Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE2:Pickup (UE2Runtime)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UE2Runtime Object >> Actor >> Pickup
Package: 
Engine
Direct subclasses:
Ammo, ArmorPickup, StationaryWeapons, WeaponPickup
This class in other games:
RTNP, U1, UT, U2, U2XMP, UT2003, 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).

Properties[edit]

Property group 'Display'[edit]

bAmbientGlow[edit]

Type: bool

Whether to glow or not.

Property group 'Pickup'[edit]

bInstantRespawn[edit]

Type: bool

Can be tagged so this item respawns instantly.

InventoryType[edit]

Type: class<Inventory>


PickupForce[edit]

Type: string

jdf

PickupMessage[edit]

Type: string

Modifiers: localized

Human readable description when picked up.

Default value: "Snagged an item."

PickupSound[edit]

Type: Sound


RespawnTime[edit]

Type: float

Respawn after this time, 0 for instant.

Internal variables[edit]

bDropped[edit]

Type: bool


bOnlyReplicateHidden[edit]

Type: bool

only replicate changes in bHidden (optimization for level pickups)

Default value: True

bPredictRespawns[edit]

Type: bool

high skill bots may predict respawns for this item

MaxDesireability[edit]

Type: float

Maximum desireability this item will ever have.

Default value: 0.1

MyMarker[edit]

Type: InventorySpot


PickupCache[edit]

Type: NavigationPoint

used for dropped pickups

RespawnEffectTime[edit]

Type: float


Default value: 0.5

Default values[edit]

Property Value
bAlwaysRelevant True
bCollideActors True
bCollideWorld True
bFixedRotationDir True
bIgnoreEncroachers True
bOnlyDirtyReplication True
bOrientOnSlope True
bShouldBaseAtStartup True
bUseCylinderCollision True
DesiredRotation
Member Value
Yaw 30000
DrawType DT_Mesh
NetPriority 1.4
NetUpdateFrequency 8.0
RotationRate
Member Value
Yaw 5000
Texture Texture'Engine.S_Inventory'

Functions[edit]

Static functions[edit]

GetLocalString[edit]

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

Overrides: Actor.GetLocalString


StaticPrecache[edit]

static function StaticPrecache (LevelInfo L)


Native functions[edit]

AddToNavigation[edit]

native final function AddToNavigation ()


RemoveFromNavigation[edit]

native final function RemoveFromNavigation ()


Events[edit]

Destroyed[edit]

event Destroyed ()

Overrides: Actor.Destroyed


Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Actor.Landed


Other instance functions[edit]

AnnouncePickup[edit]

function AnnouncePickup (Pawn Receiver)


BotDesireability[edit]

function float BotDesireability (Pawn Bot)


DetourWeight[edit]

function float DetourWeight (Pawn Other, float PathWeight)


GetRespawnTime[edit]

function float GetRespawnTime ()


InitDroppedPickupFor[edit]

function InitDroppedPickupFor (Inventory Inv)


ReadyToPickup[edit]

function bool ReadyToPickup (float MaxWait)


Reset[edit]

function Reset ()

Overrides: Actor.Reset


RespawnEffect[edit]

function RespawnEffect ()


SetRespawn[edit]

function SetRespawn ()


SpawnCopy[edit]

function Inventory SpawnCopy (Pawn Other)


StartSleeping[edit]

function StartSleeping ()


Transmogrify[edit]

function Pickup Transmogrify (class<PickupNewClass)


States[edit]

FadeOut[edit]

Extends: Pickup

FadeOut.BeginState[edit]

event BeginState ()

Overrides: Pickup.BeginState


FadeOut.EndState[edit]

event EndState ()

Overrides: Pickup.EndState


FadeOut.Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


FallingPickup[edit]

Extends: Pickup

FallingPickup.BeginState[edit]

event BeginState ()

Overrides: Pickup.BeginState


FallingPickup.Timer[edit]

event Timer ()

Overrides: Pickup.Timer


FallingPickup.CheckTouching[edit]

function CheckTouching ()

Overrides: Pickup.CheckTouching


Pickup[edit]

Modifiers: auto

Pickup.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Pickup.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Pickup.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Pickup.Touch[edit]

event Touch (Actor Other)

Overrides: Actor.Touch (global)


Pickup.CheckTouching[edit]

function CheckTouching ()


Pickup.ReadyToPickup[edit]

function bool ReadyToPickup (float MaxWait)

Overrides: ReadyToPickup (global)


Pickup.ValidTouch[edit]

function bool ValidTouch (Actor Other)


Sleeping[edit]

Ignores: Touch

Sleeping.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Sleeping.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Sleeping.ReadyToPickup[edit]

function bool ReadyToPickup (float MaxWait)

Overrides: ReadyToPickup (global)


Sleeping.StartSleeping[edit]

function StartSleeping ()

Overrides: StartSleeping (global)