Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:Weapon internal variables (U2)
Contents
- 1 Internal variables
- 1.1 AdjustedAim
- 1.2 Affector
- 1.3 AimError
- 1.4 AIRating
- 1.5 AmmoAmount
- 1.6 AmmoFlags
- 1.7 AmmoIndex
- 1.8 AmmoUsed
- 1.9 AnimFire
- 1.10 AnimFireEnd
- 1.11 AnimFireLastDown
- 1.12 AnimFireLastReload
- 1.13 AnimFireLastRound
- 1.14 AutoSwitchPriority
- 1.15 bCanThrow
- 1.16 bChangeWeapon
- 1.17 bClearZ
- 1.18 bDrawWeapon
- 1.19 bForceAltFire
- 1.20 bForceFire
- 1.21 bGlowing
- 1.22 bLastRound
- 1.23 bMeleeWeapon
- 1.24 bPendingAltFire
- 1.25 bPendingFire
- 1.26 bPendingReload
- 1.27 bPointing
- 1.28 bSniping
- 1.29 bSteadyToggle
- 1.30 bUpdateCrosshair
- 1.31 bUpdateLocation
- 1.32 bWeaponUp
- 1.33 ClipRoundsRemaining
- 1.34 ClipSize
- 1.35 Crosshair
- 1.36 CurrentRating
- 1.37 Damage
- 1.38 DisplayFOV
- 1.39 EquipResidue
- 1.40 FireEndSound
- 1.41 FireLastDownTime
- 1.42 FireLastReloadTime
- 1.43 FireLastRoundSound
- 1.44 FireLastRoundTime
- 1.45 FireOffset
- 1.46 FirePitch
- 1.47 FireSkinTime
- 1.48 FireSound
- 1.49 FireTime
- 1.50 FireTimer
- 1.51 LastAnim
- 1.52 LastTargetName
- 1.53 MaxAmmo
- 1.54 MaxAutoAimRange
- 1.55 MaxRange
- 1.56 MomentumTransfer
- 1.57 MyDamageType
- 1.58 NameColor
- 1.59 OldSkins
- 1.60 OldWeapon
- 1.61 PickupAmmo
- 1.62 PickupAmmoCount
- 1.63 ProjectileClass
- 1.64 ProjectileFireStartLocation
- 1.65 RefireRate
- 1.66 ShakeMag
- 1.67 ShakeTime
- 1.68 StopFiringTime
- 1.69 TempTimer
- 1.70 TraceAccuracy
- 1.71 TraceDist
- 1.72 TraceFireStartLocation
- 1.73 TraceSpread
- 1.74 WarnTargetPct
- 1.75 WeaponDescription
- Weapon internal variables in other games:
- U2XMP, UE2Runtime
- Other member categories for this class:
- instance functions
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Internal variables[edit]
AdjustedAim[edit]
Type: Object.Rotator
Affector[edit]
Type: Powerups
powerup chain currently affecting this weapon
AimError[edit]
Type: float
Aim Error for bots (note this value doubled if instant hit weapon)
Default value: 550.0
AIRating[edit]
Type: float
Default value: 0.5
AmmoAmount[edit]
Type: int
Array size: 2 (NUM_AMMO_TYPES
)
Modifiers: travel
Amount of Ammo current available
AmmoFlags[edit]
Type: TAmmoFlags
Array size: 2 (NUM_AMMO_TYPES
)
Default value, index 0:
Member | Value |
---|---|
bRepeatFire | True |
Default value, index 1:
Member | Value |
---|---|
bRepeatFire | True |
AmmoIndex[edit]
Type: int
Modifiers: travel
AmmoUsed[edit]
Type: int
Array size: 2 (NUM_AMMO_TYPES
)
ammo consumed per shot
Default value, index 0: 1
Default value, index 1: 1
AnimFire[edit]
Type: name
Array size: 2 (NUM_AMMO_TYPES
)
Default value, index 0: 'Fire'
Default value, index 1: 'AltFire'
AnimFireEnd[edit]
Type: name
Array size: 2 (NUM_AMMO_TYPES
)
AnimFireLastDown[edit]
Type: name
Array size: 2 (NUM_AMMO_TYPES
)
Default value, index 0: 'FireLastDown'
Default value, index 1: 'AltFireLastDown'
AnimFireLastReload[edit]
Type: name
Array size: 2 (NUM_AMMO_TYPES
)
Default value, index 0: 'FireLastReload'
Default value, index 1: 'AltFireLastReload'
AnimFireLastRound[edit]
Type: name
Array size: 2 (NUM_AMMO_TYPES
)
Default value, index 0: 'FireLastRound'
Default value, index 1: 'AltFireLastRound'
AutoSwitchPriority[edit]
Type: int
Default value: 1
bCanThrow[edit]
Type: bool
if true, player can toss this weapon out
bChangeWeapon[edit]
Type: bool
Used in Active State
bClearZ[edit]
Type: bool
Modifiers: globalconfig
Default value: True
bDrawWeapon[edit]
Type: bool
Modifiers: globalconfig
Default value: True
bForceAltFire[edit]
Type: bool
bForceFire[edit]
Type: bool
bGlowing[edit]
Type: bool
Whether the crosshair is currently glowing.
bLastRound[edit]
Type: bool
just fired last round of current clip
bMeleeWeapon[edit]
Type: bool
Weapon is only a melee weapon
bPendingAltFire[edit]
Type: bool
bPendingFire[edit]
Type: bool
bPendingReload[edit]
Type: bool
bPointing[edit]
Type: bool
Indicates weapon is being pointed
bSniping[edit]
Type: bool
weapon useful for sniping
bSteadyToggle[edit]
Type: bool
bUpdateCrosshair[edit]
Type: bool
Modifiers: globalconfig
Default value: True
bUpdateLocation[edit]
Type: bool
Default value: True
bWeaponUp[edit]
Type: bool
Used in Active State
ClipRoundsRemaining[edit]
Type: int
Array size: 2 (NUM_AMMO_TYPES
)
Modifiers: travel
ClipSize[edit]
Type: int
Array size: 2 (NUM_AMMO_TYPES
)
automatically initialized based on AmmoAmount
Crosshair[edit]
Type: string
UI event to send when switching to the weapon to show the crosshair.
CurrentRating[edit]
Type: float
Default value: 0.5
Damage[edit]
Type: int
Array size: 2 (NUM_AMMO_TYPES
)
Default value, index 0: 10
Default value, index 1: 10
DisplayFOV[edit]
Type: float
Default value: 60.0
EquipResidue[edit]
Type: float
Array size: 2 (NUM_AMMO_TYPES
)
FireEndSound[edit]
Type: Sound
Array size: 2 (NUM_AMMO_TYPES
)
FireLastDownTime[edit]
Type: float
Array size: 2 (NUM_AMMO_TYPES
)
Default value, index 0: 1.0
Default value, index 1: 1.0
FireLastReloadTime[edit]
Type: float
Array size: 2 (NUM_AMMO_TYPES
)
Default value, index 0: 1.0
Default value, index 1: 1.0
FireLastRoundSound[edit]
Type: Sound
Array size: 2 (NUM_AMMO_TYPES
)
played for both FireLastReload (followed by ReloadUnloaded), and FireLastDown.
FireLastRoundTime[edit]
Type: float
Array size: 2 (NUM_AMMO_TYPES
)
Default value, index 0: 1.0
Default value, index 1: 1.0
FireOffset[edit]
Type: Object.Vector
Offset from first person eye position for projectile/trace start
FirePitch[edit]
Type: Object.Range
Array size: 2 (NUM_AMMO_TYPES
)
Default value, index 0:
Member | Value |
---|---|
A | 1.0 |
B | 1.0 |
Default value, index 1:
Member | Value |
---|---|
A | 1.0 |
B | 1.0 |
FireSkinTime[edit]
Type: float
FireSound[edit]
Type: Sound
Array size: 2 (NUM_AMMO_TYPES
)
FireTime[edit]
Type: float
Array size: 2 (NUM_AMMO_TYPES
)
Default value, index 0: 0.5
Default value, index 1: 0.5
FireTimer[edit]
Type: float
LastAnim[edit]
Type: name
LastTargetName[edit]
Type: string
Last viewed target name (for TargetID).
MaxAmmo[edit]
Type: int
Array size: 2 (NUM_AMMO_TYPES
)
Modifiers: travel
Max amount of ammo
MaxAutoAimRange[edit]
Type: float
Array size: 2 (NUM_AMMO_TYPES
)
Default value, index 0: 5000.0
Default value, index 1: 5000.0
MaxRange[edit]
Type: float
max range of weapon for non-trace hit attacks
Default value: 8000.0
MomentumTransfer[edit]
Type: float
Array size: 2 (NUM_AMMO_TYPES
)
Default value, index 0: 10000.0
Default value, index 1: 10000.0
MyDamageType[edit]
Type: class<DamageType>
Array size: 2 (NUM_AMMO_TYPES
)
Default value, index 0: Class'Engine.DamageType'
Default value, index 1: Class'Engine.DamageType'
NameColor[edit]
Type: Object.Color
used when drawing name on HUD
Default value:
Member | Value |
---|---|
A | 255 |
B | 255 |
G | 255 |
R | 255 |
OldSkins[edit]
OldWeapon[edit]
Type: Weapon
PickupAmmo[edit]
Type: int
Array size: 2 (NUM_AMMO_TYPES
)
Modifiers: travel
Amount of Ammo to give when this is picked up for the first time
PickupAmmoCount[edit]
Type: int
Amount of ammo initially in pick-up item.
ProjectileClass[edit]
Type: class<Projectile>
Array size: 2 (NUM_AMMO_TYPES
)
ProjectileFireStartLocation[edit]
Type: Object.Vector
RefireRate[edit]
Type: float
Array size: 2 (NUM_AMMO_TYPES
)
ShakeMag[edit]
Type: float
Array size: 2 (NUM_AMMO_TYPES
)
Default value, index 0: 5.0
Default value, index 1: 5.0
ShakeTime[edit]
Type: float
Array size: 2 (NUM_AMMO_TYPES
)
Default value, index 0: 0.2
Default value, index 1: 0.2
StopFiringTime[edit]
Type: float
repeater weapons use this
TempTimer[edit]
Type: float
!!tbd
TraceAccuracy[edit]
Type: float
TraceDist[edit]
Type: float
how far instant hit trace fires go
Default value: 10000.0
TraceFireStartLocation[edit]
Type: Object.Vector
TraceSpread[edit]
Type: float
Array size: 2 (NUM_AMMO_TYPES
)
WarnTargetPct[edit]
Type: float
Array size: 2 (NUM_AMMO_TYPES
)
Default value, index 0: 0.5
Default value, index 1: 0.5
WeaponDescription[edit]
Type: string
Modifiers: localized