UE2:ONSWeapon property group ONSWeapon (UT2004)
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Property group 'ONSWeapon'
AltFireForce
Type: string
AltFireInterval
Type: float
AltFireProjectileClass
Type: class<Projectile>
AltFireSoundClass
Type: Sound
AltFireSoundRadius
Type: float
Default value: 300.0
AltFireSoundVolume
Type: float
Default value: 160.0
AmbientEffectEmitterClass
Type: class<ONSWeaponAmbientEmitter>
AmbientSoundScaling
Type: float
Default value: 1.0
bAimable
Type: bool
Default value: True
bAmbientAltFireSound
Type: bool
bAmbientFireSound
Type: bool
bDualIndependantTargeting
Type: bool
When using a DualFireOffset each shot will be independantly targeted at the crosshair
bInheritVelocity
Type: bool
bInstantFire
Type: bool
BlueSkin
Type: Material
bReflective
Type: bool
bShowAimCrosshair
Type: bool
Show the crosshair that indicates whether aim is good or not
Default value: True
DualFireOffset
Type: float
EffectEmitterClass
FireForce
Type: string
FireInterval
Type: float
Default value: 0.5
FireIntervalAimLock
Type: float
fraction of FireInterval/AltFireInterval during which you can't move the gun
FireSoundClass
Type: Sound
FireSoundPitch
Type: float
Default value: 1.0
FireSoundRadius
Type: float
Default value: 300.0
FireSoundVolume
Type: float
Default value: 160.0
FlashEmitterClass
GunnerAttachmentBone
Type: name
PitchBone
Type: name
PitchDownLimit
Type: int
Default value: 60000
PitchUpLimit
Type: int
Default value: 5000
ProjectileClass
Type: class<Projectile>
RedSkin
Type: Material
RotateSound
Type: Sound
ShakeOffsetMag
Type: Object.Vector
max view offset vertically
ShakeOffsetRate
Type: Object.Vector
how fast to offset view vertically
ShakeOffsetTime
Type: float
ShakeRotMag
Type: Object.Vector
how far to rot view
ShakeRotRate
Type: Object.Vector
how fast to rot view
ShakeRotTime
Type: float
how much time to rot the instigator's view
WeaponFireAttachmentBone
Type: name
WeaponFireOffset
Type: float
YawBone
Type: name
YawEndConstraint
Type: float
Default value: 65535.0
YawStartConstraint
Type: float