Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE2:ONSWeapon (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Onslaught
- Direct subclasses:
- ONSArtilleryCannon, ONSArtillerySideGun, ONSAttackCraftGun, ONSBombDropper, ONSDualACGatlingGun, ONSHoverBikePlasmaGun, ONSHoverTankCannon, ONSLinkableWeapon, ONSMASCannon, ONSMASRocketPack, ONSMASSideGun, ONSManualGun, ONSPRVRearGun, ONSPRVSideGun, ONSRVWebLauncher, ONSShockTankCannon, ONSTankSecondaryTurret
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[edit] Properties
[edit] Property group 'ONSWeapon'
See ONSWeapon property group ONSWeapon.
[edit] Internal variables
[edit] AIInfo
Type: ONSWeaponAIInfo
Array size: 2
Default value, index 0:
| Member | Value |
|---|---|
| AimError | 600.0 |
| RefireRate | 0.9 |
Default value, index 1:
| Member | Value |
|---|---|
| AimError | 600.0 |
| RefireRate | 0.9 |
[edit] AimLockReleaseTime
Type: float
when this time is reached gun can move again
[edit] AimTraceRange
Type: float
[edit] AmbientEffectEmitter
Type: ONSWeaponAmbientEmitter
[edit] bActive
Type: bool
[edit] bCallInstigatorPostRender
Type: bool
if Instigator exists, during this actor's native PostRender(), call Instigator->PostRender() (used when weapon is visible but owner is bHidden)
[edit] bCorrectAim
Type: bool
Modifiers: const
Default value: True
[edit] bDoOffsetTrace
Type: bool
trace from outside vehicle's collision back towards weapon to determine firing offset
[edit] bForceCenterAim
Type: bool
[edit] bInstantRotation
Type: bool
NOTE: Gradual rotation via RotationsPerSecond still used for non-owning net clients to smooth rotation changes
[edit] bIsAltFire
Type: bool
[edit] bIsRepeatingFF
Type: bool
[edit] bShowChargingBar
Type: bool
[edit] CurrentAim
Type: Object.Rotator
[edit] CurrentHitLocation
Type: Object.Vector
[edit] DamageMax
Type: int
Default value: 6
[edit] DamageMin
Type: int
Default value: 6
[edit] DamageType
Type: class<DamageType>
Default value: Class'XWeapons.DamTypeMinigunBullet'
[edit] DebugInfo
Type: string
[edit] EffectEmitter
Type: Emitter
[edit] FireCountdown
Type: float
[edit] FlashCount
Type: byte
Incremented each frame of firing
[edit] FlashEmitter
Type: Emitter
[edit] HitCount
Type: byte
Incremented each time a hit effect occurs
[edit] LastHitLocation
Type: Object.Vector
Location of the last hit effect
[edit] LastRotation
Type: Object.Rotator
[edit] Momentum
Type: float
Default value: 1.0
[edit] OldFlashCount
Type: byte
Stores the last FlashCount received
[edit] OldHitCount
Type: byte
[edit] Projectiles
Type: array<Projectile>
[edit] RotateSoundThreshold
Type: float
threshold in rotator units for RotateSound to play
Default value: 50.0
[edit] RotationsPerSecond
Type: float
Default value: 0.75
[edit] SavedFireProperties
Type: Actor.FireProperties
Array size: 2
[edit] Spread
Type: float
[edit] Team
Type: byte
[edit] TraceRange
Type: float
Default value: 10000.0
[edit] WeaponFireLocation
Type: Object.Vector
[edit] WeaponFireRotation
Type: Object.Rotator
[edit] WeaponOffset
Type: Object.Vector
[edit] YawConstraintDelta
Type: float
[edit] Default values
| Property | Value |
|---|---|
| bBlockNonZeroExtentTraces | False |
| bBlockZeroExtentTraces | False |
| bIgnoreEncroachers | True |
| bNoRepMesh | True |
| bReplicateInstigator | True |
| DrawType | DT_Mesh |
| NetUpdateFrequency | 5.0 |
| RemoteRole | ROLE_SimulatedProxy |
| SoundRadius | 100.0 |
| SoundVolume | 255 |
[edit] Structs
[edit] ONSWeaponAIInfo
Modifiers: native
- bool bTossed
- bool bTrySplash
- bool bLeadTarget
- bool bInstantHit
- bool bFireOnRelease
- float AimError
- float WarnTargetPct
- float RefireRate
[edit] Functions
[edit] Static functions
[edit] StaticPrecache
[edit] Native functions
[edit] LimitPitch
[edit] Events
[edit] AttemptFire
[edit] ClientSpawnHitEffects
[edit] Destroyed
Overrides: Actor.Destroyed
[edit] FlashMuzzleFlash
[edit] OwnerEffects
[edit] PostBeginPlay
Overrides: Actor.PostBeginPlay
[edit] PostNetBeginPlay
Overrides: Actor.PostNetBeginPlay
[edit] Other instance functions
[edit] AdjustAim
[edit] AltFire
[edit] BestMode
[edit] CalcWeaponFire
[edit] CanAttack
[edit] CeaseFire
[edit] ChargeBar
[edit] ClientPlayForceFeedback
[edit] ClientStartFire
[edit] ClientStopFire
[edit] DestroyEffects
[edit] DisplayDebug
Overrides: Actor.DisplayDebug
[edit] DoCombo
[edit] Fire
[edit] InitEffects
[edit] MaxRange
[edit] SetFireRateModifier
[edit] SetGRI
Overrides: Actor.SetGRI
[edit] SetTeam
[edit] ShakeView
[edit] SimulateTraceFire
[edit] SpawnBeamEffect
[edit] SpawnHitEffects
[edit] SpawnProjectile
[edit] StopForceFeedback
[edit] TraceFire
[edit] WeaponCeaseFire
[edit] States
[edit] InstantFireMode
[edit] InstantFireMode.ClientSpawnHitEffects
Overrides: ClientSpawnHitEffects (global)
[edit] InstantFireMode.AltFire
Overrides: AltFire (global)
[edit] InstantFireMode.Fire
Overrides: Fire (global)
[edit] InstantFireMode.SpawnHitEffects
Overrides: SpawnHitEffects (global)
[edit] ProjectileFireMode
[edit] ProjectileFireMode.AltFire
Overrides: AltFire (global)
[edit] ProjectileFireMode.Fire
Overrides: Fire (global)
