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Editing Stock Weapons: Difference between revisions
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== Important Weapon Properties == | == Important Weapon Properties == | ||
{|class=\"wikitable\" | {| class=\"wikitable\" | ||
!Property!!Description | !Property!!Description | ||
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|PickUpMessage||The message displayed on the to of the screen when this weapon is picked up. | |PickUpMessage||The message displayed on the to of the screen when this weapon is picked up. | ||
|} | |} |
Revision as of 21:27, 31 July 2024
Open the actor classes browser and make sure that \"Placeable classes only?\" is unchecked. Here are your basic classes used in weapon development:
--Inventory > Weapon : These are stats of the base weapon, such as FireSound and ShotDelay.
--Inventory > Ammunition : These are the stats of the actual \"thing\" that is fired and ammo, such as Damage and MaxAmmo.
--Projectile : This consists of stats much more focused on the \"thing\" that is fired, such as Damage and Velocity. This would not be used for hit scan weapons, and ammunition would be used for both projectiles and hit scan. There is a subcategory for explosive projectiles.
--InventoryAttachment > WeaponAttachment : This is the 3rd person weapon that you see pawns holding. The most important property in here is the weapon mesh you set it to.
--Pickup > CTpickup : This is a class that you pick up with \"F\" to equip a weapon. It can also be dropped by enemies.
You can double-click any weapon class to see its properties.
Important Weapon Properties
Property | Description |
---|---|
AI | |
Burst Count | How many shots AI fires at a time. |
DisplayAdvanced | |
DrawType | What type of class to display. For the Weapon class, it should be set to DT_Mesh. |
Mesh | The mesh that is displayed in 1st person. |
Events | |
FirstTimeSwitchEvent | When the weapon is first equipped, an event can be called. |
Inventory | |
DroppedPickupClass | The pickup to drop when a pawn dies. |
PickupClass | The pickup class that equips this weapon. |
Weapon | |
AimError | A degree of spread while firing. |
bCanThrowGrenadesWhenZoomed | This is self-explanatory. |
FireSound | The sound to play when firing. |
MeleeDamage | The damage done by a melee attack. |
MeleeRange | The range of a melee attack. |
MeleeStatusEffect | A status effect (such as electrocution) on a melee attack. |
MeleeStatusEffectDamagePerSecond | Damage dealt by a melee status effect per second. |
MeleeStatusEffectDuration | The duration length of a melee attack status effect. |
NumZoomFOVs | The total number of zoom levels + 1. For example, a double-zoom weapon would set this to 3. |
OptimalDist | AI will try to fire the weapon at this range most often. |
PickupAmmoCount | The amount of ammo in the weapon when it is picked up off the ground. |
ReloadCount | The amount of ammo in a magazine. |
ShotDelay | The delay between each shot fired. This is a very important value to consider in balancing weapons. |
WeaponKick | Describes the kick of the weapon using Yaw, Pitch, and Roll. |
ZoomedDamageMultiplier | When zoomed, damage is multiplied by this value. |
ZoomedAimError | When zoomed, AimError is overridden by this value. |
ZoomFOVs | A list describing the amount of zoom in each FOV. |
Hidden | |
AmmoName | The Ammunition class linked to this weapon. |
AttachmentClass | The Attachment class linked to this weapon. |
bZoomedUsesNoHUDarms | Setting this to true will hide the gun when zoomed. |
FireMode | Use this to switch between auto and semiauto. |
FPFireOffset | The local location to fire the bullet from in 1st person. |
InventoryGroup | The keyboard shortcut linked to equipping this weapon. |
ItemName | The display name of this weapon. |
MuzzleClass | The muzzle flash effect. |
Reticle | The texture to display in the center of the screen when this weapon is equipped. |
WeaponType | This can be used for keeping 2 weapons in one InventoryGroup. If you want one weapon per keyboard shortcut, here is the general rule: Keys 1-4 will be Primary. Key 5 will be Secondary. |
Important Ammo Properties
Property | Description |
---|---|
Ammunition | |
Damage | The amount of damage to deal for each bullet that hit the enemy. Most of the time, it is kept the same as projectile damage. (If there is a projectile class) |
HitEffectsByMaterial | The particle effect to play when a bullet impacts. Most of the time, it is kept the same as its value in the projectile class. (If there is a projectile class) |
MaxAmmo | The maximum amount of ammo that the weapon can hold. |
PannerProperties | This is a group of properties describing how ammo is shown on the weapon itself. |
ProjPerFire | The number of ammunition to fire in a single shot. This property is very useful for shotguns. |
Range | This is the maximum range that ammunition will travel until impacting. |
Spread | A degree of inaccuracy. Use this for shotguns. Use AimError in the weapon class for single-shot weapons. |
TracerEffect | The effect that is shown when the weapon is fired. It is primarily used for hit scan weapons such as the sniper rifle. |
Hidden | |
bInstantHit | If this is true, the weapon will be hit scan. If it is false, the weapon will use a projectile. |
MyDamageType | The type of damage to inflict. For example, Shotgun damage will deal more damage to organics than droids. |
ProjectileClass | This is the projectile class linked to the weapon, if it uses a projectile. |
Important Projectile Properties
Property | Description |
---|---|
LightColor | |
LightColorProperties | Use these 3 properties, or use the color selector to pick a color for the light emitted by the projectile. |
Lighting | |
bDynamicLight | This should be set to true if you want your projectile to emit light. |
LightRadius | The range of the light emitted by the projectile. |
LightType | Should be set to LT_Steady if you want your projectile to emit light. |
Projectile | |
AccelFactor | The projectile\'s acceleration. |
Damage | The amount of damage to deal for each bullet that hit the enemy. Most of the time, it is kept the same as ammunition damage. |
HitEffectsByMaterial | The particle effect to play when a bullet impacts. Most of the time, it is kept the same as its value in the ammunition class. |
MaxSpeed | The maximum velocity of the projectile. |
Speed | The initial velocity of the projectile. |
Important Explosive Projectile Properties
Property | Description |
---|---|
CTProjExplosive | |
ExplosionEffect | The effect to play when the projectile explodes. |
Projectile | |
DamageRadius | The radius of the explosion that damage will be inflicted. As damage nears the edge of this radius, it decreases. |
Hidden | |
bActorDetonate | Dictates if the projectile will impact with other actors. |
bWorldDetonate | Dictates if the projectile will impact with world geometry. |
Important Attachment Properties
Property | Description |
---|---|
DisplayAdvanced | |
DrawType | The type of object to display. Should be set to DT_StaticMesh. |
PrePivot | Offset of the static mesh in local space. |
StaticMesh | The static mesh to be displayed. |
Hidden | |
MuzzleClass | The muzzle flash effect to be played in 3rd person. |
MuzzleOffset | Offset of the muzzle flash in local space. |
Important CTPickup Properties
Property | Description |
---|---|
Collision | |
CollisionProperties | Height and radius of the area in which the player can pick up the weapon. |
DisplayAdvanced | |
DrawType | The type of object to display. Should be set to DT_StaticMesh. |
StaticMesh | The static mesh to be displayed. |
Pickup | |
DroppedLifetime | The time until the pickup disappears after being dropped. |
InventoryType | The weapon class linked to this pickup. |
PickUpMessage | The message displayed on the to of the screen when this weapon is picked up. |