I love the smell of UnrealEd crashing in the morning. – tarquin
UE2:U2Weapon (U2XMP)
Contents
- 1 Constants
- 2 Properties
- 2.1 Property group 'Firing'
- 2.2 Property group 'U2Weapon'
- 2.3 Property group 'WeaponShake'
- 2.4 Internal variables
- 2.4.1 AltProjectileSpeed
- 2.4.2 bAdjustWeaponPitchYaw
- 2.4.3 bAdjustWeaponRoll
- 2.4.4 bAdjustWeaponXY
- 2.4.5 bAdjustWeaponZ
- 2.4.6 bAltFiring
- 2.4.7 bCrosshairGlows
- 2.4.8 bDisableFiring
- 2.4.9 bDisableTick
- 2.4.10 bFiring
- 2.4.11 bGlowing
- 2.4.12 bLastRound
- 2.4.13 bLockLocation
- 2.4.14 Crosshair
- 2.4.15 fAdjustWeaponRate
- 2.4.16 FireSkinTime
- 2.4.17 FirstPersonMesh
- 2.4.18 GlowingAttitude
- 2.4.19 LastFullUpdateTime
- 2.4.20 LastTriggeredAnim
- 2.4.21 LastWaterRingTime
- 2.4.22 LocationOffset
- 2.4.23 MagicKey
- 2.4.24 ProjectileFireStartLocation
- 2.4.25 ProjectileSpeed
- 2.4.26 RotationOffset
- 2.4.27 TraceFireStartLocation
- 2.4.28 U2PCOwner
- 2.4.29 UpdateRangeAmmoType
- 2.4.30 UpdateRangeGravityZ
- 2.4.31 UseGlowingCrosshairs
- 2.5 Default values
- 3 Structs
- 4 Functions
- 5 States
- Package:
- U2
- Direct subclasses:
- WeaponInvEnergyRifle, U2XMPItem, WeaponInvAssaultRifle, WeaponInvDispersion, WeaponInvFlameThrower, WeaponInvGrenadeLauncher, WeaponInvLaserRifle, WeaponInvLeechGun, WeaponInvPistol, WeaponInvRocketLauncher, WeaponInvShotgun, WeaponInvSingularityCannon, WeaponInvSniperRifle, WeaponInvTakkra, WeaponTurretMounted
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U2Weapon.uc Created By: Mike Lambert Created On: 6/14/01 $Author: Mfox $ $Date: 1/29/03 1:50p $ $Revision: 157 $
Constants[edit]
MaxRapidFireRate[edit]
Value: 0.50
firing rates <= this are considered rapid fire
MinSlowFireRate[edit]
Value: 0.51
RatingFireNow[edit]
Value: 100.000
weapon wants Pawn to fire it immediately (i.e. even if no target)
RatingHighest[edit]
Value: 90.000
weapon thinks it would be highly effective if used now
RatingDefault[edit]
Value: 0.000
default
RatingLow[edit]
Value: -5.000
weapon is a poor choice but could be used if nothing better
RatingIneffective[edit]
Value: -10.000
weapon will have no effect on target in current situation
RatingDangerous[edit]
Value: -20.000
using weapon now will likely hurt/kill owner
RatingNoAmmo[edit]
Value: -30.000
not enough ammo to fire/altfire
RatingCantFire[edit]
Value: -40.000
can't actually fire weapon currently (not ready etc.)
RatingDisabled[edit]
Value: -50.000
weapon is disabled (alt and primary fire)
RatingNone[edit]
Value: -99.999
no rating (e.g. no weapon)
RangeUnlimited[edit]
Value: 32767.0
Properties[edit]
Property group 'Firing'[edit]
AltFireLastDownTime[edit]
Type: float
Default value: 1.0
AltFireLastReloadTime[edit]
Type: float
Default value: 1.0
AltFireTime[edit]
Type: float
Default value: 0.5
DownTime[edit]
Type: float
Default value: 0.533
FireLastDownTime[edit]
Type: float
Default value: 1.0
FireLastReloadTime[edit]
Type: float
Default value: 1.0
FireTime[edit]
Type: float
Default value: 0.5
ReloadTime[edit]
Type: float
Default value: 0.5
ReloadUnloadedTime[edit]
Type: float
SelectTime[edit]
Type: float
Default value: 0.6
Property group 'U2Weapon'[edit]
See U2Weapon property group U2Weapon.
Property group 'WeaponShake'[edit]
AltShakeMag[edit]
Type: float
Default value: 5.0
AltShakeTime[edit]
Type: float
Default value: 0.2
Internal variables[edit]
AltProjectileSpeed[edit]
Type: float
used for aiming particle-based "projectile" weapons
bAdjustWeaponPitchYaw[edit]
Type: bool
bAdjustWeaponRoll[edit]
Type: bool
bAdjustWeaponXY[edit]
Type: bool
bAdjustWeaponZ[edit]
Type: bool
bAltFiring[edit]
Type: bool
bCrosshairGlows[edit]
Type: bool
crosshair should glow when it is over a targetable actor
bDisableFiring[edit]
Type: bool
bDisableTick[edit]
Type: bool
performance testing: disable weapon tick overhead temporarily
bFiring[edit]
Type: bool
firing state (used to differentiate Fire()/AltFire() handling)
bGlowing[edit]
Type: bool
whether the crosshair is currently glowing
bLastRound[edit]
Type: bool
bLockLocation[edit]
Type: bool
Crosshair[edit]
Type: Object.ComponentHandle
fAdjustWeaponRate[edit]
Type: float
Default value: 0.4
FireSkinTime[edit]
Type: float
Time we set the fireskin, so we can turn it off in the next tick (using a timer caused it to be turned off before we even saw it ;)
Default value: 1.0E9
FirstPersonMesh[edit]
Type: Mesh
GlowingAttitude[edit]
Type: Controller.EAttitude
attitude towards targetable actor (enemy/neutral/friend)
LastFullUpdateTime[edit]
Type: float
LastTriggeredAnim[edit]
Type: name
LastWaterRingTime[edit]
Type: float
LocationOffset[edit]
Type: Object.Vector
MagicKey[edit]
Type: int
ProjectileFireStartLocation[edit]
Type: Object.Vector
ProjectileSpeed[edit]
Type: float
RotationOffset[edit]
Type: Object.Rotator
TraceFireStartLocation[edit]
Type: Object.Vector
U2PCOwner[edit]
Type: U2PlayerController
set in XXXBeginPlay to avoid need to cast owner all over the place
UpdateRangeAmmoType[edit]
Type: Ammunition
for weapons using tossed projectiles (in case ammo type can vary)
UpdateRangeGravityZ[edit]
Type: float
for weapons using tossed projectiles, last Z gravity used to update ranges
UseGlowingCrosshairs[edit]
Type: bool
Modifiers: config
Allow user to disable for performance.
Default value: True
Default values[edit]
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
ActorFOV | 60.0 | ||||||||
AIRating | -99.999 | ||||||||
AlignMeshTraceOffset1 |
|
||||||||
AlignMeshTraceOffset2 |
|
||||||||
AlignMeshTraceOffset3 |
|
||||||||
bAutoEnableAgent | True | ||||||||
bBounce | True | ||||||||
bNoSmooth | False | ||||||||
CollisionHeight | 0.0 | ||||||||
CollisionRadius | 0.0 | ||||||||
ShakeMag | 5.0 | ||||||||
ShakeTime | 0.2 | ||||||||
SoundRadius | 800.0 | ||||||||
TransientSoundRadius | 800.0 |
Structs[edit]
DecoEffect[edit]
Modifiers: native
- name AnimSequence
- name of the associated animation that this effect should be triggered on
- class<Actor> DecoClass
- name of the class to spawn
- ParticleGenerator Particles
- name of the package.object to load the particle system from (optional)
- string MountNode
- name of the bone to attach to (can be left blank for attaching relative to the weapon's origin)
- Object.Vector MountOffset
- translation offset from mount location
- Object.Rotator MountRot
- rotation offset from mount orientation
- Object.Vector ThirdPersonOffset
- translation offset from weapon hand location in 3rd person (since those use staticmeshes, not golem meshes)
- bool GameplayRelevant
- effect has an effect on gameplay, such as damaging particles (will be placed at head offset)
- bool bTriggerUpdateOnly
- only update location when triggered (for effects that need to be left behind)
- bool bWorldFOV
- draw in world fov (as opposed to weapon fov)
- bool bRequiresWorldZBuffer
- if false and in a 1st-person weapon, draws after the z-buffer has been cleared and the weapon has been drawn. otherwise, draws into the world zbuffer
- bool AutoAim
- aim particle as though it was a projectile spawned via ProjectileFire.
- int AIAim
- if set, auto-aim effect for NPCs (value should be set to the speed of the projectile we're aiming -- for leading).
- float PushBack
- push the effect back up to this number of units if we're too close to anything (not evaluated for TriggerUpdateOnly effects).
- Actor Effect
- instance of above described effect
Functions[edit]
Static functions[edit]
AddAmmo[edit]
Exec functions[edit]
AdjustWeaponLog[edit]
AdjustWeaponPitchYaw[edit]
AdjustWeaponRate[edit]
AdjustWeaponRoll[edit]
AdjustWeaponXY[edit]
AdjustWeaponZ[edit]
StopAdjust[edit]
Events[edit]
AnimEnd[edit]
Overrides: Actor.AnimEnd
Destroyed[edit]
Overrides: Weapon.Destroyed
PostBeginPlay[edit]
Overrides: Weapon.PostBeginPlay
RenderOverlays[edit]
Overrides: Inventory.RenderOverlays
Other instance functions[edit]
See U2Weapon instance functions.
States[edit]
Active[edit]
Inherits from: Weapon.Active
Modifiers: simulated
Active.AnimEnd[edit]
Overrides: AnimEnd (global)
Active.BeginState[edit]
Overrides: Weapon.Active.BeginState
Active.EndState[edit]
Overrides: Weapon.Active.EndState
Active.PutDown[edit]
Overrides: Weapon.Active.PutDown
AltFiring[edit]
Modifiers: simulated
AltFiring.BeginState[edit]
Overrides: Object.BeginState (global)
AltFiring.EndState[edit]
Overrides: Object.EndState (global)
AltFiring.Reload[edit]
Overrides: Reload (global)
DownWeapon[edit]
Inherits from: Weapon.DownWeapon
Modifiers: simulated
DownWeapon.AnimEnd[edit]
Overrides: AnimEnd (global)
DownWeapon.BeginState[edit]
Overrides: Weapon.DownWeapon.BeginState
DownWeapon.EndState[edit]
Overrides: Object.EndState (global)
DownWeapon.CanFire[edit]
Overrides: Weapon.CanFire (global)
DownWeapon.PutDown[edit]
Overrides: Weapon.DownWeapon.PutDown
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.AnimEnd[edit]
Overrides: AnimEnd (global)
Idle.PutDown[edit]
Overrides: Weapon.PutDown (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]
Overrides: Weapon.CanFire (global)