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UE3:PickupFactory (UDK)

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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

bIsSuperItem

Type: bool


bOnlyReplicateHidden

Type: bool

only replicate changes in bPickupHidden and bHidden

Default value: True

bPickupHidden

Type: bool

Modifiers: repnotify

Whether the pickup mesh should be hidden

bPredictRespawns

Type: bool

high skill bots may predict respawns for this item

bRespawnPaused

Type: bool

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

InventoryType

Type: class<Inventory>

Modifiers: repnotify


MaxDesireability

Type: float


OriginalFactory

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

Type: PrimitiveComponent

Modifiers: transient


ReplacementFactory

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

Type: float


Default values

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

Arrow

Class: Engine.ArrowComponent

Inherits from: NavigationPoint.Arrow

Property Value
ReplacementPrimitive None

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: NavigationPoint.CollisionCylinder

Property Value
CollideActors True
CollisionHeight 80.0
CollisionRadius 40.0
ReplacementPrimitive None

PathRenderer

Class: Engine.PathRenderingComponent

Inherits from: NavigationPoint.PathRenderer

Property Value
ReplacementPrimitive None

Sprite

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite

Property Value
ReplacementPrimitive None

Sprite2

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite2

Property Value
ReplacementPrimitive None

Functions

Static functions

StaticPrecache

static function StaticPrecache (WorldInfo W)


Events

Destroyed

event Destroyed ()

Overrides: Actor.Destroyed


DetourWeight

event float DetourWeight (Pawn Other, float PathWeight)

Overrides: NavigationPoint.DetourWeight


PreBeginPlay

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


Reset

event Reset ()

Overrides: Actor.Reset


SetInitialState

simulated event SetInitialState ()

Overrides: Actor.SetInitialState


ShutDown

simulated event ShutDown ()

Overrides: NavigationPoint.ShutDown

ShutDown an actor.

Other instance functions

CheckForErrors

function bool CheckForErrors ()

Overrides: Actor.CheckForErrors


DelayRespawn

function bool DelayRespawn ()


GetRespawnTime

function float GetRespawnTime ()


GiveTo

function GiveTo (Pawn P)

give pickup to player

InitializePickup

simulated function InitializePickup ()


PickedUpBy

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

function bool ReadyToPickup (float MaxWait)


RecheckValidTouch

function RecheckValidTouch ()


RespawnEffect

function RespawnEffect ()


SetPickupHidden

simulated function SetPickupHidden ()


SetPickupMesh

simulated function SetPickupMesh ()


SetPickupVisible

simulated function SetPickupVisible ()


SetRespawn

function SetRespawn ()


SpawnCopyFor

function SpawnCopyFor (Pawn Recipient)


StartSleeping

function StartSleeping ()


States

Disabled

Disabled.BeginState

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

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

event Reset ()

Overrides: Reset (global)


Disabled.SetInitialState

simulated event SetInitialState ()

Overrides: SetInitialState (global)


Disabled.ReadyToPickup

function bool ReadyToPickup (float MaxWait)

Overrides: ReadyToPickup (global)


Disabled.StartSleeping

function StartSleeping ()

Overrides: StartSleeping (global)


Pickup

Modifiers: auto

Pickup.BeginState

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

event float DetourWeight (Pawn Other, float PathWeight)

Overrides: DetourWeight (global)


Pickup.Touch

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

Overrides: Actor.Touch (global)


Pickup.CheckTouching

function CheckTouching ()


Pickup.ReadyToPickup

function bool ReadyToPickup (float MaxWait)

Overrides: ReadyToPickup (global)


Pickup.RecheckValidTouch

function RecheckValidTouch ()

Overrides: RecheckValidTouch (global)

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

Pickup.ValidTouch

function bool ValidTouch (Pawn Other)


Sleeping

Ignores: Touch

Sleeping.BeginState

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

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

function bool ReadyToPickup (float MaxWait)

Overrides: ReadyToPickup (global)


Sleeping.StartSleeping

function StartSleeping ()

Overrides: StartSleeping (global)


WaitingForMatch

Ignores: Touch

WaitingForMatch.BeginState

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

function MatchStarting ()

Overrides: Actor.MatchStarting (global)