I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX
UE2:Weapon (UE2Runtime)
Contents
- Package:
- Engine
- Known custom subclass:
- ReloadableWeaponBase
- This class in other games:
- RTNP, U1, UT, U2XMP, UT2004, U2, UT2003, UT3, UDK
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Parent class of all weapons. FIXME - should bReplicateInstigator be true???
Properties[edit]
Property group 'MuzzleFlash'[edit]
FlashLength[edit]
Type: float
How long muzzle flash should be displayed in seconds
Default value: 0.1
FlashOffsetX[edit]
Type: float
flash center offset from centered X (as pct. of Canvas X size)
FlashOffsetY[edit]
Type: float
flash center offset from centered Y (as pct. of Canvas Y size)
MuzzleFlashSize[edit]
Type: float
size of (square) texture
MuzzleScale[edit]
Type: float
scaling of muzzleflash
Default value: 1.0
Property group 'Weapon'[edit]
FireSound[edit]
Type: Sound
MessageNoAmmo[edit]
Type: string
Modifiers: localized
Default value: " has no ammo."
SelectSound[edit]
Type: Sound
Internal variables[edit]
See Weapon internal variables.
Default values[edit]
Property | Value | ||||||
---|---|---|---|---|---|---|---|
AttachmentClass | Class'Engine.WeaponAttachment' | ||||||
bReplicateInstigator | True | ||||||
DrawType | DT_Mesh | ||||||
Icon | Texture'Engine.S_Weapon' | ||||||
InventoryGroup | 1 | ||||||
ItemName | "Weapon" | ||||||
PlayerViewOffset |
|
Functions[edit]
Events[edit]
AnimEnd[edit]
Overrides: Actor.AnimEnd
Destroyed[edit]
Overrides: Inventory.Destroyed
PostNetBeginPlay[edit]
Overrides: Actor.PostNetBeginPlay
RenderOverlays[edit]
Overrides: Inventory.RenderOverlays
TravelPostAccept[edit]
Overrides: Inventory.TravelPostAccept
Other instance functions[edit]
See Weapon instance functions.
States[edit]
See Weapon states.