| Home Page | Recent Changes | Preferences

Default Properties For Weapons

Wormbo: These properties should be moved to their respecitve classes Weapon (UT), TournamentWeapon, Enforcer, SniperRifle, etc.


Default properties

Here are only some of the default properties and what they do.

  • Pulled directly from .uc files in Botpack.


bCanThrow=

RespawnTime=

hitdamage=

FireAnims(0)=

FireAnims(1)=

FireAnims(2)=

FireAnims(3)=

FireAnims(4)=

bClientAnim= If false, this seems to replicate all playanim calls to the client, negating the need for specialized playanim functions being replicated

DoubleName= this allows for a name change upon picking up another (when akimbo is available)

MuzzleFlashVariations(0)=

MuzzleFlashVariations(1)=

MuzzleFlashVariations(2)=

MuzzleFlashVariations(3)=

MuzzleFlashVariations(4)=

DoubleSwitchPriority=

WeaponDescription= pretty self explanitory, its the string displayed as weapon info

aimerror=

FireAdjust=

InstFlash=

InstFog=

AmmoName= indicates the class that is picked up to add ammo

PickupAmmoCount= integer (or whole number) representing the amount of ammo weapon has upon pickup

bSplashDamage=

bRecommendAltSplashDamage=

bWarnTarget=

bAltWarnTarget=

bInstantHit= Boolean or true/false setting for allowing instant hit damage, good for use when you need a fast hit from the weapon (like a rifle) with no projectile

bAltInstantHit= same as bInstantHit, but for the AltFire function

ProjectileClass=

AltProjectileClass=

FiringSpeed=

FireOffset= X, Y, and Z co-ordinates to adjust where a projectile or effect emits from weapon in first-person view, calculated from the playermodel's Mesh Origin

bMeleeWeapon=

bRapidFire=

MyDamageType= type of damage weapon inflicts, standard is "shot"

AltDamageType= type of damage AltFire inflicts, same as MyDamageType

shakemag=

shakevert=

AIRating=

RefireRate=

AltRefireRate=

FireSound= sound class played when Fire function is executed

AltFireSound= same as FireSound, but for the AltFire function

CockingSound= sound class played when CockingSound function is executed

SelectSound= sound class played when SelectSound function is executed

Misc1Sound=

Misc2Sound=

Misc3Sound=

Misc4Sound=

MessageNoAmmo=

DeathMessage= message string displayed when weapon sucessfully scores a frag

NameColor= R, G, B values of weapon's name color when displayed

bDrawMuzzleFlash= Boolean switch for showing the muzzleflash on, or off

MuzzleScale= scale of muzzleflash model when displayed (as seen from first-person view)

FlashY=

FlashO=

FlashC=

FlashLength=

FlashS=

MFTexture= texture class displayed as muzzleflash, can be animated (as seen from first-person view)

AutoSwitchPriority= integer ordering its priority of being auto-switched to when picked up, can be altered ingame from preferences

InventoryGroup= (not to clear on this...) integer assigning its space in the inventory. No two inventory items should have the same group, although it doesn't really seem to matter. I suggest doing it anyway, better safe than sorry.

PickupMessage= message string displayed upon weapon pickup

ItemName= name of the weapon when displayed

PlayerViewOffset= This is a drawing offset vector, noting that all values are multiplied by 100 (or -100)in the sethand function.

PlayerViewMesh= lodmesh class used for first-person view of weapon (usually contains the most animations)

PickupViewMesh= lodmesh class used for the pickup version of weapon

ThirdPersonMesh= lodmesh class used for the third-person version of a weapon

StatusIcon= texture class determining what icon to use on the hud for weapon

bMuzzleFlashParticles=

MuzzleFlashStyle=

MuzzleFlashMesh= lodmesh class used for the third-person view of the muzzleflash

MuzzleFlashScale= scale of MuzzleFlashMesh

MuzzleFlashTexture= texture class used on MuzzleFlashMesh, can be animated

PickupSound= sound class played upon weapon pickup

Icon= texture class used on hud, similar to status icon

bHidden= Boolean setting used to make weapon invisible ingame

Mesh= lodmesh class displayed in weapon info screens, UnrealED'smesh editor for example

bNoSmooth= Boolean setting to turn off Unreal's automatic poly smoothing, makes meshes look more angular, good for flat edges or sharp corners (can be manipulated on a per-poly basis using UnrealFX)

CollisionRadius= amount of unreal units horizontally from weapon origin collision occurs, see Collision Detection

CollisionHeight= amount of unreal units vertically collision occurs seeCollision Detection

Rotation=

BobDamping=

Mass= measure of mass of an object, only use i know of is so Pawn (UT) can determine which player animation to play with which items. e.g. mass < 20 means small weapon hold and fire anims like pistol, mass > 20 means large weapon hold and fire anims using 2 hands spread like rocket launcher.

SoundRadius=

SoundVolume=

LightEffect=

LightBrightness=

LightHue=

LightSaturation=

LightRadius=

The Unreal Engine Documentation Site

Wiki Community

Topic Categories

Image Uploads

Random Page

Recent Changes

Offline Wiki

Unreal Engine

Console Commands

Terminology

Mapping Topics

Mapping Lessons

UnrealEd Interface

Questions&Answers

Scripting Topics

Scripting Lessons

Making Mods

Class Tree

Questions&Answers

Modeling Topics

Questions&Answers

Log In