I don't need to test my programs. I have an error-correcting modem.
UE2:ONSWeapon property group ONSWeapon (UT2004)
Contents
- 1 Property group 'ONSWeapon'
- 1.1 AltFireForce
- 1.2 AltFireInterval
- 1.3 AltFireProjectileClass
- 1.4 AltFireSoundClass
- 1.5 AltFireSoundRadius
- 1.6 AltFireSoundVolume
- 1.7 AmbientEffectEmitterClass
- 1.8 AmbientSoundScaling
- 1.9 bAimable
- 1.10 bAmbientAltFireSound
- 1.11 bAmbientFireSound
- 1.12 bDualIndependantTargeting
- 1.13 bInheritVelocity
- 1.14 bInstantFire
- 1.15 BlueSkin
- 1.16 bReflective
- 1.17 bShowAimCrosshair
- 1.18 DualFireOffset
- 1.19 EffectEmitterClass
- 1.20 FireForce
- 1.21 FireInterval
- 1.22 FireIntervalAimLock
- 1.23 FireSoundClass
- 1.24 FireSoundPitch
- 1.25 FireSoundRadius
- 1.26 FireSoundVolume
- 1.27 FlashEmitterClass
- 1.28 GunnerAttachmentBone
- 1.29 PitchBone
- 1.30 PitchDownLimit
- 1.31 PitchUpLimit
- 1.32 ProjectileClass
- 1.33 RedSkin
- 1.34 RotateSound
- 1.35 ShakeOffsetMag
- 1.36 ShakeOffsetRate
- 1.37 ShakeOffsetTime
- 1.38 ShakeRotMag
- 1.39 ShakeRotRate
- 1.40 ShakeRotTime
- 1.41 WeaponFireAttachmentBone
- 1.42 WeaponFireOffset
- 1.43 YawBone
- 1.44 YawEndConstraint
- 1.45 YawStartConstraint
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Property group 'ONSWeapon'
AltFireForce
Type: string
AltFireInterval
Type: float
AltFireProjectileClass
Type: class<Projectile>
AltFireSoundClass
Type: Sound
AltFireSoundRadius
Type: float
Default value: 300.0
AltFireSoundVolume
Type: float
Default value: 160.0
AmbientEffectEmitterClass
Type: class<ONSWeaponAmbientEmitter>
AmbientSoundScaling
Type: float
Default value: 1.0
bAimable
Type: bool
Default value: True
bAmbientAltFireSound
Type: bool
bAmbientFireSound
Type: bool
bDualIndependantTargeting
Type: bool
When using a DualFireOffset each shot will be independantly targeted at the crosshair
bInheritVelocity
Type: bool
bInstantFire
Type: bool
BlueSkin
Type: Material
bReflective
Type: bool
bShowAimCrosshair
Type: bool
Show the crosshair that indicates whether aim is good or not
Default value: True
DualFireOffset
Type: float
EffectEmitterClass
FireForce
Type: string
FireInterval
Type: float
Default value: 0.5
FireIntervalAimLock
Type: float
fraction of FireInterval/AltFireInterval during which you can't move the gun
FireSoundClass
Type: Sound
FireSoundPitch
Type: float
Default value: 1.0
FireSoundRadius
Type: float
Default value: 300.0
FireSoundVolume
Type: float
Default value: 160.0
FlashEmitterClass
GunnerAttachmentBone
Type: name
PitchBone
Type: name
PitchDownLimit
Type: int
Default value: 60000
PitchUpLimit
Type: int
Default value: 5000
ProjectileClass
Type: class<Projectile>
RedSkin
Type: Material
RotateSound
Type: Sound
ShakeOffsetMag
Type: Object.Vector
max view offset vertically
ShakeOffsetRate
Type: Object.Vector
how fast to offset view vertically
ShakeOffsetTime
Type: float
ShakeRotMag
Type: Object.Vector
how far to rot view
ShakeRotRate
Type: Object.Vector
how fast to rot view
ShakeRotTime
Type: float
how much time to rot the instigator's view
WeaponFireAttachmentBone
Type: name
WeaponFireOffset
Type: float
YawBone
Type: name
YawEndConstraint
Type: float
Default value: 65535.0
YawStartConstraint
Type: float