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UE2:Weapon internal variables (U2XMP)

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U2XMP Object >> Actor >> Inventory >> Weapon (internal variables)

Contents

Weapon internal variables in other games:
U2, UE2Runtime
Other member categories for this class:
instance functions

[edit] Internal variables

[edit] AdjustedAim

Type: Object.Rotator


[edit] Affector

Type: Powerups

powerup chain currently affecting this weapon

[edit] AIRating

Type: float


Default value: 0.5

[edit] AltAccuracy

Type: float


[edit] AltDamageType

Type: class<DamageType>


Default value: Class'Engine.DamageType'

[edit] AltProjectileClass

Type: class<Projectile>


[edit] AltRefireRate

Type: float

NEW (mdf): //COM: approximate rate at which weapon alt fires (secs between shots -- lower=faster)

Default value: 0.5

[edit] AmmoName

Type: class<Ammunition>

Type of ammo used.

[edit] AmmoType

Type: Ammunition

Modifiers: travel


[edit] AutoSwitchPriority

Type: int


Default value: 1

[edit] bAltInstantHit

Type: bool

If true, instant hit rather than projectile firing weapon for AltFire

[edit] bAltSplashDamage

Type: bool

used by NPCS when firing to possibly avoid self-damage

[edit] bAltWarnTarget

Type: bool


[edit] bCanThrow

Type: bool

if true, player can toss this weapon out

Default value: True

[edit] bChangeWeapon

Type: bool

Used in Active State

[edit] bForceAltFire

Type: bool


[edit] bForceFire

Type: bool


[edit] bInstantHit

Type: bool

If true, instant hit rather than projectile firing weapon

[edit] bMeleeWeapon

Type: bool


[edit] bOwnsCrosshair

Type: bool

this weapon is responsible for drawing its own crosshair (in its postrender function)

[edit] bPointing

Type: bool

Indicates weapon is being pointed //NEW (i.e. actively firing)

[edit] bRapidAltFire

Type: bool


[edit] bRapidFire

Type: bool


[edit] bRecommendAltSplashDamage

Type: bool

if true, bot preferentially tries to use splash damage

[edit] bRecommendSplashDamage

Type: bool


[edit] bSnipe

Type: bool

If true, NPCs can/should snipe with this weapon

[edit] bSplashDamage

Type: bool

used by NPCS when firing to possibly avoid self-damage

[edit] bSteadyToggle

Type: bool


[edit] bWarnTarget

Type: bool

When firing projectile, warn the target

[edit] bWeaponUp

Type: bool

Used in Active State

[edit] DisplayFOV

Type: float


Default value: 85.0

[edit] FireAdjust

Type: float


Default value: 1.0

[edit] FireOffset

Type: Object.Vector

Offset from first person eye position for projectile/trace start

[edit] FiringSpeed

Type: float

used by human animations to determine the appropriate speed to play firing animations

[edit] InstFlash

Type: float

one frame view flash when firing weapon

[edit] InstFog

Type: Object.Vector


[edit] LeftHandedMesh

Type: string

string of name of left-handed view mesh (if different)

[edit] MaxRange

Type: float

max range of weapon for non-trace hit attacks

Default value: 8000.0

[edit] MyDamageType

Type: class<DamageType>


Default value: Class'Engine.DamageType'

[edit] NameColor

Type: Object.Color

used when drawing name on HUD

Default value:

Member Value
B 255
G 255
R 255

[edit] PickupAmmoCount

Type: int

Amount of ammo initially in pick-up item.

[edit] PreferCrouchingMultiplier

Type: float

NEW (mdf) Scales odds that NPC will crouch when using weapon

Default value: 1.0

[edit] PreferProneMultiplier

Type: float

NEW (mdf) Scales odds that NPC will go prone when using weapon

Default value: 1.0

[edit] ProjectileClass

Type: class<Projectile>


[edit] RefireRate

Type: float

NEW (mdf): //COM: approximate rate at which weapon fires (secs between shots -- lower=faster)

Default value: 0.5

[edit] RegAccuracy

Type: float


[edit] ReloadCount

Type: byte

Amount of ammo depletion before reloading. 0 if no reloading is done.

[edit] ShakeMag

Type: float


Default value: 300.0

[edit] ShakeSpeed

Type: Object.Vector


[edit] ShakeTime

Type: float


Default value: 0.1

[edit] ShakeVert

Type: Object.Vector


[edit] TraceDist

Type: float

how far instant hit trace fires go

Default value: 10000.0

[edit] WeaponDescription

Type: string

Modifiers: localized


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