Gah - a solution with more questions. – EntropicLqd
UE2:Weapon internal variables (U2XMP)
Contents
- 1 Internal variables
- 1.1 AdjustedAim
- 1.2 Affector
- 1.3 AIRating
- 1.4 AltAccuracy
- 1.5 AltDamageType
- 1.6 AltProjectileClass
- 1.7 AltRefireRate
- 1.8 AmmoName
- 1.9 AmmoType
- 1.10 AutoSwitchPriority
- 1.11 bAltInstantHit
- 1.12 bAltSplashDamage
- 1.13 bAltWarnTarget
- 1.14 bCanThrow
- 1.15 bChangeWeapon
- 1.16 bForceAltFire
- 1.17 bForceFire
- 1.18 bInstantHit
- 1.19 bMeleeWeapon
- 1.20 bOwnsCrosshair
- 1.21 bPointing
- 1.22 bRapidAltFire
- 1.23 bRapidFire
- 1.24 bRecommendAltSplashDamage
- 1.25 bRecommendSplashDamage
- 1.26 bSnipe
- 1.27 bSplashDamage
- 1.28 bSteadyToggle
- 1.29 bWarnTarget
- 1.30 bWeaponUp
- 1.31 DisplayFOV
- 1.32 FireAdjust
- 1.33 FireOffset
- 1.34 FiringSpeed
- 1.35 InstFlash
- 1.36 InstFog
- 1.37 LeftHandedMesh
- 1.38 MaxRange
- 1.39 MyDamageType
- 1.40 NameColor
- 1.41 PickupAmmoCount
- 1.42 PreferCrouchingMultiplier
- 1.43 PreferProneMultiplier
- 1.44 ProjectileClass
- 1.45 RefireRate
- 1.46 RegAccuracy
- 1.47 ReloadCount
- 1.48 ShakeMag
- 1.49 ShakeSpeed
- 1.50 ShakeTime
- 1.51 ShakeVert
- 1.52 TraceDist
- 1.53 WeaponDescription
- Weapon internal variables in other games:
- U2, UE2Runtime
- Other member categories for this class:
- instance functions
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Internal variables
AdjustedAim
Type: Object.Rotator
Affector
Type: Powerups
powerup chain currently affecting this weapon
AIRating
Type: float
Default value: 0.5
AltAccuracy
Type: float
AltDamageType
Type: class<DamageType>
Default value: Class'Engine.DamageType'
AltProjectileClass
Type: class<Projectile>
AltRefireRate
Type: float
NEW (mdf): //COM: approximate rate at which weapon alt fires (secs between shots -- lower=faster)
Default value: 0.5
AmmoName
Type: class<Ammunition>
Type of ammo used.
AmmoType
Type: Ammunition
Modifiers: travel
AutoSwitchPriority
Type: int
Default value: 1
bAltInstantHit
Type: bool
If true, instant hit rather than projectile firing weapon for AltFire
bAltSplashDamage
Type: bool
used by NPCS when firing to possibly avoid self-damage
bAltWarnTarget
Type: bool
bCanThrow
Type: bool
if true, player can toss this weapon out
Default value: True
bChangeWeapon
Type: bool
Used in Active State
bForceAltFire
Type: bool
bForceFire
Type: bool
bInstantHit
Type: bool
If true, instant hit rather than projectile firing weapon
bMeleeWeapon
Type: bool
bOwnsCrosshair
Type: bool
this weapon is responsible for drawing its own crosshair (in its postrender function)
bPointing
Type: bool
Indicates weapon is being pointed //NEW (i.e. actively firing)
bRapidAltFire
Type: bool
bRapidFire
Type: bool
bRecommendAltSplashDamage
Type: bool
if true, bot preferentially tries to use splash damage
bRecommendSplashDamage
Type: bool
bSnipe
Type: bool
If true, NPCs can/should snipe with this weapon
bSplashDamage
Type: bool
used by NPCS when firing to possibly avoid self-damage
bSteadyToggle
Type: bool
bWarnTarget
Type: bool
When firing projectile, warn the target
bWeaponUp
Type: bool
Used in Active State
DisplayFOV
Type: float
Default value: 85.0
FireAdjust
Type: float
Default value: 1.0
FireOffset
Type: Object.Vector
Offset from first person eye position for projectile/trace start
FiringSpeed
Type: float
used by human animations to determine the appropriate speed to play firing animations
InstFlash
Type: float
one frame view flash when firing weapon
InstFog
Type: Object.Vector
LeftHandedMesh
Type: string
string of name of left-handed view mesh (if different)
MaxRange
Type: float
max range of weapon for non-trace hit attacks
Default value: 8000.0
MyDamageType
Type: class<DamageType>
Default value: Class'Engine.DamageType'
NameColor
Type: Object.Color
used when drawing name on HUD
Default value:
Member | Value |
---|---|
B | 255 |
G | 255 |
R | 255 |
PickupAmmoCount
Type: int
Amount of ammo initially in pick-up item.
PreferCrouchingMultiplier
Type: float
NEW (mdf) Scales odds that NPC will crouch when using weapon
Default value: 1.0
PreferProneMultiplier
Type: float
NEW (mdf) Scales odds that NPC will go prone when using weapon
Default value: 1.0
ProjectileClass
Type: class<Projectile>
RefireRate
Type: float
NEW (mdf): //COM: approximate rate at which weapon fires (secs between shots -- lower=faster)
Default value: 0.5
RegAccuracy
Type: float
ReloadCount
Type: byte
Amount of ammo depletion before reloading. 0 if no reloading is done.
ShakeMag
Type: float
Default value: 300.0
ShakeSpeed
Type: Object.Vector
ShakeTime
Type: float
Default value: 0.1
ShakeVert
Type: Object.Vector
TraceDist
Type: float
how far instant hit trace fires go
Default value: 10000.0
WeaponDescription
Type: string
Modifiers: localized