapeData::maxScanPitch¶ Maximum number of degrees to scan up and down.
-
float
AITurretShapeData::maxWeaponRange¶ Maximum distance that the weapon will fire upon a target.
-
int
AITurretShapeData::scanTickFrequency¶ How often should we perform a full scan when looking for a target. Expressed as the number of ticks between full scans, but no less than 1.
-
int
AITurretShapeData::scanTickFrequencyVariance¶ Random amount that should be added to the scan tick frequency each scan period. Expressed as the number of ticks to randomly add, but no less than zero.
-
bool
AITurretShapeData::stateDirection[31]¶ Direction of the animation to play in this state. True is forward, false is backward.
-
bool
AITurretShapeData::stateFire[31]¶ The first state with this set to true is the state entered by the client when it receives the ‘fire’ event.
-
caseString
AITurretShapeData::stateName[31]¶ Name of this state.
-
bool
AITurretShapeData::stateScaleAnimation[31]¶ If true, the timeScale of the stateSequence animation will be adjusted such that the sequence plays for stateTimeoutValue seconds.
-
bool
AITurretShapeData::stateScan[31]¶ Indicates the turret should perform a continuous scan looking for targets.
-
caseString
AITurretShapeData::stateScript[31]¶ Method to execute on entering this state. Scoped to AITurretShapeData .
-
string
AITurretShapeData::stateSequence[31]¶ Name of the sequence to play on entry to this state.
-
float
AITurretShapeData::stateTimeoutValue[31]¶ Time in seconds to wait before transitioning to stateTransitionOnTimeout.
-
string
AITurretShapeData::stateTransitionOnActivated[31]¶ Name of the state to transition to when the turret goes from deactivated to activated.
-
string
AITurretShapeData::stateTransitionOnAtRest[31]¶ Name of the state to transition to when the turret is at rest (static).
-
string
AITurretShapeData::stateTransitionOnDeactivated[31]¶ Name of the state to transition to when the turret goes from activated to deactivated.
-
string
AITurretShapeData::stateTransitionOnNoTarget[31]¶ Name of the state to transition to when the turret loses a target.
-
string
AITurretShapeData::stateTransitionOnNotAtRest[31]¶ Name of the state to transition to when the turret is not at rest (not static).
-
string
AITurretShapeData::stateTransitionOnTarget[31]¶ Name of the state to transition to when the turret gains a target.
-
string
AITurretShapeData::stateTransitionOnTimeout[31]¶ Name of the state to transition to when we have been in this state for stateTimeoutValue seconds.
-
bool
AITurretShapeData::stateWaitForTimeout[31]¶ If false, this state ignores stateTimeoutValue and transitions immediately if other transition conditions are met.
-
float
AITurretShapeData::trackLostTargetTime¶ How long after the turret has lost the target should it still track it. Expressed in seconds.
-
float
AITurretShapeData::weaponLeadVelocity¶ Velocity used to lead target. If value lt = 0, don’t lead target.