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UE2:Weapon (U2)

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U2 Object >> Actor >> Inventory >> Weapon
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

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]

Type: class<Actor>

Array size: 2 (NUM_AMMO_TYPES)


DirtEffect[edit]

Type: class<Actor>

Array size: 2 (NUM_AMMO_TYPES)


FireSkins[edit]

Type: array<Material>

The skin to show when we just fired, and want to make the gun appear brighter from the flash

FireSkinsTP[edit]

Type: array<Material>

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]

Type: class<Actor>

Array size: 2 (NUM_AMMO_TYPES)


TargetableTypes[edit]

Type: array<name>

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
Member Value
X 30.0
Z -5.0
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]

static function bool IsValidDefaultInventory (Pawn PlayerPawn)


Events[edit]

Destroyed[edit]

event Destroyed ()

Overrides: Inventory.Destroyed


PostNetBeginPlay[edit]

simulated event PostNetBeginPlay ()

Overrides: Actor.PostNetBeginPlay


PreBeginPlay[edit]

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


RenderOverlays[edit]

simulated event RenderOverlays (Canvas Canvas)

Overrides: Inventory.RenderOverlays


Other instance functions[edit]

See Weapon instance functions.

States[edit]

Active[edit]

Modifiers: simulated

Ignores: AltFire, Fire

Active.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


Active.EndState[edit]

simulated event EndState ()

Overrides: Object.EndState (global)


Active.PutDown[edit]

simulated function bool PutDown ()

Overrides: PutDown (global)


DownWeapon[edit]

Modifiers: simulated

Ignores: AltFire, Fire

DownWeapon.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


DownWeapon.PutDown[edit]

simulated function bool PutDown ()

Overrides: PutDown (global)


Firing[edit]

Modifiers: simulated

Ignores: AltFire, Fire

Firing.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


Firing.EndState[edit]

simulated event EndState ()

Overrides: Object.EndState (global)


Firing.Reload[edit]

simulated function Reload ()

Overrides: Reload (global)


Idle[edit]

Modifiers: simulated

Idle.PutDown[edit]

simulated function bool PutDown ()

Overrides: PutDown (global)


PendingClientWeaponSet[edit]

PendingClientWeaponSet.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


PendingClientWeaponSet.EndState[edit]

simulated event EndState ()

Overrides: Object.EndState (global)


PendingClientWeaponSet.Timer[edit]

simulated event Timer ()

Overrides: Actor.Timer (global)


Reloading[edit]

Modifiers: simulated

Ignores: AltFire, Fire, Reload

Reloading.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


Reloading.EndState[edit]

simulated event EndState ()

Overrides: Object.EndState (global)


Reloading.CanFire[edit]

function bool CanFire ()


Reloading.PutDown[edit]

simulated function bool PutDown ()

Overrides: PutDown (global)


Reloading.ServerFire[edit]

function ServerFire (optional bool bAltFire)

Overrides: ServerFire (global)