MountedStabilizedTurret¶
Constructors¶
Constructor |
Description |
---|---|
Members¶
Member |
Description |
---|---|
Get the currently active Sub Weapon from the |
|
Get the currently active Sub Weapon index. |
|
The Field Of View (zoom level) applied to the player when aiming this weapon |
|
Get the weapon animator. |
|
If true, each shot will heat up the weapon. |
|
Returns true if the weapon can be fired. |
|
The muzzle transform that the next projectile will fire from. |
|
The current spread magnitude of a weapon. |
|
The current maximum spread of a weapon in radians. |
|
Difficulty of hitting Air target with this weapon. |
|
Difficulty of hitting AirFastMover target with this weapon. |
|
Difficulty of hitting GroundVehicles target with this weapon. |
|
Difficulty of hitting Infantry target with this weapon. |
|
Difficulty of hitting InfantryGroup target with this weapon. |
|
Effectiveness of this weapon against Air targets. |
|
Effectiveness of this weapon against Airplane targets. |
|
Effectiveness of this weapon against Armored targets. |
|
Effectiveness of this weapon against Infantry targets. |
|
Effectiveness of this weapon against InfantryGroup targets. |
|
Effectiveness of this weapon against Unarmored targets. |
|
The range at which the weapon is considered effective. |
|
The current heat value of the weapon if applyHeat is enabled. |
|
The rate at which heat drains in units per second. |
|
True if fire input has been held long enough to fire the weapon. |
|
True while fire button is held down. |
|
Locked weapons cannot be fired by the user. |
|
A loud weapon will alert nearby enemies when being fired. |
|
The actor that gets damage/kill credits from this weapon. |
|
The number of projectiles spawned when the weapons is fired. |
|
When true, the weapon must charge before firing. |
|
Events¶
Event |
Description |
---|---|
Invoked when the weapon is fired. |
|
Invoked when the weapon is fired. |
Methods¶
Method |
Description |
---|---|
Add a subweapon to this parent weapon, returning the subweapon index. |
|
Switch to the next Sub Weapon in the Weapon’s |
|
Matches a weapon role based on the weapon’s current stats. |
|
Lock the weapon so it cannot be fired. |
|
Switch to the next Sub Weapon in the Weapon’s |
|
Removes a subweapon from this parent weapon. |
|
Removes a subweapon from this parent weapon. |
|
Shoots this weapon. |
|
Unlock the weapon so it can be fired. |
Details¶
-
class
MountedStabilizedTurret
¶ -
MountedStabilizedTurret
MountedStabilizedTurret
()¶
-
const int
activeSightModeIndex
¶
-
const int
activeSubWeaponIndex
¶ Get the currently active Sub Weapon index.
-
float
aimChangeSpeed
¶
-
float
aimFov
¶ The Field Of View (zoom level) applied to the player when aiming this weapon
-
int
ammo
¶
-
const Animator
animator
¶ Get the weapon animator. Please note that weapons carried by the AI never have animators. Only player carried weapons and MountedWeapons can have animators.
-
bool
applyHeat
¶ If true, each shot will heat up the weapon. If the heat value reaches 1 the gun overheats, and cannot be fired again until it cools down.
-
float
baseSpread
¶
-
const bool
canFire
¶ Returns true if the weapon can be fired. Checks ammo, cooldown, overheat, lock, target tracker and misc flags
-
float
chargeTime
¶
-
float
cooldown
¶
-
const Transform
currentMuzzleTransform
¶ The muzzle transform that the next projectile will fire from.
-
const float
currentSpreadMagnitude
¶ The current spread magnitude of a weapon. The spread magnitude is the radius of a sphere 1 meter in front of the muzzle. The projectile may fire towards a random point inside that sphere.
-
const float
currentSpreadMaxAngleRadians
¶ The current maximum spread of a weapon in radians.
-
Difficulty
difficultyAir
¶ Difficulty of hitting Air target with this weapon.
-
Difficulty
difficultyAirFastMover
¶ Difficulty of hitting AirFastMover target with this weapon.
-
Difficulty
difficultyGroundVehicles
¶ Difficulty of hitting GroundVehicles target with this weapon.
-
Difficulty
difficultyInfantry
¶ Difficulty of hitting Infantry target with this weapon.
-
Difficulty
difficultyInfantryGroup
¶ Difficulty of hitting InfantryGroup target with this weapon.
-
Effectiveness
effectivenessAir
¶ Effectiveness of this weapon against Air targets. This value is used by AI and TargetTrackers to prioritize targets.
-
Effectiveness
effectivenessAirFastMover
¶ Effectiveness of this weapon against Airplane targets. This value is used by AI and TargetTrackers to prioritize targets.
-
Effectiveness
effectivenessArmored
¶ Effectiveness of this weapon against Armored targets. This value is used by AI and TargetTrackers to prioritize targets.
-
Effectiveness
effectivenessInfantry
¶ Effectiveness of this weapon against Infantry targets. This value is used by AI and TargetTrackers to prioritize targets.
-
Effectiveness
effectivenessInfantryGroup
¶ Effectiveness of this weapon against InfantryGroup targets. This value is used by AI and TargetTrackers to prioritize targets.
-
Effectiveness
effectivenessUnarmored
¶ Effectiveness of this weapon against Unarmored targets. This value is used by AI and TargetTrackers to prioritize targets.
-
float
effectiveRange
¶ The range at which the weapon is considered effective.
-
FollowupSpread
followupSpread
¶
-
const GameObject
gameObject
¶
-
const bool
hasAdvancedReload
¶
-
const bool
hasLoadedAmmo
¶
-
const bool
hasSpareAmmo
¶
-
float
heat
¶ The current heat value of the weapon if applyHeat is enabled. When heat reaches 1, the weapon cannot be fired until the heat reaches 0 again.
-
float
heatDrainRate
¶ The rate at which heat drains in units per second.
-
float
heatGainPerShot
¶
-
const bool
isAiming
¶
-
bool
isAuto
¶
-
const bool
isCharged
¶ True if fire input has been held long enough to fire the weapon.
-
const bool
isCoolingDown
¶
-
const bool
isEmpty
¶
-
const bool
isFull
¶
-
const bool
isHoldingFire
¶ True while fire button is held down.
-
bool
isLocked
¶ Locked weapons cannot be fired by the user.
-
bool
isLoud
¶ A loud weapon will alert nearby enemies when being fired.
-
const bool
isOverheating
¶
-
const bool
isReloading
¶
-
const bool
isUnholstered
¶
-
Actor
killCredit
¶ The actor that gets damage/kill credits from this weapon. Automatically set to whoever equips this weapon, but can be overridden if required
-
int
maxAmmo
¶
-
int
maxSpareAmmo
¶
-
float
maxTurnSpeed
¶
-
int
projectilesPerShot
¶ The number of projectiles spawned when the weapons is fired.
-
float
recoilBaseKickback
¶
-
float
recoilKickbackProneMultiplier
¶
-
float
recoilRandomKickback
¶
-
float
recoilSnapDuration
¶
-
float
recoilSnapFrequency
¶
-
float
recoilSnapMagnitude
¶
-
float
recoilSnapProneMultiplier
¶
-
float
reloadTime
¶
-
const GameObject
scopeAimObject
¶
-
float
sensitivityX
¶
-
float
sensitivityY
¶
-
const int
slot
¶
-
int
spareAmmo
¶
-
float
springAmount
¶
-
float
springDrag
¶
-
float
springForce
¶
-
bool
stabilizeX
¶
-
bool
stabilizeY
¶
-
const Quaternion
thirdPersonRotation
¶
-
const float
thirdPersonScale
¶
-
float
unholsterTime
¶
-
bool
useChargeTime
¶ When true, the weapon must charge before firing. Requires the fire button to be held for chargeTime seconds before firing.
-
bool
useMaxTurnSpeed
¶
-
bool
useSpring
¶
-
const WeaponEntry
weaponEntry
¶
-
float
vehicleRigidbodyRecoilForce
¶
-
const ScriptEvent
onFire
¶ Callback Signature:
-
void
callback
()¶
Note
This event can be consumed by calling
CurrentEvent.Consume()
. Consuming this event stops the weapon from firing.Invoked when the weapon is fired.
-
void
-
const ScriptEvent
onSpawnProjectiles
¶ Callback Signature:
-
void
callback
()¶
Invoked when the weapon is fired. Provides an array of all spawned projectiles.
-
void
-
int
AddSubWeapon
(Weapon subWeapon)¶ Add a subweapon to this parent weapon, returning the subweapon index.
-
void
EquipSubWeapon
(int subWeaponIndex)¶ Switch to the next Sub Weapon in the Weapon’s
alternativeWeapons
list.
-
WeaponRole
GenerateWeaponRoleFromStats
()¶ Matches a weapon role based on the weapon’s current stats.
-
void
InstantlyReload
()¶
-
void
LockWeapon
()¶ Lock the weapon so it cannot be fired.
-
void
NextSightMode
()¶
-
void
NextSubWeapon
()¶ Switch to the next Sub Weapon in the Weapon’s
alternativeWeapons
list.
-
void
PreviousSightMode
()¶
-
void
Reload
()¶
-
void
RemoveSubWeapon
(int subWeaponIndex)¶ Removes a subweapon from this parent weapon.
-
void
SetProjectilePrefab
(GameObject prefab)¶
-
bool
Shoot
(bool force)¶ Shoots this weapon.If force is true, ignores the CanFire() check. Returns true if shot was fired.
-
string
ToString
()¶
-
void
UnlockWeapon
()¶ Unlock the weapon so it can be fired.
-
MountedStabilizedTurret