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Legacy:Trystan/12 01 02

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Weapon.uc defaultproperties

Quite simply this is a commented section for defaultproperties from one of our weapon classes. I thought that some folks might find it handy. Not everything is filled in yet (heh) but eventually I'll update this when it all is accurate. There was a section related to our mod at the end but it has been removed. You might find an odd reference to it, if so, please let me know.

Object >> Actor >> Inventory >> Weapon >> CustomWeapon

If you have any corrections please let me know. Thanks.

This information has been integrated into the Weapon information page.

defaultproperties
{
        // This class is called when primary fire is called.
    FireModeClass(0)=Class'WorldAtWar.M16A2Fire'
 
    // This class is called when secondary fire is called.
    FireModeClass(1)=Class'WorldAtWar.M16A2AltFire'
 
        // Animation played when this weapon is selected, aka unholstered.
    SelectAnim="Pickup"
 
        // Animation played when this weapon is put away.
    PutDownAnim="PutDown"
 
        // This allows you to play a sound -- like a powerup sound, etc.
    SelectSound=Sound'WeaponSounds.M16A2X.SwitchToM16A2X'
 
        // Force feedback played when the weapon is selected.
    SelectForce="SwitchToM16A2X"
 
        // ??
    AIRating=0.750000
 
        // ??
    CurrentRating=0.750000
 
        // ??
    EffectOffset=(X=200.000000,Y=32.000000,Z=-25.000000)
 
        // This sets the player FOV when they have this weapon.
        // Can be used for scopes, etc., but can also be used for cheats.
    DisplayFOV=60.000000
 
        // For weapon switching <Chazums>
    Priority=8
 
        // Priorities are configurable by the user.  This sets the default priority, but can be overridden.
    DefaultPriority=8
 
        // Inventory groups work like Half Life.  You select 7 twice and you'll
        // go to the second weapon in the inventory group.
    InventoryGroup=7
 
        // What happens when you pick this weapon up?  PickupClass determines that.
    PickupClass=Class'WorldAtWar.M16A2Pickup'
 
    //moves the weapon model around screen <Chazums>
        PlayerViewOffset=(X=5.000000,Y=11.000000)
 
        // rotates the weapon model, not sure if about weapon or player tho <Chazums>
    PlayerViewPivot=(Yaw=-16884,Roll=200)
 
        // dampen the 'swing' of the weapon when moving <Chazums>
    BobDamping=2.6000
 
        // How does this attach to the pawn.
    AttachmentClass=Class'WorldAtWar.M16A2Attachment'
 
        // IconMaterial determines what is displayed on the screen in the weapon selection area.
    IconMaterial=Texture'InterfaceContent.HUD.SkinA'
 
        // IconCoords specify the location in the above texture of this particular texture.
    IconCoords=(X1=322,Y1=100,X2=444,Y2=200)
 
        // Just what it says -- the name of the item.  Used in lots of places.
    ItemName="M16A2"
 
        // The type of light that firing this weapon creates.
        // This is completely separate from the mesh used to show muzzle flash.
    LightType=LT_Pulse
 
        // ?? Find and investigate this.
    LightEffect=LE_NonIncidence
 
        // How bright is the light created by weapon fire?
    LightBrightness=150.000000
 
        // How far does light extend?
    LightRadius=4.000000
 
        // Hue of light produced.
    LightHue=30
 
        // Saturation of light produced.
    LightSaturation=150
 
        // Skeletal mesh is the actual mesh of the weapon.
        // EDIT:  Yes, indeed, I did -not- have the correct file on my system.
    Mesh=SkeletalMesh'wawm16.m16'
 
     // ??
    UV2Texture=Shader'XGameShaders.WeaponShaders.WeaponEnvShader'
 
    // Used by the AI to determin how to act with and against weapon <Chazums>
    bMeleeWeapon = False
 
        // Do not show charging bar.
    bShowChargingBar = False
 
        // Weapon cannot be thrown.  (Can be thrown include grenades, etc.)
    bCanThrow = False
 
        // Weapons are a static mesh.  DrawScale determines how big they are
        // compared to the original mesh.
    DrawScale=1.0
 
    // Message given to the player when they have run out of ammunition.
    // Prefixed with WeaponName I imagine.
        MessageNoAmmo=" has no ammo"
}

Comments

Trystan: If someone knowledgeable can verify the accuracy of this information I'll happily throw it into the proper places in the rest of Wiki. :) I'm mostly concerned with the information around the light, hue, etc., and some of the animations. I'm fairly confident the rest is accurate.

Chazums: I have added a few new bits and stuck my name by em, more info on the playerview offset and playerviewpoivot are on my dev journal here

Mychaeel: Feel free to simply start a new page, Weapon, and format it along the lines of the other class pages (for instance TeamAI and GameObjective, two pages I recently set up). When you are not sure about something, just add a note along those lines to it.

Trystan: Thanks Chaz! And will do Mychaeel. All right you guys have gotten me to be confident I can't muck things up too bad so I'll start trying to fill in some of the blanks around here rather than padding my journal. :D :D

Balu: Nice work, Trystan. Looks like your journal is about to get my main infopoint ;-). May I suggest to make a note on top of pages that you included somewhere else in the wiki like "The info you can see here has been moved to Weapon, please go there."

Trystan: Thanks Balu, and good idea.

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