UE3:UTWeap_RocketLauncher internal variables (UDK)
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- UTWeap_RocketLauncher internal variables in other games:
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Internal variables
AltFireEndTimes
How long does it takes after a shot is fired for the weapon to reset and return to active
AltFireLaunchTimes
Holds how long it takes to fire a given shot
AltFireModeChangeSound
Type: SoundCue
The sound to play when alt-fire mode is changed
AltFireQueueTimes
Holds how long it takes to que a given shot
AltFireSndQue
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
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