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UE2:ONSWeapon (UT2004)

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UT2004 Object >> Actor >> ONSWeapon

Contents

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


Properties

Property group 'ONSWeapon'

See ONSWeapon property group ONSWeapon.

Internal variables

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

AimLockReleaseTime

Type: float

when this time is reached gun can move again

AimTraceRange

Type: float


AmbientEffectEmitter

Type: ONSWeaponAmbientEmitter


bActive

Type: bool


bCallInstigatorPostRender

Type: bool

if Instigator exists, during this actor's native PostRender(), call Instigator->PostRender() (used when weapon is visible but owner is bHidden)

bCorrectAim

Type: bool

Modifiers: const


Default value: True

bDoOffsetTrace

Type: bool

trace from outside vehicle's collision back towards weapon to determine firing offset

bForceCenterAim

Type: bool


bInstantRotation

Type: bool

NOTE: Gradual rotation via RotationsPerSecond still used for non-owning net clients to smooth rotation changes

bIsAltFire

Type: bool


bIsRepeatingFF

Type: bool


bShowChargingBar

Type: bool


CurrentAim

Type: Object.Rotator


CurrentHitLocation

Type: Object.Vector


DamageMax

Type: int


Default value: 6

DamageMin

Type: int


Default value: 6

DamageType

Type: class<DamageType>


Default value: Class'XWeapons.DamTypeMinigunBullet'

DebugInfo

Type: string


EffectEmitter

Type: Emitter


FireCountdown

Type: float


FlashCount

Type: byte

Incremented each frame of firing

FlashEmitter

Type: Emitter


HitCount

Type: byte

Incremented each time a hit effect occurs

LastHitLocation

Type: Object.Vector

Location of the last hit effect

LastRotation

Type: Object.Rotator


Momentum

Type: float


Default value: 1.0

OldFlashCount

Type: byte

Stores the last FlashCount received

OldHitCount

Type: byte


Projectiles

Type: array<Projectile>


RotateSoundThreshold

Type: float

threshold in rotator units for RotateSound to play

Default value: 50.0

RotationsPerSecond

Type: float


Default value: 0.75

SavedFireProperties

Type: Actor.FireProperties

Array size: 2


Spread

Type: float


Team

Type: byte


TraceRange

Type: float


Default value: 10000.0

WeaponFireLocation

Type: Object.Vector


WeaponFireRotation

Type: Object.Rotator


WeaponOffset

Type: Object.Vector


YawConstraintDelta

Type: float


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

Structs

ONSWeaponAIInfo

Modifiers: native

bool bTossed 
bool bTrySplash 
bool bLeadTarget 
bool bInstantHit 
bool bFireOnRelease 
float AimError 
float WarnTargetPct 
float RefireRate 

Functions

Static functions

StaticPrecache

static function StaticPrecache (LevelInfo L)


Native functions

LimitPitch

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


Events

AttemptFire

event bool AttemptFire (Controller C, bool bAltFire)


ClientSpawnHitEffects

simulated event ClientSpawnHitEffects ()


Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed


FlashMuzzleFlash

simulated event FlashMuzzleFlash ()


OwnerEffects

simulated event OwnerEffects ()


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


PostNetBeginPlay

simulated event PostNetBeginPlay ()

Overrides: Actor.PostNetBeginPlay


Other instance functions

AdjustAim

function Object.Rotator AdjustAim (bool bAltFire)


AltFire

function AltFire (Controller C)


BestMode

function byte BestMode ()


CalcWeaponFire

simulated function CalcWeaponFire ()


CanAttack

function bool CanAttack (Actor Other)


CeaseFire

function CeaseFire (Controller C)


ChargeBar

simulated function float ChargeBar ()


ClientPlayForceFeedback

simulated function ClientPlayForceFeedback (string EffectName)


ClientStartFire

simulated function ClientStartFire (Controller C, bool bAltFire)


ClientStopFire

simulated function ClientStopFire (Controller C, bool bWasAltFire)


DestroyEffects

simulated function DestroyEffects ()


DisplayDebug

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

Overrides: Actor.DisplayDebug


DoCombo

function DoCombo ()


Fire

function Fire (Controller C)


InitEffects

simulated function InitEffects ()


MaxRange

simulated function float MaxRange ()


SetFireRateModifier

simulated function SetFireRateModifier (float Modifier)


SetGRI

simulated function SetGRI (GameReplicationInfo GRI)

Overrides: Actor.SetGRI


SetTeam

simulated function SetTeam (byte T)


ShakeView

simulated function ShakeView ()


SimulateTraceFire

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


SpawnBeamEffect

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


SpawnHitEffects

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


SpawnProjectile

function Projectile SpawnProjectile (class<ProjectileProjClass, bool bAltFire)


StopForceFeedback

simulated function StopForceFeedback (string EffectName)


TraceFire

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


WeaponCeaseFire

function WeaponCeaseFire (Controller C, bool bWasAltFire)


States

InstantFireMode

InstantFireMode.ClientSpawnHitEffects

simulated event ClientSpawnHitEffects ()

Overrides: ClientSpawnHitEffects (global)


InstantFireMode.AltFire

function AltFire (Controller C)

Overrides: AltFire (global)


InstantFireMode.Fire

function Fire (Controller C)

Overrides: Fire (global)


InstantFireMode.SpawnHitEffects

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

Overrides: SpawnHitEffects (global)


ProjectileFireMode

ProjectileFireMode.AltFire

function AltFire (Controller C)

Overrides: AltFire (global)


ProjectileFireMode.Fire

function Fire (Controller C)

Overrides: Fire (global)