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UE1:Inventory (UT)

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UT Object >> Actor >> Inventory

Contents

Package: 
Engine
Direct subclasses:
LadderInventory, Pickup, TrapSpringer, Weapon
This class in other games:
RTNP, U1, U2, U2XMP, UDK, UE2Runtime, UT2003, UT2004, UT3

The inventory class, the parent class of all objects which can be picked up and carried by actors.

[edit] Properties

[edit] Property group 'Display'

[edit] bAmbientGlow

Type: bool


Default value: True

[edit] Property group 'Inventory'

[edit] AbsorptionPriority

Type: int

Which items absorb damage first (higher=first).

[edit] ActivateSound

Type: Sound


[edit] ArmorAbsorption

Type: int

Percent of damage item absorbs 0-100.

[edit] AutoSwitchPriority

Type: byte

Modifiers: travel

Autoswitch value, 0=never autoswitch.

[edit] bActivatable

Type: bool

Whether item can be activated.

[edit] bDisplayableInv

Type: bool

Item displayed in HUD.

[edit] bInstantRespawn

Type: bool

Can be tagged so this item respawns instantly.

[edit] bIsAnArmor

Type: bool

Item will protect player.

[edit] BobDamping

Type: float


Default value: 0.96

[edit] bRotatingPickup

Type: bool

Rotates when in pickup state.

Default value: True

[edit] Charge

Type: int

Modifiers: travel

Amount of armor or charge if not an armor (charge in time*10).

[edit] DeActivateSound

Type: Sound


[edit] Icon

Type: Texture


[edit] InventoryGroup

Type: byte

The weapon/inventory set, 1-9 (0=none).

[edit] ItemArticle

Type: string

Modifiers: localized

Human readable article (e.g. "a", "an")

Default value: "a"

[edit] ItemMessageClass

Type: class<LocalMessage>


[edit] ItemName

Type: string

Modifiers: localized

Human readable name of item

[edit] M_Activated

Type: string

Modifiers: localized


Default value: " activated."

[edit] M_Deactivated

Type: string

Modifiers: localized


Default value: " deactivated."

[edit] M_Selected

Type: string

Modifiers: localized


Default value: " selected."

[edit] MaxDesireability

Type: float

Maximum desireability this item will ever have.

Default value: 0.0050

[edit] NextArmor

Type: Inventory


[edit] PickupMessage

Type: string

Modifiers: localized

Human readable description when picked up.

Default value: "Snagged an item."

[edit] PickupMessageClass

Type: class<LocalMessage>


[edit] PickupSound

Type: Sound


[edit] PickupViewMesh

Type: Mesh

Mesh to render.

[edit] PickupViewScale

Type: float


Default value: 1.0

[edit] PlayerViewMesh

Type: Mesh

Mesh to render.

[edit] PlayerViewOffset

Type: Object.Vector

Offset from view center.

[edit] PlayerViewScale

Type: float

Mesh scale.

Default value: 1.0

[edit] ProtectionType1

Type: name

Protects against DamageType (None if non-armor).

[edit] ProtectionType2

Type: name

Secondary protection type (None if non-armor).

[edit] RespawnSound

Type: Sound


[edit] RespawnTime

Type: float

Respawn after this time, 0 for instant.

[edit] StatusIcon

Type: Texture


[edit] ThirdPersonMesh

Type: Mesh

Mesh to render.

[edit] ThirdPersonScale

Type: float


Default value: 1.0

[edit] Property group 'MuzzleFlash'

[edit] bMuzzleFlashParticles

Type: bool


[edit] bToggleSteadyFlash

Type: bool


Default value: True

[edit] MuzzleFlashMesh

Type: Mesh


[edit] MuzzleFlashScale

Type: float


[edit] MuzzleFlashStyle

Type: Actor.ERenderStyle


[edit] MuzzleFlashTexture

Type: Texture


[edit] Internal variables

[edit] bActive

Type: bool

Modifiers: travel

Whether item is currently activated.

[edit] bFirstFrame

Type: bool


Default value: True

[edit] bHeldItem

Type: bool

Set once an item has left pickup state.

[edit] bSleepTouch

Type: bool

Set when item is touched when leaving sleep state.

[edit] bSteadyFlash3rd

Type: bool


[edit] bSteadyToggle

Type: bool


[edit] bTossedOut

Type: bool


[edit] FlashCount

Type: byte


[edit] MyMarker

Type: InventorySpot


[edit] OldFlashCount

Type: byte


[edit] PlayerLastTouched

Type: name


[edit] Default values

Property Value
AmbientGlow 255
bCollideActors True
bFixedRotationDir True
bIsItemGoal True
bTravel True
CollisionHeight 30.0
CollisionRadius 30.0
DesiredRotation
Member Value
Yaw 30000
DrawType DT_Mesh
NetPriority 1.4
NetUpdateFrequency 10.0
RemoteRole ROLE_SimulatedProxy
RotationRate
Member Value
Yaw 5000
Texture Texture'Engine.S_Inventory'

[edit] Functions

[edit] Events

[edit] BotDesireability

event float BotDesireability (Pawn Bot)


[edit] Destroyed

event Destroyed ()

Overrides: Actor.Destroyed


[edit] PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] RenderOverlays

simulated event RenderOverlays (Canvas Canvas)

Overrides: Actor.RenderOverlays


[edit] TravelPreAccept

event TravelPreAccept ()

Overrides: Actor.TravelPreAccept


[edit] Other instance functions

[edit] Activate

function Activate ()


[edit] ActivateTranslator

function ActivateTranslator (bool bHint)


[edit] AltFire

function AltFire (float Value)


[edit] ArmorAbsorbDamage

function int ArmorAbsorbDamage (int Damage, name DamageType, Object.Vector HitLocation)


[edit] ArmorImpactEffect

function ArmorImpactEffect (Object.Vector HitLocation)


[edit] ArmorPriority

function int ArmorPriority (name DamageType)


[edit] BecomeItem

function BecomeItem ()


[edit] BecomePickup

function BecomePickup ()


[edit] CalcDrawOffset

simulated final function Object.Vector CalcDrawOffset ()


[edit] ChangedWeapon

function ChangedWeapon ()


[edit] DrawStatusIconAt

simulated function DrawStatusIconAt (Canvas Canvas, int X, int Y, optional float Scale)


[edit] DropFrom

function DropFrom (Object.Vector StartLocation)


[edit] DropInventory

function DropInventory ()


[edit] Fire

function Fire (float Value)


[edit] GetHumanName

function string GetHumanName ()

Overrides: Actor.GetHumanName


[edit] GiveTo

function GiveTo (Pawn Other)


[edit] HandlePickupQuery

function bool HandlePickupQuery (Inventory Item)


[edit] InventoryCapsFloat

function float InventoryCapsFloat (name Property, Pawn Other, Actor Test)


[edit] InventoryCapsString

function string InventoryCapsString (name Property, Pawn Other, Actor Test)


[edit] OwnerJumped

function OwnerJumped ()


[edit] PrioritizeArmor

function Inventory PrioritizeArmor (int Damage, name DamageType, Object.Vector HitLocation)


[edit] RecommendWeapon

function Weapon RecommendWeapon (out float rating, out int bUseAltMode)


[edit] ReduceDamage

function int ReduceDamage (int Damage, name DamageType, Object.Vector HitLocation)


[edit] SelectNext

function Inventory SelectNext ()


[edit] SetOwnerDisplay

function SetOwnerDisplay ()


[edit] SetRespawn

function SetRespawn ()


[edit] SpawnCopy

function Inventory SpawnCopy (Pawn Other)


[edit] Use

function Use (Pawn User)


[edit] WeaponChange

function Weapon WeaponChange (byte F)


[edit] States

[edit] Activated

[edit] Activated.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] Activated.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] Activated.Activate

function Activate ()

Overrides: Activate (global)


[edit] Idle2

[edit] Pickup

Modifiers: auto

[edit] Pickup.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] Pickup.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] Pickup.Landed

event Landed (Object.Vector HitNormal)

Overrides: Actor.Landed (global)


[edit] Pickup.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] Pickup.Touch

event Touch (Actor Other)

Overrides: Actor.Touch (global)


[edit] Pickup.ZoneChange

singular event ZoneChange (ZoneInfo NewZone)

Overrides: Actor.ZoneChange (global)


[edit] Pickup.CheckTouching

function CheckTouching ()


[edit] Pickup.ValidTouch

function bool ValidTouch (Actor Other)


[edit] Sleeping

Ignores: Touch

[edit] Sleeping.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] Sleeping.EndState

event EndState ()

Overrides: Object.EndState (global)


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