I don't need to test my programs. I have an error-correcting modem.

UE2:ONSWeapon property group ONSWeapon (UT2004)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 09:11, 17 May 2008 by Wormbo (Talk | contribs) (Auto-generated page)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UT2004 Object >> Actor >> ONSWeapon (property group ONSWeapon)

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

Type: class<Emitter>


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

Type: class<Emitter>


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