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UE1:Weapon properties (U1)

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

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: class<Ammo>

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