My program doesn't have bugs. It just develops random features.

UE1:Cloak (RTNP)

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RTNP Object >> Actor >> Inventory >> Pickup >> Cloak
Package: 
UPak

Cloak.uc $Author: Deb $ $Date: 4/23/99 12:13p $ $Revision: 1 $

Properties[edit]

Property group 'Cloak'[edit]

JumpZAdjustment[edit]

Type: float


Default value: 3.0

Internal variables[edit]

ArrayCounter[edit]

Type: int

Counter for array

bEngaging[edit]

Type: bool

Used in going invis routines (tick)

bExpanding[edit]

Type: bool


CountDown[edit]

Type: int

Used in timing the "back to visible" routine

InvisWeaponList[edit]

Type: Weapon

Array size: 25

Array holding all affected weapons

LastOwnerRotation[edit]

Type: Object.Rotator

Used in checking owner's rotation vs last rotation

LastWeapon[edit]

Type: Weapon

Last Weapon wielded by owner

Default values[edit]

Property Value
bActivatable True
bAmbientGlow False
bCanActivate True
bDisplayableInv True
Charge 100
CollisionHeight 13.7
CollisionRadius 19.8
ExpireMessage "disengaged."
Icon Texture'UPak.Icons.Texture0'
ItemName "Cloaking Device"
LightCone 8
LightPeriod 5
LightPhase 5
LightRadius 4
M_Activated " engaged"
M_Deactivated " disengaged"
Mesh LodMesh'UPak.pyramid'
PickupMessage "You got the Cloaking Device."
PickupSound Sound'UnrealShare.Pickups.GenPickSnd'
PickupViewMesh LodMesh'UPak.pyramid'
RespawnTime 30.0
SoundRadius 64
SoundVolume 96

Functions[edit]

Events[edit]

BotDesireability[edit]

event float BotDesireability (Pawn Bot)

Overrides: Inventory.BotDesireability


Destroyed[edit]

event Destroyed ()

Overrides: Inventory.Destroyed


PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Inventory.PostBeginPlay


Other instance functions[edit]

PickupFunction[edit]

function PickupFunction (Pawn Other)

Overrides: Pickup.PickupFunction


RestoreVis[edit]

function RestoreVis ()


WeaponRestore[edit]

function WeaponRestore ()


States[edit]

Activated[edit]

Activated.BeginState[edit]

event BeginState ()

Overrides: Inventory.Activated.BeginState


Activated.Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


Activated.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Activated.Activate[edit]

function Activate ()

Overrides: Pickup.Activated.Activate


Activated.AddWeaponToList[edit]

function AddWeaponToList (Weapon AddWeapon)


Activated.InvisWeapons[edit]

function InvisWeapons (Weapon ChangeWeapon)


Deactivated[edit]

Deactivated.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Deactivated.Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


Deactivated.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Idle2[edit]

Idle2.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Idle2.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Sleeping[edit]

Inherits from: Inventory.Sleeping

Ignores: Touch

Sleeping.BeginState[edit]

event BeginState ()

Overrides: Inventory.Sleeping.BeginState


Sleeping.EndState[edit]

event EndState ()

Overrides: Inventory.Sleeping.EndState