Torque3D Documentation / _generateds / AITurretShapeData

AITurretShapeData

Engine/source/T3D/turret/aiTurretShape.h

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Classes:

State Data

Individual state data used to initialize struct array

const char *
stateName [MaxStates]
const char *
const char *
const char *
const char *
const char *
const char *
const char *
stateTimeoutValue [MaxStates]
bool
stateWaitForTimeout [MaxStates]
bool
stateFire [MaxStates]
bool
stateScan [MaxStates]
bool
stateScaleAnimation [MaxStates]
bool
stateDirection [MaxStates]
const char *
stateSequence [MaxStates]
const char *
stateScript [MaxStates]

State Array

State array is initialized onAdd from the individual state struct array elements.

state [MaxStates]

Array of states.

bool

Are the states loaded yet?

The ID of the fire state.

bool

This image contains at least one animated states.

Public Types

enum
Constants {
  MaxStates = 31
  NumStateBits = 5
}

Private Types

Public Attributes

The node on the shape we will aim from.

Maximum distance to scan to.

Maximum heading angle from center to scan, in degrees.

Maximum pitch angle from center to scan, in degrees.

Maximum range of the weapons, which may be different than the max scan distance.

The node on the shape we will scan from.

How often should we perform a scan.

Random amount that should be added to the scan tick frequency.

How long after the turret has lost the target should it still track it (in seconds)

Velocity used to lead target (if value <= 0, don't lead target).

Public Functions

lookupState(const char * name)

Get a state by name.

bool

Called when the object is added to the sim.

bool
preload(bool server, String & errorStr)

Called to prepare the datablock for use, after it has been unpacked.

Public Static Functions

Detailed Description

State Data

Individual state data used to initialize struct array

const char * stateName [MaxStates]
const char * stateTransitionAtRest [MaxStates]
const char * stateTransitionNotAtRest [MaxStates]
const char * stateTransitionTarget [MaxStates]
const char * stateTransitionNoTarget [MaxStates]
const char * stateTransitionActivated [MaxStates]
const char * stateTransitionDeactivated [MaxStates]
const char * stateTransitionTimeout [MaxStates]
F32 stateTimeoutValue [MaxStates]
bool stateWaitForTimeout [MaxStates]
bool stateFire [MaxStates]
bool stateScan [MaxStates]
bool stateScaleAnimation [MaxStates]
bool stateDirection [MaxStates]
const char * stateSequence [MaxStates]
const char * stateScript [MaxStates]

State Array

State array is initialized onAdd from the individual state struct array elements.

StateData state [MaxStates]

Array of states.

bool statesLoaded 

Are the states loaded yet?

S32 fireState 

The ID of the fire state.

bool isAnimated 

This image contains at least one animated states.

Public Types

Constants

Enumerator

MaxStates = 31

We get one less than state bits because of the way data is packed.

NumStateBits = 5

Private Types

typedef TurretShapeData Parent 

Public Attributes

S32 aimNode 

The node on the shape we will aim from.

F32 maxScanDistance 

Maximum distance to scan to.

F32 maxScanHeading 

Maximum heading angle from center to scan, in degrees.

F32 maxScanPitch 

Maximum pitch angle from center to scan, in degrees.

F32 maxWeaponRange 

Maximum range of the weapons, which may be different than the max scan distance.

S32 scanNode 

The node on the shape we will scan from.

S32 scanTickFrequency 

How often should we perform a scan.

S32 scanTickFrequencyVariance 

Random amount that should be added to the scan tick frequency.

F32 trackLostTargetTime 

How long after the turret has lost the target should it still track it (in seconds)

F32 weaponLeadVelocity 

Velocity used to lead target (if value <= 0, don't lead target).

Public Functions

AITurretShapeData()

DECLARE_CONOBJECT(AITurretShapeData )

lookupState(const char * name)

Get a state by name.

onAdd()

Reimplemented from: GameBaseData

packData(BitStream * stream)

Reimplemented from: TurretShapeData

preload(bool server, String & errorStr)

Reimplemented from: TurretShapeData

unpackData(BitStream * stream)

Reimplemented from: TurretShapeData

Public Static Functions

initPersistFields()