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Gameplay.AssaultShip

Extends
JointControlledAircraft

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
Inherited Contants from Gameplay.Vehicle
CANNOT_STEAL_VEHICLE_PROMPT_INDEX, DRIVER_PROMPT_INDEX, ENEMY_INVENTORY_STATION_PROMPT_INDEX, ENEMY_OCCUPIED_VEHICLE_PROMPT_INDEX, FLIP_PROMPT_INDEX, FULL_VEHICLE_PROMPT_INDEX, GUNNER_PROMPT_INDEX, HEAVY_ATTEMPT_TO_PILOT, INVENTORY_STATION_PROMPT_INDEX, LEFT_GUNNER_PROMPT_INDEX, MAXIMUM_NUMBER_POSITIONS, NUMBER_MINOR_ENTRY_SIGNALS, RIGHT_GUNNER_PROMPT_INDEX, VEHICLE_PROHIBITED_OBJECT_PROMPT_INDEX

Variables Summary
intleftEngineDustEffectIndex
vectorleftEngineDustEffectLocation
VehicleMountedTurretleftTurret
intrightEngineDustEffectIndex
vectorrightEngineDustEffectLocation
VehicleMountedTurretrightTurret
class<VehicleMountedTurret>turretClass
AssaultShip
floatengineDustGroundOffset
floatengineDustTraceLength
floatgunnerAITurnRate
vectorgunnerCameraOffset
floatgunnerClientTurnRate
floatgunnerMaximumPitch
floatgunnerMinimumPitch
vectorgunnerWeaponOffset
floatgunnerYawRange
floatgunnerYawStart
nameleftTurretBone
namerightTurretBone
class<Weapon>turretWeaponClass
Inherited Variables from Gameplay.JointControlledAircraft
AccelerationEffectState, aheadDiveForceScale, angularBankScale, backAnimation, blendTime, clientControlJointStrength, clientDriverControlJointStrength, coastingCounterGravityForceScale, coastingDamping, constrainAircraftPitch, controlJointStrength, counterGravityForceScale, currentCameraRotation, diveCombinedReduction, diveCounterGravityForceScale, diveThrustForce, divingEffectIndex, divingForceApplied, downAnimation, downDiveForceScale, flightControlDamping, flightRotationEffectMagnitude, forceScale, forwardAnimation, forwardCombinedReduction, forwardForce, forwardThrustForce, gearTraceLength, gearUpAnimation, gearUpBlendTime, hardAircraftPitchRange, hardConstrainAircraftPitch, idleAnimation, LandingGearUp, leftAnimation, linearBankScale, maximumAircraftPitch, minimumAircraftPitch, navigationMaximumPitch, navigationMinimumPitch, navigationTurnRate, oldReplicationAircraftState, outputControlForce, outputFlightPitchAngle, outputFlightYawAngle, padding[2], replicatedControlForce, replicationAircraftState, reverseForce, reverseThrustForce, rightAnimation, rotateMaximumPitch, rotateMinimumPitch, spawningAnimation, spawningBlendTime, strafeBack, strafeCombinedReduction, strafeDown, strafeForce, strafeForward, strafeLeft, strafeRight, strafeThrustForce, strafeUp, throttleScale, thrustCombinedReduction, ThrustingEffectState, thrustThresholdPitch, turningLeftEffectIndex, turningRightEffectIndex, upAnimation, upThrustForce, viewRotationAI, zAxisFlightRotation
Inherited Variables from Gameplay.Vehicle
abandonmentDestruction, abandonmentDestructionPeriod, animationFinishThenLoop, bCanBeStolen, bCollisionDamageEnabled, bDisablePositionSwitching, bDrawDriverInTP, bFlipping, bGodMode, bHasBeenOccupied, bInvincible, bSettledUpsideDown, bShowPhysicsDebug, bVehicleCameraTrace, cachedCameraLocation, cameraDistance, cannotStealPrompt, clientInterpolationHard, clientInterpolationPeriod, clientInterpolationSnapDistance, clientPositions[MAXIMUM_NUMBER_POSITIONS], collisionDamageMagnitudeScale, cornerSlowDownDistance, cornerSlowDownMinimumCosAngle, cornerSlowDownSpeedCoefficient, CrushingDamageTypeClass, currentAbandonmentDuration, currentDesiredHavokState, currentSwitchClass, customInertiaTensor, customInertiaTensorDiagonal, dampingPlusEnabled, dampingPlusNegativeZ, dampingPlusPositiveZ, dampingPlusXY, destroyedExplosionClass, destructionObjectClass, distanceToMaximumDurationScale, DiveInput, doNotEjectOnFlip, drivePitchCoefficient, driverIndex, driverMaximumPitch, driverMinimumPitch, driverPrompt, driverWeapon, driverWeaponClass, driveYawCoefficient, effects, enemyInventoryStationPrompt, enemyOccupiedPrompt, engineIdlingEffectIndex, entries, exits, flipMaximumRotationDuration, flipPrompt, flipPushUpDuration, flipPushUpImpulse, flipRotateTime, flipRotationDamping, flipRotationStrength, flipRotationTimeOut, flipTriggers, fullVehiclePrompt, gunnerPrompt, healthModifier, heavyAttemptedToPilot, heavyAttemptedToPilotSwitchPromptDuration, initialInvincibilityDuration, inventoryStationPrompt, inverseCosUprightAngle, invicibilityMaterial, lastOccupantTeam, lastStateReceiveTime, leftGunnerPrompt, localClientPositions[MAXIMUM_NUMBER_POSITIONS], localizedName, localMoveDestination, localTeam, loseInitialInvincibilityTime, ManifestLayoutMaterial, maximumNetUpdateInterval, maximumNextNetUpdateTime, minimumCollisionDamageMagnitude, minimumObstacleLookAhead, minorPositionEntrySignals[NUMBER_MINOR_ENTRY_SIGNALS], motor, motorClass, obstacleLookAheadVeloocityScale, padding[8], positions, retriggerEffectEvents, rightGunnerPrompt, rootBone, RotationInput, settledUpsideDownCosAngle, settledUpsideDownSpeed, spawning, stayUprightDamping, stayUprightEnabled, stayUprightStrength, stopForEnemies, StrafeInput, strafeLeftEffectIndex, strafeLeftOrThrustEffectIndex, strafeRightEffectIndex, strafeRightOrThrustEffectIndex, throttleBackEffectIndex, throttleForwardEffectIndex, throttleForwardOrThrustEffectIndex, ThrottleInput, thrustingEffectIndex, ThrustInput, TopSpeed, TPCameraDistance, TPCameraLookAt, vehicleCameraTraceExtents, vehicleEntries, vehicleFlipTriggers, vehicleProhibitedObjectPrompt, velocityInheritOnExitScale, waterDamagePerSecond

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
event Destroyed ()))
functionActor getEffectsBaseActor ()))
functionvector getProjectileSpawnLocation ()))
functionMaterial getTeamSkin ()))
function initialiseEffects ()))
functionbool isEffectCauserActive (int effectCauserIndex))
event postNetBeginPlay ()))
function postNetReceive ()))
eventbool ShouldProjectileHit (Actor projInstigator))
function tick (float deltaSeconds))
function updateDynamicEffectStates ()))
function updateEffectsStates ()))
event vehicleUpdateParams ()))
Inherited Functions from Gameplay.JointControlledAircraft
applyOutput, calculateOutputControlForce, clientDriverLeave, clientOccupantEnter, Destroyed, getControlJointAttachLocation, getViewRotation, initialiseEffects, isEffectCauserActive, needToPushStateToClient, postNetBeginPlay, processInput, pushStateToClient, setCounterGravityForceScale, setFlightControlStrength, setFlightForce, setFlightRotation, setViewRotation, specialCalcViewProcessing, tick, updateCameraRotation, updateEffectsStates, VehicleStateReceived
Inherited Functions from Gameplay.Vehicle
aboutToDie, aboutToSettleUpsideDown, addEffect, aimAdjustViewRotation, altFire, applyOutput, attachToVehicle, BaseChange, BeginState, cameraTrace, canArmorOccupy, canArmourBeDriver, canArmourBePassenger, canBeRepairedBy, canCharacterRespawnAt, canOccupy, canSwitchPosition, canTargetPoint, cleanupAI, clientDriverLeave, clientOccupantEnter, collisionDamage, copyVehicleAIValuesToTurret, customFiredEffectProcessing, Destroyed, DisplayDebug, displayWorldSpaceDebug, doCustomFiredEffectProcessing, drawActorCollision, driverLeave, enableAbandonmentDestruction, EncroachedBy, EncroachingOn, EyePosition, FaceRotation, finishedSpawnFromVehicleSpawnPoint, fire, firingMotor, flip, forceNetDirty, generateAIDeathSpeechEvents, getAimLocation, getAlternateAimAdjustStart, getAngle, getAvailablePositionIndex, getCameraLookAt, getControllingCharacter, getCorrespondingInventoryStation, getDriver, getEffectsBaseActor, getEnergy, getFirstPersonEquippableLocation, getFirstPersonEquippableRotation, getHighByte, GetHumanReadableName, getLowByte, getMinorPositionEntryIndex, getOccupantPositionIndex, getOccupantTeam, getOut, GetOverlayMaterial, getPhysicalAttachment, getPositionIndex, getPositionPromptIndex, getProjectileSpawnLocation, getPrompt, getTargetPositionIndex, getTeamDamagePercentage, getTeamSkin, getThirdPersonEquippableAttachment, getUnusedInventoryStation, getVehicleUseablePoint, getViewRotationFromMotor, getWeapon, GraphData, InGodMode, initDriverAI, initGunnerAI, initialiseEffects, initVehicleAI, interpolateRotation, isEffectCauserActive, isHavokCompletelyInitialised, isInventoryPosition, isMajorPosition, isOccupant, isOccupied, isSettledUpsideDown, isUpright, needToPushStateToClient, occupantEnter, occupantEnterAnimationProcessing, occupantLeaveAnimationProcessing, occupantSwitchPosition, onShotFiredNotification, otherClientOccupantEnter, otherClientOccupantLeave, packPitchAndYaw, performFlip, PlayDying, playerMoveProcessing, PostBeginPlay, PostLoadGame, PostNetBeginPlay, postNetReceive, PostTakeDamage, PrecacheVehicleMeshes, processInput, pushStateToClient, releaseAltFire, releaseFire, rematchGoals, setFirePressed, setSkin, setTeam, settledUpsideDownChanged, shouldFire, ShouldProjectileHit, showPhysicsDebug, spawnCharacter, specialCalcView, specialCalcViewProcessing, startedSpawnFromVehicleSpawnPoint, switchClass, switchPosition, tick, Timer, toggleShowPhysicsDebug, tryToDrive, tryToOccupy, unpackPitchAndYaw, UnPossessed, updateDynamicEffectStates, updateEffectsStates, UpdatePrecacheRenderData, updateTeamSkin, useEnergy, vehicleCeaseFire, vehicleFire, VehicleStateReceived, vehicleTrace, vehicleTransitionTrace, VehicleUpdateParams


Constants Detail

DRIVER_INDEX Source code

const DRIVER_INDEX = 0;

LEFT_GUNNER_INDEX Source code

const LEFT_GUNNER_INDEX = 1;

RIGHT_GUNNER_INDEX Source code

const RIGHT_GUNNER_INDEX = 2;


Variables Detail

leftEngineDustEffectIndex Source code

var int leftEngineDustEffectIndex;

leftEngineDustEffectLocation Source code

var vector leftEngineDustEffectLocation;

leftTurret Source code

var VehicleMountedTurret leftTurret;

rightEngineDustEffectIndex Source code

var int rightEngineDustEffectIndex;

rightEngineDustEffectLocation Source code

var vector rightEngineDustEffectLocation;

rightTurret Source code

var VehicleMountedTurret rightTurret;

turretClass Source code

var class<VehicleMountedTurret> turretClass;

AssaultShip

engineDustGroundOffset Source code

var(AssaultShip) float engineDustGroundOffset;

engineDustTraceLength Source code

var(AssaultShip) float engineDustTraceLength;

gunnerAITurnRate Source code

var(AssaultShip) float gunnerAITurnRate;

gunnerCameraOffset Source code

var(AssaultShip) vector gunnerCameraOffset;

gunnerClientTurnRate Source code

var(AssaultShip) float gunnerClientTurnRate;

gunnerMaximumPitch Source code

var(AssaultShip) float gunnerMaximumPitch;

gunnerMinimumPitch Source code

var(AssaultShip) float gunnerMinimumPitch;

gunnerWeaponOffset Source code

var(AssaultShip) vector gunnerWeaponOffset;

gunnerYawRange Source code

var(AssaultShip) float gunnerYawRange;

gunnerYawStart Source code

var(AssaultShip) float gunnerYawStart;

leftTurretBone Source code

var(AssaultShip) name leftTurretBone;

rightTurretBone Source code

var(AssaultShip) name rightTurretBone;

turretWeaponClass Source code

var(AssaultShip) class<Weapon> turretWeaponClass;


Functions Detail

Destroyed Source code

simulated event Destroyed ( ) )

getEffectsBaseActor Source code

simulated function Actor getEffectsBaseActor ( ) )

getProjectileSpawnLocation Source code

function vector getProjectileSpawnLocation ( ) )

getTeamSkin Source code

simulated function Material getTeamSkin ( ) )

initialiseEffects Source code

simulated function initialiseEffects ( ) )

isEffectCauserActive Source code

simulated function bool isEffectCauserActive ( int effectCauserIndex) )

postNetBeginPlay Source code

simulated event postNetBeginPlay ( ) )

postNetReceive Source code

simulated function postNetReceive ( ) )

ShouldProjectileHit Source code

simulated event bool ShouldProjectileHit ( Actor projInstigator) )

tick Source code

simulated function tick ( float deltaSeconds) )

updateDynamicEffectStates Source code

simulated function updateDynamicEffectStates ( ) )

updateEffectsStates Source code

simulated function updateEffectsStates ( ) )

vehicleUpdateParams Source code

simulated event vehicleUpdateParams ( ) )


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"
}

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Creation time: st 23.5.2018 00:10:28.303 - Created with UnCodeX