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= 
