I love the smell of UnrealEd crashing in the morning. – tarquin

UE2:ONSWeapon (UT2004)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2004 Object >> Actor >> ONSWeapon

Contents

Package: 
Onslaught
Direct subclasses:
ONSRVWebLauncher, ONSArtilleryCannon, ONSArtillerySideGun, ONSAttackCraftGun, ONSBombDropper, ONSDualACGatlingGun, ONSHoverBikePlasmaGun, ONSHoverTankCannon, ONSLinkableWeapon, ONSMASCannon, ONSMASRocketPack, ONSMASSideGun, ONSManualGun, ONSPRVRearGun, ONSPRVSideGun, ONSShockTankCannon, ONSTankSecondaryTurret


Properties[edit]

Property group 'ONSWeapon'[edit]

See ONSWeapon property group ONSWeapon.

Internal variables[edit]

AIInfo[edit]

Type: ONSWeaponAIInfo

Array size: 2


Default value, index 0:

Member Value
AimError 600.0
RefireRate 0.9

Default value, index 1:

Member Value
AimError 600.0
RefireRate 0.9

AimLockReleaseTime[edit]

Type: float

when this time is reached gun can move again

AimTraceRange[edit]

Type: float


AmbientEffectEmitter[edit]

Type: ONSWeaponAmbientEmitter


bActive[edit]

Type: bool


bCallInstigatorPostRender[edit]

Type: bool

if Instigator exists, during this actor's native PostRender(), call Instigator->PostRender() (used when weapon is visible but owner is bHidden)

bCorrectAim[edit]

Type: bool

Modifiers: const


Default value: True

bDoOffsetTrace[edit]

Type: bool

trace from outside vehicle's collision back towards weapon to determine firing offset

bForceCenterAim[edit]

Type: bool


bInstantRotation[edit]

Type: bool

NOTE: Gradual rotation via RotationsPerSecond still used for non-owning net clients to smooth rotation changes

bIsAltFire[edit]

Type: bool


bIsRepeatingFF[edit]

Type: bool


bShowChargingBar[edit]

Type: bool


CurrentAim[edit]

Type: Object.Rotator


CurrentHitLocation[edit]

Type: Object.Vector


DamageMax[edit]

Type: int


Default value: 6

DamageMin[edit]

Type: int


Default value: 6

DamageType[edit]

Type: class<DamageType>


Default value: Class'XWeapons.DamTypeMinigunBullet'

DebugInfo[edit]

Type: string


EffectEmitter[edit]

Type: Emitter


FireCountdown[edit]

Type: float


FlashCount[edit]

Type: byte

Incremented each frame of firing

FlashEmitter[edit]

Type: Emitter


HitCount[edit]

Type: byte

Incremented each time a hit effect occurs

LastHitLocation[edit]

Type: Object.Vector

Location of the last hit effect

LastRotation[edit]

Type: Object.Rotator


Momentum[edit]

Type: float


Default value: 1.0

OldFlashCount[edit]

Type: byte

Stores the last FlashCount received

OldHitCount[edit]

Type: byte


Projectiles[edit]

Type: array<Projectile>


RotateSoundThreshold[edit]

Type: float

threshold in rotator units for RotateSound to play

Default value: 50.0

RotationsPerSecond[edit]

Type: float


Default value: 0.75

SavedFireProperties[edit]

Type: Actor.FireProperties

Array size: 2


Spread[edit]

Type: float


Team[edit]

Type: byte


TraceRange[edit]

Type: float


Default value: 10000.0

WeaponFireLocation[edit]

Type: Object.Vector


WeaponFireRotation[edit]

Type: Object.Rotator


WeaponOffset[edit]

Type: Object.Vector


YawConstraintDelta[edit]

Type: float


Default values[edit]

Property Value
bBlockNonZeroExtentTraces False
bBlockZeroExtentTraces False
bIgnoreEncroachers True
bNoRepMesh True
bReplicateInstigator True
DrawType DT_Mesh
NetUpdateFrequency 5.0
RemoteRole ROLE_SimulatedProxy
SoundRadius 100.0
SoundVolume 255

Structs[edit]

ONSWeaponAIInfo[edit]

Modifiers: native

bool bTossed 
bool bTrySplash 
bool bLeadTarget 
bool bInstantHit 
bool bFireOnRelease 
float AimError 
float WarnTargetPct 
float RefireRate 

Functions[edit]

Static functions[edit]

StaticPrecache[edit]

static function StaticPrecache (LevelInfo L)


Native functions[edit]

LimitPitch[edit]

native function int LimitPitch (int Pitch, Object.Rotator ForwardRotation, optional int WeaponYaw)


Events[edit]

AttemptFire[edit]

event bool AttemptFire (Controller C, bool bAltFire)


ClientSpawnHitEffects[edit]

simulated event ClientSpawnHitEffects ()


Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed


FlashMuzzleFlash[edit]

simulated event FlashMuzzleFlash ()


OwnerEffects[edit]

simulated event OwnerEffects ()


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


PostNetBeginPlay[edit]

simulated event PostNetBeginPlay ()

Overrides: Actor.PostNetBeginPlay


Other instance functions[edit]

AdjustAim[edit]

function Object.Rotator AdjustAim (bool bAltFire)


AltFire[edit]

function AltFire (Controller C)


BestMode[edit]

function byte BestMode ()


CalcWeaponFire[edit]

simulated function CalcWeaponFire ()


CanAttack[edit]

function bool CanAttack (Actor Other)


CeaseFire[edit]

function CeaseFire (Controller C)


ChargeBar[edit]

simulated function float ChargeBar ()


ClientPlayForceFeedback[edit]

simulated function ClientPlayForceFeedback (string EffectName)


ClientStartFire[edit]

simulated function ClientStartFire (Controller C, bool bAltFire)


ClientStopFire[edit]

simulated function ClientStopFire (Controller C, bool bWasAltFire)


DestroyEffects[edit]

simulated function DestroyEffects ()


DisplayDebug[edit]

simulated function DisplayDebug (Canvas Canvas, out float YL, out float YPos)

Overrides: Actor.DisplayDebug


DoCombo[edit]

function DoCombo ()


Fire[edit]

function Fire (Controller C)


InitEffects[edit]

simulated function InitEffects ()


MaxRange[edit]

simulated function float MaxRange ()


SetFireRateModifier[edit]

simulated function SetFireRateModifier (float Modifier)


SetGRI[edit]

simulated function SetGRI (GameReplicationInfo GRI)

Overrides: Actor.SetGRI


SetTeam[edit]

simulated function SetTeam (byte T)


ShakeView[edit]

simulated function ShakeView ()


SimulateTraceFire[edit]

simulated function SimulateTraceFire (out Object.Vector Start, out Object.Rotator Dir, out Object.Vector HitLocation, out Object.Vector HitNormal)


SpawnBeamEffect[edit]

function SpawnBeamEffect (Object.Vector Start, Object.Rotator Dir, Object.Vector HitLocation, Object.Vector HitNormal, int ReflectNum)


SpawnHitEffects[edit]

function SpawnHitEffects (Actor HitActor, Object.Vector HitLocation, Object.Vector HitNormal)


SpawnProjectile[edit]

function Projectile SpawnProjectile (class<ProjectileProjClass, bool bAltFire)


StopForceFeedback[edit]

simulated function StopForceFeedback (string EffectName)


TraceFire[edit]

function TraceFire (Object.Vector Start, Object.Rotator Dir)


WeaponCeaseFire[edit]

function WeaponCeaseFire (Controller C, bool bWasAltFire)


States[edit]

InstantFireMode[edit]

InstantFireMode.ClientSpawnHitEffects[edit]

simulated event ClientSpawnHitEffects ()

Overrides: ClientSpawnHitEffects (global)


InstantFireMode.AltFire[edit]

function AltFire (Controller C)

Overrides: AltFire (global)


InstantFireMode.Fire[edit]

function Fire (Controller C)

Overrides: Fire (global)


InstantFireMode.SpawnHitEffects[edit]

simulated function SpawnHitEffects (Actor HitActor, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: SpawnHitEffects (global)


ProjectileFireMode[edit]

ProjectileFireMode.AltFire[edit]

function AltFire (Controller C)

Overrides: AltFire (global)


ProjectileFireMode.Fire[edit]

function Fire (Controller C)

Overrides: Fire (global)