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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[edit]

Property group 'UTDeployablePickupFactory'[edit]

DeployablePickupClass[edit]

Type: class<UTDeployable>


Internal variables[edit]

bDelayRespawn[edit]

Type: bool


Default values[edit]

Property Value
BaseBrightEmissive
Member Value
A 1.0
B 1.0
G 25.0
R 1.0
BaseDimEmissive
Member Value
A 1.0
B 0.25
G 5.0
R 0.25
bBlockActors True
bIsSuperItem True
bRotatingPickup True
CollisionType COLLIDE_CustomDefault

Subobjects[edit]

BaseMeshComp[edit]

Class: Engine.StaticMeshComponent

Inherits from: UTPickupFactory.BaseMeshComp

Property Value
StaticMesh StaticMesh'PICKUPS.Base_Deployable.Mesh.S_Pickups_Base_Deployable'
Translation
Member Value
X 0.0
Y 0.0
Z -44.0

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTPickupFactory.CollisionCylinder

Property Value
BlockZeroExtent False

PathRenderer[edit]

Class: Engine.PathRenderingComponent

Inherits from: UTPickupFactory.PathRenderer

No new values.

PickupLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTPickupFactory.PickupLightEnvironment

No new values.

Functions[edit]

Events[edit]

ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: UTPickupFactory.ReplicatedEvent

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

Other instance functions[edit]

DeployableUsed[edit]

function DeployableUsed (Actor ChildDeployable)

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

InitializePickup[edit]

simulated function InitializePickup ()

Overrides: PickupFactory.InitializePickup


OnToggle[edit]

function OnToggle (SeqAct_Toggle InAction)

Overrides: NavigationPoint.OnToggle

Toggle the blocked state of a navigation point.

PickedUpBy[edit]

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[edit]

simulated function SetPickupMesh ()

Overrides: UTPickupFactory.SetPickupMesh


SpawnCopyFor[edit]

function SpawnCopyFor (Pawn Recipient)

Overrides: PickupFactory.SpawnCopyFor


StartSleeping[edit]

function StartSleeping ()

Overrides: PickupFactory.StartSleeping


States[edit]

SleepInfinite[edit]

Extends: UTPickupFactory.Sleeping

SleepInfinite.OnToggle[edit]

function OnToggle (SeqAct_Toggle InAction)

Overrides: OnToggle (global)

Toggle the blocked state of a navigation point.

SleepInfinite.PulseThresholdMet[edit]

function PulseThresholdMet ()

Overrides: UTPickupFactory.Sleeping.PulseThresholdMet


WaitingForDeployable[edit]

Ignores: Touch

WaitingForDeployable.BeginState[edit]

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[edit]

function DeployableUsed (Actor ChildDeployable)

Overrides: DeployableUsed (global)

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

WaitingForDeployable.ReadyToPickup[edit]

function bool ReadyToPickup (float MaxWait)

Overrides: PickupFactory.ReadyToPickup (global)


WaitingForDeployable.StartSleeping[edit]

function StartSleeping ()

Overrides: StartSleeping (global)