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UE2:U2Weapon (U2XMP)

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U2XMP Object >> Actor >> Inventory >> Weapon >> U2Weapon

Contents

Package: 
U2
Direct subclasses:
U2XMPItem, WeaponInvAssaultRifle, WeaponInvDispersion, WeaponInvEnergyRifle, WeaponInvFlameThrower, WeaponInvGrenadeLauncher, WeaponInvLaserRifle, WeaponInvLeechGun, WeaponInvPistol, WeaponInvRocketLauncher, WeaponInvShotgun, WeaponInvSingularityCannon, WeaponInvSniperRifle, WeaponInvTakkra, WeaponTurretMounted

U2Weapon.uc Created By: Mike Lambert Created On: 6/14/01 $Author: Mfox $ $Date: 1/29/03 1:50p $ $Revision: 157 $

[edit] Constants

[edit] MaxRapidFireRate

Value: 0.50

firing rates <= this are considered rapid fire

[edit] MinSlowFireRate

Value: 0.51


[edit] RatingFireNow

Value: 100.000

weapon wants Pawn to fire it immediately (i.e. even if no target)

[edit] RatingHighest

Value: 90.000

weapon thinks it would be highly effective if used now

[edit] RatingDefault

Value: 0.000

default

[edit] RatingLow

Value: -5.000

weapon is a poor choice but could be used if nothing better

[edit] RatingIneffective

Value: -10.000

weapon will have no effect on target in current situation

[edit] RatingDangerous

Value: -20.000

using weapon now will likely hurt/kill owner

[edit] RatingNoAmmo

Value: -30.000

not enough ammo to fire/altfire

[edit] RatingCantFire

Value: -40.000

can't actually fire weapon currently (not ready etc.)

[edit] RatingDisabled

Value: -50.000

weapon is disabled (alt and primary fire)

[edit] RatingNone

Value: -99.999

no rating (e.g. no weapon)

[edit] RangeUnlimited

Value: 32767.0


[edit] Properties

[edit] Property group 'Firing'

[edit] AltFireLastDownTime

Type: float


Default value: 1.0

[edit] AltFireLastReloadTime

Type: float


Default value: 1.0

[edit] AltFireTime

Type: float


Default value: 0.5

[edit] DownTime

Type: float


Default value: 0.533

[edit] FireLastDownTime

Type: float


Default value: 1.0

[edit] FireLastReloadTime

Type: float


Default value: 1.0

[edit] FireTime

Type: float


Default value: 0.5

[edit] ReloadTime

Type: float


Default value: 0.5

[edit] ReloadUnloadedTime

Type: float


[edit] SelectTime

Type: float


Default value: 0.6

[edit] Property group 'U2Weapon'

See U2Weapon property group U2Weapon.

[edit] Property group 'WeaponShake'

[edit] AltShakeMag

Type: float


Default value: 5.0

[edit] AltShakeTime

Type: float


Default value: 0.2

[edit] Internal variables

[edit] AltProjectileSpeed

Type: float

used for aiming particle-based "projectile" weapons

[edit] bAdjustWeaponPitchYaw

Type: bool


[edit] bAdjustWeaponRoll

Type: bool


[edit] bAdjustWeaponXY

Type: bool


[edit] bAdjustWeaponZ

Type: bool


[edit] bAltFiring

Type: bool


[edit] bCrosshairGlows

Type: bool

crosshair should glow when it is over a targetable actor

[edit] bDisableFiring

Type: bool


[edit] bDisableTick

Type: bool

performance testing: disable weapon tick overhead temporarily

[edit] bFiring

Type: bool

firing state (used to differentiate Fire()/AltFire() handling)

[edit] bGlowing

Type: bool

whether the crosshair is currently glowing

[edit] bLastRound

Type: bool


[edit] bLockLocation

Type: bool


[edit] Crosshair

Type: Object.ComponentHandle


[edit] fAdjustWeaponRate

Type: float


Default value: 0.4

[edit] FireSkinTime

Type: float

Time we set the fireskin, so we can turn it off in the next tick (using a timer caused it to be turned off before we even saw it ;)

Default value: 1.0E9

[edit] FirstPersonMesh

Type: Mesh


[edit] GlowingAttitude

Type: Controller.EAttitude

attitude towards targetable actor (enemy/neutral/friend)

[edit] LastFullUpdateTime

Type: float


[edit] LastTriggeredAnim

Type: name


[edit] LastWaterRingTime

Type: float


[edit] LocationOffset

Type: Object.Vector


[edit] MagicKey

Type: int


[edit] ProjectileFireStartLocation

Type: Object.Vector


[edit] ProjectileSpeed

Type: float


[edit] RotationOffset

Type: Object.Rotator


[edit] TraceFireStartLocation

Type: Object.Vector


[edit] U2PCOwner

Type: U2PlayerController

set in XXXBeginPlay to avoid need to cast owner all over the place

[edit] UpdateRangeAmmoType

Type: Ammunition

for weapons using tossed projectiles (in case ammo type can vary)

[edit] UpdateRangeGravityZ

Type: float

for weapons using tossed projectiles, last Z gravity used to update ranges

[edit] UseGlowingCrosshairs

Type: bool

Modifiers: config

Allow user to disable for performance.

Default value: True

[edit] Default values

Property Value
ActorFOV 60.0
AIRating -99.999
AlignMeshTraceOffset1
Member Value
X 10.0
Y -5.0
Z -12.0
AlignMeshTraceOffset2
Member Value
X 10.0
Y 5.0
Z -12.0
AlignMeshTraceOffset3
Member Value
X -12.0
Z -12.0
bAutoEnableAgent True
bBounce True
bNoSmooth False
CollisionHeight 0.0
CollisionRadius 0.0
ShakeMag 5.0
ShakeTime 0.2
SoundRadius 800.0
TransientSoundRadius 800.0

[edit] Structs

[edit] DecoEffect

Modifiers: native

name AnimSequence 
name of the associated animation that this effect should be triggered on
class<Actor> DecoClass 
name of the class to spawn
ParticleGenerator Particles 
name of the package.object to load the particle system from (optional)
string MountNode 
name of the bone to attach to (can be left blank for attaching relative to the weapon's origin)
Object.Vector MountOffset 
translation offset from mount location
Object.Rotator MountRot 
rotation offset from mount orientation
Object.Vector ThirdPersonOffset 
translation offset from weapon hand location in 3rd person (since those use staticmeshes, not golem meshes)
bool GameplayRelevant 
effect has an effect on gameplay, such as damaging particles (will be placed at head offset)
bool bTriggerUpdateOnly 
only update location when triggered (for effects that need to be left behind)
bool bWorldFOV 
draw in world fov (as opposed to weapon fov)
bool bRequiresWorldZBuffer 
if false and in a 1st-person weapon, draws after the z-buffer has been cleared and the weapon has been drawn. otherwise, draws into the world zbuffer
bool AutoAim 
aim particle as though it was a projectile spawned via ProjectileFire.
int AIAim 
if set, auto-aim effect for NPCs (value should be set to the speed of the projectile we're aiming -- for leading).
float PushBack 
push the effect back up to this number of units if we're too close to anything (not evaluated for TriggerUpdateOnly effects).
Actor Effect 
instance of above described effect

[edit] Functions

[edit] Static functions

[edit] AddAmmo

static function bool AddAmmo (Pawn Other, string AmmoClassString, int AddAmmoAmount, optional bool bMaximizeClipAmount)


[edit] Exec functions

[edit] AdjustWeaponLog

exec function AdjustWeaponLog ()


[edit] AdjustWeaponPitchYaw

exec function AdjustWeaponPitchYaw ()


[edit] AdjustWeaponRate

exec function AdjustWeaponRate (float f)


[edit] AdjustWeaponRoll

exec function AdjustWeaponRoll ()


[edit] AdjustWeaponXY

exec function AdjustWeaponXY ()


[edit] AdjustWeaponZ

exec function AdjustWeaponZ ()


[edit] StopAdjust

exec function StopAdjust ()


[edit] Events

[edit] AnimEnd

simulated event AnimEnd (int Channel)

Overrides: Actor.AnimEnd


[edit] Destroyed

simulated event Destroyed ()

Overrides: Weapon.Destroyed


[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Weapon.PostBeginPlay


[edit] RenderOverlays

simulated event RenderOverlays (Canvas Canvas)

Overrides: Inventory.RenderOverlays


[edit] Other instance functions

See U2Weapon instance functions.

[edit] States

[edit] Active

Inherits from: Weapon.Active

Modifiers: simulated

Ignores: AltFire, Fire

[edit] Active.AnimEnd

simulated event AnimEnd (int Channel)

Overrides: AnimEnd (global)


[edit] Active.BeginState

simulated event BeginState ()

Overrides: Weapon.Active.BeginState


[edit] Active.EndState

simulated event EndState ()

Overrides: Weapon.Active.EndState


[edit] Active.PutDown

simulated function bool PutDown ()

Overrides: Weapon.Active.PutDown


[edit] AltFiring

Modifiers: simulated

Ignores: AltFire, Fire

[edit] AltFiring.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)


[edit] AltFiring.EndState

simulated event EndState ()

Overrides: Object.EndState (global)


[edit] AltFiring.Reload

simulated function Reload ()

Overrides: Reload (global)


[edit] DownWeapon

Inherits from: Weapon.DownWeapon

Modifiers: simulated

Ignores: AltFire, Fire

[edit] DownWeapon.AnimEnd

simulated event AnimEnd (int Channel)

Overrides: AnimEnd (global)


[edit] DownWeapon.BeginState

simulated event BeginState ()

Overrides: Weapon.DownWeapon.BeginState


[edit] DownWeapon.EndState

simulated event EndState ()

Overrides: Object.EndState (global)


[edit] DownWeapon.CanFire

function bool CanFire ()

Overrides: Weapon.CanFire (global)


[edit] DownWeapon.PutDown

simulated function bool PutDown ()

Overrides: Weapon.DownWeapon.PutDown


[edit] Firing

Modifiers: simulated

Ignores: AltFire, Fire

[edit] Firing.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)


[edit] Firing.EndState

simulated event EndState ()

Overrides: Object.EndState (global)


[edit] Firing.Reload

simulated function Reload ()

Overrides: Reload (global)


[edit] Idle

Modifiers: simulated

[edit] Idle.AnimEnd

simulated event AnimEnd (int Channel)

Overrides: AnimEnd (global)


[edit] Idle.PutDown

simulated function bool PutDown ()

Overrides: Weapon.PutDown (global)


[edit] Reloading

Modifiers: simulated

Ignores: AltFire, Fire, Reload

[edit] Reloading.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)


[edit] Reloading.EndState

simulated event EndState ()

Overrides: Object.EndState (global)


[edit] Reloading.CanFire

function bool CanFire ()

Overrides: Weapon.CanFire (global)


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