Gah - a solution with more questions. – EntropicLqd

UE2:U2Weapon property group U2Weapon (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2XMP Object >> Actor >> Inventory >> Weapon >> U2Weapon (property group U2Weapon)

;Other member categories for this class::instance functions

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

Type: array<Sound>


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

Type: array<name>

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