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Core.Object | +-- Engine.Actor | +-- Engine.Pawn | +-- Gameplay.Rook | +-- Gameplay.Vehicle | +-- Gameplay.JointControlledAircraft | +-- Gameplay.AssaultShip
Constants Summary | ||
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DRIVER_INDEX | = | 0 |
LEFT_GUNNER_INDEX | = | 1 |
RIGHT_GUNNER_INDEX | = | 2 |
Inherited Contants from Gameplay.JointControlledAircraft |
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JCA_LINEAR_VELOCITY_ACCURACY_FACTOR, JCA_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR |
Variables Summary | |
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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 |
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Inherited Enumerations from Gameplay.JointControlledAircraft |
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AccelerationEffectStateEnum |
Inherited Enumerations from Gameplay.Vehicle |
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VehiclePositionType |
Structures Summary |
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Inherited Structures from Gameplay.JointControlledAircraft |
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AircraftState |
Inherited Structures from Gameplay.Vehicle |
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ClientOccupantEnterData, ClientPositionData, DesiredHavokState, ExitData, VehicleEffect, VehicleEntryData, VehicleFlipTriggerData, VehiclePosition |
Functions Summary | ||
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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 |
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Variables Detail |
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Functions Detail |
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Defaultproperties |
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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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