| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Pawn
|
+-- Gameplay.Rook
|
+-- Gameplay.Vehicle
|
+-- Gameplay.JointControlledAircraft
|
+-- Gameplay.AssaultShip
| Constants Summary | ||
|---|---|---|
| DRIVER_INDEX | = | 0 |
| LEFT_GUNNER_INDEX | = | 1 |
| RIGHT_GUNNER_INDEX | = | 2 |
| Inherited Contants from Gameplay.JointControlledAircraft |
|---|
| JCA_LINEAR_VELOCITY_ACCURACY_FACTOR, JCA_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR |
| Variables Summary | |
|---|---|
| int | leftEngineDustEffectIndex |
| vector | leftEngineDustEffectLocation |
| VehicleMountedTurret | leftTurret |
| int | rightEngineDustEffectIndex |
| vector | rightEngineDustEffectLocation |
| VehicleMountedTurret | rightTurret |
| class<VehicleMountedTurret> | turretClass |
| AssaultShip | |
| float | engineDustGroundOffset |
| float | engineDustTraceLength |
| float | gunnerAITurnRate |
| vector | gunnerCameraOffset |
| float | gunnerClientTurnRate |
| float | gunnerMaximumPitch |
| float | gunnerMinimumPitch |
| vector | gunnerWeaponOffset |
| float | gunnerYawRange |
| float | gunnerYawStart |
| name | leftTurretBone |
| name | rightTurretBone |
| class<Weapon> | turretWeaponClass |
| Enumerations Summary |
|---|
| Inherited Enumerations from Gameplay.JointControlledAircraft |
|---|
| AccelerationEffectStateEnum |
| Inherited Enumerations from Gameplay.Vehicle |
|---|
| VehiclePositionType |
| Structures Summary |
|---|
| Inherited Structures from Gameplay.JointControlledAircraft |
|---|
| AircraftState |
| Inherited Structures from Gameplay.Vehicle |
|---|
| ClientOccupantEnterData, ClientPositionData, DesiredHavokState, ExitData, VehicleEffect, VehicleEntryData, VehicleFlipTriggerData, VehiclePosition |
| Functions Summary | ||
|---|---|---|
![]() | Destroyed ())) | |
![]() | Actor | getEffectsBaseActor ())) |
![]() | vector | getProjectileSpawnLocation ())) |
![]() | Material | getTeamSkin ())) |
![]() | initialiseEffects ())) | |
![]() | bool | isEffectCauserActive (int effectCauserIndex)) |
![]() | postNetBeginPlay ())) | |
![]() | postNetReceive ())) | |
![]() | bool | ShouldProjectileHit (Actor projInstigator)) |
![]() | tick (float deltaSeconds)) | |
![]() | updateDynamicEffectStates ())) | |
![]() | updateEffectsStates ())) | |
![]() | vehicleUpdateParams ())) | |
| Constants Detail |
|---|
| Variables Detail |
|---|
| Functions Detail |
|---|
Destroyed Source code
getEffectsBaseActor Source code
getProjectileSpawnLocation Source code
getTeamSkin Source code
initialiseEffects Source code
isEffectCauserActive Source code
postNetBeginPlay Source code
postNetReceive Source code
ShouldProjectileHit Source code
tick Source code
updateDynamicEffectStates Source code
updateEffectsStates Source code
vehicleUpdateParams Source code| Defaultproperties |
|---|
defaultproperties
{
DrawType = DT_Mesh
Mesh = SkeletalMesh'Vehicles.AssaultShip'
positions(0)=(type=VP_DRIVER,hideOccupant=true,occupantControllerState=TribesPlayerDriving,thirdPersonCamera=true,lookAtInheritPitch=true,enterAnimation=HatchClosing,occupiedAnimation=HatchClosed,unoccupiedAnimation=HatchOpen,exitAnimation=HatchOpening)
positions(1)=(type=VP_LEFT_GUNNER,hideOccupant=false,occupantControllerState=PlayerVehicleTurreting,thirdPersonCamera=false,occupantAnimation=AShipGunner_Stand,occupantConnection=gunnerleft)
positions(2)=(type=VP_RIGHT_GUNNER,hideOccupant=false,occupantControllerState=PlayerVehicleTurreting,thirdPersonCamera=false,occupantAnimation=AShipGunner_Stand,occupantConnection=gunnerright)
HavokDataClass = class'AssaultShipHavokData'
TPCameraLookat=(X=0,Y=0,Z=700)
TPCameraDistance=1000
turretClass = class'Gameplay.AssaultShipMountedTurret'
turretWeaponClass = class'Gameplay.AntiAircraftWeapon'
gunnerCameraOffset = (X=0,Y=0,Z=50)
gunnerWeaponOffset = (X=0,Y=0,Z=25)
gunnerMaximumPitch = 10000
gunnerMinimumPitch = -3000
gunnerYawStart = -2000
gunnerYawRange = 40000
leftTurretBone = turretleft
rightTurretBone = turrettright
driverWeaponClass = class'AssaultShipWeapon'
motorClass = class'AssaultShipMotor'
customInertiaTensor = true
customInertiaTensorDiagonal = (X=150,Y=150,Z=150)
gunnerClientTurnRate = 30000
navigationTurnRate = 250
engineDustTraceLength = 1500
engineDustGroundOffset = 100
minimumCollisionDamageMagnitude = 200
collisionDamageMagnitudeScale = 0.00075
gunnerAITurnRate = 12000
leftAnimation = WingsLeft
rightAnimation = WingsRight
spawningAnimation = WingsClosed
gearUpAnimation = GearUp
constrainAircraftPitch = true
minimumAircraftPitch = -5000
maximumAircraftPitch = 5000
navigationMinimumPitch = -6000
thrustThresholdPitch = 1500
cornerSlowDownSpeedCoefficient = 10
driveYawCoefficient = 25
drivePitchCoefficient = 25
localizedName = "assault ship"
} |
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||