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UE3:UTPickupFactory (UT3)

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UT3 Object >> Actor >> NavigationPoint >> PickupFactory >> UTPickupFactory

Contents

Package: 
UTGame
Direct subclasses:
UTDeployablePickupFactory, UTItemPickupFactory, UTPowerupPickupFactory, UTWeaponLocker, UTWeaponPickupFactory
This class in other games:
UDK

The base class for all UT3 pickup factories.

[edit] Properties

[edit] Property group 'floating'

[edit] bRandomStart

Type: bool

For floating pickups (Health Vials and Health Packs), this pickup will start at a random height.

[edit] Internal variables

[edit] BaseBrightEmissive

Type: Object.LinearColor

The baseline material color when the pickup is on the base.

Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 0.0

[edit] BaseDimEmissive

Type: Object.LinearColor

The baseline material color when the pickup isn't on the base.

Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 0.0

[edit] BaseEmissive

Type: Object.LinearColor


Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 0.0

[edit] BaseMaterialInstance

Type: MaterialInstanceConstant

Used to pulse the emissive on the base

[edit] BaseMaterialParamName

Type: name

This material instance parameter for adjusting the emissive

Default value: 'BaseEmissiveControl'

[edit] BaseMesh

Type: StaticMeshComponent

Modifiers: transient

pickup base mesh

[edit] BasePulseRate

Type: float

How fast does the base pulse

Default value: 0.5

[edit] BasePulseTime

Type: float

How much time left in the current pulse

[edit] BaseTargetEmissive

Type: Object.LinearColor

The TargetEmissive Color

Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 0.0

[edit] bDoVisibilityFadeIn

Type: bool

This determines whether this health pickup fades in or not.

NOTE: need to move this up to the highest pickup factory so all items will fade in

Default value: True

[edit] bFloatingPickup

Type: bool

Whether the pickup mesh floats (bobs) slightly. (e.g. Health Vials and Health Packs)

[edit] bHasLocationSpeech

Type: bool

Whether the factory has a location speech. (e.g. Shaped Charge and Redeemer)

[edit] bIsDisabled

Type: bool

Modifiers: repnotify

In disabled state

[edit] bIsRespawning

Type: bool

Modifiers: repnotify

Whether the pickup is currently respawning. This stays True until the pickup goes back to sleeping state.

[edit] BobBaseOffset

Type: float

The base offset (Translation.Y) cached

[edit] BobOffset

Type: float

How far to bob. It will go from +/- this number

[edit] BobSpeed

Type: float

How fast should it bob

[edit] BobTimer

Type: float

Tracks the bob time. Used to create the position

[edit] bPulseBase

Type: bool

Modifiers: repnotify

When set to true, this base will begin pulsing it's emissive

[edit] bRotatingPickup

Type: bool

if true, the pickup mesh rotates

[edit] bTrackPickup

Type: bool


[edit] bUpdatingPickup

Type: bool

whether this pickup is updating

[edit] Glow

Type: ParticleSystemComponent

the glowing effect that comes from the base on spawn

[edit] GlowEmissiveParam

Type: name


Default value: 'LightStrength'

[edit] LastSeekNotificationTime

Type: float


[edit] LightEnvironment

Type: DynamicLightEnvironmentComponent

The pickup's light environment

Default value: DynamicLightEnvironmentComponent'PickupLightEnvironment'

[edit] LocationSpeech

Type: array<SoundNodeWave>


[edit] MIC_Visibility

Type: MaterialInstanceConstant

holds the pickups material so parameters can be set *

[edit] MIC_VisibilitySecondMaterial

Type: MaterialInstanceConstant

holds the pickups 2nd material so parameters can be set *

[edit] PickupIndex

Type: int


Default value: -1

[edit] PickupReadySound

Type: AudioComponent

Sound played on base while available to pickup

[edit] PickupStatName

Type: name

Name used for the stats system

[edit] PickUpWaveForm

Type: ForceFeedbackWaveform


Default value: ForceFeedbackWaveform'UTGame.Default__UTPickupFactory:ForceFeedbackWaveformPickUp'

[edit] PivotTranslation

Type: Object.Vector

Translation of pivot point

[edit] PulseThreshold

Type: float

This pickup base will begin pulsing when there are PulseThreshold seconds left before respawn.

Default value: 5.0

[edit] RespawnSound

Type: SoundCue

sound played when the pickup becomes available

Default value: SoundCue'A_Pickups.Generic.Cue.A_Pickups_Generic_ItemRespawn_Cue'

[edit] TeamOwner

Type: Controller

Array size: 4

AI controller currently going after this pickup (for team coordination)

[edit] VisibilityParamName

Type: name


Default value: 'ResIn'

[edit] YawRotationRate

Type: float


Default value: 32768.0

[edit] Default values

Property Value
BadSprite None
bMovable False
Components[0] CylinderComponent'CollisionCylinder'
Components[1] PathRenderingComponent'PathRenderer'
Components[2] DynamicLightEnvironmentComponent'PickupLightEnvironment'
Components[3] StaticMeshComponent'BaseMeshComp'
GoodSprite None

[edit] Subobjects

[edit] BaseMeshComp

Class: Engine.StaticMeshComponent

Property Value
bCastDynamicShadow False
bForceDirectLightMap True
bUseAsOccluder False
CachedCullDistance 7000.0
CastShadow False
CollideActors False
CullDistance 7000.0
LightEnvironment DynamicLightEnvironmentComponent'UTGame.Default__UTPickupFactory:PickupLightEnvironment'
LightingChannels
Member Value
BSP True
Static True

[edit] CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: PickupFactory.CollisionCylinder

Property Value
CollisionHeight 44.0

[edit] PathRenderer

Class: Engine.PathRenderingComponent

Inherits from: PickupFactory.PathRenderer

No new values.

[edit] PickupLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

Property Value
AmbientGlow
Member Value
A 1.0
B 0.3
G 0.3
R 0.3
bCastShadows False
bDynamic False

[edit] Functions

[edit] Static functions

[edit] UpdateHUD

simulated static function UpdateHUD (UTHUD H)


[edit] Events

[edit] InitPickupMeshEffects

simulated event InitPickupMeshEffects ()

split out from SetPickupMesh() for subclasses that don't want to do the base PickupFactory implementation

[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: PickupFactory.ReplicatedEvent

Look for changes in bPulseBase or bPickupHidden and set the TargetEmissive accordingly

[edit] SetInitialState

simulated event SetInitialState ()

Overrides: PickupFactory.SetInitialState


[edit] ShutDown

simulated event ShutDown ()

Overrides: PickupFactory.ShutDown

ShutDown an actor.

[edit] Other instance functions

[edit] DisablePickup

simulated function DisablePickup ()


[edit] GetPickupStatName

function name GetPickupStatName ()

Stats

[edit] PickedUpBy

function PickedUpBy (Pawn P)

Overrides: PickupFactory.PickedUpBy

(Description copied from Actor.PickedUpBy)
implemented by pickup type Actors to do things following a successful pickup

Parameters:

  • P - the Pawn that picked us up

Todo: remove this and fix up the DenyPickupQuery() calls that use this

[edit] RespawnEffect

simulated function RespawnEffect ()

Overrides: PickupFactory.RespawnEffect


[edit] SetPickupHidden

simulated function SetPickupHidden ()

Overrides: PickupFactory.SetPickupHidden


[edit] SetPickupMesh

simulated function SetPickupMesh ()

Overrides: PickupFactory.SetPickupMesh


[edit] SetPickupVisible

simulated function SetPickupVisible ()

Overrides: PickupFactory.SetPickupVisible


[edit] SetResOut

simulated function SetResOut ()


[edit] ShouldCamp

function bool ShouldCamp (UTBot B, float MaxWait)

Returns true if Bot should wait for me

[edit] StartPulse

simulated function StartPulse (Object.LinearColor TargetEmissive)

Pulse to the Brightest point

[edit] StopsProjectile

simulated function bool StopsProjectile (Projectile P)

Overrides: Actor.StopsProjectile


[edit] States

[edit] Disabled

[edit] Disabled.BotDesireability

function float BotDesireability (Pawn P, Controller C)


[edit] Pickup

Inherits from: PickupFactory.Pickup

Modifiers: auto

[edit] Pickup.BeginState

event BeginState (name PreviousStateName)

Overrides: PickupFactory.Pickup.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

[edit] Pickup.EndState

simulated event EndState (name NextStateName)

Overrides: Object.EndState (global)

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

[edit] Sleeping

[edit] Sleeping.BeginState

event BeginState (name PreviousStateName)

Overrides: PickupFactory.Sleeping.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

[edit] Sleeping.EndState

event EndState (name NextStateName)

Overrides: PickupFactory.Sleeping.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

[edit] Sleeping.PulseThresholdMet

function PulseThresholdMet ()


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