Torque 3D - Script Manual: AITurretShapeData Class Reference

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AITurretShapeData Class Reference
[Game Objects]

Defines properties for an AITurretShape object. More...

Inheritance diagram for AITurretShapeData:

List of all members.

Public Attributes

float maxScanDistance
 Maximum distance to scan.
float maxScanHeading
 Maximum number of degrees to scan left and right.
float maxScanPitch
 Maximum number of degrees to scan up and down.
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.
int scanTickFrequencyVariance
 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 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.
float weaponLeadVelocity
 Velocity used to lead target.

Detailed Description

Defines properties for an AITurretShape object.

See also:
AITurretShape
TurretShapeData

Member Data Documentation

Maximum distance to scan.

When combined with maxScanHeading and maxScanPitch this forms a 3D scanning wedge used to initially locate a target.

Maximum number of degrees to scan left and right.

Note:
Maximum scan heading is 90 degrees.

Maximum number of degrees to scan up and down.

Note:
Maximum scan pitch is 90 degrees.

Maximum distance that the weapon will fire upon a target.

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.

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.

Direction of the animation to play in this state.

True is forward, false is backward.

The first state with this set to true is the state entered by the client when it receives the 'fire' event.

Name of this state.

If true, the timeScale of the stateSequence animation will be adjusted such that the sequence plays for stateTimeoutValue seconds.

Indicates the turret should perform a continuous scan looking for targets.

Method to execute on entering this state.

Scoped to AITurretShapeData.

Name of the sequence to play on entry to this state.

Time in seconds to wait before transitioning to stateTransitionOnTimeout.

Name of the state to transition to when the turret goes from deactivated to activated.

Name of the state to transition to when the turret is at rest (static).

Name of the state to transition to when the turret goes from activated to deactivated.

Name of the state to transition to when the turret loses a target.

Name of the state to transition to when the turret is not at rest (not static).

Name of the state to transition to when the turret gains a target.

Name of the state to transition to when we have been in this state for stateTimeoutValue seconds.

If false, this state ignores stateTimeoutValue and transitions immediately if other transition conditions are met.

How long after the turret has lost the target should it still track it.

Expressed in seconds.

Velocity used to lead target.

If value <= 0, don't lead target.



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