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WeaponFire

UT2004 :: Object >> WeaponFire (Package: Engine)

Weapons in UT2004 have been divided up into multiple actors, of which this one is intimately involved. WeaponFire actors and their children form the FireMode[i] array in Weapon which manifests itself on the screen as the different modes of firing a weapon can do (typically the primary and secondary fire). The properties for the firing of a weapon reside in the weaponfire classes, including fire rate, damage, etc.

Properties

bool bSplashDamage
bool bSplashJump
bool bRecommendSplashDamage
bool bTossed
bool bLeadTarget
bool bInstantHit

other useful stuff

bool bPawnRapidFireAnim
for determining what anim the firer should play
bool bReflective
bool bTimerLoop
bool bFireOnRelease
if true, shot will be fired when button is released, HoldTime will be the time the button was held for
bool bWaitForRelease
if true, fire button must be released between each shot
bool bModeExclusive
if true, no other fire modes can be active at the same time as this one
bool bIsFiring
bool bNowWaiting
bool bServerDelayStopFire
bool bServerDelayStartFire
bool bInstantStop

muzzle flash & smoke

bool bAttachSmokeEmitter
bool bAttachFlashEmitter

timer

float TimerInterval
float NextTimerPop
Weapon Weapon
Pawn Instigator
LevelInfo Level
Actor Owner
float NextFireTime
float PreFireTime
seconds before first shot
float MaxHoldTime
float HoldTime
int ThisModeNum
float TransientSoundVolume
float TransientSoundRadius

animation

name PreFireAnim
name FireAnim
name FireLoopAnim
name FireEndAnim
name ReloadAnim
float PreFireAnimRate
float FireAnimRate
float FireLoopAnimRate
float FireEndAnimRate
float ReloadAnimRate
float TweenTime

Sound

Sound FireSound
Sound ReloadSound
Sound NoAmmoSound

ForceFeedback

string FireForce
string ReloadForce
string NoAmmoForce

Timing

float FireRate
seconds between shots
float ServerStartFireTime

Ammo

class<Ammunition> AmmoClass
int AmmoPerFire
int AmmoClipSize
float Load

camera shakes

vector ShakeRotMag
how far to rot view
vector ShakeRotRate
how fast to rot view
float ShakeRotTime
how much time to rot the instigator's view
vector ShakeOffsetMag
max view offset vertically
vector ShakeOffsetRate
how fast to offset view vertically
float ShakeOffsetTime
how much time to offset view

AI

class<Projectile> ProjectileClass
float BotRefireRate
float WarnTargetPct
class<xEmitter> FlashEmitterClass
xEmitter FlashEmitter
class<xEmitter> SmokeEmitterClass
xEmitter SmokeEmitter
float AimError
0=none 1000=quite a bit
float Spread
rotator units. no relation to AimError
enum ESpreadStyle (SpreadStyle)
SS_None
SS_Random
spread is max random angle deviation
SS_Line
spread is angle between each projectile
SS_Ring

Known Subclasses

  • WeaponFire
    • BallTarget?
    • FM_Turret_AltFire_Shield?
    • FM_Turret_AltFire_Minigun?
    • InstantFire
      • AssualtFire?
      • ClassicSniperFire?
      • FM_SpaceFighter_InstantHitLaser?
      • FM_Turret_IonCannon_Fire?
      • FM_Turret_Minigun_Fire?
      • MinigunFire
      • ShockBeamFire
      • SniperFire?
    • LinkFire?
    • PainterFire?
    • PainterZoom?
    • ProjectileFire
      • AssaultGrenade?
      • BallShoot?
      • BioChargedFire?
      • BioFire?
      • FlakAltFire
      • FlakFire
      • FM_BallTurret_Fire?
      • FM_LinkTurret_Fire?
      • FM_Sentinel_Fire?
      • FM_SpaceFighter_AltFire?
      • LinkAltFire?
      • ONSAVRiLFire?
      • RedeemerFire?
      • RocketFire?
      • RocketMultiFire?
      • ShockProjFire?
      • TransFire?
    • ShieldAltFire?
    • ShieldFire?
    • SniperZoom?
    • TransRecall?

Related Topics

ReloadableWeapons


OlympusMons: Need to get some stuff happening for the ut2004 weaponfire class. Ok so I did pretty much straight from the source but comments will be addded. I wouldnt mind adding a few tutorials in this area for multi-ammo weapons, reloading and spreadfire weapons like shotguns. I have some basic code of my own for ut2004 for these but its still a bit buggy so until I get things ironed out I wont waste your time.

OlympusMons: Ok so I linked the subclasses, Im guessing that they are all very similar to the ut2003 ones so it shouldnt cause any big problems as most of the functionality of weaponfire is similar, except the inclusion of a few functions like trace etc to get the firemodes to operate correctly as subclasses of object. I'll try to update the subclasses with ut2004 info as needed.


Category Class (UT2004)
Category Class Tree
Category To Do – add functions and bring properties into standard format

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