// 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)); } }
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)); } }
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); } }
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)); } }
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; }
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; }
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 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; }
public MySyncLargeTurret(MyLargeTurretBase turret) : base(turret) { m_turret = turret; }
public override void OnAddedToContainer(MyComponentContainer container) { base.OnAddedToContainer(container); m_turretBase = Entity as MyLargeTurretBase; }