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# Trystan/12 01 02

## Weapon.uc defaultproperties

Quite simply this is a commented section for defaultproperties from one of our weapon classes. I thought that some folks might find it handy. Not everything is filled in yet (heh) but eventually I'll update this when it all is accurate. There was a section related to our mod at the end but it has been removed. You might find an odd reference to it, if so, please let me know.

Object >> Actor >> Inventory >> Weapon >> CustomWeapon

If you have any corrections please let me know. Thanks.

This information has been integrated into the Weapon information page.

    defaultproperties
    {
        // This class is called when primary fire is called.
        FireModeClass(0)=Class'WorldAtWar.M16A2Fire'

        // This class is called when secondary fire is called.
        FireModeClass(1)=Class'WorldAtWar.M16A2AltFire'

        // Animation played when this weapon is selected, aka unholstered.
        SelectAnim="Pickup"

        // Animation played when this weapon is put away.
        PutDownAnim="PutDown"

        // This allows you to play a sound -- like a powerup sound, etc.
        SelectSound=Sound'WeaponSounds.M16A2X.SwitchToM16A2X'

        // Force feedback played when the weapon is selected.
        SelectForce="SwitchToM16A2X"

        // ??
        AIRating=0.750000

        // ??
        CurrentRating=0.750000

        // ??
        EffectOffset=(X=200.000000,Y=32.000000,Z=-25.000000)

        // This sets the player FOV when they have this weapon.
        // Can be used for scopes, etc., but can also be used for cheats.
        DisplayFOV=60.000000

        // For weapon switching <Chazums>
        Priority=8

        // Priorities are configurable by the user.  This sets the default priority, but can be overridden.
        DefaultPriority=8

        // Inventory groups work like Half Life.  You select 7 twice and you'll
        // go to the second weapon in the inventory group.
        InventoryGroup=7

        // What happens when you pick this weapon up?  PickupClass determines that.
        PickupClass=Class'WorldAtWar.M16A2Pickup'

        //moves the weapon model around screen <Chazums>
        PlayerViewOffset=(X=5.000000,Y=11.000000)

        // rotates the weapon model, not sure if about weapon or player tho <Chazums>
        PlayerViewPivot=(Yaw=-16884,Roll=200)

        // dampen the 'swing' of the weapon when moving <Chazums>
        BobDamping=2.6000

        // How does this attach to the pawn.
        AttachmentClass=Class'WorldAtWar.M16A2Attachment'

        // IconMaterial determines what is displayed on the screen in the weapon selection area.
        IconMaterial=Texture'InterfaceContent.HUD.SkinA'

        // IconCoords specify the location in the above texture of this particular texture.
        IconCoords=(X1=322,Y1=100,X2=444,Y2=200)

        // Just what it says -- the name of the item.  Used in lots of places.
        ItemName="M16A2"

        // The type of light that firing this weapon creates.
        // This is completely separate from the mesh used to show muzzle flash.
        LightType=LT_Pulse

        // ?? Find and investigate this.
        LightEffect=LE_NonIncidence

        // How bright is the light created by weapon fire?
        LightBrightness=150.000000

        // How far does light extend?
        LightRadius=4.000000

        // Hue of light produced.
        LightHue=30

        // Saturation of light produced.
        LightSaturation=150

        // Skeletal mesh is the actual mesh of the weapon.
        // EDIT:  Yes, indeed, I did -not- have the correct file on my system.
        Mesh=SkeletalMesh'wawm16.m16'

         // ??
        UV2Texture=Shader'XGameShaders.WeaponShaders.WeaponEnvShader'

        // Used by the AI to determin how to act with and against weapon <Chazums>
        bMeleeWeapon = False

        // Do not show charging bar.
        bShowChargingBar = False

        // Weapon cannot be thrown.  (Can be thrown include grenades, etc.)
        bCanThrow = False

        // Weapons are a static mesh.  DrawScale determines how big they are
        // compared to the original mesh.
        DrawScale=1.0

        // Message given to the player when they have run out of ammunition.
        // Prefixed with WeaponName I imagine.
        MessageNoAmmo=" has no ammo"
    }

### Comments

Trystan: If someone knowledgeable can verify the accuracy of this information I'll happily throw it into the proper places in the rest of Wiki. I'm mostly concerned with the information around the light, hue, etc., and some of the animations. I'm fairly confident the rest is accurate.

Chazums: I have added a few new bits and stuck my name by em, more info on the playerview offset and playerviewpoivot are on my dev journal [here]

Mychaeel: Feel free to simply start a new page, Weapon, and format it along the lines of the other class pages (for instance TeamAI and GameObjective, two pages I recently set up). When you are not sure about something, just add a note along those lines to it.

Trystan: Thanks Chaz! And will do Mychaeel. All right you guys have gotten me to be confident I can't muck things up too bad so I'll start trying to fill in some of the blanks around here rather than padding my journal.

Balu: Nice work, Trystan. Looks like your journal is about to get my main infopoint . May I suggest to make a note on top of pages that you included somewhere else in the wiki like "The info you can see here has been moved to Weapon, please go there."

Trystan: Thanks Balu, and good idea.

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