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DeusExWeapon (DX)

Actor (DX) >> Inventory (DX) >> [Weapon (DX)]? >> DeusExWeapon

DeusExWeapon (DX)

What does it do the original Weapon doesn't?

  • First of all, touching it won't get into your inventory, only Frobbing it.
  • There will be a [ ] around it, with the weapon name shown.
  • There can only be one thing in a belt slot at one time.
  • Single Player - they take up spaces in the inventory.
  • Multi Player - they are only allowed on the first three beltslots by default.

Functions for weapons

(note: some of these functions ARE available to the normal Weapon class.)

TestMPBeltSlot(int beltslot)
simulated bool function allowing you to change which beltslot this weapon is on.
WeaponDamageType()
name function, returns the damagetype name.
ProcessTraceHit(blablabla)
a function that allows you to make effects for an instanthit weapon. Has 6 arguments, if someone has time, he can replace blablabla.
...Toggle
triggered on toggling ... . ... can be either scope or laser.
...On/...Off
triggered when turning on/off ... . ... can be either scope or laser.
CycleAmmo
called when pressing the cycle ammotype button (which changes the ammotype to the next in ammonames[3] if you have some of it by default)

Enums

EEnviroEffective

ENVEFF_All
This weapon can be used in all environments.
ENVEFF_Air
This weapon can be used on open air only.
ENVEFF_Vacuum
This weapon can only be used in vacuum.
ENVEFF_Water
This weapon can only be used underwater.
ENVEFF_AirWater
This weapon can be used underwater and in open air too.
ENVEFF_AirVacuum
This weapon can be used in open air and in vacuum too.
ENVEFF_WaterVacuum
This weapon cannot be used on open air.

EEnemyEffective

ENMEFF_All
This weapon is effective to all enemies.
ENMEFF_Organic
This weapon is only effective versus living things.
ENMEFF_Robot
This weapon is only effective against robots.

EConcealability

CONC_None
This weapon cannot be concealed from ScriptedPawns.
CONC_Visual
I don't know this yet, please replace.
CONC_Metal
This weapon can only be concealed while near metal things.
CONC_All
This weapon will always remain concealed from enemy AIs.

ELockMode

LOCK_None
This weapon either cannot lock on or doesn't have a target to lock on.
LOCK_Invalid
This weapon cannot lock on the target, because it's friendly.
LOCK_Range
Target valid person cannot be locked on because he's out of range.
LOCK_Acquire
The weapon is acquiring the target.
LOCK_Locked
The weapon has locked on the target.

EAreaType

AOE_Point
All damage is concentrated in one point.
AOE_Cone
All damage is concentrated in one cone (for example, an explosion ring)
AOE_Sphere
All damage is concentrated in one sphere (for example, a rocket's explosion)

Properties for DeusExWeapon

(note: all of these properties are declared in DeusExWeapon. Deus Ex uses Unreal Engine 1, any similarity of properties in other engines are not to be discussed here.)

LowAmmoWaterMark
the number of ammo in clip from the game starts marking it as "low". (int)
GoverningSkill
the skill that affects this weapon. (class<skill>)
NoiseLevel
how much noise does this weapon make when fired? (travel, float)
EnemyEffective
the enemies this weapon is effective against (EEnemyEffective)
EnviroEffective
the environments this weapon is effective in. (EEnviroEffective)
Concealability
the weapon's concealability (EConcealability)
bAutomatic
is this an automatic weapon? (travel, bool)
shotTime
how long after shooting you can shoot again? (travel, float)
reloadTime
how long is it to reload this weapon? (travel, float)
hitDamage
damage done by a single shot/slug (int)
maxRange
the maximum range this weapon can shoot till (real world units, so you need to divide by 16) (int)
accurateRange
the range at your weapon is still accurate (same calculation as above) (travel, int)
baseAccuracy
the base accuracy of the weapon (0.0 is dead on, 1.0 is far off) (travel, float)
bCanHave...
(singleplayer only) which weaponmods can this weapon have? (see modding a weapon section) (bool)
bHasScope
does this weapon have a scope? (travel, bool)
ScopeFOV
field of view while scoping? (int)
bHasLaser
does this weapon have a laser? (travel, bool)
bHasSilencer
does this weapon have a silencer? (travel, bool)
bCanTrack
can one of this weapon's projectiles track an enemy? (bool)
lockTime
how long does it take to lock on an enemy? (float)
lockedSound
sound played while the weapon is locked on (Sound)
trackingSound
sound player while tracking (Sound)
ammoNames[3]
ammotypes of this weapon (class<Ammo>)
projectileNames[3]
projectileclasses of this weapon (class<Projectile>)
areaOfEffect
area of effect of the weapon (EAreaType)
bPenetrating
shot will penetrate and cause blood (bool)
StunDuration
how long does this weapon stun for? (float)
bHasMuzzleFlash
does this weapon flash when fired? (bool)
bHandToHand
is this a weapon without ammo? (bool)
recoilStrength
how strong does this weapon recoil? (travel, float)

Modding a weapon

There are certain WeaponMod? pickups extending DeusExPickup?. They aren't weapons after all, rather, they are used to power-up weapons in singleplayer (in multiplayer, it's useless as there is no inventory screen).

Weapon mods

WeaponModAccuracy?
Increases the BaseAccuracy of the weapon
WeaponModClip?
Increases clip size of the weapon
WeaponModLaser?
Attaches Laser Sight to the weapon
WeaponModRange?
Increases weapon's accurateRange
WeaponModRecoil?
Reduces weapon recoil
WeaponModReload?
Reduces reloadTime of your weapon
WeaponModScope?
Attaches a Scope to the weapon
WeaponModSilencer?
Attaches a Silencer to the weapon

Weapons using mods

Of course, some of the weapons cannot take some mods. Like, imagine a rocket launcher with a silencer... Impossible, ain't it?

These are set by the properties "bCanHave..."

  • ... should be replaced by one of the following things. What it allows is obvious.
    • ModBaseAccuracy
    • ModAccurateRange
    • ModRecoilStrength
    • ModReloadTime (reload)
    • ModReloadCount (clip)
    • Scope
    • Laser
    • Silencer

The End

That would be our beloved DeusExWeapon. Hope this page will help the future modders of the game's small community.

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