My program doesn't have bugs. It just develops random features.
UE2:XMPVehicleBarrel internal variables (U2)
Object >> Actor >> Pawn >> XMPVehicleBarrel (internal variables) |
Contents
- 1 Internal variables
- 1.1 AdjustedAim
- 1.2 bAmbientFireSound
- 1.3 BarrelNumber
- 1.4 BarrelOffset
- 1.5 BaseMesh
- 1.6 bAutoFire
- 1.7 bForceAltFire
- 1.8 bForceFire
- 1.9 bGlowing
- 1.10 bInstantHit
- 1.11 bPendingAltFire
- 1.12 bPendingFire
- 1.13 bRapidFire
- 1.14 bRepeatFire
- 1.15 bSteadyToggle
- 1.16 bUseMe
- 1.17 Crosshair
- 1.18 Damage
- 1.19 DisplayFOV
- 1.20 DriverViewMesh
- 1.21 EnergyCost
- 1.22 FireOffset
- 1.23 FirePitch
- 1.24 FireSound
- 1.25 FireTime
- 1.26 FireTimer
- 1.27 FiringOffset
- 1.28 FiringSpeed
- 1.29 Instigator
- 1.30 LastTargetName
- 1.31 MaxRange
- 1.32 MomentumTransfer
- 1.33 MyCabViewModel
- 1.34 MyDamageType
- 1.35 MyFlashCount
- 1.36 MyTurret
- 1.37 NameColor
- 1.38 OfflineSound
- 1.39 OldWeaponStateFiring
- 1.40 OldWeaponStateIdle
- 1.41 OwnedBySVehicle
- 1.42 ProjectileClass
- 1.43 ProjectileFireStartLocation
- 1.44 RefireRate
- 1.45 ShakeMag
- 1.46 ShakeTime
- 1.47 StopFiringTime
- 1.48 TempTimer
- 1.49 TraceAccuracy
- 1.50 TraceDist
- 1.51 TraceFireStartLocation
- 1.52 TraceSpread
- 1.53 WarnTargetPct
- 1.54 WeaponStateFiring
- 1.55 WeaponStateIdle
;Other member categories for this class::instance functions
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Internal variables[edit]
AdjustedAim[edit]
Type: Object.Rotator
bAmbientFireSound[edit]
Type: bool
BarrelNumber[edit]
Type: int
BarrelOffset[edit]
Type: Object.Vector
BaseMesh[edit]
Type: StaticMesh
bAutoFire[edit]
Type: bool
When set to true.. begin auto fire sequence (used to play looping anims)
bForceAltFire[edit]
Type: bool
bForceFire[edit]
Type: bool
bGlowing[edit]
Type: bool
Whether the crosshair is currently glowing.
bInstantHit[edit]
Type: bool
bPendingAltFire[edit]
Type: bool
bPendingFire[edit]
Type: bool
bRapidFire[edit]
Type: bool
used by pawn animations in determining firing animation, and for net replication (set for high rate of fire weapons)
bRepeatFire[edit]
Type: bool
automatic refire support
Default value: True
bSteadyToggle[edit]
Type: bool
bUseMe[edit]
Type: bool
Default value: True
Crosshair[edit]
Type: string
UI event to send when switching to the weapon to show the crosshair.
Damage[edit]
Type: int
DisplayFOV[edit]
Type: float
FOV for drawing the weapon in first person view
DriverViewMesh[edit]
Type: StaticMesh
EnergyCost[edit]
Type: float
Default value: 5.0E-4
FireOffset[edit]
Type: Object.Vector
FirePitch[edit]
Type: Object.Range
FireSound[edit]
Type: Sound
FireTime[edit]
Type: float
FireTimer[edit]
Type: float
FiringOffset[edit]
Type: Object.Vector
FiringSpeed[edit]
Type: float
used by human animations to determine the appropriate speed to play firing animations
Instigator[edit]
Type: Pawn
LastTargetName[edit]
Type: string
Last viewed target name (for TargetID).
MaxRange[edit]
Type: float
max range of weapon for non-trace hit attacks
MomentumTransfer[edit]
Type: float
MyCabViewModel[edit]
Type: XMPVehicleCabViewModel
MyDamageType[edit]
Type: class<DamageType>
MyFlashCount[edit]
Type: byte
MyTurret[edit]
Type: XMPVehicleTurret
NameColor[edit]
Type: Object.Color
used when drawing name on HUD
OfflineSound[edit]
Type: Sound
OldWeaponStateFiring[edit]
Type: bool
OldWeaponStateIdle[edit]
Type: bool
OwnedBySVehicle[edit]
Type: bool
ProjectileClass[edit]
Type: class<Projectile>
ProjectileFireStartLocation[edit]
Type: Object.Vector
RefireRate[edit]
Type: float
ShakeMag[edit]
Type: float
ShakeTime[edit]
Type: float
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
TraceFireStartLocation[edit]
Type: Object.Vector
TraceSpread[edit]
Type: float
WarnTargetPct[edit]
Type: float
WeaponStateFiring[edit]
Type: bool
WeaponStateIdle[edit]
Type: bool