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UE1:Cloak (RTNP)

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RTNP Object >> Actor >> Inventory >> Pickup >> Cloak

Contents

Package: 
UPak

Cloak.uc $Author: Deb $ $Date: 4/23/99 12:13p $ $Revision: 1 $

[edit] Properties

[edit] Property group 'Cloak'

[edit] JumpZAdjustment

Type: float


Default value: 3.0

[edit] Internal variables

[edit] ArrayCounter

Type: int

Counter for array

[edit] bEngaging

Type: bool

Used in going invis routines (tick)

[edit] bExpanding

Type: bool


[edit] CountDown

Type: int

Used in timing the "back to visible" routine

[edit] InvisWeaponList

Type: Weapon

Array size: 25

Array holding all affected weapons

[edit] LastOwnerRotation

Type: Object.Rotator

Used in checking owner's rotation vs last rotation

[edit] LastWeapon

Type: Weapon

Last Weapon wielded by owner

[edit] Default values

Property Value
bActivatable True
bAmbientGlow False
bCanActivate True
bDisplayableInv True
Charge 100
CollisionHeight 13.7
CollisionRadius 19.8
ExpireMessage "disengaged."
Icon Texture'UPak.Icons.Texture0'
ItemName "Cloaking Device"
LightCone 8
LightPeriod 5
LightPhase 5
LightRadius 4
M_Activated " engaged"
M_Deactivated " disengaged"
Mesh LodMesh'UPak.pyramid'
PickupMessage "You got the Cloaking Device."
PickupSound Sound'UnrealShare.Pickups.GenPickSnd'
PickupViewMesh LodMesh'UPak.pyramid'
RespawnTime 30.0
SoundRadius 64
SoundVolume 96

[edit] Functions

[edit] Events

[edit] BotDesireability

event float BotDesireability (Pawn Bot)

Overrides: Inventory.BotDesireability


[edit] Destroyed

event Destroyed ()

Overrides: Inventory.Destroyed


[edit] PostBeginPlay

event PostBeginPlay ()

Overrides: Inventory.PostBeginPlay


[edit] Other instance functions

[edit] PickupFunction

function PickupFunction (Pawn Other)

Overrides: Pickup.PickupFunction


[edit] RestoreVis

function RestoreVis ()


[edit] WeaponRestore

function WeaponRestore ()


[edit] States

[edit] Activated

[edit] Activated.BeginState

event BeginState ()

Overrides: Inventory.Activated.BeginState


[edit] Activated.Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


[edit] Activated.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] Activated.Activate

function Activate ()

Overrides: Pickup.Activated.Activate


[edit] Activated.AddWeaponToList

function AddWeaponToList (Weapon AddWeapon)


[edit] Activated.InvisWeapons

function InvisWeapons (Weapon ChangeWeapon)


[edit] Deactivated

[edit] Deactivated.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] Deactivated.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


[edit] Deactivated.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] Idle2

[edit] Idle2.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] Idle2.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] Sleeping

Inherits from: Inventory.Sleeping

Ignores: Touch

[edit] Sleeping.BeginState

event BeginState ()

Overrides: Inventory.Sleeping.BeginState


[edit] Sleeping.EndState

event EndState ()

Overrides: Inventory.Sleeping.EndState