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UE1:Weapon properties (RTNP)

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RTNP Object >> Actor >> Inventory >> Weapon (properties)
Weapon properties in other games:
U1, UT, UT2004
Other member categories for this class:
instance functions

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: class<Ammo>

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
Member Value
X 30.0
Z -5.0
RespawnTime 30.0
Texture Texture'Engine.S_Weapon'