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Gameplay.Turret

Extends
BaseDevice
Modifiers
native

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Gameplay.Rook
         |   
         +-- Gameplay.BaseDevice
            |   
            +-- Gameplay.Turret

Direct Known Subclasses:

DeployedTurret

Constants Summary
Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
boolbGetOut
boolbWasBehindView
floatcurrentPitch
floatcurrentYaw
Characterdriver
RotatorinitialRotation
TurretMotormotor
intoldCollisionHeight
intoldCollisionRadius
WeaponoldDriverWeapon
inttargetPitch
inttargetYaw
TurretEntryTurretEntry
Weaponweapon
Turret
floatAIViewRate
boolbCanBeManned
boolbFlipPitchDisplay
boolbFlipYawDisplay
NamedriverAnimation
TurretEntryDataentry
floatMaxViewPitch
floatMaxViewYaw
intpitchAxis
namepitchBone
namerootBone
nameseatBone
intseatedCollisionHeight
intseatedCollisionRadius
floatViewRate
class<Weapon>weaponClass
intyawAxis
intyawOffset
Inherited Variables from Gameplay.BaseDevice
baseDeviceMessageClass, bCurrentlyDeploying, bHasOpenAnim, bInitialization, bLoopSavedAnim, bPowered, bWasDeployed, damagedHealthThreshold, deployer, DestroyedDiffuse, destroyedExplosionClass, functionalHealthThreshold, lastAttacker, lastOfflineTime, lastOnlineTime, lastUnderAttackTime, localizedName, m_bSwitchedOn, m_ownershipMaterialIdx, ownerBase, OWNERSHIP_MATERIAL_NOT_FOUND, OWNERSHIP_MATERIAL_UNDISCOVERED, savedAnim, secondaryBaseDeviceMessageClass
Inherited Variables from Gameplay.Rook
AI_LOD_ActivationDistance, AI_LOD_DeactivationDistance, AI_LOD_deactivation_exemption_ticks, AI_LOD_LevelMP, alertness, attacker, bAIThreat, bAlwaysMarked, bCanBeSensed, bCanRepair, bDeferredAICleanup, bIsDetectableByEnemies, bShowJSDebug, bShowLOADebug, bShowNavigationDebug, bShowSensingDebug, bShowSquadDebug, bShowTyrionCharacterDebug, bShowTyrionHeadDebug, bShowTyrionMovementDebug, bShowTyrionWeaponDebug, bUnobstructedLOF, bUseAlternateOwnershipMaterial, bUseAlternateSelfIllumMaterial, clientDamageComponentMask, componentBreakThreshold, damageComponentMask, damageComponents, desiredLocation, effectLogging, estLocation, expectedImpactTime, flameDamagePerSecond, flameDamageReductionPerSecond, flameDamageType, flameSource, grapplerRetentionScale, healthMaximum, hearing, hudType, lastDetectedTime, lastShotFiredTime, loaEndPoint, loaEndPoint2, loaHit, loaStartPoint, loaStartPoint2, logAlertnessChanges, loopingEffects, MaxShadowTraceDistance, mountAI, movementForce, m_lastTeam, m_localTeam, m_squad, m_team, pastPositionsIndex, pastPositionsTimeAccu, pastPositions[N_PAST_POSITIONS], PeripheralVisionZAngle, personalShield, personalShieldClass, playerControllerState, radarInfoClass, reactionDelay, reactionDelayMP, repairers, repDepLastRateAddition, repDepRepairRate, repPakLastRateAddition, repPakRepairRate, sensorUpdateFlag, ShadowLightDistance, shotAngularDeviation, shotAngularDeviationMP, shotLeadAbility, shotLeadAbilityMP, shotNotifier, SightRadiusToPlayer, teamDamagePercentage, teamSelfIllumSkinName, teamSpecificHavokCollisionFiltering, tickTime, tickTimeOrg, tickTimeUpdateRange, UseablePointsValid[MAX_USEABLE_POINTS], UseablePoints[MAX_USEABLE_POINTS], vehicleAI, vision, visionMemory

Enumerations Summary
Inherited Enumerations from Gameplay.Rook
AlertnessLevels, EUseablePointValid

Structures Summary
TurretEntryData
radius, height, turretEntryClass
Inherited Structures from Gameplay.Rook
DamageComponent

Functions Summary
function BeginState ()))
Destructed
function BeginState ()))
Disabled
function BeginState ()))
Unpowered
functionbool canTargetPoint (Vector targetLoc))
eventbool cleanupAI ()))
function ClientDriverEnter (Controller c, Character driver))
function ClientDriverLeave (Controller c, Character driver, float finalPitch, float finalYaw))
function Destroyed ()))
function DriverEnter (Character p))
functionbool DriverLeave (bool bForceLeave))
functionIFiringMotor firingMotor ()))
functionCharacter getControllingCharacter ()))
functionfloat getViewRate ()))
function initTurretAI ()))
function onTeamChange ()))
function overrideCurrentRotation (Rotator newRotation))
function PostBeginPlay ()))
function PostLoadGame ()))
function PostNetBeginPlay ()))
function PostNetReceive ()))
function rematchGoals ()))
function Tick (float deltaSeconds))
functionbool TryToControl (Character p))
function updateAim (float deltaSeconds))
function updateModelRotation ()))
Inherited Functions from Gameplay.BaseDevice
BeginState, CanBeUsedBy, CheckChangeState, classConstruct, construct, Died, dispatchDeathMessage, EndState, enumBaseInfo, GetDamageComponentThresholdRange, GetHumanReadableName, getTeamDamagePercentage, isActive, isAlive, isDamaged, isDamagedAtThreshold, isDisabled, isFunctional, isOpenedAnimPlaying, isPowered, latentBeginActive, latentExecuteActive, latentExecuteInitialization, LoopBDAnim, onTeamChange, PlayBDAnim, PlayDamagedDegeneratingEffects, PlayDamagedEnteredEffects, PlayDamagedExitedEffects, PostBeginPlay, PostLoadGame, PostTakeDamage, setHasPower, setSwitchedOn, Tick, unifiedAddImpulseAtPosition
Inherited Functions from Gameplay.Rook
activatePersonalShield, addRepairFromDeployable, addRepairFromPack, ApplyDamage, averageVelocity, breakDamageComponent, canBeRepairedBy, canBeSensed, CanBeUsedBy, ChunkUp, cleanupAI, cleanupDamageComponents, CleanupSensing, clientUpdateDamageComponents, createDamageComponent, CreateHearingNotifier, CreateShotNotifier, CreateVisionNotifier, damageComponentsOnDamage, damageComponentsOnIncreaseHealth, damageComponentsPostTakeDamage, deactivatePersonalShield, Destroyed, Died, displayActorLabel, displayEnemiesList, displayTyrionDebugHeader, displayWorldSpaceDebug, DrawVisionCone, EffectIsLooping, enumSquadInfo, enumTeamInfo, firingMotor, generateAISpeechEvents, getAlertnessLevel, getControllingCharacter, getControllingCharacterTeam, GetDamageComponentThresholdRange, getKillerLabel, GetObjectiveLocation, GetOverlayMaterial, GetRadarInfoClass, getTeamDamagePercentage, getTeamLabel, groundPredictedLocation, IncreaseHealth, isFriendly, IsInVisionCone, OnEffectInitialized, OnEffectStarted, OnEffectStopped, OnShotFired, onTeamChange, personalShieldActive, PlayEffect, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PreBeginPlay, PrecacheDamageComponents, predictedLocation, ProcessBurnDamage, ProcessRepair, RegisterHearingNotification, RegisterShotNotification, RegisterVisionNotification, removeFlameDamage, removeRepairFromDeployable, removeRepairFromPack, resetPersonalShield, setAlertnessLevel, setLimitedTimeLODActivation, setSquad, setTeam, ShouldBeMarked, squad, squadCleanupOnDeath, StartLoopingEffect, StopEffect, StopLoopingEffect, team, UnregisterHearingNotification, UnregisterShotNotification, UnregisterVisionNotification, updateHavokCollisionFilter, updatePastPositions, UpdatePrecacheRenderData

States Summary
Destructed Source code
simulated state Destructed
BeginState
Disabled Source code
simulated state Disabled
BeginState
Unpowered Source code
simulated state Unpowered
BeginState


Variables Detail

bGetOut Source code

var bool bGetOut;

bWasBehindView Source code

var bool bWasBehindView;

currentPitch Source code

var protected float currentPitch;

currentYaw Source code

var protected float currentYaw;

driver Source code

var Character driver;

initialRotation Source code

var Rotator initialRotation;

motor Source code

var TurretMotor motor;

oldCollisionHeight Source code

var int oldCollisionHeight;

oldCollisionRadius Source code

var int oldCollisionRadius;

oldDriverWeapon Source code

var Weapon oldDriverWeapon;

targetPitch Source code

var protected int targetPitch;

targetYaw Source code

var protected int targetYaw;

TurretEntry Source code

var TurretEntry TurretEntry;

weapon Source code

var Weapon weapon;

Turret

AIViewRate Source code

var(Turret) private float AIViewRate;
Maximum turret rotation rate in degrees per second, while an AI is manning the turret

bCanBeManned Source code

var(Turret) bool bCanBeManned;
Whether or not the turret can be manned by characters

bFlipPitchDisplay Source code

var(Turret) bool bFlipPitchDisplay;
Turn this on if the turret appears to pitch the wrong way

bFlipYawDisplay Source code

var(Turret) bool bFlipYawDisplay;
Turn this on if the turret appears to turn the wrong way

driverAnimation Source code

var(Turret) Name driverAnimation;
The animation that the driver plays when seated in the turret

entry Source code

var(Turret) TurretEntryData entry;

MaxViewPitch Source code

var(Turret) float MaxViewPitch;
0 to ignore, or maximum pitch amount in degrees (from initial rotation)

MaxViewYaw Source code

var(Turret) float MaxViewYaw;
0 to ignore, or maximum yaw amount in degrees (from initial rotation)

pitchAxis Source code

var(Turret) int pitchAxis;
The axis of rotation used for the pitch bone may sometimes need to be tweaked: 0, 1, 2 = X, Y, Z

pitchBone Source code

var(Turret) name pitchBone;

rootBone Source code

var(Turret) name rootBone;

seatBone Source code

var(Turret) name seatBone;

seatedCollisionHeight Source code

var(Turret) int seatedCollisionHeight;
The collision height of the seated character

seatedCollisionRadius Source code

var(Turret) int seatedCollisionRadius;
The collision radius of the seated character

ViewRate Source code

var(Turret) private float ViewRate;
Maximum turret rotation rate in degrees per second

weaponClass Source code

var(Turret) class<Weapon> weaponClass;

yawAxis Source code

var(Turret) int yawAxis;
The axis of rotation used for the yaw bone may sometimes need to be tweaked: 0, 1, 2 = X, Y, Z

yawOffset Source code

var(Turret) int yawOffset;
Offset added to the yaw used for rotation display, may need to be tweaked in some cases


Structures Detail

TurretEntryData Source code

struct TurretEntryData
{
var(Turret) float height;
var(Turret) float radius;
var(Turret) class<TurretEntry> turretEntryClass;
};



Functions Detail

BeginState Destructed Source code

simulated function BeginState ( ) )

BeginState Disabled Source code

simulated function BeginState ( ) )

BeginState Unpowered Source code

simulated function BeginState ( ) )

canTargetPoint Source code

function bool canTargetPoint ( Vector targetLoc) )

cleanupAI Source code

event bool cleanupAI ( ) )

ClientDriverEnter Source code

simulated function ClientDriverEnter ( Controller c, Character driver) )

ClientDriverLeave Source code

simulated function ClientDriverLeave ( Controller c, Character driver, float finalPitch, float finalYaw) )

Destroyed Source code

simulated function Destroyed ( ) )

DriverEnter Source code

function DriverEnter ( Character p) )

DriverLeave Source code

function bool DriverLeave ( bool bForceLeave) )

firingMotor Source code

simulated function IFiringMotor firingMotor ( ) )

getControllingCharacter Source code

simulated function Character getControllingCharacter ( ) )

getViewRate Source code

simulated function float getViewRate ( ) )

initTurretAI Source code

function initTurretAI ( ) )

onTeamChange Source code

simulated function onTeamChange ( ) )

overrideCurrentRotation Source code

simulated function overrideCurrentRotation ( Rotator newRotation) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

PostLoadGame Source code

function PostLoadGame ( ) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

PostNetReceive Source code

simulated function PostNetReceive ( ) )

rematchGoals Source code

function rematchGoals ( ) )

Tick Source code

simulated function Tick ( float deltaSeconds) )

TryToControl Source code

function bool TryToControl ( Character p) )

updateAim Source code

simulated function updateAim ( float deltaSeconds) )

updateModelRotation Source code

simulated function updateModelRotation ( ) )


Defaultproperties

defaultproperties
{
	Mesh						= SkeletalMesh'BaseObjects.Turret'
	bHardAttach					= false
	bHidden						= false
	bBlockActors				= true
	bBlockHavok					= true
	bBlockKarma					= false
	bCollideActors				= true
	bUseCylinderCollision		= false
	bStatic						= false
	CollisionRadius				= +0080.000000
	CollisionHeight				= +0080.000000
	bCollideWhenPlacing			= false
	bOwnerNoSee					= true
	bReplicateMovement			= false
	bUpdateSimulatedPosition	= false
	bNetNotify					= true
	RemoteRole					= ROLE_SimulatedProxy
	Physics						= PHYS_None


	playerControllerState		= "PlayerTurreting"


	entry						= (radius=50,height=50)
	bGetOut						= false
	weaponClass					= class'Spinfusor'
	driverAnimation				= "pod_stand"


	rootBone					= "base"
	seatBone					= "character"
	pitchBone					= "top"
	pitchAxis					= 1
	yawOffset					= 0
	yawAxis						= 2


	ViewRate					= 180
	AIViewRate					= 180
	MaxViewPitch				= 45
	MaxViewYaw					= 0


	seatedCollisionHeight		= 50
	seatedCollisionRadius		= 36


	AI_LOD_Level				= AILOD_MINIMAL


	peripheralVision            = 0.1f				
	peripheralVisionZAngle		= 1.2217f			
	SightRadius					= 8000.0
	VisionUpdateRange			= (Min=0.4,Max=0.6)


	bWorldGeometry				= false


	bCanBeManned				= true
}

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Creation time: st 23.5.2018 00:10:37.804 - Created with UnCodeX