Пример #1
0
        // REMOVE-ME: This seems to be dead code
        public void Init(Matrix localMatrix, MyLargeTurretBase parentObject)
        {
            m_shotsLeftInBurst = ShotsInBurst;

            // This prevents missile launches from shooting missiles into their own base
            BarrelElevationMin = -0.6f;
        }
        public override void Init(MyEntity entity, MyLargeTurretBase turretBase)
        {
            base.Init(entity, turretBase);

            // backward compatibility with old mods/models
            if (!m_gunBase.HasDummies)
            {
                Vector3 muzzleVec = -Entity.PositionComp.WorldMatrix.Forward * 0.8f;
                m_gunBase.AddMuzzleMatrix(MyAmmoType.HighSpeed, Matrix.CreateTranslation(muzzleVec));
            }
        }
Пример #3
0
        public override void Init(MyEntity entity, MyLargeTurretBase turretBase)
        {
            base.Init(entity, turretBase);

            // backward compatibility with old mods/models
            if (!m_gunBase.HasDummies)
            {
                Vector3 muzzleVec = -Entity.PositionComp.WorldMatrix.Forward * 0.8f;
                m_gunBase.AddMuzzleMatrix(MyAmmoType.HighSpeed, Matrix.CreateTranslation(muzzleVec));
            }
        }
Пример #4
0
        public override void Init(MyEntity entity, MyLargeTurretBase turretBase)
        {
            base.Init(entity, turretBase);

            // backward compatibility with old models/mods
            if (!m_gunBase.HasDummies)
            {
                Matrix muzzle = Matrix.Identity;
                muzzle.Translation += entity.PositionComp.WorldMatrix.Forward * 3;
                m_gunBase.AddMuzzleMatrix(MyAmmoType.Missile, muzzle);
            }
        }
        public override void Init(MyEntity entity, MyLargeTurretBase turretBase)
        {
            base.Init(entity, turretBase);

            // backward compatibility with old models/mods
            if (!m_gunBase.HasDummies)
            {
                Matrix muzzle = Matrix.Identity;
                muzzle.Translation += entity.PositionComp.WorldMatrix.Forward * 3;
                m_gunBase.AddMuzzleMatrix(MyAmmoType.Missile, muzzle);
            }
        }
Пример #6
0
        public override void Init(MyEntity entity, MyLargeTurretBase turretBase)
        {
            base.Init(entity, turretBase);

            m_shotsLeftInBurst = ShotsInBurst;
            // backward compatibility with old models/mods
            if (!m_gunBase.HasDummies)  
            {
                Vector3 pos = 2 * entity.PositionComp.WorldMatrix.Forward;
                m_gunBase.AddMuzzleMatrix(MyAmmoType.HighSpeed, Matrix.CreateTranslation(pos));
            }
        }
Пример #7
0
        public void Init(Matrix localMatrix, MyLargeTurretBase parentObject)
        {
            m_burstToFire      = m_burstFireCount;
            m_burstFireTime_ms = MySandboxGame.TotalGamePlayTimeInMilliseconds;

            m_burstFireTime_ms = MySandboxGame.TotalGamePlayTimeInMilliseconds;

            // User settings:
            m_burstFireTimeLoadingIntervalConst_ms = 2000;

            // This is imoprtant for missile launchers (they are not able to lauchching rackets on safe trajectory)
            BarrelElevationMin = -0.6f;
            // User settings:
            m_burstFireTimeLoadingIntervalConst_ms = 2000;
        }
        public void Init(Matrix localMatrix, MyLargeTurretBase parentObject)
        {
            m_burstToFire = BurstFireRate;
            m_burstFireTime_ms = MySandboxGame.TotalGamePlayTimeInMilliseconds;

            m_burstFireTime_ms = MySandboxGame.TotalGamePlayTimeInMilliseconds;

            // User settings:            
            m_burstFireTimeLoadingIntervalConst_ms = 2000;

            // This is imoprtant for missile launchers (they are not able to lauchching rackets on safe trajectory)
            BarrelElevationMin = -0.6f;
            // User settings:
            m_burstFireTimeLoadingIntervalConst_ms = 2000;
        }
Пример #9
0
        public override void Init(MyEntity entity, MyLargeTurretBase turretBase)
        {
            base.Init(entity, turretBase);

            // backward compatibility with old models/mods
            if (!m_gunBase.HasDummies)
            {
                Matrix muzzle = Matrix.Identity;
                muzzle.Translation += entity.PositionComp.WorldMatrix.Forward * 3;
                m_gunBase.AddMuzzleMatrix(MyAmmoType.Missile, muzzle);
            }

            m_shotsLeftInBurst = ShotsInBurst;
            if (m_soundEmitter != null)
                m_soundEmitter.Entity = (MyEntity)turretBase;
        }
Пример #10
0
        public virtual void Init(MyEntity entity, MyLargeTurretBase turretBase)
        {
            m_entity     = entity;
            m_turretBase = turretBase;
            m_gunBase    = turretBase.GunBase as MyGunBase;

            // Check for the dummy cubes for the muzzle flash positions:
            if (m_entity.Model != null)
            {
                if (m_entity.Model.Dummies.ContainsKey("camera"))
                {
                    CameraDummy = m_entity.Model.Dummies["camera"];
                }

                m_gunBase.LoadDummies(m_entity.Model.Dummies);
            }

            m_entity.OnClose += m_entity_OnClose;
        }
Пример #11
0
        public virtual void Init(MyEntity entity, MyLargeTurretBase turretBase)
        {
            m_entity = entity;
            m_turretBase = turretBase;
            m_gunBase = turretBase.GunBase as MyGunBase;

            // Check for the dummy cubes for the muzzle flash positions:
            if (m_entity.Model != null)
            {
                if (m_entity.Model.Dummies.ContainsKey("camera"))
                {
                    CameraDummy = m_entity.Model.Dummies["camera"];
                }

                m_gunBase.LoadDummies(m_entity.Model.Dummies);
            }

            m_entity.OnClose += m_entity_OnClose;

        }
 public override void OnAddedToContainer()
 {
     base.OnAddedToContainer();
     m_turretBase = Container.Entity as MyLargeTurretBase;
 }
 public MyDebugRenderComponentLargeTurret(MyLargeTurretBase turretBase)
     : base(turretBase)
 {
     m_turretBase = turretBase;
 }
Пример #14
0
 public MySyncLargeTurret(MyLargeTurretBase turret)  : base(turret)
 {
     m_turret = turret;
 }
 public override void OnAddedToContainer(MyComponentContainer container)
 {
     base.OnAddedToContainer(container);
     m_turretBase = Entity as MyLargeTurretBase;
 }