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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
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

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
|  | Destroyed ()))
| Actor | getEffectsBaseActor ()))
| vector | getProjectileSpawnLocation ()))
| Material | getTeamSkin ()))
|  | initialiseEffects ()))
| bool | isEffectCauserActive (int effectCauserIndex))
|  | postNetBeginPlay ()))
|  | postNetReceive ()))
| bool | ShouldProjectileHit (Actor projInstigator))
|  | tick (float deltaSeconds))
|  | updateDynamicEffectStates ()))
|  | updateEffectsStates ()))
|  | 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