Components on e.g AK-74 rifle
Component
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Description
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ActionsManagerComponent
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This component is responsible for various interactions like picking up the weapon or some special interactions (custom action for i.e. folding iron sights)
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MeshObject
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Ideally, weapon should have some kind of mesh
- Object - path to weapon model
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Hierarchy
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Enables entity hierarchy (required by RplComponent)
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SCR_MuzzleEffectComponent
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Defines muzzle flash and it's position with
- Particle Effect - path to particle effect
- Effect Position - links to node/bone in weapon model
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CaseEjectingEffectComponent
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SCR_MeleeWeaponProperties
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Defines melee attack properties of the weapon
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SCR_WeaponAttachmentsStorageComponent
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Defines inventory properties of the weapon like display name, size, preview image and also weapon IK pose
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RigidBody
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Weapon should ideally have collision
- Layer Preset - should be empty
- Model Geometry - should be checked - to use colliders in weapon model
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SignalsManagerComponent
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Can be used for controlling values by animations, sounds, UI, particles and so on.
- Doesn't require any extra configuration for weapon
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WeaponSoundComponent
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Provides (signals) connection to sound engine
- Filenames - points to sound project files (.acp)
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SightsComponent
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- Sights Position - defines position of eye (camera) when in ADS with
- Sights FOV - FOV of camera when in sights
- Sights Ranges - has two values - x and y
- x - ranges from 0-1 and is connected to animation of weapon sight
- y - range in meters (value for UI)
Has two special actions in context menu available after clicking on Component name with Right Mouse Button:
- Process zeroing data
- Toggle sight point diag
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AttachmentSlotComponent
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For attaching various attachment on weapon (scopes, flashlights, etc.).
- Attachment Position
- Pivot ID - Attachment could be snapped by using(reads bones from weapons) and
- Child Pivot ID (node in attachment model, usually "snap_weapon") parameters. located in.
- Attachment Template - definition of attachment prefab
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MuzzleComponent
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Responsible for "firing" part of weapon, has definition of muzzle, fire modes, magazine compatibility (magwells), magazine position, recoil, spread and sway
Should be child component of one of the WeaponComponent
- Muzzle End Positions
- PointInfoClass
- PivotID - name of bone/node where barrel starts
- ChamberedAmmo - determines if weapon can have ammo in chamber (usually closed bolt weapons)
- FireModes - used can add multiple firemodes (BaseFireModeClass)
- BaseFireModeClass -
- MaxBurst - number of rounds fired in one trigger pull (-1 for full auto)
- MaxSalvo - number of rounds fired at once
- RoundsPerMinute - rounds per minute which gun fires
- UIName - How is firemode displayed in UI (e.g. Semi, Auto, Burst, etc.)
- MagazinePosition -
- Pivot ID - defines bone on weapon to which magazine prefab is snapped to
- MagazineTemplate - definition for prefab of magazine
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WeaponComponent
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General weapon components
- Signals Source Access -
- Use Aiming Type - should be "Weapon" for infantry weapons
- UI Info
- Name - name which UI uses to display
- Icon - icons used by UI
- Show Weapon Name -
- Mag Indicator
- Weapon Type
- Weapon Slot Type
- Weapon Offset
- Weapon Offset ADS
- Can Be On Sling
Has two special actions in context menu available after clicking on Component name with Right Mouse Button:
- Process zeroing data
- Toggle sight point diag
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WeaponAnimationComponent
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General weapon animation components (includes weapon related animations for characters)
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RplComponent
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Enables proper replication of this entity over network
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General components
ActionsManagerComponent
This component is responsible for various interactions like picking up the weapon or some special interactions (custom action for i.e. folding iron sights)
MeshObject
RigidBody
Hierarchy
SignalsManagerComponent
Weapon-Related Components
SCR_MuzzleEffectComponent
CaseEjectingEffectComponent
SCR_MeleeWeaponProperties
Global
Hit detection
SCR_WeaponAttachmentsStorageComponent
WeaponSoundComponent
SightsComponent
AttachmentSlotComponent
WeaponComponent
Weapon Obstruction
General
Param
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Type
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Unit
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Description
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Should Handle Obstruction
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Type of gearbox
- Automatic - Automatic shifting and transition to reversing, W/S - throttle/brake or brake/throttle when reversing.
- Manual - Manual shifting, W - always throttle, S - always brake, Q/E to shift gears
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Ik Obstruction Enabled
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bool
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Transmission have three settings: reverse, neutral and drive
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Obstruction Test Character Offset
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Obstruction Test Added Length
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Obstruction Test Breaking Threshold
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Obstruction Alpha Threshold
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Obstruction Test BB Scale
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Camera Impact
Param
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Type
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Unit
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Description
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Sights Camera Roll Scaler
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Sound
Param
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Type
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Unit
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Description
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Sound Int
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Rest
Param
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Type
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Unit
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Description
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Signals Source Access
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Use Aiming Type
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Is Throwable
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Weapon Type
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UI Info
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Weapon Slot Type
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Weapon Offset
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Weapon Offset ADS
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MuzzleComponent
Magazine
Param
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Type
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Unit
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Description
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Type
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Type of gearbox
- Automatic - Automatic shifting and transition to reversing, W/S - throttle/brake or brake/throttle when reversing.
- Manual - Manual shifting, W - always throttle, S - always brake, Q/E to shift gears
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Transmission RND
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bool
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Transmission have three settings: reverse, neutral and drive
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Configuration
Param
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Type
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Unit
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Description
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Type
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Type of gearbox
- Automatic - Automatic shifting and transition to reversing, W/S - throttle/brake or brake/throttle when reversing.
- Manual - Manual shifting, W - always throttle, S - always brake, Q/E to shift gears
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Transmission RND
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bool
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Transmission have three settings: reverse, neutral and drive
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Fire Modes
Param
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Type
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Unit
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Description
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Type
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Type of gearbox
- Automatic - Automatic shifting and transition to reversing, W/S - throttle/brake or brake/throttle when reversing.
- Manual - Manual shifting, W - always throttle, S - always brake, Q/E to shift gears
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Transmission RND
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bool
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Transmission have three settings: reverse, neutral and drive
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