Legacy:WeaponFire - Unreal Wiki

# Legacy:WeaponFire

### From Unreal Wiki, The Unreal Engine Documentation Site

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

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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.

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

Categories: Legacy Class (UT2004) | Legacy Class Tree | Legacy To Do

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