My program doesn't have bugs. It just develops random features.
Legacy:Inventory (UT)
Abstract parent class of all objects that can be picked up by players or other actors.
The corresponding class Inventory in UT2003 only represents objects in a player's inventory. UT2003 pickups have a seperate base class called Pickup.
Contents
UT inventory items[edit]
It's worth mentioning here that inventory items for Unreal Tournament can be tricky to locate in the class tree. This is because Unreal Tournament is built on top of the Unreal 1 engine.
- weapons in: Inventory >> Weapon (UT) >> TournamentWeapon
- ammo in: Inventory >> Pickup (UT) >> Ammo (UT) >> TournamentAmmo
- health in: Inventory >> Pickup (UT) >> TournamentHealth
- other pickups in: Inventory >> Pickup (UT) >> TournamentPickup
Timer Events[edit]
If you need an inventory item to fire a timer after it has been created, make sure the timer is initialised after the call to Inventory.GiveTo(). Inventory.GiveTo() calls Inventory.BecomeItem() which turns the timer off.
Properties[edit]
These are the comments from the class script, most probably need padding out a little.
- AutoSwitchPriority
- Autoswitch value, 0=never autoswitch.
- InventoryGroup
- The weapon/inventory set, 1-9 (0=none).
- bActivatable
- Whether item can be activated.
- bDisplayableInv
- Item displayed in HUD.
- bInstantRespawn
- Can be tagged so this item respawns instantly.
- bRotatingPickup
- Rotates when in pickup state.
- PickupMessage
- Human readable description when picked up.
- ItemName
- Human readable name of item
- ItemArticle
- Human readable article (e.g. "a", "an")
- RespawnTime
- Respawn after this time, 0 for instant.
- PlayerViewOffset
- Offset from view center.
- PlayerViewMesh
- Mesh to render.
- PlayerViewScale
- Mesh scale.
- BobDamping
- how much to damp view bob
- PickupViewMesh
- Mesh to render.
- PickupViewScale
- Mesh scale.
- ThirdPersonMesh
- Mesh to render.
- ThirdPersonScale
- Mesh scale.
- StatusIcon
- Icon used with ammo/charge/power count.
- ProtectionType1
- Protects against DamageType (None if non-armor).
- ProtectionType2
- Secondary protection type (None if non-armor).
- Charge
- Amount of armor or charge if not an armor (charge in time*10).
- ArmorAbsorption
- Percent of damage item absorbs 0-100.
- bIsAnArmor
- Item will protect player.
- AbsorptionPriority
- Which items absorb damage first (higher=first).
- NextArmor
- Temporary list created by Armors to prioritize damage absorption.
- MaxDesireability
- Maximum desireability this item will ever have.
- PickupSound, ActivateSound, DeActivateSound, RespawnSound
- Icon
- M_Activated
- M_Selected
- M_Deactivated
- PickupMessageClass
- ItemMessageClass
MuzzleFlash[edit]
- bMuzzleFlashParticles
- bToggleSteadyFlash
- MuzzleFlashStyle
- MuzzleFlashMesh
- MuzzleFlashScale
- MuzzleFlashTexture
Display[edit]
Inventory adds an extra property to the Display group:
- bAmbientGlow
Known Subclasses[edit]
- MultiPickupPlus (EnhancedItems)
- MultiItem (Chaos UT)