Sound when attack starts. This is played when attack animation starts, and it means that we already checked that you have necessary ammunition (see AttackAmmo).
Ammunition required to make an attack (applies to both immediate attack, like short-range/shoot, and firing missiles). Indicates item resource name to use as ammunition (like 'Quiver' or 'Bullets'). It may be empty, in which case the ammunition is not necessary to make an attack. If it's set, we will check whether owner of the weapon (like a player) has at least one item of this resource, and we'll decrease it when firing.
For example, if this weapon is a pistol, then you can set AttackDamageConst and AttackDamageRandom to non-zero and AttackShoot to True to perform an immediatele shooting attack. And set AttackAmmo to something like 'Bullets'.
For example, if this weapon is a bow, then you can set FireMissileName to 'Arrow', to fire arrows as missiles (they will fly and can be avoided by fast moving enemies). And set AttackAmmo to something like 'Quiver'.
property AttackDamageConst: Single read FAttackDamageConst write FAttackDamageConst
default DefaultAttackDamageConst;
Immediate attack (short-range/shoot) damage and knockback. This type of attack (along with AttackSoundHit) is only done if one of these properties is non-zero. They must be >= 0.
property AttackDamageRandom: Single read FAttackDamageRandom write FAttackDamageRandom
default DefaultAttackDamageRandom;
property AttackKnockbackDistance: Single
read FAttackKnockbackDistance write FAttackKnockbackDistance
default DefaultAttackKnockbackDistance;
Shooting means that the hit enemy is determined by casting a ray from owner (like a shooting player) and seeing what it hits. Even enemies far away may be hit, but you have to aim precisely.
When this is False, we make a short-range (melee) attack. In this case the hit enemy is determined by looking at the weapon bounding volume near owner. Only the enemies very close to the owner get hit.