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UE3:UTWeap_RocketLauncher internal variables (UDK)

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UDK Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTWeap_RocketLauncher (internal variables)
UTWeap_RocketLauncher internal variables in other games:
UT3

Internal variables

AltFireEndTimes

Type: array<float>

How long does it takes after a shot is fired for the weapon to reset and return to active

AltFireLaunchTimes

Type: array<float>

Holds how long it takes to fire a given shot

AltFireModeChangeSound

Type: SoundCue

The sound to play when alt-fire mode is changed

AltFireQueueTimes

Type: array<float>

Holds how long it takes to que a given shot

AltFireSndQue

Type: array<SoundCue>

Holds a collection of sound cues that define what sound to play at each loaded level

bIsAnyAmmoHidden

Type: bool

Have we hidden any of the ammo sockets from player's view

bLockedOnTarget

Type: bool

When true, this weapon is locked on target

bTargetLockingActive

Type: bool

If true, weapon will try to lock onto targets

ConsoleLockAim

Type: float

angle for locking for lock targets when on Console

GracePeriod

Type: float

How much grace at the end of loading should be given before the weapon auto-fires

GrenadeClass

Type: class<UTProjectile>

Class of the grenade

GrenadeFireSound

Type: SoundCue

sound to play when firing grenades

GrenadeSpreadDist

Type: int

How much spread on Grenades

GrenadeString

Type: string

Modifiers: localized


Default value: "[Grenades]"

LastLockedOnTime

Type: float

How long since the Lock Target has been valid

LastTargetLockCheckTime

Type: float

Last time target lock was checked

LastValidTargetTime

Type: float

When was the last time we had a valid target

LoadedFireMode

Type: ERocketFireMode1


LoadedIconCoords

Type: UIRoot.TextureCoordinates

Array size: 3

Textures which show multiple loaded rockets

LoadedRocketClass

Type: class<UTProjectile>

Class of the rocket to use when multiple rockets loaded

LoadedShotCount

Type: int

This holds the current number of shots queued up

LoadUpAnimList

Type: name

Array size: 3

list of anims to play for loading the RL

LockAcquiredSound

Type: SoundCue

Sound Effects to play when Locking

LockAim

Type: float

angle for locking for lock targets

LockedTarget

Type: Actor

What "target" is this weapon locked on to

LockedTargetPRI

Type: PlayerReplicationInfo


LockLostSound

Type: SoundCue


LockRange

Type: float

How far out should we be considering actors for a lock

MaxLoadCount

Type: int

This holds the maximum number of shots that can be queued

MuzzleFlashPSCList

Type: array<UTParticleSystemComponent>

Holds a list of emitters that make up the muzzle flash

MuzzleFlashSocketList

Type: array<name>

Allow for multiple muzzle flash sockets **FIXME: will become offsets

PendingLockedTarget

Type: Actor

What "target" is current pending to be locked on to

PendingLockedTargetTime

Type: float

When did the pending Target become valid

RocketLoadedSound

Type: SoundCue

The sound to play when a rocket is loaded

SeekingRocketClass

Type: class<UTProjectile>

Class of the rocket to use when seeking

SkeletonFirstPersonMesh

Type: UTSkeletalMeshComponent

Skeletal mesh component for the 1st person view of the rocketlauncher

SpiralString

Type: string

Modifiers: localized


Default value: "[Spiral]"

SpreadDist

Type: int

How much distance should be between each shot

WaitToFirePct

Type: float

How much of the load-up timer needs to pass before the weapon will wait to fire on release

WeaponAltFireLaunch

Type: name

Array size: 3


WeaponAltFireLaunchEnd

Type: name

Array size: 3


WeaponLoadedSnd

Type: SoundCue