UE2:U2Weapon property group U2Weapon (U2XMP)
;Other member categories for this class::
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Property group 'U2Weapon'
AIRatingAltFire
Type: float
default rating for alt-firing weapon (used when range not considered or no target
Default value: -99.999
AIRatingFire
Type: float
default rating for firing weapon (used when range not considered or no target)
Default value: -99.999
AltDamage
Type: float
used for instant hit weapons
AltFireEndSound
Type: Sound
coincides with FireEnd (the post shot die-down) or FireLastRound (the last shot) animations
AltFireLastRoundSound
Type: Sound
AltFirePitch
Type: Object.Range
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 1.0 |
AltShellClass
Type: class<U2ShellCase>
bAimAltFire
Type: bool
whether alt fire requires owner aiming (usually true)
Default value: True
bAimFire
Type: bool
whether primary fire requires owner aiming (usually true)
Default value: True
bAltFireEnabledForOwner
Type: bool
Default value: True
bAmbientAltFireSound
Type: bool
should the FireSound/AltFireSound be played as an ambient sound?
bAmbientFireSound
Type: bool
bFireEnabledForOwner
Type: bool
supports disabling fire for specific weapons for specific NPCs
Default value: True
BounceDamping
Type: float
Default value: 0.45
BounceSound
Type: Sound
bRepeatAltFire
Type: bool
should we go directly into playing the next animation after playing this one?
Default value: True
bRepeatFire
Type: bool
Default value: True
CrosshairFilename
Type: string
Default value: "Crosshairs"
CrosshairName
Type: string
Default value: "Pistol_Cross"
Damage
Type: float
DecoEffects
Type: array<DecoEffect>
FireEndSound
Type: Sound
FireLastRoundSound
Type: Sound
FirePitch
Type: Object.Range
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 1.0 |
FirstPersonOffset
Type: Object.Vector
FlashSkin
Type: Material
the skin to show when we just fired, and want to make the gun appear brighter from the flash
FlashSkinTP
Type: Material
GunButtSounds
Default value, index 0: Sound'U2WeaponsA.GunButt.GunButt01'
Default value, index 1: Sound'U2WeaponsA.GunButt.GunButt02'
Default value, index 2: Sound'U2WeaponsA.GunButt.GunButt03'
Default value, index 3: Sound'U2WeaponsA.GunButt.GunButt04'
ImpactHandlerClass
Type: class<ImpactHandler>
MomentumTransfer
Type: float
used for instant hit weapons
RangeIdealAltFire
Type: float
ideal range to target for alt-firing weapon (-1 = range not considered)
Default value: -1.0
RangeIdealFire
Type: float
ideal range to target for firing weapon (-1 = range not considered)
Default value: -1.0
RangeLimitAltFire
Type: float
absolute limit of range to target for alt-firing weapon (default is use RangeMaxAltFire as limit)
Default value: -1.0
RangeLimitFire
Type: float
absolute limit of range to target for firing weapon (default is use RangeMaxFire as limit)
Default value: -1.0
RangeMaxAltFire
Type: float
max range to target for alt-firing weapon (-1 = range not considered)
Default value: -1.0
RangeMaxFire
Type: float
max range to target for firing weapon (-1 = range not considered)
Default value: -1.0
RangeMinAltFire
Type: float
min range to target for alt-firing weapon (-1 = range not considered)
Default value: -1.0
RangeMinFire
Type: float
min range to target for firing weapon (-1 = range not considered)
Default value: -1.0
RatingInsideMinAltFire
Type: float
rating for alt-firing weapon inside min range
Default value: -10.0
RatingInsideMinFire
Type: float
rating for firing weapon inside min range
Default value: -10.0
RatingRangeIdealAltFire
Type: float
rating for alt-firing weapon at ideal range
Default value: -1.0
RatingRangeIdealFire
Type: float
rating for firing weapon at ideal range
Default value: -1.0
RatingRangeLimitAltFire
Type: float
rating for alt-firing weapon at limit of range
Default value: -1.0
RatingRangeLimitFire
Type: float
rating for firing weapon at limit of range
Default value: -1.0
RatingRangeMaxAltFire
Type: float
rating for alt-firing weapon at max range
Default value: -1.0
RatingRangeMaxFire
Type: float
rating for firing weapon at max range
Default value: -1.0
RatingRangeMinAltFire
Type: float
rating for alt-firing weapon at min range
Default value: -1.0
RatingRangeMinFire
Type: float
rating for firing weapon at min range
Default value: -1.0
ReloadUnloadedSound
Type: Sound
ShellClass
Type: class<U2ShellCase>
ShellOffset
Type: Object.Vector
TargetableTypes
Types of classes we can target.
Default value: Pawn
TraceRange
Type: float
range used within TraceFire()
Default value: 10000.0
TraceSpreadAltFire
Type: float
TraceSpreadFire
Type: float
WeaponAnimationType
Type: LicenseePawn.EWeaponAnimationType
Modifiers: protected
usual intended animation type for weapon (shoulder, small etc.)
Default value: AT_NoWeapon