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====
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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
|-
|-
| 000000,UL
| U
|  
| 192.0
|-
|-
| 000000,V
| UL
|  
| 64.0
|-
|-
| 000000,VL
| V
|  
| 64.0
|-
|-
| U
| VL
| 192.0
| 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
|-
|-
| 000000,Y
| X
|  
| 0.0
|-
|-
| 000000,Z
| Y
|  
| -50.0
|-
|-
| X
| Z
| 0.0
| -50.0
|}
|}


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! Value
! Value
|-
|-
| 000000,UL
| U
|  
| 600.0
|-
|-
| 000000,V
| UL
|  
| 111.0
|-
|-
| 000000,VL
| V
|  
| 341.0
|-
|-
| U
| VL
| 600.0
| 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
|-
|-
| 000000,UL
| U
|  
| 406.0
|-
|-
| 000000,V
| UL
|  
| 76.0
|-
|-
| 000000,VL
| V
|  
| 320.0
|-
|-
| U
| VL
| 406.0
| 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
|-
|-
| 000000,Y
| X
|  
| 0.0
|-
|-
| 000000,Z
| Y
|  
| 0.0
|-
|-
| X
| Z
| 0.0
| -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
| "Hol die Superwaffe!"
| "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
|-
|-
| 000000,Y
| X
|  
| 0.0
|-
|-
| 000000,Z
| Y
|  
| -25.0
|-
|-
| X
| Z
| 0.0
| 0.0
|}
|}
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Hint strings
Hint strings


'''Default value:''' "löst das Hauptfeuer dieser Waffe aus."
'''Default value:''' "triggers the primary fire of this weapon."


====ProjectileSpawnOffset====
====ProjectileSpawnOffset====
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<!-- enter variable description -->
<!-- enter variable description -->


'''Default value:''' "löst das Alternativfeuer dieser Waffe aus."
'''Default value:''' "triggers the alternate fire of this weapon."


====ShotCost====
====ShotCost====
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! Value
! Value
|-
|-
| 000000,UL
| U
|  
| 276.0
|-
|-
| 000000,V
| UL
|  
| 22.0
|-
|-
| 000000,VL
| V
|  
| 84.0
|-
|-
| U
| VL
| 276.0
| 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

UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon (internal variables)
UTWeapon internal variables in other games:
Other member categories for this class:

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

Type: array<byte>

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

Type: array<name>


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

Type: array<float>

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

Type: array<int>

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'