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UE3:UTDeployablePickupFactory (UT3)

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UT3 Object >> Actor >> NavigationPoint >> PickupFactory >> UTPickupFactory >> UTDeployablePickupFactory
Package: 
UTGame
Direct subclass:
UTDeployableNodeLocker

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties

Property group 'UTDeployablePickupFactory'

DeployablePickupClass

Type: class<UTDeployable>


Internal variables

bDelayRespawn

Type: bool


Default values

Property Value
BaseBrightEmissive
Member Value
000000,A
000000,B
000000,G
R 1.0
BaseDimEmissive
Member Value
000000,B
250000,A
250000,G
R 0.0
bBlockActors True
bIsSuperItem True
bRotatingPickup True
CollisionType COLLIDE_CustomDefault

Subobjects

BaseMeshComp

Class: Engine.StaticMeshComponent

Inherits from: UTPickupFactory.BaseMeshComp

Property Value
StaticMesh StaticMesh'PICKUPS.Base_Deployable.Mesh.S_Pickups_Base_Deployable'
Translation
Member Value
000000,Y
000000,Z
X 0.0

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: UTPickupFactory.CollisionCylinder

Property Value
BlockZeroExtent False

PathRenderer

Class: Engine.PathRenderingComponent

Inherits from: UTPickupFactory.PathRenderer

No new values.

PickupLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTPickupFactory.PickupLightEnvironment

No new values.

Functions

Events

ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: UTPickupFactory.ReplicatedEvent

Look for changes in bPulseBase or bPickupHidden and set the TargetEmissive accordingly

Other instance functions

DeployableUsed

function DeployableUsed (Actor ChildDeployable)

called when the deployable spawned by this factory has been used up

InitializePickup

simulated function InitializePickup ()

Overrides: PickupFactory.InitializePickup


OnToggle

function OnToggle (SeqAct_Toggle InAction)

Overrides: NavigationPoint.OnToggle

Toggle the blocked state of a navigation point.

PickedUpBy

function PickedUpBy (Pawn P)

Overrides: UTPickupFactory.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

SetPickupMesh

simulated function SetPickupMesh ()

Overrides: UTPickupFactory.SetPickupMesh


SpawnCopyFor

function SpawnCopyFor (Pawn Recipient)

Overrides: PickupFactory.SpawnCopyFor


StartSleeping

function StartSleeping ()

Overrides: PickupFactory.StartSleeping


States

SleepInfinite

Extends: UTPickupFactory.Sleeping

SleepInfinite.OnToggle

function OnToggle (SeqAct_Toggle InAction)

Overrides: OnToggle (global)

Toggle the blocked state of a navigation point.

SleepInfinite.PulseThresholdMet

function PulseThresholdMet ()

Overrides: UTPickupFactory.Sleeping.PulseThresholdMet


WaitingForDeployable

Ignores: Touch

WaitingForDeployable.BeginState

event BeginState (name PrevStateName)

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).

WaitingForDeployable.DeployableUsed

function DeployableUsed (Actor ChildDeployable)

Overrides: DeployableUsed (global)

called when the deployable spawned by this factory has been used up

WaitingForDeployable.ReadyToPickup

function bool ReadyToPickup (float MaxWait)

Overrides: PickupFactory.ReadyToPickup (global)


WaitingForDeployable.StartSleeping

function StartSleeping ()

Overrides: StartSleeping (global)