I'm a doctor, not a mechanic

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'[edit]

AIRatingAltFire[edit]

Type: float

default rating for alt-firing weapon (used when range not considered or no target

Default value: -99.999

AIRatingFire[edit]

Type: float

default rating for firing weapon (used when range not considered or no target)

Default value: -99.999

AltDamage[edit]

Type: float

used for instant hit weapons

AltFireEndSound[edit]

Type: Sound

coincides with FireEnd (the post shot die-down) or FireLastRound (the last shot) animations

AltFireLastRoundSound[edit]

Type: Sound


AltFirePitch[edit]

Type: Object.Range


Default value:

Member Value
A 1.0
B 1.0

AltShellClass[edit]

Type: class<U2ShellCase>


bAimAltFire[edit]

Type: bool

whether alt fire requires owner aiming (usually true)

Default value: True

bAimFire[edit]

Type: bool

whether primary fire requires owner aiming (usually true)

Default value: True

bAltFireEnabledForOwner[edit]

Type: bool


Default value: True

bAmbientAltFireSound[edit]

Type: bool

should the FireSound/AltFireSound be played as an ambient sound?

bAmbientFireSound[edit]

Type: bool


bFireEnabledForOwner[edit]

Type: bool

supports disabling fire for specific weapons for specific NPCs

Default value: True

BounceDamping[edit]

Type: float


Default value: 0.45

BounceSound[edit]

Type: Sound


bRepeatAltFire[edit]

Type: bool

should we go directly into playing the next animation after playing this one?

Default value: True

bRepeatFire[edit]

Type: bool


Default value: True

CrosshairFilename[edit]

Type: string


Default value: "Crosshairs"

CrosshairName[edit]

Type: string


Default value: "Pistol_Cross"

Damage[edit]

Type: float


DecoEffects[edit]

Type: array<DecoEffect>


FireEndSound[edit]

Type: Sound


FireLastRoundSound[edit]

Type: Sound


FirePitch[edit]

Type: Object.Range


Default value:

Member Value
A 1.0
B 1.0

FirstPersonOffset[edit]

Type: Object.Vector


FlashSkin[edit]

Type: Material

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

FlashSkinTP[edit]

Type: Material


GunButtSounds[edit]

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[edit]

Type: class<ImpactHandler>


MomentumTransfer[edit]

Type: float

used for instant hit weapons

RangeIdealAltFire[edit]

Type: float

ideal range to target for alt-firing weapon (-1 = range not considered)

Default value: -1.0

RangeIdealFire[edit]

Type: float

ideal range to target for firing weapon (-1 = range not considered)

Default value: -1.0

RangeLimitAltFire[edit]

Type: float

absolute limit of range to target for alt-firing weapon (default is use RangeMaxAltFire as limit)

Default value: -1.0

RangeLimitFire[edit]

Type: float

absolute limit of range to target for firing weapon (default is use RangeMaxFire as limit)

Default value: -1.0

RangeMaxAltFire[edit]

Type: float

max range to target for alt-firing weapon (-1 = range not considered)

Default value: -1.0

RangeMaxFire[edit]

Type: float

max range to target for firing weapon (-1 = range not considered)

Default value: -1.0

RangeMinAltFire[edit]

Type: float

min range to target for alt-firing weapon (-1 = range not considered)

Default value: -1.0

RangeMinFire[edit]

Type: float

min range to target for firing weapon (-1 = range not considered)

Default value: -1.0

RatingInsideMinAltFire[edit]

Type: float

rating for alt-firing weapon inside min range

Default value: -10.0

RatingInsideMinFire[edit]

Type: float

rating for firing weapon inside min range

Default value: -10.0

RatingRangeIdealAltFire[edit]

Type: float

rating for alt-firing weapon at ideal range

Default value: -1.0

RatingRangeIdealFire[edit]

Type: float

rating for firing weapon at ideal range

Default value: -1.0

RatingRangeLimitAltFire[edit]

Type: float

rating for alt-firing weapon at limit of range

Default value: -1.0

RatingRangeLimitFire[edit]

Type: float

rating for firing weapon at limit of range

Default value: -1.0

RatingRangeMaxAltFire[edit]

Type: float

rating for alt-firing weapon at max range

Default value: -1.0

RatingRangeMaxFire[edit]

Type: float

rating for firing weapon at max range

Default value: -1.0

RatingRangeMinAltFire[edit]

Type: float

rating for alt-firing weapon at min range

Default value: -1.0

RatingRangeMinFire[edit]

Type: float

rating for firing weapon at min range

Default value: -1.0

ReloadUnloadedSound[edit]

Type: Sound


ShellClass[edit]

Type: class<U2ShellCase>


ShellOffset[edit]

Type: Object.Vector


TargetableTypes[edit]

Type: array<name>

Types of classes we can target.

Default value: Pawn

TraceRange[edit]

Type: float

range used within TraceFire()

Default value: 10000.0

TraceSpreadAltFire[edit]

Type: float


TraceSpreadFire[edit]

Type: float


WeaponAnimationType[edit]

Type: LicenseePawn.EWeaponAnimationType

Modifiers: protected

usual intended animation type for weapon (shoulder, small etc.)

Default value: AT_NoWeapon