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.