I don't need to test my programs. I have an error-correcting modem.
UE3:UTJumpBoots (UT3)
Object >> Actor >> Inventory >> UTInventory >> UTJumpBoots |
Contents
- Package:
- UTGameContent
- This class in other games:
- UDK
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jump boots drastically increase a player's double jump velocity
Properties[edit]
ActivateSound[edit]
Type: SoundCue
sound to play when the boots are used
Default value: SoundCue'A_Pickups_Powerups.PowerUps.A_Powerup_JumpBoots_JumpCue'
Charges[edit]
Type: byte
Modifiers: repnotify, databinding
the number of jumps that the owner can do before the boots run out
Default value: 3
MultiJumpBoost[edit]
Type: float
the Z velocity boost to give the owner's double jumps
Default value: 750.0
RanOutText[edit]
Type: string
Modifiers: databinding, localized
message to send to the owner when the boots run out
Default value: "The Jump Boots have run out."
Default values[edit]
Property | Value |
---|---|
bDropOnDeath | True |
bReceiveOwnerEvents | True |
bRenderOverlays | True |
DroppedPickupMesh | StaticMeshComponent'StaticMeshComponent1' |
MaxDesireability | 1.0 |
PickupFactoryMesh | StaticMeshComponent'StaticMeshComponent1' |
PickupMessage | "Jump Boots" |
PickupSound | SoundCue'A_Pickups_Powerups.PowerUps.A_Powerup_JumpBoots_PickupCue' |
RespawnTime | 30.0 |
Subobjects[edit]
Sprite[edit]
Class: Engine.SpriteComponent
Inherits from: UTInventory.Sprite
No new values.
StaticMeshComponent1[edit]
Class: Engine.StaticMeshComponent
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
bCastDynamicShadow | False | ||||||||
bForceDirectLightMap | True | ||||||||
BlockRigidBody | False | ||||||||
bUseAsOccluder | False | ||||||||
CastShadow | False | ||||||||
CollideActors | False | ||||||||
Scale | 1.7 | ||||||||
StaticMesh | StaticMesh'PICKUPS.JumpBoots.Mesh.S_UN_Pickups_Jumpboots002' | ||||||||
Translation |
|
Functions[edit]
Static functions[edit]
BotDesireability[edit]
Overrides: Inventory.BotDesireability
DetourWeight[edit]
Overrides: Inventory.DetourWeight
Events[edit]
ReplicatedEvent[edit]
Overrides: Actor.ReplicatedEvent
Other instance functions[edit]
AdjustPawn[edit]
adds or removes our bonus from the given pawn
ClientGivenTo[edit]
Overrides: Inventory.ClientGivenTo
(Description copied from Inventory.ClientGivenTo)
This Inventory Item has just been given to this Pawn (owning client only)
Parameters:
- thisPawn - new Inventory owner
- bDoNotActivate - If true, this item will not try to activate
ClientLostItem[edit]
Overrides: UTInventory.ClientLostItem
called on the owning client just before the pickup is dropped or destroyed
DenyPickupQuery[edit]
Overrides: Inventory.DenyPickupQuery
(Description copied from Inventory.DenyPickupQuery)
DenyPickupQuery Function which lets existing items in a pawn's inventory prevent the pawn from picking something up.
Parameters:
- ItemClass - Class of Inventory our Owner is trying to pick up
- Pickup - the Actor containing that item (this may be a PickupFactory or it may be a DroppedPickup)
Returns:
- true to abort pickup or if item handles pickup
DropFrom[edit]
Overrides: UTInventory.DropFrom
(Description copied from Inventory.DropFrom)
Drop this item out in to the world
Parameters:
- StartLocation - The World Location to drop this item from
- StartVelocity - The initial velocity for the item when dropped
GivenTo[edit]
Overrides: Inventory.GivenTo
(Description copied from Inventory.GivenTo)
This Inventory Item has just been given to this Pawn (server only)
Parameters:
- thisPawn - new Inventory owner
- bDoNotActivate - If true, this item will not try to activate
ItemRemovedFromInvManager[edit]
Overrides: Inventory.ItemRemovedFromInvManager
Event called when Item is removed from Inventory Manager. Network: Authority
OwnerEvent[edit]
Overrides: Inventory.OwnerEvent