My program doesn't have bugs. It just develops random features.

Legacy:DeusExWeapon (DX)

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Revision as of 07:42, 9 November 2005 by Szerver1.ffg.sulinet.hu (Talk) (Modified Actor to point to Actor(DX))

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Actor (DX) >> Inventory (DX) >> Weapon (DX) >> DeusExWeapon

DeusExWeapon (DX)[edit]

What does it do the original Weapon doesn't?[edit]

  • First of all, touching it won't get into your inventory, only Frobbing it.
  • There will be a [ ] around it, with the weapon name shown.
  • There can only be one thing in a belt slot at one time.
  • Single Player - they take up spaces in the inventory.
  • Multi Player - they are only allowed on the first three beltslots by default.

Functions for weapons[edit]

(note: some of these functions ARE available to the normal Weapon class.)

TestMPBeltSlot(int beltslot) 
simulated bool function allowing you to change which beltslot this weapon is on.
WeaponDamageType() 
name function, returns the damagetype name.
ProcessTraceHit(blablabla) 
a function that allows you to make effects for an instanthit weapon. Has 6 arguments, if someone has time, he can replace blablabla.
...Toggle 
triggered on toggling ... . ... can be either scope or laser.
...On/...Off 
triggered when turning on/off ... . ... can be either scope or laser.
CycleAmmo 
called when pressing the cycle ammotype button (which changes the ammotype to the next in ammonames[3] if you have some of it by default)

Enums[edit]

EEnviroEffective[edit]

ENVEFF_All 
This weapon can be used in all environments.
ENVEFF_Air 
This weapon can be used on open air only.
ENVEFF_Vacuum 
This weapon can only be used in vacuum.
ENVEFF_Water 
This weapon can only be used underwater.
ENVEFF_AirWater 
This weapon can be used underwater and in open air too.
ENVEFF_AirVacuum 
This weapon can be used in open air and in vacuum too.
ENVEFF_WaterVacuum 
This weapon cannot be used on open air.

EEnemyEffective[edit]

ENMEFF_All 
This weapon is effective to all enemies.
ENMEFF_Organic 
This weapon is only effective versus living things.
ENMEFF_Robot 
This weapon is only effective against robots.

EConcealability[edit]

CONC_None 
This weapon cannot be concealed from ScriptedPawns.
CONC_Visual 
I don't know this yet, please replace.
CONC_Metal 
This weapon can only be concealed while near metal things.
CONC_All 
This weapon will always remain concealed from enemy AIs.

ELockMode[edit]

LOCK_None 
This weapon either cannot lock on or doesn't have a target to lock on.
LOCK_Invalid 
This weapon cannot lock on the target, because it's friendly.
LOCK_Range 
Target valid person cannot be locked on because he's out of range.
LOCK_Acquire 
The weapon is acquiring the target.
LOCK_Locked 
The weapon has locked on the target.

EAreaType[edit]

AOE_Point 
All damage is concentrated in one point.
AOE_Cone 
All damage is concentrated in one cone (for example, an explosion ring)
AOE_Sphere 
All damage is concentrated in one sphere (for example, a rocket's explosion)

Properties for DeusExWeapon[edit]

(note: all of these properties are declared in DeusExWeapon. Deus Ex uses Unreal Engine 1, any similarity of properties in other engines are not to be discussed here.)

LowAmmoWaterMark 
the number of ammo in clip from the game starts marking it as "low". (int)
GoverningSkill 
the skill that affects this weapon. (class<skill>)
NoiseLevel 
how much noise does this weapon make when fired? (travel, float)
EnemyEffective 
the enemies this weapon is effective against (EEnemyEffective)
EnviroEffective 
the environments this weapon is effective in. (EEnviroEffective)
Concealability 
the weapon's concealability (EConcealability)
bAutomatic 
is this an automatic weapon? (travel, bool)
shotTime 
how long after shooting you can shoot again? (travel, float)
reloadTime 
how long is it to reload this weapon? (travel, float)
hitDamage 
damage done by a single shot/slug (int)
maxRange 
the maximum range this weapon can shoot till (real world units, so you need to divide by 16) (int)
accurateRange 
the range at your weapon is still accurate (same calculation as above) (travel, int)
baseAccuracy 
the base accuracy of the weapon (0.0 is dead on, 1.0 is far off) (travel, float)
bCanHave... 
(singleplayer only) which weaponmods can this weapon have? (see modding a weapon section) (bool)
bHasScope 
does this weapon have a scope? (travel, bool)
ScopeFOV 
field of view while scoping? (int)
bHasLaser 
does this weapon have a laser? (travel, bool)
bHasSilencer 
does this weapon have a silencer? (travel, bool)
bCanTrack 
can one of this weapon's projectiles track an enemy? (bool)
lockTime 
how long does it take to lock on an enemy? (float)
lockedSound 
sound played while the weapon is locked on (Sound)
trackingSound 
sound player while tracking (Sound)
ammoNames[3] 
ammotypes of this weapon (class<Ammo>)
projectileNames[3] 
projectileclasses of this weapon (class<Projectile>)
areaOfEffect 
area of effect of the weapon (EAreaType)
bPenetrating 
shot will penetrate and cause blood (bool)
StunDuration 
how long does this weapon stun for? (float)
bHasMuzzleFlash 
does this weapon flash when fired? (bool)
bHandToHand 
is this a weapon without ammo? (bool)
recoilStrength 
how strong does this weapon recoil? (travel, float)

Modding a weapon[edit]

There are certain WeaponMod pickups extending DeusExPickup. They aren't weapons after all, rather, they are used to power-up weapons in singleplayer (in multiplayer, it's useless as there is no inventory screen).

Weapon mods[edit]

WeaponModAccuracy 
Increases the BaseAccuracy of the weapon
WeaponModClip 
Increases clip size of the weapon
WeaponModLaser 
Attaches Laser Sight to the weapon
WeaponModRange 
Increases weapon's accurateRange
WeaponModRecoil 
Reduces weapon recoil
WeaponModReload 
Reduces reloadTime of your weapon
WeaponModScope 
Attaches a Scope to the weapon
WeaponModSilencer 
Attaches a Silencer to the weapon

Weapons using mods[edit]

Of course, some of the weapons cannot take some mods. Like, imagine a rocket launcher with a silencer... Impossible, ain't it?

These are set by the properties "bCanHave..."

  • ... should be replaced by one of the following things. What it allows is obvious.
    • ModBaseAccuracy
    • ModAccurateRange
    • ModRecoilStrength
    • ModReloadTime (reload)
    • ModReloadCount (clip)
    • Scope
    • Laser
    • Silencer

The End[edit]

That would be our beloved DeusExWeapon. Hope this page will help the future modders of the game's small community.