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UE2:Weapon internal variables (U2XMP)

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

Internal variables[edit]

AdjustedAim[edit]

Type: Object.Rotator


Affector[edit]

Type: Powerups

powerup chain currently affecting this weapon

AIRating[edit]

Type: float


Default value: 0.5

AltAccuracy[edit]

Type: float


AltDamageType[edit]

Type: class<DamageType>


Default value: Class'Engine.DamageType'

AltProjectileClass[edit]

Type: class<Projectile>


AltRefireRate[edit]

Type: float

NEW (mdf): //COM: approximate rate at which weapon alt fires (secs between shots -- lower=faster)

Default value: 0.5

AmmoName[edit]

Type: class<Ammunition>

Type of ammo used.

AmmoType[edit]

Type: Ammunition

Modifiers: travel


AutoSwitchPriority[edit]

Type: int


Default value: 1

bAltInstantHit[edit]

Type: bool

If true, instant hit rather than projectile firing weapon for AltFire

bAltSplashDamage[edit]

Type: bool

used by NPCS when firing to possibly avoid self-damage

bAltWarnTarget[edit]

Type: bool


bCanThrow[edit]

Type: bool

if true, player can toss this weapon out

Default value: True

bChangeWeapon[edit]

Type: bool

Used in Active State

bForceAltFire[edit]

Type: bool


bForceFire[edit]

Type: bool


bInstantHit[edit]

Type: bool

If true, instant hit rather than projectile firing weapon

bMeleeWeapon[edit]

Type: bool


bOwnsCrosshair[edit]

Type: bool

this weapon is responsible for drawing its own crosshair (in its postrender function)

bPointing[edit]

Type: bool

Indicates weapon is being pointed //NEW (i.e. actively firing)

bRapidAltFire[edit]

Type: bool


bRapidFire[edit]

Type: bool


bRecommendAltSplashDamage[edit]

Type: bool

if true, bot preferentially tries to use splash damage

bRecommendSplashDamage[edit]

Type: bool


bSnipe[edit]

Type: bool

If true, NPCs can/should snipe with this weapon

bSplashDamage[edit]

Type: bool

used by NPCS when firing to possibly avoid self-damage

bSteadyToggle[edit]

Type: bool


bWarnTarget[edit]

Type: bool

When firing projectile, warn the target

bWeaponUp[edit]

Type: bool

Used in Active State

DisplayFOV[edit]

Type: float


Default value: 85.0

FireAdjust[edit]

Type: float


Default value: 1.0

FireOffset[edit]

Type: Object.Vector

Offset from first person eye position for projectile/trace start

FiringSpeed[edit]

Type: float

used by human animations to determine the appropriate speed to play firing animations

InstFlash[edit]

Type: float

one frame view flash when firing weapon

InstFog[edit]

Type: Object.Vector


LeftHandedMesh[edit]

Type: string

string of name of left-handed view mesh (if different)

MaxRange[edit]

Type: float

max range of weapon for non-trace hit attacks

Default value: 8000.0

MyDamageType[edit]

Type: class<DamageType>


Default value: Class'Engine.DamageType'

NameColor[edit]

Type: Object.Color

used when drawing name on HUD

Default value:

Member Value
B 255
G 255
R 255

PickupAmmoCount[edit]

Type: int

Amount of ammo initially in pick-up item.

PreferCrouchingMultiplier[edit]

Type: float

NEW (mdf) Scales odds that NPC will crouch when using weapon

Default value: 1.0

PreferProneMultiplier[edit]

Type: float

NEW (mdf) Scales odds that NPC will go prone when using weapon

Default value: 1.0

ProjectileClass[edit]

Type: class<Projectile>


RefireRate[edit]

Type: float

NEW (mdf): //COM: approximate rate at which weapon fires (secs between shots -- lower=faster)

Default value: 0.5

RegAccuracy[edit]

Type: float


ReloadCount[edit]

Type: byte

Amount of ammo depletion before reloading. 0 if no reloading is done.

ShakeMag[edit]

Type: float


Default value: 300.0

ShakeSpeed[edit]

Type: Object.Vector


ShakeTime[edit]

Type: float


Default value: 0.1

ShakeVert[edit]

Type: Object.Vector


TraceDist[edit]

Type: float

how far instant hit trace fires go

Default value: 10000.0

WeaponDescription[edit]

Type: string

Modifiers: localized