Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:Weapon (U2)
- Package:
- Engine
- Direct subclasses:
- Flamethrower, GrenadeLauncher, AssaultRifle, DeployableInventory, EnergyRifle, Pistol, RocketLauncher, Shotgun, SniperRifle, TurretWeapon
- Known custom subclass:
- ReloadableWeaponBase
- This class in other games:
- RTNP, U1, UT, UE2Runtime, U2XMP, UT2004, UT2003, UT3, UDK
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Parent class of all weapons. FIXME - should bReplicateInstigator be true???
Constants[edit]
NUM_AMMO_TYPES[edit]
Value: 2
Properties[edit]
Property group 'Firing'[edit]
DownTime[edit]
Type: float
Default value: 0.533
DownUnloadedTime[edit]
Type: float
Default value: 0.533
ReloadTime[edit]
Type: float
Default value: 0.5
ReloadUnloadedTime[edit]
Type: float
Default value: 0.25
SelectTime[edit]
Type: float
Default value: 0.6
SelectUnloadedTime[edit]
Type: float
Default value: 0.6
Property group 'Weapon'[edit]
BloodEffect[edit]
Array size: 2 (NUM_AMMO_TYPES
)
DirtEffect[edit]
Array size: 2 (NUM_AMMO_TYPES
)
FireSkins[edit]
The skin to show when we just fired, and want to make the gun appear brighter from the flash
FireSkinsTP[edit]
The skin to show when we just fired, and want to make the gun appear brighter from the flash (thirdperson)
MessageNoAmmo[edit]
Type: string
Modifiers: localized
Default value: " has no ammo."
ReloadSound[edit]
Type: Sound
ReloadUnloadedSound[edit]
Type: Sound
SelectSound[edit]
Type: Sound
SparkEffect[edit]
Array size: 2 (NUM_AMMO_TYPES
)
TargetableTypes[edit]
Types of classes we can target (for crosshair glows).
Default value: 'Pawn'
Internal variables[edit]
See Weapon internal variables.
Default values[edit]
Property | Value | ||||||
---|---|---|---|---|---|---|---|
AttachmentClass | Class'Engine.WeaponAttachment' | ||||||
bReplicateInstigator | True | ||||||
DrawType | DT_Mesh | ||||||
Icon | Texture'Engine.S_Weapon' | ||||||
InventoryGroup | 1 | ||||||
ItemName | "Weapon" | ||||||
PlayerViewOffset |
|
||||||
TransientSoundRadius | 120.0 |
Structs[edit]
TAmmoFlags[edit]
Modifiers: native
- bool bAmbientFireSound
- bool bRecommendSplashDamage
- bool bWarnTarget
- bool bTossed
- bool bTrySplash
- bool bLeadTarget
- bool bInstantHit
- bool bSplashDamage
- bool bRepeatFire
- automatic refire support
- bool bRapidFire
- used by pawn animations in determining firing animation, and for net replication (set for high rate of fire weapons)
Functions[edit]
Static functions[edit]
IsValidDefaultInventory[edit]
Events[edit]
Destroyed[edit]
Overrides: Inventory.Destroyed
PostNetBeginPlay[edit]
Overrides: Actor.PostNetBeginPlay
PreBeginPlay[edit]
Overrides: Actor.PreBeginPlay
RenderOverlays[edit]
Overrides: Inventory.RenderOverlays
Other instance functions[edit]
See Weapon instance functions.
States[edit]
Active[edit]
Modifiers: simulated
Active.BeginState[edit]
Overrides: Object.BeginState (global)
Active.EndState[edit]
Overrides: Object.EndState (global)
Active.PutDown[edit]
Overrides: PutDown (global)
DownWeapon[edit]
Modifiers: simulated
DownWeapon.BeginState[edit]
Overrides: Object.BeginState (global)
DownWeapon.PutDown[edit]
Overrides: PutDown (global)
Firing[edit]
Modifiers: simulated
Firing.BeginState[edit]
Overrides: Object.BeginState (global)
Firing.EndState[edit]
Overrides: Object.EndState (global)
Firing.Reload[edit]
Overrides: Reload (global)
Idle[edit]
Modifiers: simulated
Idle.PutDown[edit]
Overrides: PutDown (global)
PendingClientWeaponSet[edit]
PendingClientWeaponSet.BeginState[edit]
Overrides: Object.BeginState (global)
PendingClientWeaponSet.EndState[edit]
Overrides: Object.EndState (global)
PendingClientWeaponSet.Timer[edit]
Overrides: Actor.Timer (global)
Reloading[edit]
Modifiers: simulated
Ignores: AltFire, Fire, Reload
Reloading.BeginState[edit]
Overrides: Object.BeginState (global)
Reloading.EndState[edit]
Overrides: Object.EndState (global)
Reloading.CanFire[edit]
Reloading.PutDown[edit]
Overrides: PutDown (global)
Reloading.ServerFire[edit]
Overrides: ServerFire (global)