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UE3:UTAmmoPickupFactory (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> NavigationPoint >> PickupFactory >> UTPickupFactory >> UTItemPickupFactory >> UTAmmoPickupFactory |
Contents |
- Package:
- UTGame
- Direct subclasses:
- UTAmmo_AVRiL, UTAmmo_BioRifle, UTAmmo_BioRifle_Content, UTAmmo_Enforcer, UTAmmo_FlakCannon, UTAmmo_LinkGun, UTAmmo_RocketLauncher, UTAmmo_ShockRifle, UTAmmo_SniperRifle, UTAmmo_Stinger
- This class in other games:
- UDK
| 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. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] AmmoAmount
Type: int
The amount of ammo to give
[edit] TargetWeapon
The class of the weapon this ammo is for.
[edit] TransformedClass
Type: class<UTAmmoPickupFactory>
Modifiers: repnotify
set when TransformAmmoType() has been called on this ammo pickup to transform it into a different kind, to notify clients
[edit] Default values
| Property | Value |
|---|---|
| Components[4] | StaticMeshComponent'AmmoMeshComp' |
| MaxDesireability | 0.2 |
| PickupMessage | "Ammo" |
| RespawnSound | SoundCue'A_Pickups.Ammo.Cue.A_Pickup_Ammo_Respawn_Cue' |
[edit] Subobjects
[edit] AmmoMeshComp
Class: Engine.StaticMeshComponent
| Property | Value | ||||||
|---|---|---|---|---|---|---|---|
| bCastDynamicShadow | False | ||||||
| bForceDirectLightMap | True | ||||||
| BlockActors | False | ||||||
| BlockNonZeroExtent | False | ||||||
| BlockRigidBody | False | ||||||
| BlockZeroExtent | False | ||||||
| bUseAsOccluder | False | ||||||
| CachedCullDistance | 4000.0 | ||||||
| CastShadow | False | ||||||
| CollideActors | False | ||||||
| CullDistance | 4000.0 | ||||||
| LightEnvironment | DynamicLightEnvironmentComponent'UTGame.Default__UTAmmoPickupFactory:PickupLightEnvironment' | ||||||
| LightingChannels |
|
||||||
| Scale | 1.8 |
[edit] BaseMeshComp
Class: Engine.StaticMeshComponent
Inherits from: UTItemPickupFactory.BaseMeshComp
No new values.
[edit] CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTItemPickupFactory.CollisionCylinder
| Property | Value |
|---|---|
| CollisionHeight | 9.6 |
| CollisionRadius | 24.0 |
[edit] PathRenderer
Class: Engine.PathRenderingComponent
Inherits from: UTItemPickupFactory.PathRenderer
No new values.
[edit] PickupLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: UTItemPickupFactory.PickupLightEnvironment
No new values.
[edit] Functions
[edit] Static functions
[edit] UpdateHUD
Overrides: UTPickupFactory.UpdateHUD
[edit] Native functions
[edit] TransformAmmoType
transforms this ammo into the specified kind of ammo the native implementation copies pickup related properties from NewAmmoClass but if an ammo class implements special code functionality, that might not work so you can override this and simply spawn a new pickup factory instead
Parameters:
- NewAmmoClass - the kind of ammo to emulate
[edit] Events
[edit] ReplicatedEvent
Overrides: UTPickupFactory.ReplicatedEvent
Look for changes in bPulseBase or bPickupHidden and set the TargetEmissive accordingly
[edit] Other instance functions
[edit] BotDesireability
Overrides: UTItemPickupFactory.BotDesireability
[edit] SpawnCopyFor
Overrides: UTItemPickupFactory.SpawnCopyFor
Give the benefit of this pickup to the recipient
[edit] States
[edit] Pickup
Inherits from: UTPickupFactory.Pickup
Modifiers: auto
[edit] Pickup.DetourWeight
Overrides: PickupFactory.Pickup.DetourWeight
[edit] Pickup.ValidTouch
Overrides: PickupFactory.Pickup.ValidTouch
