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UE2:Pickup (U2XMP)

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U2XMP Object >> Actor >> Pickup
Package: 
Engine
Direct subclasses:
AmmoPack, Ammo, ArmorPickup, ArtifactPickup, PowerSuitPickup, PowerUpPickup, U2FlashLight, WeaponPickup
This class in other games:
RTNP, U1, UT, UE2Runtime, UT2003, U2, UT2004

Pickup items.

Pickup is the base class of actors that when touched by an appropriate pawn, will create and place an Inventory actor in that pawn's inventory chain. Each pickup class has an associated inventory class (its InventoryType). Pickups are placed by level designers. Pickups can only interact with pawns when in their default Pickup state. Pickups verify that they can give inventory to a pawn by calling the GameInfo's PickupQuery() function. After a pickup spawns an inventory item for a pawn, it then queries the GameInfo by calling the GameInfo's ShouldRespawn() function about whether it should remain active, enter its Sleep state and later become active again, or destroy itself.

When navigation paths are built, each pickup has an InventorySpot (a subclass of NavigationPoint) placed on it and associated with it (the Pickup's MyMarker== the InventorySpot, and the InventorySpot's markedItem == the pickup).

Constants

StopFallingTimer

Value: 'StopFalling'


Properties

Property group 'Display'

bAmbientGlow

Type: bool

Whether to glow or not.

Property group 'Pickup'

bPlayerOnly

Type: bool


InventoryType

Type: class<Inventory>


MaxDesireability

Type: float

Maximum desireability this item will ever have.

Default value: 0.0050

PickupMessage

Type: string

Modifiers: localized

Human readable description when picked up.

Default value: "Snagged an item."

PickupSound

Type: Sound


RespawnTime

Type: float

Respawn after this time, 0 for instant.

Internal variables

bOnlyReplicateHidden

Type: bool

only replicate changes in bHidden (optimization for level pickups)

Default value: True

FallingTimeoutDelay

Type: float

NEW(mib) check for pickups stuck in PHYS_Falling

MyMarker

Type: InventorySpot


Default values

Property Value
bAlwaysRelevant True
bCollideActors True
bCollideWorld True
bFixedRotationDir True
bIgnoreSingularityDamage False
bIgnoreSingularityForces False
bOrientOnSlope True
DesiredRotation
Member Value
Yaw 30000
DrawType DT_Mesh
NetPriority 1.4
NetUpdateFrequency 8.0
Physics PHYS_Falling
RemoteRole ROLE_SimulatedProxy
Texture Texture'Engine.S_Inventory'

Functions

Static functions

GetLocalString

static function string GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2)

Overrides: Actor.GetLocalString


Events

Destroyed

event Destroyed ()

Overrides: Actor.Destroyed


Landed

event Landed (Object.Vector HitNormal)

Overrides: Actor.Landed


PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


Replication

event Replication ()

Overrides: Actor.Replication


Other instance functions

AnnouncePickup

function AnnouncePickup (Pawn Receiver)


BotDesireability

function float BotDesireability (Pawn Bot)


InitDroppedPickupFor

function InitDroppedPickupFor (Inventory Inv)


MaybeAddMoreAmmo

function bool MaybeAddMoreAmmo (Weapon W, Pawn Other)


PostRecvVelocity

simulated function PostRecvVelocity ()


ReadyToPickup

function bool ReadyToPickup (float MaxWait)


Reset

function Reset ()

Overrides: Actor.Reset


SetRespawn

function SetRespawn ()


SpawnCopy

function Inventory SpawnCopy (Pawn Other)


StartSleeping

function StartSleeping ()


StopFalling

function StopFalling ()


States

Pickup

Modifiers: auto

Pickup.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Pickup.Timer

event Timer ()

Overrides: Actor.Timer (global)


Pickup.Touch

event Touch (Actor Other)

Overrides: Actor.Touch (global)


Pickup.BotDesireability

function float BotDesireability (Pawn Bot)

Overrides: BotDesireability (global)


Pickup.CheckTouching

function CheckTouching ()


Pickup.ReadyToPickup

function bool ReadyToPickup (float MaxWait)

Overrides: ReadyToPickup (global)


Pickup.ValidTouch

function bool ValidTouch (Actor Other)


Sleeping

Ignores: Touch

Sleeping.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Sleeping.EndState

event EndState ()

Overrides: Object.EndState (global)


Sleeping.ReadyToPickup

function bool ReadyToPickup (float MaxWait)

Overrides: ReadyToPickup (global)


Sleeping.StartSleeping

function StartSleeping ()

Overrides: StartSleeping (global)