Tiberian Technologies Scripts Reference Revision: 9000
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JMG_Utility_AI_Lobbed_Vehicle_Projectile_Custom Class Reference

Uses maths to "launch" a vehicle with projectile phyiscs at an enemy's location provided by a spotter object, all effects come from the muzzleA0 bone \TargetCustom - Custom provided by the 'spotter' object, param is the enemy's id, (recommend using JMG_Utility_Enemy_Seen_Send_Custom) \MinDistance - Min distance at which a target can be before it won't be shot at \MinAngle - Max angle the turret can aim (NOTE: Turret isn't actually used for this varrient of the script as it isn't using an actual weapon, turret will still try to aim at the location however). \MaxAngle - Min angle the turret can aim \UseLowAngleMaxDistance - Max distance the turret will try to aim at the low angle before switching the the high arc angle \UseLowAngleTargetAboveHeight - Try to fire the lower angle when above you, this is useful for aircraft and soforth \VehicleProjectilePreset - Vehicle preset that has projectile physics (Created at the FireSpot bone) NOTE: Make sure it is type "flying" so it syncs on the network right \FireVelocity - Speed at which to launch the vehicle preset \GravityScale - Gravity scale setting on the projectile vehicle preset (used for calculations) \BaseMissAmount - How much can the script miss around the target by \MissAmountPerMeter - Max amount of distance the script can aim around the object per meter of distance between the target and firer. \ IE if 0.01 and the target is 150 meters away then the script can aim 1.5 meters infront of, to the left, etc of the target (Defaults to BaseMissAmount if its greater) \ProjectedShotsChance - Chance that the shots will be projected, toggles between the modes every reload (0.0-1.0) \FireRate - howmany in a second to fire \ReloadTime - How long to wait once the clip is empty before firing again \ReloadSound - Sound to play when reloading (Comes from the turret bone) \ClipCount - How many rounds in a clip, if 0 it will never reload \FireSound - Sound to play when the script shoots (Comes from the MuzzleA0 bone) \MuzzleFlashExplosion - Explosion to create when the script shoots (Comes from the MuzzleA0 bone) \ProjectileExplosion - Explosion to create where the vehicle projectile lands \CustomTimeoutTime - If non-zero, this is how long the script will wait before forgetting a target if a custom with the seen id isn't sent again \AimTurret - Being the turret isn't really used at all the AI doens't actually need to aim it, if you want you can make the script aim the turret as if it's actually taking shots (Note: This could inturrupt other AI commands). More...

#include <jmgUtility.h>

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Author
jgray