I love the smell of UnrealEd crashing in the morning. – tarquin
UE2:Pickup (U2XMP)
- Package:
- Engine
- Direct subclasses:
- AmmoPack, Ammo, ArmorPickup, ArtifactPickup, PowerSuitPickup, PowerUpPickup, U2FlashLight, WeaponPickup
- This class in other games:
- RTNP, U1, UT, UE2Runtime, UT2003, U2, UT2004
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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
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 |
|
||||
DrawType | DT_Mesh | ||||
NetPriority | 1.4 | ||||
NetUpdateFrequency | 8.0 | ||||
Physics | PHYS_Falling | ||||
RemoteRole | ROLE_SimulatedProxy | ||||
Texture | Texture'Engine.S_Inventory' |
Functions
Static functions
GetLocalString
Overrides: Actor.GetLocalString
Events
Destroyed
Overrides: Actor.Destroyed
Landed
Overrides: Actor.Landed
PostBeginPlay
Overrides: Actor.PostBeginPlay
Replication
Overrides: Actor.Replication
Other instance functions
AnnouncePickup
BotDesireability
InitDroppedPickupFor
MaybeAddMoreAmmo
PostRecvVelocity
ReadyToPickup
Reset
Overrides: Actor.Reset
SetRespawn
SpawnCopy
StartSleeping
StopFalling
States
Pickup
Modifiers: auto
Pickup.BeginState
Overrides: Object.BeginState (global)
Pickup.Timer
Overrides: Actor.Timer (global)
Pickup.Touch
Overrides: Actor.Touch (global)
Pickup.BotDesireability
Overrides: BotDesireability (global)
Pickup.CheckTouching
Pickup.ReadyToPickup
Overrides: ReadyToPickup (global)
Pickup.ValidTouch
Sleeping
Sleeping.BeginState
Overrides: Object.BeginState (global)
Sleeping.EndState
Overrides: Object.EndState (global)
Sleeping.ReadyToPickup
Overrides: ReadyToPickup (global)
Sleeping.StartSleeping
Overrides: StartSleeping (global)