Gah - a solution with more questions. – EntropicLqd
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
Property group 'Display'
bAmbientGlow
Type: bool
Whether to glow or not.
Property group 'Pickup'
bInstantRespawn
Type: bool
Can be tagged so this item respawns instantly.
InventoryType
PickUpBase
Type: xPickUpBase
Pick-up base which spawned this pickup.
PickupForce
Type: string
jdf
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
bDropped
Type: bool
bOnlyReplicateHidden
Type: bool
only replicate changes in bHidden (optimization for level pickups)
Default value: True
bPredictRespawns
Type: bool
high skill bots may predict respawns for this item
MaxDesireability
Type: float
Maximum desireability this item will ever have.
Default value: 0.1
MyMarker
Type: InventorySpot
PickupCache
Type: NavigationPoint
used for dropped pickups
RespawnEffectTime
Type: float
Default value: 0.5
TeamOwner
Type: Controller
Array size: 4
AI controller currently going after this pickup (for team coordination)
Default values
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
Static functions
GetLocalString
Overrides: Actor.GetLocalString
StaticPrecache
UpdateHUD
Native functions
Events
Destroyed
Overrides: Actor.Destroyed
Landed
Overrides: Actor.Landed
Other instance functions
AnnouncePickup
BotDesireability
DetourWeight
GetHumanReadableName
Overrides: Actor.GetHumanReadableName
GetRespawnTime
InitDroppedPickupFor
IsSuperItem
ReadyToPickup
Reset
Overrides: Actor.Reset
RespawnEffect
SetRespawn
SpawnCopy
StartSleeping
Transmogrify
States
Disabled
Disabled.BeginState
Overrides: Object.BeginState (global)
Disabled.ReadyToPickup
Overrides: ReadyToPickup (global)
Disabled.Reset
Overrides: Reset (global)
Disabled.StartSleeping
Overrides: StartSleeping (global)
FadeOut
Extends: Pickup
FadeOut.BeginState
Overrides: Pickup.BeginState
FadeOut.EndState
Overrides: Pickup.EndState
FadeOut.Tick
Overrides: Actor.Tick (global)
FallingPickup
Extends: Pickup
FallingPickup.BeginState
Overrides: Pickup.BeginState
FallingPickup.Timer
Overrides: Pickup.Timer
FallingPickup.CheckTouching
Overrides: Pickup.CheckTouching
Pickup
Modifiers: auto
Pickup.BeginState
Overrides: Object.BeginState (global)
Pickup.EndState
Overrides: Object.EndState (global)
Pickup.Timer
Overrides: Actor.Timer (global)
Pickup.Touch
Overrides: Actor.Touch (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)
WaitingForMatch
WaitingForMatch.BeginState
Overrides: Object.BeginState (global)
WaitingForMatch.MatchStarting
Overrides: Actor.MatchStarting (global)