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UE2:Weapon internal variables (U2)

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U2 Object >> Actor >> Inventory >> Weapon (internal variables)
Weapon internal variables in other games:
U2XMP, UE2Runtime
Other member categories for this class:
instance functions

Internal variables

AdjustedAim

Type: Object.Rotator


Affector

Type: Powerups

powerup chain currently affecting this weapon

AimError

Type: float

Aim Error for bots (note this value doubled if instant hit weapon)

Default value: 550.0

AIRating

Type: float


Default value: 0.5

AmmoAmount

Type: int

Array size: 2 (NUM_AMMO_TYPES)

Modifiers: travel

Amount of Ammo current available

AmmoFlags

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

Type: int

Modifiers: travel


AmmoUsed

Type: int

Array size: 2 (NUM_AMMO_TYPES)

ammo consumed per shot

Default value, index 0: 1

Default value, index 1: 1

AnimFire

Type: name

Array size: 2 (NUM_AMMO_TYPES)


Default value, index 0: 'Fire'

Default value, index 1: 'AltFire'

AnimFireEnd

Type: name

Array size: 2 (NUM_AMMO_TYPES)


AnimFireLastDown

Type: name

Array size: 2 (NUM_AMMO_TYPES)


Default value, index 0: 'FireLastDown'

Default value, index 1: 'AltFireLastDown'

AnimFireLastReload

Type: name

Array size: 2 (NUM_AMMO_TYPES)


Default value, index 0: 'FireLastReload'

Default value, index 1: 'AltFireLastReload'

AnimFireLastRound

Type: name

Array size: 2 (NUM_AMMO_TYPES)


Default value, index 0: 'FireLastRound'

Default value, index 1: 'AltFireLastRound'

AutoSwitchPriority

Type: int


Default value: 1

bCanThrow

Type: bool

if true, player can toss this weapon out

bChangeWeapon

Type: bool

Used in Active State

bClearZ

Type: bool

Modifiers: globalconfig


Default value: True

bDrawWeapon

Type: bool

Modifiers: globalconfig


Default value: True

bForceAltFire

Type: bool


bForceFire

Type: bool


bGlowing

Type: bool

Whether the crosshair is currently glowing.

bLastRound

Type: bool

just fired last round of current clip

bMeleeWeapon

Type: bool

Weapon is only a melee weapon

bPendingAltFire

Type: bool


bPendingFire

Type: bool


bPendingReload

Type: bool


bPointing

Type: bool

Indicates weapon is being pointed

bSniping

Type: bool

weapon useful for sniping

bSteadyToggle

Type: bool


bUpdateCrosshair

Type: bool

Modifiers: globalconfig


Default value: True

bUpdateLocation

Type: bool


Default value: True

bWeaponUp

Type: bool

Used in Active State

ClipRoundsRemaining

Type: int

Array size: 2 (NUM_AMMO_TYPES)

Modifiers: travel


ClipSize

Type: int

Array size: 2 (NUM_AMMO_TYPES)

automatically initialized based on AmmoAmount

Crosshair

Type: string

UI event to send when switching to the weapon to show the crosshair.

CurrentRating

Type: float


Default value: 0.5

Damage

Type: int

Array size: 2 (NUM_AMMO_TYPES)


Default value, index 0: 10

Default value, index 1: 10

DisplayFOV

Type: float


Default value: 60.0

EquipResidue

Type: float

Array size: 2 (NUM_AMMO_TYPES)


FireEndSound

Type: Sound

Array size: 2 (NUM_AMMO_TYPES)


FireLastDownTime

Type: float

Array size: 2 (NUM_AMMO_TYPES)


Default value, index 0: 1.0

Default value, index 1: 1.0

FireLastReloadTime

Type: float

Array size: 2 (NUM_AMMO_TYPES)


Default value, index 0: 1.0

Default value, index 1: 1.0

FireLastRoundSound

Type: Sound

Array size: 2 (NUM_AMMO_TYPES)

played for both FireLastReload (followed by ReloadUnloaded), and FireLastDown.

FireLastRoundTime

Type: float

Array size: 2 (NUM_AMMO_TYPES)


Default value, index 0: 1.0

Default value, index 1: 1.0

FireOffset

Type: Object.Vector

Offset from first person eye position for projectile/trace start

FirePitch

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

Type: float


FireSound

Type: Sound

Array size: 2 (NUM_AMMO_TYPES)


FireTime

Type: float

Array size: 2 (NUM_AMMO_TYPES)


Default value, index 0: 0.5

Default value, index 1: 0.5

FireTimer

Type: float


LastAnim

Type: name


LastTargetName

Type: string

Last viewed target name (for TargetID).

MaxAmmo

Type: int

Array size: 2 (NUM_AMMO_TYPES)

Modifiers: travel

Max amount of ammo

MaxAutoAimRange

Type: float

Array size: 2 (NUM_AMMO_TYPES)


Default value, index 0: 5000.0

Default value, index 1: 5000.0

MaxRange

Type: float

max range of weapon for non-trace hit attacks

Default value: 8000.0

MomentumTransfer

Type: float

Array size: 2 (NUM_AMMO_TYPES)


Default value, index 0: 10000.0

Default value, index 1: 10000.0

MyDamageType

Type: class<DamageType>

Array size: 2 (NUM_AMMO_TYPES)


Default value, index 0: Class'Engine.DamageType'

Default value, index 1: Class'Engine.DamageType'

NameColor

Type: Object.Color

used when drawing name on HUD

Default value:

Member Value
A 255
B 255
G 255
R 255

OldSkins

Type: array<Material>


OldWeapon

Type: Weapon


PickupAmmo

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

Type: int

Amount of ammo initially in pick-up item.

ProjectileClass

Type: class<Projectile>

Array size: 2 (NUM_AMMO_TYPES)


ProjectileFireStartLocation

Type: Object.Vector


RefireRate

Type: float

Array size: 2 (NUM_AMMO_TYPES)


ShakeMag

Type: float

Array size: 2 (NUM_AMMO_TYPES)


Default value, index 0: 5.0

Default value, index 1: 5.0

ShakeTime

Type: float

Array size: 2 (NUM_AMMO_TYPES)


Default value, index 0: 0.2

Default value, index 1: 0.2

StopFiringTime

Type: float

repeater weapons use this

TempTimer

Type: float

!!tbd

TraceAccuracy

Type: float


TraceDist

Type: float

how far instant hit trace fires go

Default value: 10000.0

TraceFireStartLocation

Type: Object.Vector


TraceSpread

Type: float

Array size: 2 (NUM_AMMO_TYPES)


WarnTargetPct

Type: float

Array size: 2 (NUM_AMMO_TYPES)


Default value, index 0: 0.5

Default value, index 1: 0.5

WeaponDescription

Type: string

Modifiers: localized