Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE2:U2Weapon property group U2Weapon (U2XMP)
Contents
- 1 Property group 'U2Weapon'
- 1.1 AIRatingAltFire
- 1.2 AIRatingFire
- 1.3 AltDamage
- 1.4 AltFireEndSound
- 1.5 AltFireLastRoundSound
- 1.6 AltFirePitch
- 1.7 AltShellClass
- 1.8 bAimAltFire
- 1.9 bAimFire
- 1.10 bAltFireEnabledForOwner
- 1.11 bAmbientAltFireSound
- 1.12 bAmbientFireSound
- 1.13 bFireEnabledForOwner
- 1.14 BounceDamping
- 1.15 BounceSound
- 1.16 bRepeatAltFire
- 1.17 bRepeatFire
- 1.18 CrosshairFilename
- 1.19 CrosshairName
- 1.20 Damage
- 1.21 DecoEffects
- 1.22 FireEndSound
- 1.23 FireLastRoundSound
- 1.24 FirePitch
- 1.25 FirstPersonOffset
- 1.26 FlashSkin
- 1.27 FlashSkinTP
- 1.28 GunButtSounds
- 1.29 ImpactHandlerClass
- 1.30 MomentumTransfer
- 1.31 RangeIdealAltFire
- 1.32 RangeIdealFire
- 1.33 RangeLimitAltFire
- 1.34 RangeLimitFire
- 1.35 RangeMaxAltFire
- 1.36 RangeMaxFire
- 1.37 RangeMinAltFire
- 1.38 RangeMinFire
- 1.39 RatingInsideMinAltFire
- 1.40 RatingInsideMinFire
- 1.41 RatingRangeIdealAltFire
- 1.42 RatingRangeIdealFire
- 1.43 RatingRangeLimitAltFire
- 1.44 RatingRangeLimitFire
- 1.45 RatingRangeMaxAltFire
- 1.46 RatingRangeMaxFire
- 1.47 RatingRangeMinAltFire
- 1.48 RatingRangeMinFire
- 1.49 ReloadUnloadedSound
- 1.50 ShellClass
- 1.51 ShellOffset
- 1.52 TargetableTypes
- 1.53 TraceRange
- 1.54 TraceSpreadAltFire
- 1.55 TraceSpreadFire
- 1.56 WeaponAnimationType
;Other member categories for this class::instance functions
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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