Cogito, ergo sum
UE1:Weapon properties (RTNP)
Contents
- 1 Properties
- 1.1 Property group 'MuzzleFlash'
- 1.2 Property group 'Weapon'
- 1.2.1 AltDamageType
- 1.2.2 AltFireSound
- 1.2.3 AltProjectileClass
- 1.2.4 AmmoName
- 1.2.5 bAltInstantHit
- 1.2.6 bCanThrow
- 1.2.7 bInstantHit
- 1.2.8 bOwnsCrosshair
- 1.2.9 bRapidFire
- 1.2.10 bWeaponStay
- 1.2.11 CockingSound
- 1.2.12 DeathMessage
- 1.2.13 FireOffset
- 1.2.14 FireSound
- 1.2.15 FiringSpeed
- 1.2.16 MaxTargetRange
- 1.2.17 MessageNoAmmo
- 1.2.18 Misc1Sound
- 1.2.19 Misc2Sound
- 1.2.20 Misc3Sound
- 1.2.21 MyDamageType
- 1.2.22 PickupAmmoCount
- 1.2.23 ProjectileClass
- 1.2.24 ReloadCount
- 1.2.25 SelectSound
- 1.2.26 ShakeMag
- 1.2.27 ShakeTime
- 1.2.28 ShakeVert
- 1.3 Property group 'WeaponAI'
- 1.4 Internal variables
- 1.5 Default values
- Weapon properties in other games:
- U1, UT, UT2004
- Other member categories for this class:
- instance functions
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Properties[edit]
Property group 'MuzzleFlash'[edit]
bDrawMuzzleFlash[edit]
Type: bool
FlareOffset[edit]
Type: float
FlashC[edit]
Type: float
FlashLength[edit]
Type: float
Default value: 0.1
FlashO[edit]
Type: float
FlashS[edit]
Type: int
size of (square) texture/2
FlashY[edit]
Type: float
MFTexture[edit]
Type: Texture
MuzzleFlare[edit]
Type: Texture
MuzzleScale[edit]
Type: float
Default value: 4.0
Property group 'Weapon'[edit]
AltDamageType[edit]
Type: name
AltFireSound[edit]
Type: Sound
AltProjectileClass[edit]
Type: class<Projectile>
AmmoName[edit]
Type of ammo used.
bAltInstantHit[edit]
Type: bool
If true, instant hit rather than projectile firing weapon for AltFire
bCanThrow[edit]
Type: bool
if true, player can toss this weapon out
Default value: True
bInstantHit[edit]
Type: bool
If true, instant hit rather than projectile firing weapon
bOwnsCrosshair[edit]
Type: bool
this weapon is responsible for drawing its own crosshair (in its postrender function)
bRapidFire[edit]
Type: bool
used by human animations in determining firing animation (for still firing)
bWeaponStay[edit]
Type: bool
CockingSound[edit]
Type: Sound
DeathMessage[edit]
Type: string
Modifiers: localized
Default value: "%o was killed by %k's %w."
FireOffset[edit]
Type: Object.Vector
Offset from drawing location for projectile/trace start
FireSound[edit]
Type: Sound
FiringSpeed[edit]
Type: float
used by human animations in determining firing speed
MaxTargetRange[edit]
Type: float
Maximum distance to target.
Default value: 4096.0
MessageNoAmmo[edit]
Type: string
Modifiers: localized
Default value: " has no ammo."
Misc1Sound[edit]
Type: Sound
Misc2Sound[edit]
Type: Sound
Misc3Sound[edit]
Type: Sound
MyDamageType[edit]
Type: name
PickupAmmoCount[edit]
Type: int
Amount of ammo initially in pick-up item.
ProjectileClass[edit]
Type: class<Projectile>
ReloadCount[edit]
Type: byte
Amount of ammo depletion before reloading. 0 if no reloading is done.
SelectSound[edit]
Type: Sound
ShakeMag[edit]
Type: float
Default value: 300.0
ShakeTime[edit]
Type: float
Default value: 0.1
ShakeVert[edit]
Type: float
Default value: 5.0
Property group 'WeaponAI'[edit]
AIRating[edit]
Type: float
Default value: 0.1
AltRefireRate[edit]
Type: float
Default value: 0.5
bAltWarnTarget[edit]
Type: bool
When firing alternate projectile, warn the target
bMeleeWeapon[edit]
Type: bool
Weapon is only a melee weapon
bRecommendSplashDamage[edit]
Type: bool
bSplashDamage[edit]
Type: bool
used by bot AI
bWarnTarget[edit]
Type: bool
When firing projectile, warn the target
RefireRate[edit]
Type: float
Default value: 0.5
Internal variables[edit]
AdjustedAim[edit]
Type: Object.Rotator
AimError[edit]
Type: float
Aim Error for bots (note this value doubled if instant hit weapon)
Default value: 550.0
AltProjectileSpeed[edit]
Type: float
Default value: 1000.0
AmmoType[edit]
Type: Ammo
Modifiers: travel
Inventory Ammo being used.
bChangeWeapon[edit]
Type: bool
Used in Active State
bHideWeapon[edit]
Type: bool
if true, weapon is not rendered
bLockedOn[edit]
Type: bool
bMuzzleFlash[edit]
Type: byte
bPointing[edit]
Type: bool
Indicates weapon is being pointed
bSetFlashTime[edit]
Type: bool
bTossedOut[edit]
Type: bool
true if weapon was tossed out (so players can't cheat w/ weaponstay)
bWeaponUp[edit]
Type: bool
Used in Active State
FlashTime[edit]
Type: float
ProjectileSpeed[edit]
Type: float
Default value: 1000.0
Default values[edit]
Property | Value | ||||||
---|---|---|---|---|---|---|---|
AutoSwitchPriority | 1 | ||||||
bNoSmooth | True | ||||||
Icon | Texture'Engine.S_Weapon' | ||||||
InventoryGroup | 1 | ||||||
ItemName | "Weapon" | ||||||
MaxDesireability | 0.5 | ||||||
PickupMessage | "You got a weapon" | ||||||
PlayerViewOffset |
|
||||||
RespawnTime | 30.0 | ||||||
Texture | Texture'Engine.S_Weapon' |