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U2XMP.AutoTurretController

Extends
ProximitySensorController

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.LicenseeController
         |   
         +-- Engine.AIController
            |   
            +-- U2.U2NPCController
               |   
               +-- U2.StationaryPawnController
                  |   
                  +-- U2XMP.StationaryPawnControllerOffensive
                     |   
                     +-- U2XMP.ProximitySensorController
                        |   
                        +-- U2XMP.AutoTurretController

Constants Summary
Inherited Contants from U2XMP.ProximitySensorController
ActionLabel, ActionState, BeginLabel, DeactivatedState, ScanningState, TL_LockedOn, TL_Off, TL_Scanning, TL_Tracking, TrackingTargetState

Variables Summary
AutoTurretAT
boolbSettled
vectorCurrentAimingLocation
vectorDesiredAimingLocation
floatMinHitNonPawnDistance
intTrackLevel
floatTurningRateDegreesPerSecond
Inherited Variables from U2XMP.ProximitySensorController
CheckFOVRate, NextCheckFOVTime, PS

Functions Summary
event BeginState ()))
@DeactivatedState
event BeginState ()))
@ScanningState
functionbool CanPerformAction ()))
@ActionState
functionvector GetFireOffset ()))
@ActionState
functionvector GetStraightAheadLocation ()))
@ActionState
functionbool OKToHit (Actor HitActor, vector HitLocation, vector HitNormal ))
@ActionState
function PerformAction ()))
@ActionState
function Possess (Pawn P ))
@ActionState
function SetDesiredAimingLocation (vector NewDesiredAimingLocation ))
@ActionState
function SetTargetingEffect (int NewTrackLevel ))
@ActionState
function StopAction ()))
@ActionState
event Tick (float DeltaTime ))
@ActionState
event Tick (float DeltaTime ))
@DeactivatedState
event Tick (float DeltaTime ))
@ScanningState
event Tick (float DeltaTime ))
@TrackingTargetState
function UpdateAiming (float DeltaTime ))
@ActionState
functionbool ValidEnemy (Pawn Enemy ))
@ActionState
Inherited Functions from U2XMP.ProximitySensorController
Activate, BeginState, CanPerformAction, DeActivate, EndState, EnemyInvalid, EnemyNotVisible, EnemyRangeTransition, GetTrackingRange, HandleEnemyLost, InVisibilityCone, NotifyDeployed, PerformAction, Possess, SeeEnemy, SetTargetingEffect, StopAction, Tick

States Summary
@ActionState Source code
state @ActionState
PerformAction, StopAction, Tick
@DeactivatedState Source code
state @DeactivatedState
BeginState, Tick
@ScanningState Source code
state @ScanningState
BeginState, Tick
@TrackingTargetState Source code
state @TrackingTargetState
Tick


Variables Detail

AT Source code

var AutoTurret AT;

bSettled Source code

var bool bSettled;

CurrentAimingLocation Source code

var vector CurrentAimingLocation;

DesiredAimingLocation Source code

var vector DesiredAimingLocation;

MinHitNonPawnDistance Source code

var float MinHitNonPawnDistance;

TrackLevel Source code

var int TrackLevel;

TurningRateDegreesPerSecond Source code

var float TurningRateDegreesPerSecond;


Functions Detail

BeginState @DeactivatedState Source code

event BeginState ( ) )

BeginState @ScanningState Source code

event BeginState ( ) )

CanPerformAction @ActionState Source code

function bool CanPerformAction ( ) )

GetFireOffset @ActionState Source code

function vector GetFireOffset ( ) )

GetStraightAheadLocation @ActionState Source code

function vector GetStraightAheadLocation ( ) )

OKToHit @ActionState Source code

function bool OKToHit ( Actor HitActor, vector HitLocation, vector HitNormal ) )

PerformAction @ActionState Source code

simulated function PerformAction ( ) )

Possess @ActionState Source code

function Possess ( Pawn P ) )

SetDesiredAimingLocation @ActionState Source code

function SetDesiredAimingLocation ( vector NewDesiredAimingLocation ) )

SetTargetingEffect @ActionState Source code

function SetTargetingEffect ( int NewTrackLevel ) )

StopAction @ActionState Source code

function StopAction ( ) )

Tick @ActionState Source code

simulated event Tick ( float DeltaTime ) )

Tick @DeactivatedState Source code

simulated event Tick ( float DeltaTime ) )

Tick @ScanningState Source code

simulated event Tick ( float DeltaTime ) )

Tick @TrackingTargetState Source code

simulated event Tick ( float DeltaTime ) )

UpdateAiming @ActionState Source code

function UpdateAiming ( float DeltaTime ) )

ValidEnemy @ActionState Source code

function bool ValidEnemy ( Pawn Enemy ) )


Defaultproperties

defaultproperties
{
	MinHitNonPawnDistance=512.000000
	TurningRateDegreesPerSecond=180.000000
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Creation time: sk 3-1-2016 10:48:27.795 - Created with UnCodeX