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# Tyrion.AI_GunnerFireAt

Extends
  AI_GunnerAction
Modifiers
  editinlinenew

    Core.Object
    |
    +-- Core.RefCount
       |
       +-- Engine.Tyrion_ActionBase
          |
          +-- Tyrion.ActionBase
             |
             +-- Tyrion.AI_RunnableAction
                |
                +-- Tyrion.AI_Action
                   |
                   +-- Tyrion.AI_GunnerAction
                      |
                      +-- Tyrion.AI_GunnerFireAt

Constants Summary
MAX_DEVIATION_ASSAULTSHIP | = | 60
MAX_DEVIATION_NORMAL | = | 10
MAX_DEVIATION_POD | = | 25
MAX_DEVIATION_POD_ATTACKING | = | 40

Variables Summary
Vector | aimLocation
Rotator | aimRotation
bool | bAssaultShip
bool | bChainGun
bool | bPod
String | debugString
IFiringMotor | firingMotor
Vector | hitLocation
Vector | inaccurateAimLocation
int | maxDeviation
Rook | mount
Actor | obstacle
int | pitchDiff
class<ExplosiveProjectile> | projectileClass
int | rollDiff
Rook | rookObstacle
AI_TargetSensor | targetSensor
float | timeToHit
Rotator | viewRotation
Weapon | weapon
int | yawDiff
InternalParameters
Pawn | target
Parameters
bool | bFireWithoutLOS
bool | bGiveUpIfTargetLost
Name | targetName

Inherited Variables from Tyrion.AI_GunnerAction
position

Inherited Variables from Tyrion.AI_Action
achievingGoal, childGoals, heuristicValue, nsChild, resourceUsage, satisfiesGoal, waitingForGoalsN

Functions Summary
| string | actionDebuggingString ()))
|  | cleanup ()))
| Rotator | computeAIspread ()))
|  | OnSensorMessage (AI_Sensor sensor, AI_SensorData value, Object userData ))

Inherited Functions from Tyrion.AI_GunnerAction
classConstruct, findResource, getResourceClass, localRook, rook, turret, vehicle, vehicleResource

Inherited Functions from Tyrion.AI_Action
fail, getChildReference, getResource, goalAchievedCB, goalNotAchievedCB, initAction, instantFail, instantSucceed, interruptAction, interruptGoalIf, myAddRef, OnSensorMessage, removeAction, removeChildReference, resourceStolenCB, runAction, selectionHeuristic, setChildReference, succeed, waitForAllGoals, waitForAllGoalsConsidered, waitForAllGoalsInList, waitForAnyGoal, waitForGoal, waitForResourcesAvailable

States Summary

Running Source code
state Running

Constants Detail

#### MAX_DEVIATION_ASSAULTSHIP Source code

const MAX_DEVIATION_ASSAULTSHIP = 60;

#### MAX_DEVIATION_NORMAL Source code

const MAX_DEVIATION_NORMAL = 10;

#### MAX_DEVIATION_POD Source code

const MAX_DEVIATION_POD = 25;

#### MAX_DEVIATION_POD_ATTACKING Source code

const MAX_DEVIATION_POD_ATTACKING = 40;

Variables Detail

#### aimLocation Source code

var Vector aimLocation;

#### aimRotation Source code

var Rotator aimRotation;

#### bAssaultShip Source code

var bool bAssaultShip;

#### bChainGun Source code

var bool bChainGun;

#### bPod Source code

var bool bPod;

#### debugString Source code

var String debugString;

#### firingMotor Source code

var IFiringMotor firingMotor;

#### hitLocation Source code

var Vector hitLocation;

#### inaccurateAimLocation Source code

var Vector inaccurateAimLocation;

#### maxDeviation Source code

var int maxDeviation;

#### mount Source code

var Rook mount;

#### obstacle Source code

var Actor obstacle;

#### pitchDiff Source code

var int pitchDiff;

#### projectileClass Source code

var class<ExplosiveProjectile> projectileClass;

#### rollDiff Source code

var int rollDiff;

#### rookObstacle Source code

var Rook rookObstacle;

#### targetSensor Source code

var AI_TargetSensor targetSensor;

#### timeToHit Source code

var float timeToHit;

#### viewRotation Source code

var Rotator viewRotation;

#### weapon Source code

var Weapon weapon;

#### yawDiff Source code

var int yawDiff;

### InternalParameters

#### target Source code

var(InternalParameters) editconst Pawn target;

### Parameters

#### bFireWithoutLOS Source code

var(Parameters) bool bFireWithoutLOS;

> Fire even if you have no LOS on the target

#### bGiveUpIfTargetLost Source code

var(Parameters) bool bGiveUpIfTargetLost;

> Terminate action if target lost?

#### targetName Source code

var(Parameters) editinline Name targetName;

> Label of target (any Pawn)

Functions Detail

#### actionDebuggingString Source code

function string actionDebuggingString ( ) )

#### cleanup Source code

function cleanup ( ) )

#### computeAIspread Source code

private final function Rotator computeAIspread ( ) )

#### OnSensorMessage Source code

function OnSensorMessage ( AI_Sensor sensor, AI_SensorData value, Object userData ) )

Defaultproperties

    defaultproperties
    {
    	satisfiesGoal = class'AI_GunnerFireAtGoal'

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Creation time: st 23.5.2018 00:10:27.009 - Created with UnCodeX