UE3:UTWeapon internal variables (UT3): Difference between revisions
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Ammo / Pickups / Inventory | Ammo / Pickups / Inventory | ||
====AmmoRechargeRate==== | |||
'''Type:''' [[float]] | |||
recharge rate in ammo per second | |||
'''Default value:''' 1.2 | |||
====AttachmentClass==== | ====AttachmentClass==== | ||
Line 61: | Line 68: | ||
whether to allow this weapon to fire by uncontrolled pawns | whether to allow this weapon to fire by uncontrolled pawns | ||
====bAutoCharge==== | |||
'''Type:''' [[bool]] | |||
If true, weapon auto recharges ammo | |||
====bCanDestroyBarricades==== | ====bCanDestroyBarricades==== | ||
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! Value | ! Value | ||
|- | |- | ||
| | | U | ||
| | | 192.0 | ||
|- | |- | ||
| | | UL | ||
| | | 64.0 | ||
|- | |- | ||
| | | V | ||
| | | 64.0 | ||
|- | |- | ||
| | | VL | ||
| | | 64.0 | ||
|} | |} | ||
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Most recently calculated rating | Most recently calculated rating | ||
'''Default value:''' 0.5 | |||
====CustomCrosshairCoordinates==== | ====CustomCrosshairCoordinates==== | ||
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! Value | ! Value | ||
|- | |- | ||
| | | X | ||
| | | 0.0 | ||
|- | |- | ||
| | | Y | ||
| | | -50.0 | ||
|- | |- | ||
| | | Z | ||
| | | -50.0 | ||
|} | |} | ||
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! Value | ! Value | ||
|- | |- | ||
| | | U | ||
| | | 600.0 | ||
|- | |- | ||
| | | UL | ||
| | | 111.0 | ||
|- | |- | ||
| | | V | ||
| | | 341.0 | ||
|- | |- | ||
| | | VL | ||
| | | 58.0 | ||
|} | |} | ||
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Last Rotation update time for this weapon | Last Rotation update time for this weapon | ||
====LastWeaponFireTime==== | |||
'''Type:''' [[float]] | |||
timeseconds when last fired | |||
====LocationSpeech==== | ====LocationSpeech==== | ||
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! Value | ! Value | ||
|- | |- | ||
| | | U | ||
| | | 406.0 | ||
|- | |- | ||
| | | UL | ||
| | | 76.0 | ||
|- | |- | ||
| | | V | ||
| | | 320.0 | ||
|- | |- | ||
| | | VL | ||
| | | 77.0 | ||
|} | |} | ||
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Locked indicator scale time | Locked indicator scale time | ||
'''Default value:''' 0.15 | |||
====LockedStartTime==== | ====LockedStartTime==== | ||
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! Value | ! Value | ||
|- | |- | ||
| | | X | ||
| | | 0.0 | ||
|- | |- | ||
| | | Y | ||
| | | 0.0 | ||
|- | |- | ||
| | | Z | ||
| | | -15.0 | ||
|} | |} | ||
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Holds the min. amount of reload time that has to pass before you can switch | Holds the min. amount of reload time that has to pass before you can switch | ||
'''Default value, index 0:''' 0.6 | |||
'''Default value, index 1:''' 0.6 | |||
====MuzzleFlashAltPSCTemplate==== | ====MuzzleFlashAltPSCTemplate==== | ||
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|- | |- | ||
| AnnouncementText | | AnnouncementText | ||
| " | | "Grab the Super Weapon!" | ||
|} | |} | ||
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mesh for overlay - Each weapon will need to add its own overlay mesh in its default props | mesh for overlay - Each weapon will need to add its own overlay mesh in its default props | ||
====PartialCharge==== | |||
'''Type:''' [[float]] | |||
partial (less than 1) ammo charge | |||
====PivotTranslation==== | ====PivotTranslation==== | ||
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! Value | ! Value | ||
|- | |- | ||
| | | X | ||
| | | 0.0 | ||
|- | |- | ||
| | | Y | ||
| | | -25.0 | ||
|- | |- | ||
| | | Z | ||
| 0.0 | | 0.0 | ||
|} | |} | ||
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Hint strings | Hint strings | ||
'''Default value:''' " | '''Default value:''' "triggers the primary fire of this weapon." | ||
====ProjectileSpawnOffset==== | ====ProjectileSpawnOffset==== | ||
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<!-- enter variable description --> | <!-- enter variable description --> | ||
'''Default value:''' " | '''Default value:''' "triggers the alternate fire of this weapon." | ||
====ShotCost==== | ====ShotCost==== | ||
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! Value | ! Value | ||
|- | |- | ||
| | | U | ||
| | | 276.0 | ||
|- | |- | ||
| | | UL | ||
| | | 22.0 | ||
|- | |- | ||
| | | V | ||
| | | 84.0 | ||
|- | |- | ||
| | | VL | ||
| | | 25.0 | ||
|} | |} | ||
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Percent (from right edge) of screen space taken by weapon on x axis. | Percent (from right edge) of screen space taken by weapon on x axis. | ||
'''Default value:''' 0.35 | |||
====WeaponCanvasYPct==== | ====WeaponCanvasYPct==== | ||
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Percent (from bottom edge) of screen space taken by weapon on y axis. | Percent (from bottom edge) of screen space taken by weapon on y axis. | ||
'''Default value:''' 0.35 | |||
====WeaponColor==== | ====WeaponColor==== | ||
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| 255 | | 255 | ||
|} | |} | ||
====WeaponFireWaveForm==== | |||
'''Type:''' {{cl|ForceFeedbackWaveform}} | |||
controller rumble to play when firing. | |||
'''Default value:''' {{cl|ForceFeedbackWaveform}}'UTGame.Default__UTWeapon:ForceFeedbackWaveformShooting1' | |||
====WidescreenRotationOffset==== | ====WidescreenRotationOffset==== |
Latest revision as of 07:31, 16 August 2009
- UTWeapon internal variables in other games:
- Other member categories for this class:
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Internal variables
AdditionalHintString
Type: string
Modifiers: localized
AimError
Type: float
How much error to add to each shot
Default value: 525.0
AimingHelpRadius
Type: float
Array size: 2
Distance from target collision box to accept near miss when aiming help is enabled
Default value, index 0: 20.0
Default value, index 1: 20.0
AmmoCount
Type: int
Modifiers: databinding, repnotify
Current ammo count
AmmoDisplayType
Type: AmmoWidgetDisplayStyle
AmmoPickupClass
Type: class<UTAmmoPickupFactory>
Ammo / Pickups / Inventory
AmmoRechargeRate
Type: float
recharge rate in ammo per second
Default value: 1.2
AttachmentClass
Type: class<UTWeaponAttachment>
The class of the attachment to spawn
bAllowFiringWithoutController
Type: bool
whether to allow this weapon to fire by uncontrolled pawns
bAutoCharge
Type: bool
If true, weapon auto recharges ammo
bCanDestroyBarricades
Type: bool
This weapon can be used to destroy barricades
bConsiderProjectileAcceleration
Type: bool
Whether should consider projectile acceleration when leading targets
Default value: True
bDebugWeapon
Type: bool
bExportMenuData
Type: bool
if set, when this class is compiled, a menu entry for it will be automatically added/updated in its package.ini file (abstract classes are skipped even if this flag is set)
Default value: True
bFastRepeater
Type: bool
Whether bots should consider this a spray/fast firing weapon
bForceHidden
Type: bool
bHasLocationSpeech
Type: bool
bLeadTarget
Type: bool
Lead targets with this weapon (true by default, ignored for instant hit - set false for special cases like targeting with AVRiL
Default value: True
bLockedAimWhileFiring
Type: bool
set for weapons that lock weapon rotation while firing, so bots know to retarget after each shot when shooting moving targets
bMuzzleFlashAttached
Type: bool
Whether muzzleflash has been initialized
bMuzzleFlashPSCLoops
Type: bool
Set this to true if you want the flash to loop (for a rapid fire weapon like a minigun)
bNeverForwardPendingFire
Type: bool
If true, this will will never accept a forwarded pending fire
bPendingShow
Type: bool
If true, will be un-hidden on the next setPosition call.
bRecommendSplashDamage
Type: bool
bShowAltMuzzlePSCWhenWeaponHidden
Type: bool
If true, always show the muzzle flash even when the weapon is hidden.
bSmallWeapons
Type: bool
Modifiers: globalconfig, databinding
If true, use smaller 1st person weapons
bSniping
Type: bool
bSplashJump
Type: bool
AI Hints
bSuperWeapon
Type: bool
If true, this weapon is a super weapon. Super Weapons have longer respawn times a different pickup base and never respect weaponstay
bSuppressSounds
Type: bool
Animations and Sounds
bUseCustomCoordinates
Type: bool
Modifiers: config
bUsingAimingHelp
Type: bool
Set for ProcessInstantHit based on whether aiminghelp was used for this shot
bWarnIfInLocker
Type: bool
whether having this weapon in a weapon locker should generate a map check warning
bWasLocked
Type: bool
bZoomedFireMode
If set to non-zero, this fire mode will zoom the weapon.
CrosshairColor
Type: Object.Color
Modifiers: config
color to use when drawing the crosshair
Default value:
Member | Value |
---|---|
A | 255 |
B | 255 |
G | 255 |
R | 255 |
CrossHairCoordinates
Type: UIRoot.TextureCoordinates
Default value:
Member | Value |
---|---|
U | 192.0 |
UL | 64.0 |
V | 64.0 |
VL | 64.0 |
CrosshairImage
Type: Texture2D
Holds the image to use for the crosshair.
Default value: Texture2D'UI_HUD.HUD.UTCrossHairs'
CrosshairScaling
Type: float
Default value: 1.0
CrouchHintString
Type: string
Modifiers: localized
CurrentLockedScale
Type: float
Locked indicator current scale
Default value: 1.0
CurrentRating
Type: float
Most recently calculated rating
Default value: 0.5
CustomCrosshairCoordinates
Type: UIRoot.TextureCoordinates
Modifiers: config
DroppedPickupOffsetZ
Type: float
offset for dropped pickup mesh
EffectSockets
Default value, index 0: 'MuzzleFlashSocket'
Default value, index 1: 'MuzzleFlashSocket'
FinalLockedScale
Type: float
Locked indicator final scale
Default value: 1.0
FireCameraAnim
Type: array<CameraAnim>
camera anim to play when firing (for camera shakes)
GroupWeight
Type: float
position within inventory group. (used by prevweapon and nextweapon)
HiddenWeaponsOffset
Type: Object.Vector
special offset when using hidden weapons, as we need to still place the weapon for e.g. attached beams
Default value:
Member | Value |
---|---|
X | 0.0 |
Y | -50.0 |
Z | -50.0 |
HitEnemy
Type: byte
Modifiers: repnotify
Replicated flag set when hitscan hits enemy
IconCoordinates
Type: UIRoot.TextureCoordinates
Default value:
Member | Value |
---|---|
U | 600.0 |
UL | 111.0 |
V | 341.0 |
VL | 58.0 |
IconHeight
Type: int
Default value: 45
IconWidth
Type: int
Default value: 31
IconX
Type: int
Default value: 458
IconY
Type: int
Default value: 83
InventoryGroup
Type: byte
Modifiers: databinding
The weapon/inventory set, 0-9.
InventoryWeight
Type: float
The final inventory weight. It's calculated in PostBeginPlay()
JumpHintString
Type: string
Modifiers: localized
LastHitEnemyTime
Type: float
Used to decide whether to red color crosshair
Default value: -1000.0
LastRotation
Type: Object.Rotator
Last Rotation update for this weapon
LastRotUpdate
Type: float
Last Rotation update time for this weapon
LastWeaponFireTime
Type: float
timeseconds when last fired
LocationSpeech
Type: array<SoundNodeWave>
LockedCrossHairCoordinates
Type: UIRoot.TextureCoordinates
Holds the image to use for the crosshair.
Default value:
Member | Value |
---|---|
U | 406.0 |
UL | 76.0 |
V | 320.0 |
VL | 77.0 |
LockedScaleTime
Type: float
Locked indicator scale time
Default value: 0.15
LockedStartTime
Type: float
Lock start time
LockerAmmoCount
Type: int
Modifiers: databinding
Initial ammo count if in weapon locker
LockerOffset
Type: Object.Vector
Default value:
Member | Value |
---|---|
X | 0.0 |
Y | 0.0 |
Z | -15.0 |
LockerRotation
Type: Object.Rotator
Weapon locker
Default value:
Member | Value |
---|---|
Pitch | 16384 |
Roll | 0 |
Yaw | 0 |
MaxAmmoCount
Type: int
Modifiers: databinding
Max ammo count
Default value: 1
MaxPitchLag
Type: float
Limit for pitch lead
Default value: 600.0
MaxYawLag
Type: float
Limit for yaw lead
Default value: 800.0
MinReloadPct
Holds the min. amount of reload time that has to pass before you can switch
Default value, index 0: 0.6
Default value, index 1: 0.6
MuzzleFlashAltPSCTemplate
Type: ParticleSystem
Normal Fire and Alt Fire Templates
MuzzleFlashColor
Type: Object.Color
UTWeapon looks to set the color via a color parameter in the emitter
MuzzleFlashLight
Type: UTExplosionLight
dynamic light
MuzzleFlashLightClass
Type: class<UTExplosionLight>
dynamic light class
MuzzleFlashPSC
Type: UTParticleSystemComponent
Muzzle flash PSC and Templates
MuzzleFlashPSCTemplate
Type: ParticleSystem
Normal Fire and Alt Fire Templates
MuzzleFlashSocket
Type: name
Holds the name of the socket to attach a muzzle flash too
Default value: 'MuzzleFlashSocket'
NeedToPickUpAnnouncement
Type: UTPlayerController.ObjectiveAnnouncementInfo
Default value:
Member | Value |
---|---|
AnnouncementText | "Grab the Super Weapon!" |
OldLeadMag
Type: float
Array size: 2
How far weapon was leading last tick
OldMaxDiff
Type: float
Array size: 2
max lead amount last tick
OldRotDiff
Type: int
Array size: 2
rotation magnitude last tick
OverlayMesh
Type: MeshComponent
Modifiers: protected
mesh for overlay - Each weapon will need to add its own overlay mesh in its default props
PartialCharge
Type: float
partial (less than 1) ammo charge
PivotTranslation
Type: Object.Vector
Adjust pivot of rotating pickup
Default value:
Member | Value |
---|---|
X | 0.0 |
Y | -25.0 |
Z | 0.0 |
PrimaryFireHintString
Type: string
Modifiers: localized
Hint strings
Default value: "triggers the primary fire of this weapon."
ProjectileSpawnOffset
Type: float
Default value: 20.0
QuickPickGroup
Type: int
The index in to the Quick Pick radial menu to use
Default value: -1
QuickPickWeight
Type: float
Used to sort it within a group
ReturnChgSpeed
Type: float
Scaling faster for returning speed
Default value: 3.0
RotChgSpeed
Type: float
Scaling faster for leading speed
Default value: 3.0
SecondaryFireHintString
Type: string
Modifiers: localized
Default value: "triggers the alternate fire of this weapon."
ShotCost
Modifiers: databinding
Holds the amount of ammo used for a given shot
Default value, index 0: 1
Default value, index 1: 1
SimpleCrossHairCoordinates
Type: UIRoot.TextureCoordinates
Default value:
Member | Value |
---|---|
U | 276.0 |
UL | 22.0 |
V | 84.0 |
VL | 25.0 |
StartLockedScale
Type: float
Locked indicator start scale
Default value: 2.0
SwitchAbortTime
Type: float
used when aborting a weapon switch (WeaponAbortEquip and WeaponAbortPutDown)
UseHintString
Type: string
Modifiers: localized
WeaponCanvasXPct
Type: float
Percent (from right edge) of screen space taken by weapon on x axis.
Default value: 0.35
WeaponCanvasYPct
Type: float
Percent (from bottom edge) of screen space taken by weapon on y axis.
Default value: 0.35
WeaponColor
Type: Object.Color
Modifiers: databinding
The Color used when drawing the Weapon's Name on the Hud
Default value:
Member | Value |
---|---|
A | 255 |
B | 255 |
G | 255 |
R | 255 |
WeaponFireWaveForm
Type: ForceFeedbackWaveform
controller rumble to play when firing.
Default value: ForceFeedbackWaveform'UTGame.Default__UTWeapon:ForceFeedbackWaveformShooting1'
WidescreenRotationOffset
Type: Object.Rotator
rotational offset only applied when in widescreen
Default value:
Member | Value |
---|---|
Pitch | 900 |
Roll | 0 |
Yaw | 0 |
ZoomedFireModeNum
Type: byte
Holds the fire mode num of the zoom
ZoomedRate
Type: float
ZoomedTargetFOV
Type: float
ZoomFadeTime
Type: float
ZoomInSound
Type: SoundCue
Sounds to play when zooming begins/ends/etc.
Default value: SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ZoomIn_Cue'
ZoomOutSound
Type: SoundCue
Sounds to play when zooming begins/ends/etc.
Default value: SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ZoomOut_Cue'