TurretCraftClass

Classlabel: "turret"

Class Tree: Entity->GameObject->Craft->TurretCraft

Description:
TurretCraft is a strange combination of a Craft that behaves like a Building. This is why Gun Towers count as Craft instead of Buildings.

Default ODF Properties:
[GameObjectClass]
categoryTypeOverride = 20 //TEAM_SLOT_GUNTOWER
powerCost = 1
buildRequire = "A"
buildSupport = "A"
needPilot = false
canSnipe = false
isAssault = true
isGrouped = false
needGroup = false
terrainBlendRadius = 3

Recommended AI Process:
aiName = "GunTowerFriend"
aiName2 = "GunTowerEnemy"

ODF Properties:
  • [BuildingClass]

    soundAmbient = ""
    This object's Ambient Sound.

    AmbeintSoundWhenUnpowered = false
    If this is true, AmbientSound continues to play while this object is unpowered.

    bldEdge = ""
    If specified, this is the Building's Tunnel Edge. This consists of 4 letters that represent each side's connection. Connections are in clock-wise order N, E, S, W. Valid values are:
    • W = Wall
    • T = Terrain
    • F = Tunnel

    tunnelCount = 0
    How many Tunnel segments are on this object.

    Tunnel Info is labeled "tunnel__...", where __ is the count. Starting at 00, and increment to 99. For each Tunnel Count:
    tunnel00X0 = 0.0
    Starting position on X Axis.

    tunnel00Z0 = 0.0
    Starting position on Z Axis.

    tunnel00Dx = 0.0
    Size on the X Axis.

    tunnel00Dz = 0.0
    Size on the Z Axis.

    tunnel00Edge
    This Tunnel Segment's Edge. This consists of 4 letters that represent each side's connection. Connections are in clock-wise order N, E, S, W. Valid values are:
    • W = Wall
    • T = Terrain
    • F = Tunnel

    tunnelClusterSize = 4.0f
    Tunnel cluster size.

    justTerrain = false
    If true, Pathing includes just the Terrain under this object.

    justFlat = false
    If true, Pathing is made completely flat under this object.

    easyTunnels = false
    If this is true, it assumes anything can fit through the tunnel regardless of size.

    ReplacesObject = false
    If this is true, then it acts like an Extractor and replaces the object that was under it. Default is true for Class: Extractor.

    AlignsToObject = false
    If this is true, it aligns to face the same direction as the object it's replacing. Default is true for Class: Extractor.


  • [TurretCraftClass]

    omegaTurret = 2.0f
    Turret turn speed.

    alphaTurret = 5.0f
    Turret turn acceleration.

    yawMin = -1e30
    Min Turret turn angle.

    yawMax = 1e30
    Max Turret turn angle.

    pitchFilter = 5.0f
    Pitch acceleration.

    powerName = ""
    If specified, this is used as the powerName for all Taps not otherwise specified.

    powerTap1 ... powerTap8 = ""
    Model piece name for this Tap object.

    powerName1 ... powerName8 = powerName
    The ODF name for each Tap object. Must be a GameObject Class. Default is powerName if not specified.

    AutoBuildTap1 ... AutoBuildTap8 = true
    If this is false, it won't automatically spawn the Tap when this object is created.

    PoweredByTaps = true
    If this is false, Taps don't count towards this Object's Power Cost.

    DestroyTapsWithParent = true
    If this is false, Taps aren't destroyed when this object dies.

    detectRange = 200.0f
    Range at which it shows Enemies on Radar.

    CanDemolish = true
    If this is false, does not appear in Constructor's Demolish menu.

    CanAlliedCommanderDemolish = true
    In an MP Team Play game, sets if the Commander can Demolish this object.

    CanAlliedThugDemolish = false
    In an MP Team Play game, sets if a Thug can Demolish this object.

    CanAlliedThugUseTerminal = true
    If this is false, Allied players in Multiplayer can't use this object's Terminal.
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