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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

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