Always snap to grid
UE1:Inventory (UT)
Contents
- 1 Properties
- 1.1 Property group 'Display'
- 1.2 Property group 'Inventory'
- 1.2.1 AbsorptionPriority
- 1.2.2 ActivateSound
- 1.2.3 ArmorAbsorption
- 1.2.4 AutoSwitchPriority
- 1.2.5 bActivatable
- 1.2.6 bDisplayableInv
- 1.2.7 bInstantRespawn
- 1.2.8 bIsAnArmor
- 1.2.9 BobDamping
- 1.2.10 bRotatingPickup
- 1.2.11 Charge
- 1.2.12 DeActivateSound
- 1.2.13 Icon
- 1.2.14 InventoryGroup
- 1.2.15 ItemArticle
- 1.2.16 ItemMessageClass
- 1.2.17 ItemName
- 1.2.18 M_Activated
- 1.2.19 M_Deactivated
- 1.2.20 M_Selected
- 1.2.21 MaxDesireability
- 1.2.22 NextArmor
- 1.2.23 PickupMessage
- 1.2.24 PickupMessageClass
- 1.2.25 PickupSound
- 1.2.26 PickupViewMesh
- 1.2.27 PickupViewScale
- 1.2.28 PlayerViewMesh
- 1.2.29 PlayerViewOffset
- 1.2.30 PlayerViewScale
- 1.2.31 ProtectionType1
- 1.2.32 ProtectionType2
- 1.2.33 RespawnSound
- 1.2.34 RespawnTime
- 1.2.35 StatusIcon
- 1.2.36 ThirdPersonMesh
- 1.2.37 ThirdPersonScale
- 1.3 Property group 'MuzzleFlash'
- 1.4 Internal variables
- 1.5 Default values
- 2 Functions
- 2.1 Events
- 2.2 Other instance functions
- 2.2.1 Activate
- 2.2.2 ActivateTranslator
- 2.2.3 AltFire
- 2.2.4 ArmorAbsorbDamage
- 2.2.5 ArmorImpactEffect
- 2.2.6 ArmorPriority
- 2.2.7 BecomeItem
- 2.2.8 BecomePickup
- 2.2.9 CalcDrawOffset
- 2.2.10 ChangedWeapon
- 2.2.11 DrawStatusIconAt
- 2.2.12 DropFrom
- 2.2.13 DropInventory
- 2.2.14 Fire
- 2.2.15 GetHumanName
- 2.2.16 GiveTo
- 2.2.17 HandlePickupQuery
- 2.2.18 InventoryCapsFloat
- 2.2.19 InventoryCapsString
- 2.2.20 OwnerJumped
- 2.2.21 PrioritizeArmor
- 2.2.22 RecommendWeapon
- 2.2.23 ReduceDamage
- 2.2.24 SelectNext
- 2.2.25 SetOwnerDisplay
- 2.2.26 SetRespawn
- 2.2.27 SpawnCopy
- 2.2.28 Use
- 2.2.29 WeaponChange
- 3 States
- Package:
- Engine
- Direct subclasses:
- LadderInventory, Pickup, TrapSpringer, Weapon
- This class in other games:
- RTNP, U1, UE2Runtime, UT2003, UT2004, U2, U2XMP, UDK, UT3
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The inventory class, the parent class of all objects which can be picked up and carried by actors.
Properties[edit]
Property group 'Display'[edit]
bAmbientGlow[edit]
Type: bool
Default value: True
Property group 'Inventory'[edit]
AbsorptionPriority[edit]
Type: int
Which items absorb damage first (higher=first).
ActivateSound[edit]
Type: Sound
ArmorAbsorption[edit]
Type: int
Percent of damage item absorbs 0-100.
AutoSwitchPriority[edit]
Type: byte
Modifiers: travel
Autoswitch value, 0=never autoswitch.
bActivatable[edit]
Type: bool
Whether item can be activated.
bDisplayableInv[edit]
Type: bool
Item displayed in HUD.
bInstantRespawn[edit]
Type: bool
Can be tagged so this item respawns instantly.
bIsAnArmor[edit]
Type: bool
Item will protect player.
BobDamping[edit]
Type: float
Default value: 0.96
bRotatingPickup[edit]
Type: bool
Rotates when in pickup state.
Default value: True
Charge[edit]
Type: int
Modifiers: travel
Amount of armor or charge if not an armor (charge in time*10).
DeActivateSound[edit]
Type: Sound
Icon[edit]
Type: Texture
InventoryGroup[edit]
Type: byte
The weapon/inventory set, 1-9 (0=none).
ItemArticle[edit]
Type: string
Modifiers: localized
Human readable article (e.g. "a", "an")
Default value: "a"
ItemMessageClass[edit]
Type: class<LocalMessage>
ItemName[edit]
Type: string
Modifiers: localized
Human readable name of item
M_Activated[edit]
Type: string
Modifiers: localized
Default value: " activated."
M_Deactivated[edit]
Type: string
Modifiers: localized
Default value: " deactivated."
M_Selected[edit]
Type: string
Modifiers: localized
Default value: " selected."
MaxDesireability[edit]
Type: float
Maximum desireability this item will ever have.
Default value: 0.0050
NextArmor[edit]
Type: Inventory
PickupMessage[edit]
Type: string
Modifiers: localized
Human readable description when picked up.
Default value: "Snagged an item."
PickupMessageClass[edit]
Type: class<LocalMessage>
PickupSound[edit]
Type: Sound
PickupViewMesh[edit]
Type: Mesh
Mesh to render.
PickupViewScale[edit]
Type: float
Default value: 1.0
PlayerViewMesh[edit]
Type: Mesh
Mesh to render.
PlayerViewOffset[edit]
Type: Object.Vector
Offset from view center.
PlayerViewScale[edit]
Type: float
Mesh scale.
Default value: 1.0
ProtectionType1[edit]
Type: name
Protects against DamageType (None if non-armor).
ProtectionType2[edit]
Type: name
Secondary protection type (None if non-armor).
RespawnSound[edit]
Type: Sound
RespawnTime[edit]
Type: float
Respawn after this time, 0 for instant.
StatusIcon[edit]
Type: Texture
ThirdPersonMesh[edit]
Type: Mesh
Mesh to render.
ThirdPersonScale[edit]
Type: float
Default value: 1.0
Property group 'MuzzleFlash'[edit]
bMuzzleFlashParticles[edit]
Type: bool
bToggleSteadyFlash[edit]
Type: bool
Default value: True
MuzzleFlashMesh[edit]
Type: Mesh
MuzzleFlashScale[edit]
Type: float
MuzzleFlashStyle[edit]
Type: Actor.ERenderStyle
MuzzleFlashTexture[edit]
Type: Texture
Internal variables[edit]
bActive[edit]
Type: bool
Modifiers: travel
Whether item is currently activated.
bFirstFrame[edit]
Type: bool
Default value: True
bHeldItem[edit]
Type: bool
Set once an item has left pickup state.
bSleepTouch[edit]
Type: bool
Set when item is touched when leaving sleep state.
bSteadyFlash3rd[edit]
Type: bool
bSteadyToggle[edit]
Type: bool
bTossedOut[edit]
Type: bool
FlashCount[edit]
Type: byte
MyMarker[edit]
Type: InventorySpot
OldFlashCount[edit]
Type: byte
PlayerLastTouched[edit]
Type: name
Default values[edit]
Property | Value | ||||
---|---|---|---|---|---|
AmbientGlow | 255 | ||||
bCollideActors | True | ||||
bFixedRotationDir | True | ||||
bIsItemGoal | True | ||||
bTravel | True | ||||
CollisionHeight | 30.0 | ||||
CollisionRadius | 30.0 | ||||
DesiredRotation |
|
||||
DrawType | DT_Mesh | ||||
NetPriority | 1.4 | ||||
NetUpdateFrequency | 10.0 | ||||
RemoteRole | ROLE_SimulatedProxy | ||||
RotationRate |
|
||||
Texture | Texture'Engine.S_Inventory' |
Functions[edit]
Events[edit]
BotDesireability[edit]
Destroyed[edit]
Overrides: Actor.Destroyed
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
RenderOverlays[edit]
Overrides: Actor.RenderOverlays
TravelPreAccept[edit]
Overrides: Actor.TravelPreAccept
Other instance functions[edit]
Activate[edit]
ActivateTranslator[edit]
AltFire[edit]
ArmorAbsorbDamage[edit]
ArmorImpactEffect[edit]
ArmorPriority[edit]
BecomeItem[edit]
BecomePickup[edit]
CalcDrawOffset[edit]
ChangedWeapon[edit]
DrawStatusIconAt[edit]
DropFrom[edit]
DropInventory[edit]
Fire[edit]
GetHumanName[edit]
Overrides: Actor.GetHumanName
GiveTo[edit]
HandlePickupQuery[edit]
InventoryCapsFloat[edit]
InventoryCapsString[edit]
OwnerJumped[edit]
PrioritizeArmor[edit]
RecommendWeapon[edit]
ReduceDamage[edit]
SelectNext[edit]
SetOwnerDisplay[edit]
SetRespawn[edit]
SpawnCopy[edit]
Use[edit]
WeaponChange[edit]
States[edit]
Activated[edit]
Activated.BeginState[edit]
Overrides: Object.BeginState (global)
Activated.EndState[edit]
Overrides: Object.EndState (global)
Activated.Activate[edit]
Overrides: Activate (global)
Idle2[edit]
Pickup[edit]
Modifiers: auto
Pickup.BeginState[edit]
Overrides: Object.BeginState (global)
Pickup.EndState[edit]
Overrides: Object.EndState (global)
Pickup.Landed[edit]
Overrides: Actor.Landed (global)
Pickup.Timer[edit]
Overrides: Actor.Timer (global)
Pickup.Touch[edit]
Overrides: Actor.Touch (global)
Pickup.ZoneChange[edit]
Overrides: Actor.ZoneChange (global)
Pickup.CheckTouching[edit]
Pickup.ValidTouch[edit]
Sleeping[edit]
Sleeping.BeginState[edit]
Overrides: Object.BeginState (global)
Sleeping.EndState[edit]
Overrides: Object.EndState (global)