Mostly Harmless
UE1:Weapon properties (RTNP)
From Unreal Wiki, The Unreal Engine Documentation Site
- Weapon properties in other games:
- U1, UT, UT2004
- Other member categories for this class:
- instance functions
| This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
[edit] Properties
[edit] Property group 'MuzzleFlash'
[edit] bDrawMuzzleFlash
Type: bool
[edit] FlareOffset
Type: float
[edit] FlashC
Type: float
[edit] FlashLength
Type: float
Default value: 0.1
[edit] FlashO
Type: float
[edit] FlashS
Type: int
size of (square) texture/2
[edit] FlashY
Type: float
[edit] MFTexture
Type: Texture
[edit] MuzzleFlare
Type: Texture
[edit] MuzzleScale
Type: float
Default value: 4.0
[edit] Property group 'Weapon'
[edit] AltDamageType
Type: name
[edit] AltFireSound
Type: Sound
[edit] AltProjectileClass
Type: class<Projectile>
[edit] AmmoName
Type of ammo used.
[edit] bAltInstantHit
Type: bool
If true, instant hit rather than projectile firing weapon for AltFire
[edit] bCanThrow
Type: bool
if true, player can toss this weapon out
Default value: True
[edit] bInstantHit
Type: bool
If true, instant hit rather than projectile firing weapon
[edit] bOwnsCrosshair
Type: bool
this weapon is responsible for drawing its own crosshair (in its postrender function)
[edit] bRapidFire
Type: bool
used by human animations in determining firing animation (for still firing)
[edit] bWeaponStay
Type: bool
[edit] CockingSound
Type: Sound
[edit] DeathMessage
Type: string
Modifiers: localized
Default value: "%o was killed by %k's %w."
[edit] FireOffset
Type: Object.Vector
Offset from drawing location for projectile/trace start
[edit] FireSound
Type: Sound
[edit] FiringSpeed
Type: float
used by human animations in determining firing speed
[edit] MaxTargetRange
Type: float
Maximum distance to target.
Default value: 4096.0
[edit] MessageNoAmmo
Type: string
Modifiers: localized
Default value: " has no ammo."
[edit] Misc1Sound
Type: Sound
[edit] Misc2Sound
Type: Sound
[edit] Misc3Sound
Type: Sound
[edit] MyDamageType
Type: name
[edit] PickupAmmoCount
Type: int
Amount of ammo initially in pick-up item.
[edit] ProjectileClass
Type: class<Projectile>
[edit] ReloadCount
Type: byte
Amount of ammo depletion before reloading. 0 if no reloading is done.
[edit] SelectSound
Type: Sound
[edit] ShakeMag
Type: float
Default value: 300.0
[edit] ShakeTime
Type: float
Default value: 0.1
[edit] ShakeVert
Type: float
Default value: 5.0
[edit] Property group 'WeaponAI'
[edit] AIRating
Type: float
Default value: 0.1
[edit] AltRefireRate
Type: float
Default value: 0.5
[edit] bAltWarnTarget
Type: bool
When firing alternate projectile, warn the target
[edit] bMeleeWeapon
Type: bool
Weapon is only a melee weapon
[edit] bRecommendSplashDamage
Type: bool
[edit] bSplashDamage
Type: bool
used by bot AI
[edit] bWarnTarget
Type: bool
When firing projectile, warn the target
[edit] RefireRate
Type: float
Default value: 0.5
[edit] Internal variables
[edit] AdjustedAim
Type: Object.Rotator
[edit] AimError
Type: float
Aim Error for bots (note this value doubled if instant hit weapon)
Default value: 550.0
[edit] AltProjectileSpeed
Type: float
Default value: 1000.0
[edit] AmmoType
Type: Ammo
Modifiers: travel
Inventory Ammo being used.
[edit] bChangeWeapon
Type: bool
Used in Active State
[edit] bHideWeapon
Type: bool
if true, weapon is not rendered
[edit] bLockedOn
Type: bool
[edit] bMuzzleFlash
Type: byte
[edit] bPointing
Type: bool
Indicates weapon is being pointed
[edit] bSetFlashTime
Type: bool
[edit] bTossedOut
Type: bool
true if weapon was tossed out (so players can't cheat w/ weaponstay)
[edit] bWeaponUp
Type: bool
Used in Active State
[edit] FlashTime
Type: float
[edit] ProjectileSpeed
Type: float
Default value: 1000.0
[edit] Default values
| Property | Value | ||||||
|---|---|---|---|---|---|---|---|
| AutoSwitchPriority | 1 | ||||||
| bNoSmooth | True | ||||||
| Icon | Texture'Engine.S_Weapon' | ||||||
| InventoryGroup | 1 | ||||||
| ItemName | "Weapon" | ||||||
| MaxDesireability | 0.5 | ||||||
| PickupMessage | "You got a weapon" | ||||||
| PlayerViewOffset |
|
||||||
| RespawnTime | 30.0 | ||||||
| Texture | Texture'Engine.S_Weapon' |
