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
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
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
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
- bMuzzleFlashParticles
- bToggleSteadyFlash
- MuzzleFlashStyle
- MuzzleFlashMesh
- MuzzleFlashScale
- MuzzleFlashTexture
Display
Inventory adds an extra property to the Display group:
- bAmbientGlow
Known Subclasses
- MultiPickupPlus (EnhancedItems)
- MultiItem (Chaos UT)