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

UE3:PickupFactory (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 11:47, 6 November 2009 by (Talk)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UDK Object >> Actor >> NavigationPoint >> PickupFactory
Package: 
Engine
Direct subclass:
UTPickupFactory
This class in other games:
UT3

PickupFactory. Produces pickups when active and touched by valid toucher Combines functionality of old Pickup and InventorySpot classes Pickup class now just used for dropped/individual items

Properties[edit]

bIsSuperItem[edit]

Type: bool


bOnlyReplicateHidden[edit]

Type: bool

only replicate changes in bPickupHidden and bHidden

Default value: True

bPickupHidden[edit]

Type: bool

Modifiers: repnotify

Whether the pickup mesh should be hidden

bPredictRespawns[edit]

Type: bool

high skill bots may predict respawns for this item

bRespawnPaused[edit]

Type: bool

set when the respawn process has been paused because DelayRespawn() is returning true

InventoryType[edit]

Type: class<Inventory>

Modifiers: repnotify


MaxDesireability[edit]

Type: float


OriginalFactory[edit]

Type: PickupFactory

similarly, set this property on the replacement to point to the original so that it can optimally anchor itself on the path network

PickupMesh[edit]

Type: PrimitiveComponent

Modifiers: transient


ReplacementFactory[edit]

Type: PickupFactory

when replacing a pickup factory with another (e.g. mutators), set this property on the original to point to the replacement so that AI queries can be redirected to the right one

RespawnEffectTime[edit]

Type: float


Default values[edit]

Property Value
bAlwaysRelevant True
bCollideActors True
bCollideWhenPlacing False
bIgnoreEncroachers True
bStatic False
NetUpdateFrequency 1.0
RemoteRole ROLE_SimulatedProxy
SupportedEvents[4] Class'Engine.SeqEvent_PickupStatusChange'
TickGroup TG_DuringAsyncWork

Subobjects[edit]

Arrow[edit]

Class: Engine.ArrowComponent

Inherits from: NavigationPoint.Arrow

Property Value
ReplacementPrimitive None

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: NavigationPoint.CollisionCylinder

Property Value
CollideActors True
CollisionHeight 80.0
CollisionRadius 40.0
ReplacementPrimitive None

PathRenderer[edit]

Class: Engine.PathRenderingComponent

Inherits from: NavigationPoint.PathRenderer

Property Value
ReplacementPrimitive None

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite

Property Value
ReplacementPrimitive None

Sprite2[edit]

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite2

Property Value
ReplacementPrimitive None

Functions[edit]

Static functions[edit]

StaticPrecache[edit]

static function StaticPrecache (WorldInfo W)


Events[edit]

Destroyed[edit]

event Destroyed ()

Overrides: Actor.Destroyed


DetourWeight[edit]

event float DetourWeight (Pawn Other, float PathWeight)

Overrides: NavigationPoint.DetourWeight


PreBeginPlay[edit]

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


Reset[edit]

event Reset ()

Overrides: Actor.Reset


SetInitialState[edit]

simulated event SetInitialState ()

Overrides: Actor.SetInitialState


ShutDown[edit]

simulated event ShutDown ()

Overrides: NavigationPoint.ShutDown

ShutDown an actor.

Other instance functions[edit]

CheckForErrors[edit]

function bool CheckForErrors ()

Overrides: Actor.CheckForErrors


DelayRespawn[edit]

function bool DelayRespawn ()


GetRespawnTime[edit]

function float GetRespawnTime ()


GiveTo[edit]

function GiveTo (Pawn P)

give pickup to player

InitializePickup[edit]

simulated function InitializePickup ()


PickedUpBy[edit]

function PickedUpBy (Pawn P)

Overrides: Actor.PickedUpBy

(Description copied from Actor.PickedUpBy)
implemented by pickup type Actors to do things following a successful pickup

Parameters:

  • P - the Pawn that picked us up

Todo: remove this and fix up the DenyPickupQuery() calls that use this

ReadyToPickup[edit]

function bool ReadyToPickup (float MaxWait)


RecheckValidTouch[edit]

function RecheckValidTouch ()


RespawnEffect[edit]

function RespawnEffect ()


SetPickupHidden[edit]

simulated function SetPickupHidden ()


SetPickupMesh[edit]

simulated function SetPickupMesh ()


SetPickupVisible[edit]

simulated function SetPickupVisible ()


SetRespawn[edit]

function SetRespawn ()


SpawnCopyFor[edit]

function SpawnCopyFor (Pawn Recipient)


StartSleeping[edit]

function StartSleeping ()


States[edit]

Disabled[edit]

Disabled.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

Disabled.EndState[edit]

simulated event EndState (name NextStateName)

Overrides: Object.EndState (global)

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

Disabled.Reset[edit]

event Reset ()

Overrides: Reset (global)


Disabled.SetInitialState[edit]

simulated event SetInitialState ()

Overrides: SetInitialState (global)


Disabled.ReadyToPickup[edit]

function bool ReadyToPickup (float MaxWait)

Overrides: ReadyToPickup (global)


Disabled.StartSleeping[edit]

function StartSleeping ()

Overrides: StartSleeping (global)


Pickup[edit]

Modifiers: auto

Pickup.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

Pickup.DetourWeight[edit]

event float DetourWeight (Pawn Other, float PathWeight)

Overrides: DetourWeight (global)


Pickup.Touch[edit]

event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: Actor.Touch (global)


Pickup.CheckTouching[edit]

function CheckTouching ()


Pickup.ReadyToPickup[edit]

function bool ReadyToPickup (float MaxWait)

Overrides: ReadyToPickup (global)


Pickup.RecheckValidTouch[edit]

function RecheckValidTouch ()

Overrides: RecheckValidTouch (global)

Pickup was touched through a wall. Check to see if touching pawn is no longer obstructed

Pickup.ValidTouch[edit]

function bool ValidTouch (Pawn Other)


Sleeping[edit]

Ignores: Touch

Sleeping.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

Sleeping.EndState[edit]

event EndState (name NextStateName)

Overrides: Object.EndState (global)

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

Sleeping.ReadyToPickup[edit]

function bool ReadyToPickup (float MaxWait)

Overrides: ReadyToPickup (global)


Sleeping.StartSleeping[edit]

function StartSleeping ()

Overrides: StartSleeping (global)


WaitingForMatch[edit]

Ignores: Touch

WaitingForMatch.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

WaitingForMatch.MatchStarting[edit]

function MatchStarting ()

Overrides: Actor.MatchStarting (global)