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Editing Stock Weapons

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Revision as of 02:06, 6 January 2019 by Noctisspector (talk | contribs)
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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.