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UE2:Weapon internal variables (U2XMP)
From Unreal Wiki, The Unreal Engine Documentation Site
- Weapon internal variables in other games:
- U2, UE2Runtime
- Other member categories for this class:
- instance functions
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[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
