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UE2:Powerups (UE2Runtime)

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UE2Runtime Object >> Actor >> Inventory >> Powerups
Package: 
Engine
Direct subclass:
Armor
This class in other games:
UT2003, U2XMP, U2, UT2004

Powerup items - activatable inventory.

Properties[edit]

Property group 'Powerups'[edit]

ActivateSound[edit]

Type: Sound


bActivatable[edit]

Type: bool

Whether item can be activated/deactivated (if true, must auto activate)

bAutoActivate[edit]

Type: bool

automatically activated when picked up

bCanHaveMultipleCopies[edit]

Type: bool

if player can possess more than one of this

DeActivateSound[edit]

Type: Sound


ExpireMessage[edit]

Type: string

Modifiers: localized

Messages shown when powerup charge runs out

Internal variables[edit]

bActive[edit]

Type: bool

Modifiers: travel

Whether item is currently activated.

NumCopies[edit]

Type: int

Modifiers: travel


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


Events[edit]

TravelPreAccept[edit]

event TravelPreAccept ()

Overrides: Inventory.TravelPreAccept


Other instance functions[edit]

Activate[edit]

function Activate ()


FireEffect[edit]

function FireEffect ()


HandlePickupQuery[edit]

function bool HandlePickupQuery (Pickup Item)

Overrides: Inventory.HandlePickupQuery


PickupFunction[edit]

function PickupFunction (Pawn Other)

Overrides: Inventory.PickupFunction


SelectNext[edit]

function Powerups SelectNext ()

Overrides: Inventory.SelectNext


UseCharge[edit]

function float UseCharge (float Amount)


UsedUp[edit]

function UsedUp ()


States[edit]

Activated[edit]

Activated.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Activated.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Activated.Activate[edit]

function Activate ()

Overrides: Activate (global)