UE2:Weapon properties (UT2004)

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UT2004 Object >> Actor >> Inventory >> Weapon (properties)

Contents

Properties

Property group 'FirstPerson'

CenteredOffsetY

Type: float


Default value: -10.0

CenteredRoll

Type: int


Default value: 2000

CenteredYaw

Type: int


DisplayFOV

Type: float


Default value: 90.0

EffectOffset

Type: Object.Vector

where muzzle flashes and smoke appear. replace by bone reference eventually

SmallEffectOffset

Type: Object.Vector


SmallViewOffset

Type: Object.Vector

Offset from view center with small weapons option.

Property group 'OldFirstPerson'

OldCenteredOffsetY

Type: float


Default value: -10.0

OldCenteredRoll

Type: int


Default value: 2000

OldCenteredYaw

Type: int


OldDrawScale

Type: float


Default value: 1.0

OldPlayerViewOffset

Type: Object.Vector


OldPlayerViewPivot

Type: Object.Rotator


OldSmallViewOffset

Type: Object.Vector


Property group 'Weapon'

AimAnim

Type: name


Default value: 'Aim'

AimAnimRate

Type: float


Default value: 1.0

AIRating

Type: float


Default value: 0.5

Ammo

Type: Ammunition

Array size: 2 (NUM_FIRE_MODES)

Modifiers: protected


bCanThrow

Type: bool


Default value: True

bForceSwitch

Type: bool

if true, this weapon will prevent any other weapon from delaying the switch to it (bomb launcher)

bMeleeWeapon

Type: bool


bNotInPriorityList

Type: bool

Modifiers: deprecated

Should be displayed in a GUI weapon list - refer to 'Description' documentation

BotMode

Type: int

the fire Mode currently being used for bots

bSniping

Type: bool


ClientState

Type: EWeaponClientState

this will always be None on the server

DefaultPriority

Type: byte

Modifiers: deprecated


Description

Type: string

Modifiers: localized, cache


ExchangeFireModes

Type: byte

Modifiers: config


FireMode

Type: WeaponFire

Array size: 2 (NUM_FIRE_MODES)

Modifiers: protected


FireModeClass

Type: class<WeaponFire>

Array size: 2 (NUM_FIRE_MODES)


IdleAnim

Type: name


Default value: 'Idle'

IdleAnimRate

Type: float


Default value: 1.0

MessageNoAmmo

Type: string

Modifiers: localized


Default value: " has no ammo"

Priority

Type: byte

Modifiers: config


PutDownAnim

Type: name


Default value: 'Down'

PutDownAnimRate

Type: float


Default value: 1.3636

RestAnim

Type: name


Default value: 'Rest'

RestAnimRate

Type: float


Default value: 1.0

RunAnim

Type: name


Default value: 'Run'

RunAnimRate

Type: float


Default value: 1.0

SelectAnim

Type: name


Default value: 'Select'

SelectAnimRate

Type: float


Default value: 1.3636

SelectForce

Type: string


SelectSound

Type: Sound


Internal variables

AmmoCharge

Type: int

Array size: 2


AmmoClass

Type: class<Ammunition>

Array size: 2


bBerserk

Type: bool


bDebugging

Type: bool


bEndOfRound

Type: bool

don't allow firing

bInitOldMesh

Type: bool


bMatchWeapons

Type: bool

OBSOLETE - see WeaponAttachment

bNoAmmoInstances

Type: bool

if true, replicated ammocount using the Weapons AmmoCharge property - true by default, included to allow mod authors to fallback to old style

Default value: True

bNoInstagibReplace

Type: bool


bNotInDemo

Type: bool


bNoVoluntarySwitch

Type: bool


bPendingSwitch

Type: bool

Modifiers: transient


BringUpTime

Type: float


Default value: 0.33

bShowChargingBar

Type: bool


bSpectated

Type: bool


bUseOldWeaponMesh

Type: bool

Modifiers: config


CurrentRating

Type: float

rating result from most recent RateSelf()

Default value: 0.5

CustomCrosshair

Type: int

Modifiers: config


CustomCrossHairColor

Type: Object.Color

Modifiers: config


Default value:

Member Value
A 255
B 255
G 255
R 255

CustomCrossHairScale

Type: float

Modifiers: config


Default value: 1.0

CustomCrossHairTexture

Type: Texture


CustomCrossHairTextureName

Type: string

Modifiers: config


Default value: "Crosshairs.Hud.Crosshair_Cross1"

DemoReplacement

Type: class<Weapon>


DownDelay

Type: float


Hand

Type: float


HudColor

Type: Object.Color


Default value:

Member Value
A 255
B 0
G 255
R 255

MinReloadPct

Type: float

Used to delay putting down weapons which have jsut been fired

Default value: 0.5

OldMesh

Type: Mesh


OldPickup

Type: string


OldWeapon

Type: Weapon


PutDownTime

Type: float


Default value: 0.33

RenderedHand

Type: float


Default values

Property Value
AmbientGlow 20
AttachmentClass Class'Engine.WeaponAttachment'
bNetNotify True
DrawType DT_Mesh
InventoryGroup 1
MaxLights 6
NetPriority 3.0
NetUpdateFrequency 2.0
PlayerViewOffset
Member Value
X 0.0
Y 0.0
Z 0.0
ScaleGlow 1.5
SoundVolume 255