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UE2:Weapon internal variables (UE2Runtime)
From Unreal Wiki, The Unreal Engine Documentation Site
- Weapon internal variables in other games:
- U2, U2XMP
- Other member categories for this class:
- instance functions, states
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
[edit] Internal variables
[edit] AdjustedAim
Type: Object.Rotator
[edit] Affector
Type: Powerups
powerup chain currently affecting this weapon
[edit] AimError
Type: float
Aim Error for bots (note this value doubled if instant hit weapon)
Default value: 550.0
[edit] AIRating
Type: float
Default value: 0.5
[edit] AmmoName
Type: class<Ammunition>
Type of ammo used.
[edit] AmmoType
Type: Ammunition
Modifiers: travel
Inventory Ammo being used.
[edit] AutoSwitchPriority
Type: int
Default value: 1
[edit] bAutoFire
Type: bool
when changed, draw muzzle flash for current frame
[edit] bCanThrow
Type: bool
if true, player can toss this weapon out
Default value: True
[edit] bChangeWeapon
Type: bool
Used in Active State
[edit] bDrawMuzzleFlash
Type: bool
[edit] bForceAltFire
Type: bool
[edit] bForceFire
Type: bool
[edit] bForceReload
Type: bool
[edit] bMeleeWeapon
Type: bool
Weapon is only a melee weapon
[edit] bMuzzleFlash
Type: bool
if !=0 show first-person muzzle flash
[edit] bMuzzleFlashParticles
Type: bool
[edit] bPointing
Type: bool
Indicates weapon is being pointed
[edit] bRapidFire
Type: bool
used by pawn animations in determining firing animation, and for net replication
[edit] bSetFlashTime
Type: bool
reset FlashTime clock when false
[edit] bSniping
Type: bool
weapon useful for sniping
[edit] bSpectated
Type: bool
[edit] bSteadyToggle
Type: bool
[edit] bWeaponUp
Type: bool
Used in Active State
[edit] CrossHair
Type: Texture
[edit] CurrentRating
Type: float
Default value: 0.5
[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] FlashCount
Type: byte
when incremented, draw muzzle flash for current frame
[edit] FlashTime
Type: float
time when muzzleflash will be cleared (set in RenderOverlays())
[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] MFTexture
Type: Texture
first-person muzzle flash sprite
[edit] MuzzleFlashMesh
Type: Mesh
[edit] MuzzleFlashScale
Type: float
[edit] MuzzleFlashStyle
Type: Actor.ERenderStyle
[edit] MuzzleFlashTexture
Type: Texture
[edit] NameColor
Type: Object.Color
used when drawing name on HUD
Default value:
| Member | Value |
|---|---|
| A | 255 |
| B | 255 |
| G | 255 |
| R | 255 |
[edit] OldWeapon
Type: Weapon
[edit] PickupAmmoCount
Type: int
Amount of ammo initially in pick-up item.
[edit] ReloadCount
Type: byte
[edit] ShakeMag
Type: float
Default value: 300.0
[edit] ShakeSpeed
Type: Object.Vector
Default value:
| Member | Value |
|---|---|
| X | 100.0 |
| Y | 100.0 |
| Z | 100.0 |
[edit] ShakeTime
Type: float
Default value: 0.1
[edit] ShakeVert
Type: Object.Vector
Default value:
| Member | Value |
|---|---|
| Z | 5.0 |
[edit] StopFiringTime
Type: float
repeater weapons use this
[edit] TraceAccuracy
Type: float
[edit] TraceDist
Type: float
how far instant hit trace fires go
Default value: 10000.0
[edit] WeaponDescription
Type: string
Modifiers: localized
