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.