Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE2:WeaponFire property group WeaponFire (UT2004)
Object >> WeaponFire (property group WeaponFire) |
Contents
- 1 Property group 'WeaponFire'
- 1.1 AimError
- 1.2 AmmoClass
- 1.3 AmmoClipSize
- 1.4 AmmoPerFire
- 1.5 bAttachFlashEmitter
- 1.6 bAttachSmokeEmitter
- 1.7 bFireOnRelease
- 1.8 bInstantHit
- 1.9 bLeadTarget
- 1.10 bModeExclusive
- 1.11 BotRefireRate
- 1.12 bPawnRapidFireAnim
- 1.13 bRecommendSplashDamage
- 1.14 bReflective
- 1.15 bSplashDamage
- 1.16 bSplashJump
- 1.17 bTossed
- 1.18 bWaitForRelease
- 1.19 DamageAtten
- 1.20 FireAnim
- 1.21 FireAnimRate
- 1.22 FireEndAnim
- 1.23 FireEndAnimRate
- 1.24 FireForce
- 1.25 FireLoopAnim
- 1.26 FireLoopAnimRate
- 1.27 FireRate
- 1.28 FireSound
- 1.29 FlashEmitter
- 1.30 FlashEmitterClass
- 1.31 HoldTime
- 1.32 Load
- 1.33 MaxHoldTime
- 1.34 NoAmmoForce
- 1.35 NoAmmoSound
- 1.36 PreFireAnim
- 1.37 PreFireAnimRate
- 1.38 PreFireTime
- 1.39 ProjectileClass
- 1.40 ReloadAnim
- 1.41 ReloadAnimRate
- 1.42 ReloadForce
- 1.43 ReloadSound
- 1.44 ShakeOffsetMag
- 1.45 ShakeOffsetRate
- 1.46 ShakeOffsetTime
- 1.47 ShakeRotMag
- 1.48 ShakeRotRate
- 1.49 ShakeRotTime
- 1.50 SmokeEmitter
- 1.51 SmokeEmitterClass
- 1.52 Spread
- 1.53 SpreadStyle
- 1.54 ThisModeNum
- 1.55 TweenTime
- 1.56 WarnTargetPct
- 1.57 Weapon
- WeaponFire property group WeaponFire in other games:
- UT2003
- Other member categories for this class:
- instance functions
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Property group 'WeaponFire'
AimError
Type: float
0=none 1000=quite a bit
Default value: 600.0
AmmoClass
Type: class<Ammunition>
AmmoClipSize
Type: int
AmmoPerFire
Type: int
bAttachFlashEmitter
Type: bool
bAttachSmokeEmitter
Type: bool
bFireOnRelease
Type: bool
if true, shot will be fired when button is released, HoldTime will be the time the button was held for
bInstantHit
Type: bool
Default value: True
bLeadTarget
Type: bool
bModeExclusive
Type: bool
if true, no other fire modes can be active at the same time as this one
Default value: True
BotRefireRate
Type: float
Default value: 0.95
bPawnRapidFireAnim
Type: bool
for determining what anim the firer should play
bRecommendSplashDamage
Type: bool
bReflective
Type: bool
bSplashDamage
Type: bool
bSplashJump
Type: bool
bTossed
Type: bool
bWaitForRelease
Type: bool
if true, fire button must be released between each shot
DamageAtten
Type: float
attenuate instant-hit/projectile damage by this multiplier
Default value: 1.0
FireAnim
Type: name
Default value: 'Fire'
FireAnimRate
Type: float
Default value: 1.0
FireEndAnim
Type: name
Default value: 'FireEnd'
FireEndAnimRate
Type: float
Default value: 1.0
FireForce
Type: string
FireLoopAnim
Type: name
Default value: 'FireLoop'
FireLoopAnimRate
Type: float
Default value: 1.0
FireRate
Type: float
seconds between shots
Default value: 0.5
FireSound
Type: Sound
FlashEmitter
Type: xEmitter
FlashEmitterClass
HoldTime
Type: float
Load
Type: float
MaxHoldTime
Type: float
NoAmmoForce
Type: string
NoAmmoSound
Type: Sound
PreFireAnim
Type: name
Default value: 'PreFire'
PreFireAnimRate
Type: float
Default value: 1.0
PreFireTime
Type: float
seconds before first shot
ProjectileClass
Type: class<Projectile>
ReloadAnim
Type: name
Default value: 'Reload'
ReloadAnimRate
Type: float
Default value: 1.0
ReloadForce
Type: string
ReloadSound
Type: Sound
ShakeOffsetMag
Type: Object.Vector
max view offset vertically
ShakeOffsetRate
Type: Object.Vector
how fast to offset view vertically
ShakeOffsetTime
Type: float
ShakeRotMag
Type: Object.Vector
how far to rot view
ShakeRotRate
Type: Object.Vector
how fast to rot view
ShakeRotTime
Type: float
how much time to rot the instigator's view
SmokeEmitter
Type: xEmitter
SmokeEmitterClass
Spread
Type: float
rotator units. no relation to AimError
SpreadStyle
Type: ESpreadStyle
ThisModeNum
Type: int
TweenTime
Type: float
Default value: 0.1
WarnTargetPct
Type: float
Weapon
Type: Weapon