AITurretShapeData
Defines properties for an AITurretShape object.
Public Attributes
float
Maximum distance to scan.
float
Maximum number of degrees to scan left and right.
float
Maximum number of degrees to scan up and down.
float
Maximum distance that the weapon will fire upon a target.
int
How often should we perform a full scan when looking for a target.
int
Random amount that should be added to the scan tick frequency each scan period.
bool
stateDirection [31]
Direction of the animation to play in this state.
bool
stateFire [31]
The first state with this set to true is the state entered by the client when it receives the 'fire' event.
caseString
stateName [31]
Name of this state.
bool
stateScaleAnimation [31]
If true, the timeScale of the stateSequence animation will be adjusted such that the sequence plays for stateTimeoutValue seconds.
bool
stateScan [31]
Indicates the turret should perform a continuous scan looking for targets.
caseString
stateScript [31]
Method to execute on entering this state.
string
stateSequence [31]
Name of the sequence to play on entry to this state.
float
stateTimeoutValue [31]
Time in seconds to wait before transitioning to stateTransitionOnTimeout.
string
Name of the state to transition to when the turret goes from deactivated to activated.
string
Name of the state to transition to when the turret is at rest (static).
string
Name of the state to transition to when the turret goes from activated to deactivated.
string
Name of the state to transition to when the turret loses a target.
string
Name of the state to transition to when the turret is not at rest (not static).
string
Name of the state to transition to when the turret gains a target.
string
Name of the state to transition to when we have been in this state for stateTimeoutValue seconds.
bool
stateWaitForTimeout [31]
If false, this state ignores stateTimeoutValue and transitions immediately if other transition conditions are met.
float
How long after the turret has lost the target should it still track it.
float
Velocity used to lead target.
Detailed Description
Defines properties for an AITurretShape object.
Public Attributes
float maxScanDistance
Maximum distance to scan.
When combined with maxScanHeading and maxScanPitch this forms a 3D scanning wedge used to initially locate a target.
float maxScanHeading
Maximum number of degrees to scan left and right.
note:Maximum scan heading is 90 degrees.
float maxScanPitch
Maximum number of degrees to scan up and down.
note:Maximum scan pitch is 90 degrees.
float maxWeaponRange
Maximum distance that the weapon will fire upon a target.
int 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 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 stateDirection [31]
Direction of the animation to play in this state.
True is forward, false is backward.
bool stateFire [31]
The first state with this set to true is the state entered by the client when it receives the 'fire' event.
caseString stateName [31]
Name of this state.
bool stateScaleAnimation [31]
If true, the timeScale of the stateSequence animation will be adjusted such that the sequence plays for stateTimeoutValue seconds.
bool stateScan [31]
Indicates the turret should perform a continuous scan looking for targets.
caseString stateScript [31]
Method to execute on entering this state.
Scoped to AITurretShapeData.
string stateSequence [31]
Name of the sequence to play on entry to this state.
float stateTimeoutValue [31]
Time in seconds to wait before transitioning to stateTransitionOnTimeout.
string stateTransitionOnActivated [31]
Name of the state to transition to when the turret goes from deactivated to activated.
string stateTransitionOnAtRest [31]
Name of the state to transition to when the turret is at rest (static).
string stateTransitionOnDeactivated [31]
Name of the state to transition to when the turret goes from activated to deactivated.
string stateTransitionOnNoTarget [31]
Name of the state to transition to when the turret loses a target.
string stateTransitionOnNotAtRest [31]
Name of the state to transition to when the turret is not at rest (not static).
string stateTransitionOnTarget [31]
Name of the state to transition to when the turret gains a target.
string stateTransitionOnTimeout [31]
Name of the state to transition to when we have been in this state for stateTimeoutValue seconds.
bool stateWaitForTimeout [31]
If false, this state ignores stateTimeoutValue and transitions immediately if other transition conditions are met.
float trackLostTargetTime
How long after the turret has lost the target should it still track it.
Expressed in seconds.
float weaponLeadVelocity
Velocity used to lead target.
If value <= 0, don't lead target.