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Difference between revisions of "Editing Stock Weapons"

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!Inventory
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|PickupClass||The pickup class that equips this weapon.
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!Weapon
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Revision as of 01:34, 6 January 2019

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