MF_B_Targeting : MF_AbstractTargeting
Searches a list of targets on MF_B_TargetList provided by MF_B_Scanner for a target matching a criteria. This target can then be used for navigation or weapons.
Inherited Variables
target, receivingObject, dontSearchForReceivingObject, platformScript, navScript, receivingControllerScript
Public Variables
targetListScript : MF_B_TargetList
If left blank, will search the same game object, then recursively check parents until MF_B_TargetList is found.
priority : PriorityType enum { Closest, Furthest, MostHealth, LeastHealth, MostHealthPercent, LeastHealthPercent }
How the turret chooses the target from the list to fire at. If any values result in a tie, it keeps the first result found of the tied values.
keepCurrentTarget : bool
If true, once a target is chosen, target won't change until it no longer appears on the target list. Such as when it goes out of the scanner’s range, or when it has died.
checkWeapRange : bool
Will only choose targets that are within the current weapon’s max range. This will account for shots that use ballistic arcs.
checkArcLimits : bool
Will only choose targets that are within the turret’s arc of rotation and elevation.
Searches a list of targets on MF_B_TargetList provided by MF_B_Scanner for a target matching a criteria. This target can then be used for navigation or weapons.
Inherited Variables
target, receivingObject, dontSearchForReceivingObject, platformScript, navScript, receivingControllerScript
Public Variables
targetListScript : MF_B_TargetList
If left blank, will search the same game object, then recursively check parents until MF_B_TargetList is found.
priority : PriorityType enum { Closest, Furthest, MostHealth, LeastHealth, MostHealthPercent, LeastHealthPercent }
How the turret chooses the target from the list to fire at. If any values result in a tie, it keeps the first result found of the tied values.
keepCurrentTarget : bool
If true, once a target is chosen, target won't change until it no longer appears on the target list. Such as when it goes out of the scanner’s range, or when it has died.
checkWeapRange : bool
Will only choose targets that are within the current weapon’s max range. This will account for shots that use ballistic arcs.
checkArcLimits : bool
Will only choose targets that are within the turret’s arc of rotation and elevation.