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UE2:ONSWeapon (UT2004)

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UT2004 Object >> Actor >> ONSWeapon

Contents

Package: 
Onslaught
Direct subclasses:
ONSArtilleryCannon, ONSArtillerySideGun, ONSAttackCraftGun, ONSBombDropper, ONSDualACGatlingGun, ONSHoverBikePlasmaGun, ONSHoverTankCannon, ONSLinkableWeapon, ONSMASCannon, ONSMASRocketPack, ONSMASSideGun, ONSManualGun, ONSPRVRearGun, ONSPRVSideGun, ONSRVWebLauncher, ONSShockTankCannon, ONSTankSecondaryTurret


[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

static function StaticPrecache (LevelInfo L)


[edit] Native functions

[edit] LimitPitch

native function int LimitPitch (int Pitch, Object.Rotator ForwardRotation, optional int WeaponYaw)


[edit] Events

[edit] AttemptFire

event bool AttemptFire (Controller C, bool bAltFire)


[edit] ClientSpawnHitEffects

simulated event ClientSpawnHitEffects ()


[edit] Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed


[edit] FlashMuzzleFlash

simulated event FlashMuzzleFlash ()


[edit] OwnerEffects

simulated event OwnerEffects ()


[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] PostNetBeginPlay

simulated event PostNetBeginPlay ()

Overrides: Actor.PostNetBeginPlay


[edit] Other instance functions

[edit] AdjustAim

function Object.Rotator AdjustAim (bool bAltFire)


[edit] AltFire

function AltFire (Controller C)


[edit] BestMode

function byte BestMode ()


[edit] CalcWeaponFire

simulated function CalcWeaponFire ()


[edit] CanAttack

function bool CanAttack (Actor Other)


[edit] CeaseFire

function CeaseFire (Controller C)


[edit] ChargeBar

simulated function float ChargeBar ()


[edit] ClientPlayForceFeedback

simulated function ClientPlayForceFeedback (string EffectName)


[edit] ClientStartFire

simulated function ClientStartFire (Controller C, bool bAltFire)


[edit] ClientStopFire

simulated function ClientStopFire (Controller C, bool bWasAltFire)


[edit] DestroyEffects

simulated function DestroyEffects ()


[edit] DisplayDebug

simulated function DisplayDebug (Canvas Canvas, out float YL, out float YPos)

Overrides: Actor.DisplayDebug


[edit] DoCombo

function DoCombo ()


[edit] Fire

function Fire (Controller C)


[edit] InitEffects

simulated function InitEffects ()


[edit] MaxRange

simulated function float MaxRange ()


[edit] SetFireRateModifier

simulated function SetFireRateModifier (float Modifier)


[edit] SetGRI

simulated function SetGRI (GameReplicationInfo GRI)

Overrides: Actor.SetGRI


[edit] SetTeam

simulated function SetTeam (byte T)


[edit] ShakeView

simulated function ShakeView ()


[edit] SimulateTraceFire

simulated function SimulateTraceFire (out Object.Vector Start, out Object.Rotator Dir, out Object.Vector HitLocation, out Object.Vector HitNormal)


[edit] SpawnBeamEffect

function SpawnBeamEffect (Object.Vector Start, Object.Rotator Dir, Object.Vector HitLocation, Object.Vector HitNormal, int ReflectNum)


[edit] SpawnHitEffects

function SpawnHitEffects (Actor HitActor, Object.Vector HitLocation, Object.Vector HitNormal)


[edit] SpawnProjectile

function Projectile SpawnProjectile (class<ProjectileProjClass, bool bAltFire)


[edit] StopForceFeedback

simulated function StopForceFeedback (string EffectName)


[edit] TraceFire

function TraceFire (Object.Vector Start, Object.Rotator Dir)


[edit] WeaponCeaseFire

function WeaponCeaseFire (Controller C, bool bWasAltFire)


[edit] States

[edit] InstantFireMode

[edit] InstantFireMode.ClientSpawnHitEffects

simulated event ClientSpawnHitEffects ()

Overrides: ClientSpawnHitEffects (global)


[edit] InstantFireMode.AltFire

function AltFire (Controller C)

Overrides: AltFire (global)


[edit] InstantFireMode.Fire

function Fire (Controller C)

Overrides: Fire (global)


[edit] InstantFireMode.SpawnHitEffects

simulated function SpawnHitEffects (Actor HitActor, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: SpawnHitEffects (global)


[edit] ProjectileFireMode

[edit] ProjectileFireMode.AltFire

function AltFire (Controller C)

Overrides: AltFire (global)


[edit] ProjectileFireMode.Fire

function Fire (Controller C)

Overrides: Fire (global)


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