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UE2:Pickup (UT2004)
Contents
- 1 Properties
- 2 Functions
- 3 States
- Package:
- Engine
- Direct subclasses:
- Ammo, ArmorPickup, KeyPickup, TournamentPickup, WeaponLocker, WeaponPickup
- This class in other games:
- RTNP, U1, UT, U2XMP, UE2Runtime, UT2003, U2
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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).
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]
PickUpBase[edit]
Type: xPickUpBase
Pick-up base which spawned this pickup.
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
TeamOwner[edit]
Type: Controller
Array size: 4
AI controller currently going after this pickup (for team coordination)
Default values[edit]
Property | Value | ||||
---|---|---|---|---|---|
bAlwaysRelevant | True | ||||
bCollideActors | True | ||||
bCollideWorld | True | ||||
bFixedRotationDir | True | ||||
bIgnoreEncroachers | True | ||||
bIgnoreVehicles | True | ||||
bOnlyDirtyReplication | True | ||||
bOrientOnSlope | True | ||||
bShouldBaseAtStartup | True | ||||
bUseCylinderCollision | True | ||||
CullDistance | 8000.0 | ||||
DesiredRotation |
|
||||
DrawType | DT_Mesh | ||||
NetPriority | 1.4 | ||||
NetUpdateFrequency | 0.1 | ||||
RotationRate |
|
||||
Texture | Texture'Engine.S_Inventory' |
Functions[edit]
Static functions[edit]
GetLocalString[edit]
Overrides: Actor.GetLocalString
StaticPrecache[edit]
UpdateHUD[edit]
Native functions[edit]
[edit]
[edit]
Events[edit]
Destroyed[edit]
Overrides: Actor.Destroyed
Landed[edit]
Overrides: Actor.Landed
Other instance functions[edit]
AnnouncePickup[edit]
BotDesireability[edit]
DetourWeight[edit]
GetHumanReadableName[edit]
Overrides: Actor.GetHumanReadableName
GetRespawnTime[edit]
InitDroppedPickupFor[edit]
IsSuperItem[edit]
ReadyToPickup[edit]
Reset[edit]
Overrides: Actor.Reset
RespawnEffect[edit]
SetRespawn[edit]
SpawnCopy[edit]
StartSleeping[edit]
Transmogrify[edit]
States[edit]
Disabled[edit]
Disabled.BeginState[edit]
Overrides: Object.BeginState (global)
Disabled.ReadyToPickup[edit]
Overrides: ReadyToPickup (global)
Disabled.Reset[edit]
Overrides: Reset (global)
Disabled.StartSleeping[edit]
Overrides: StartSleeping (global)
FadeOut[edit]
Extends: Pickup
FadeOut.BeginState[edit]
Overrides: Pickup.BeginState
FadeOut.EndState[edit]
Overrides: Pickup.EndState
FadeOut.Tick[edit]
Overrides: Actor.Tick (global)
FallingPickup[edit]
Extends: Pickup
FallingPickup.BeginState[edit]
Overrides: Pickup.BeginState
FallingPickup.Timer[edit]
Overrides: Pickup.Timer
FallingPickup.CheckTouching[edit]
Overrides: Pickup.CheckTouching
Pickup[edit]
Modifiers: auto
Pickup.BeginState[edit]
Overrides: Object.BeginState (global)
Pickup.EndState[edit]
Overrides: Object.EndState (global)
Pickup.Timer[edit]
Overrides: Actor.Timer (global)
Pickup.Touch[edit]
Overrides: Actor.Touch (global)
Pickup.CheckTouching[edit]
Pickup.ReadyToPickup[edit]
Overrides: ReadyToPickup (global)
Pickup.ValidTouch[edit]
Sleeping[edit]
Sleeping.BeginState[edit]
Overrides: Object.BeginState (global)
Sleeping.EndState[edit]
Overrides: Object.EndState (global)
Sleeping.ReadyToPickup[edit]
Overrides: ReadyToPickup (global)
Sleeping.StartSleeping[edit]
Overrides: StartSleeping (global)
WaitingForMatch[edit]
WaitingForMatch.BeginState[edit]
Overrides: Object.BeginState (global)
WaitingForMatch.MatchStarting[edit]
Overrides: Actor.MatchStarting (global)