Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:UTGreedCoin (UT3)
Object >> Actor >> DroppedPickup >> UTDroppedPickup >> UTDroppedItemPickup >> UTGreedCoin |
Contents
- Package:
- UTGame
- Direct subclasses:
- UTGreedCoin_Gold, UTGreedCoin_Red, UTGreedCoin_Silver
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
BounceSound
Type: SoundCue
CoinIconCoords
Type: UIRoot.TextureCoordinates
Default value:
Member | Value |
---|---|
U | 223.0 |
UL | 36.0 |
V | 49.0 |
VL | 36.0 |
PickUpWaveForm
Type: ForceFeedbackWaveform
SkullColor
Type: Object.LinearColor
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.0 |
R | 0.0 |
TrailEffects
Type: ParticleSystemComponent
This is the effect that is played while in flight
TrailEffectScale
Type: float
Scaling for the in-flight trail effects
Default value: 0.3
TrailTemplate
Type: ParticleSystem
Effects Template
Value
Type: int
Number of points this coin is worth when returned
Default values
Property | Value |
---|---|
bBounce | True |
TickGroup | TG_PostAsyncWork |
Subobjects
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTDroppedItemPickup.CollisionCylinder
No new values.
DroppedPickupLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: UTDroppedItemPickup.DroppedPickupLightEnvironment
No new values.
Sprite
Class: Engine.SpriteComponent
Inherits from: UTDroppedItemPickup.Sprite
No new values.
Functions
Events
HitWall
Overrides: Actor.HitWall
Give a little bounce
Landed
Overrides: UTDroppedPickup.Landed
Disable particle effects upon landing
PhysicsVolumeChange
Overrides: Actor.PhysicsVolumeChange
Slow down skulls that enter water
PostBeginPlay
Overrides: UTDroppedItemPickup.PostBeginPlay
Other instance functions
BotDesireability
Overrides: UTDroppedItemPickup.BotDesireability
GiveTo
Overrides: DroppedPickup.GiveTo
Add this coin's value to the pawn
States
FadeOut
FadeOut.BeginState
Overrides: UTDroppedPickup.FadeOut.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).