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UE2:Pickup (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
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- Package:
- Engine
- Direct subclasses:
- Ammo, ArmorPickup, KeyPickup, TournamentPickup, WeaponLocker, WeaponPickup
- This class in other games:
- RTNP, U1, U2, U2XMP, UE2Runtime, UT, UT2003
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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] Properties
[edit] Property group 'Display'
[edit] bAmbientGlow
Type: bool
Whether to glow or not.
[edit] Property group 'Pickup'
[edit] bInstantRespawn
Type: bool
Can be tagged so this item respawns instantly.
[edit] InventoryType
[edit] PickUpBase
Type: xPickUpBase
Pick-up base which spawned this pickup.
[edit] PickupForce
Type: string
jdf
[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] bDropped
Type: bool
[edit] bOnlyReplicateHidden
Type: bool
only replicate changes in bHidden (optimization for level pickups)
Default value: True
[edit] bPredictRespawns
Type: bool
high skill bots may predict respawns for this item
[edit] MaxDesireability
Type: float
Maximum desireability this item will ever have.
Default value: 0.1
[edit] MyMarker
Type: InventorySpot
[edit] PickupCache
Type: NavigationPoint
used for dropped pickups
[edit] RespawnEffectTime
Type: float
Default value: 0.5
[edit] TeamOwner
Type: Controller
Array size: 4
AI controller currently going after this pickup (for team coordination)
[edit] Default values
| Property | Value | ||||
|---|---|---|---|---|---|
| bAlwaysRelevant | True | ||||
| bCollideActors | True | ||||
| bCollideWorld | True | ||||
| bFixedRotationDir | True | ||||
| bIgnoreEncroachers | True | ||||
| bIgnoreVehicles | True | ||||
| bOnlyDirtyReplication | True | ||||
| bOrientOnSlope | True | ||||
| bShouldBaseAtStartup | True | ||||
| bUseCylinderCollision | True | ||||
| CullDistance | 8000.0 | ||||
| DesiredRotation |
|
||||
| DrawType | DT_Mesh | ||||
| NetPriority | 1.4 | ||||
| NetUpdateFrequency | 0.1 | ||||
| RotationRate |
|
||||
| Texture | Texture'Engine.S_Inventory' |
[edit] Functions
[edit] Static functions
[edit] GetLocalString
Overrides: Actor.GetLocalString
[edit] StaticPrecache
[edit] UpdateHUD
[edit] Native functions
[edit] AddToNavigation
[edit] RemoveFromNavigation
[edit] Events
[edit] Destroyed
Overrides: Actor.Destroyed
[edit] Landed
Overrides: Actor.Landed
[edit] Other instance functions
[edit] AnnouncePickup
[edit] BotDesireability
[edit] DetourWeight
[edit] GetHumanReadableName
Overrides: Actor.GetHumanReadableName
[edit] GetRespawnTime
[edit] InitDroppedPickupFor
[edit] IsSuperItem
[edit] ReadyToPickup
[edit] Reset
Overrides: Actor.Reset
[edit] RespawnEffect
[edit] SetRespawn
[edit] SpawnCopy
[edit] StartSleeping
[edit] Transmogrify
[edit] States
[edit] Disabled
[edit] Disabled.BeginState
Overrides: Object.BeginState (global)
[edit] Disabled.ReadyToPickup
Overrides: ReadyToPickup (global)
[edit] Disabled.Reset
Overrides: Reset (global)
[edit] Disabled.StartSleeping
Overrides: StartSleeping (global)
[edit] FadeOut
Extends: Pickup
[edit] FadeOut.BeginState
Overrides: Pickup.BeginState
[edit] FadeOut.EndState
Overrides: Pickup.EndState
[edit] FadeOut.Tick
Overrides: Actor.Tick (global)
[edit] FallingPickup
Extends: Pickup
[edit] FallingPickup.BeginState
Overrides: Pickup.BeginState
[edit] FallingPickup.Timer
Overrides: Pickup.Timer
[edit] FallingPickup.CheckTouching
Overrides: Pickup.CheckTouching
[edit] Pickup
Modifiers: auto
[edit] Pickup.BeginState
Overrides: Object.BeginState (global)
[edit] Pickup.EndState
Overrides: Object.EndState (global)
[edit] Pickup.Timer
Overrides: Actor.Timer (global)
[edit] Pickup.Touch
Overrides: Actor.Touch (global)
[edit] Pickup.CheckTouching
[edit] Pickup.ReadyToPickup
Overrides: ReadyToPickup (global)
[edit] Pickup.ValidTouch
[edit] Sleeping
[edit] Sleeping.BeginState
Overrides: Object.BeginState (global)
[edit] Sleeping.EndState
Overrides: Object.EndState (global)
[edit] Sleeping.ReadyToPickup
Overrides: ReadyToPickup (global)
[edit] Sleeping.StartSleeping
Overrides: StartSleeping (global)
[edit] WaitingForMatch
[edit] WaitingForMatch.BeginState
Overrides: Object.BeginState (global)
[edit] WaitingForMatch.MatchStarting
Overrides: Actor.MatchStarting (global)
