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UE2:Pickup (U2XMP)

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U2XMP Object >> Actor >> Pickup

Contents

Package: 
Engine
Direct subclasses:
AmmoPack, Ammo, ArmorPickup, ArtifactPickup, PowerSuitPickup, PowerUpPickup, U2FlashLight, WeaponPickup
This class in other games:
RTNP, U1, U2, UE2Runtime, UT, UT2003, UT2004

Pickup items.

Pickup is the base class of actors that when touched by an appropriate pawn, will create and place an Inventory actor in that pawn's inventory chain. Each pickup class has an associated inventory class (its InventoryType). Pickups are placed by level designers. Pickups can only interact with pawns when in their default Pickup state. Pickups verify that they can give inventory to a pawn by calling the GameInfo's PickupQuery() function. After a pickup spawns an inventory item for a pawn, it then queries the GameInfo by calling the GameInfo's ShouldRespawn() function about whether it should remain active, enter its Sleep state and later become active again, or destroy itself.

When navigation paths are built, each pickup has an InventorySpot (a subclass of NavigationPoint) placed on it and associated with it (the Pickup's MyMarker== the InventorySpot, and the InventorySpot's markedItem == the pickup).

[edit] Constants

[edit] StopFallingTimer

Value: 'StopFalling'


[edit] Properties

[edit] Property group 'Display'

[edit] bAmbientGlow

Type: bool

Whether to glow or not.

[edit] Property group 'Pickup'

[edit] bPlayerOnly

Type: bool


[edit] InventoryType

Type: class<Inventory>


[edit] MaxDesireability

Type: float

Maximum desireability this item will ever have.

Default value: 0.0050

[edit] PickupMessage

Type: string

Modifiers: localized

Human readable description when picked up.

Default value: "Snagged an item."

[edit] PickupSound

Type: Sound


[edit] RespawnTime

Type: float

Respawn after this time, 0 for instant.

[edit] Internal variables

[edit] bOnlyReplicateHidden

Type: bool

only replicate changes in bHidden (optimization for level pickups)

Default value: True

[edit] FallingTimeoutDelay

Type: float

NEW(mib) check for pickups stuck in PHYS_Falling

[edit] MyMarker

Type: InventorySpot


[edit] Default values

Property Value
bAlwaysRelevant True
bCollideActors True
bCollideWorld True
bFixedRotationDir True
bIgnoreSingularityDamage False
bIgnoreSingularityForces False
bOrientOnSlope True
DesiredRotation
Member Value
Yaw 30000
DrawType DT_Mesh
NetPriority 1.4
NetUpdateFrequency 8.0
Physics PHYS_Falling
RemoteRole ROLE_SimulatedProxy
Texture Texture'Engine.S_Inventory'

[edit] Functions

[edit] Static functions

[edit] GetLocalString

static function string GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2)

Overrides: Actor.GetLocalString


[edit] Events

[edit] Destroyed

event Destroyed ()

Overrides: Actor.Destroyed


[edit] Landed

event Landed (Object.Vector HitNormal)

Overrides: Actor.Landed


[edit] PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] Replication

event Replication ()

Overrides: Actor.Replication


[edit] Other instance functions

[edit] AnnouncePickup

function AnnouncePickup (Pawn Receiver)


[edit] BotDesireability

function float BotDesireability (Pawn Bot)


[edit] InitDroppedPickupFor

function InitDroppedPickupFor (Inventory Inv)


[edit] MaybeAddMoreAmmo

function bool MaybeAddMoreAmmo (Weapon W, Pawn Other)


[edit] PostRecvVelocity

simulated function PostRecvVelocity ()


[edit] ReadyToPickup

function bool ReadyToPickup (float MaxWait)


[edit] Reset

function Reset ()

Overrides: Actor.Reset


[edit] SetRespawn

function SetRespawn ()


[edit] SpawnCopy

function Inventory SpawnCopy (Pawn Other)


[edit] StartSleeping

function StartSleeping ()


[edit] StopFalling

function StopFalling ()


[edit] States

[edit] Pickup

Modifiers: auto

[edit] Pickup.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] Pickup.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] Pickup.Touch

event Touch (Actor Other)

Overrides: Actor.Touch (global)


[edit] Pickup.BotDesireability

function float BotDesireability (Pawn Bot)

Overrides: BotDesireability (global)


[edit] Pickup.CheckTouching

function CheckTouching ()


[edit] Pickup.ReadyToPickup

function bool ReadyToPickup (float MaxWait)

Overrides: ReadyToPickup (global)


[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)


[edit] Sleeping.ReadyToPickup

function bool ReadyToPickup (float MaxWait)

Overrides: ReadyToPickup (global)


[edit] Sleeping.StartSleeping

function StartSleeping ()

Overrides: StartSleeping (global)


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