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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
Property group 'MuzzleFlash'
bDrawMuzzleFlash
Type: bool
FlareOffset
Type: float
FlashC
Type: float
FlashLength
Type: float
Default value: 0.1
FlashO
Type: float
FlashS
Type: int
size of (square) texture/2
FlashY
Type: float
MFTexture
Type: Texture
MuzzleFlare
Type: Texture
MuzzleScale
Type: float
Default value: 4.0
Property group 'Weapon'
AltDamageType
Type: name
AltFireSound
Type: Sound
AltProjectileClass
Type: class<Projectile>
AmmoName
Type of ammo used.
bAltInstantHit
Type: bool
If true, instant hit rather than projectile firing weapon for AltFire
bCanThrow
Type: bool
if true, player can toss this weapon out
Default value: True
bInstantHit
Type: bool
If true, instant hit rather than projectile firing weapon
bOwnsCrosshair
Type: bool
this weapon is responsible for drawing its own crosshair (in its postrender function)
bRapidFire
Type: bool
used by human animations in determining firing animation (for still firing)
bWeaponStay
Type: bool
CockingSound
Type: Sound
DeathMessage
Type: string
Modifiers: localized
Default value: "%o was killed by %k's %w."
FireOffset
Type: Object.Vector
Offset from drawing location for projectile/trace start
FireSound
Type: Sound
FiringSpeed
Type: float
used by human animations in determining firing speed
MaxTargetRange
Type: float
Maximum distance to target.
Default value: 4096.0
MessageNoAmmo
Type: string
Modifiers: localized
Default value: " has no ammo."
Misc1Sound
Type: Sound
Misc2Sound
Type: Sound
Misc3Sound
Type: Sound
MyDamageType
Type: name
PickupAmmoCount
Type: int
Amount of ammo initially in pick-up item.
ProjectileClass
Type: class<Projectile>
ReloadCount
Type: byte
Amount of ammo depletion before reloading. 0 if no reloading is done.
SelectSound
Type: Sound
ShakeMag
Type: float
Default value: 300.0
ShakeTime
Type: float
Default value: 0.1
ShakeVert
Type: float
Default value: 5.0
Property group 'WeaponAI'
AIRating
Type: float
Default value: 0.1
AltRefireRate
Type: float
Default value: 0.5
bAltWarnTarget
Type: bool
When firing alternate projectile, warn the target
bMeleeWeapon
Type: bool
Weapon is only a melee weapon
bRecommendSplashDamage
Type: bool
bSplashDamage
Type: bool
used by bot AI
bWarnTarget
Type: bool
When firing projectile, warn the target
RefireRate
Type: float
Default value: 0.5
Internal variables
AdjustedAim
Type: Object.Rotator
AimError
Type: float
Aim Error for bots (note this value doubled if instant hit weapon)
Default value: 550.0
AltProjectileSpeed
Type: float
Default value: 1000.0
AmmoType
Type: Ammo
Modifiers: travel
Inventory Ammo being used.
bChangeWeapon
Type: bool
Used in Active State
bHideWeapon
Type: bool
if true, weapon is not rendered
bLockedOn
Type: bool
bMuzzleFlash
Type: byte
bPointing
Type: bool
Indicates weapon is being pointed
bSetFlashTime
Type: bool
bTossedOut
Type: bool
true if weapon was tossed out (so players can't cheat w/ weaponstay)
bWeaponUp
Type: bool
Used in Active State
FlashTime
Type: float
ProjectileSpeed
Type: float
Default value: 1000.0
Default values
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' |